Many texts say that an outsider will unconditionally obey and even go to the extent of causing the death of the one that knows their name to not let others know it. Also mispronouncing it would make the outsider suffer. Does knowing them have any utility other than taking an outsider as hostage to do you bidding? Why is a True name so important? I pretty sure I'm missing an important part of the lore here since this comes from a nice while ago.
Harleequin wrote: Amazing work you put in.... congrats! Although I think creating a completely new spell list is unnecessary. Thanks for taking a look at it! :) Had to, how much sense do you see on a plant raising a wall of lava or throwing lightning from the tips of his... leaves? There is also a bunch of fire spells there. I'll modify the Avatar of the Seed a little bit since having near no blasts is sort of hindering it.
Okay... so i spent the whole day researching and creating this archetype. In short, it is a druid archetype for elves based on plants. While I know there is already one, it's not exactly the best thing ever. The idea of this is to make it viable and entertaining. I based the idea on the Entobians metamorphosis. At certain point you get a choice, to remain the same or to specialize into one of 4 options. I'd really appretiate some constructive feedback since I'm sort of bad at balancing stuff i wish my character had. I'm not the most experienced player but i love theorycrafting. I do believe most people in here know way more than me about PF so i'll be really thankful if you took your time reading it and tell me what's wrong, what's terribly wrong, what's nice or some other suggestion.
Im making an archetype that advances pretty much like Entobians do. You get 5 choices, to remain the same or to pick 1 of 4 different paths. These paths can be compared with PrCs since they count for the last 10 levels. Should I keep them within the archetype or make separate PrCs for each using as prerequisite the archetype? Do you think this is viable?
Morag the Gatherer wrote:
If you are still reading this then i suggest Inspired Blade Might even consider using it instead of my own build. 14-20 x3 with rapiers, even being the capstone, is simply insane. Now this would raise enough numbers to make my brain consider the idea of taking out a giant or a dragon with rapiers. Like a more graceful Kratos.
Morag the Gatherer wrote:
Oh i know the feeling... suffered the same with this guy. For some reason unarmed strike builds are not as hard.
BadBird wrote:
But... free feats... I dont mind waiting a little... :c
BadBird wrote:
Yeah I know that kind of progression issues. I only play campaigns where you start at 1st level, maybe 4 or 5. I just like seeing the whole picture and this one is not that bad, I'm getting plenty to entertain myself here. I tried the combination UnRogue with Slayer instead of Fighter and well... kinda liked it, there is more stuff there that makes fighting something fun. So weapon spec is out of the equation.
BadBird wrote:
4 levels*... I dont really miss much on the last 4 slayer levels so its not a bad trade off, also using dex mod on damage rolls is something quite hard. There are not many ways to do so, and again you go with the theme mixing "shadow armored warrior-ninja" Let me remind you that bleeding critical stacks with itself, and wont come off without a heal be it with skill or with magic. nicholas storm wrote:
Just so that you can rest assured that im not ignoring your suggestion or ideas, here is my brawler the "Overpowering Striker": Race: Human
Feats:
Discoveries:
Mutagen Bonus:
Brawler's Flurry (no PC Str mod):
nicholas storm wrote:
I used to like throwing builds, but then I took a Capt America fan to the knee. Since then all throwing builds just... didnt shine to me. Throwing daggers is plain, javelins is complicated, hammers is too dwarven, shields is too avenger-ish, shurikens is too ninja. The only viable ones there are the shurikens, daggers and perhaps hammers. Even then i need enough ammo to last an entire fight, and before the blink-back belt that's expensive. And it's highly probable that the build wont be better than your average archer.
Captain Morgan wrote: These posts are hella long, so forgive if this isn't this has been said already but... I would use daggers over Kukris. Your main damage Wil come from sneak attack which isn't multiplied on a crit. Daggers give you the option to be thrown, which is really clutch in situations where your first attack drops an enemy and someone else is outside of your melee reach for iteratives. Or other situations where melee isn't attractive. Dont worry, the kukris are the main attraction. One reason I got Quick Draw for was for throwing daggers, which i'll have strapped and ready to fly.
BadBird wrote:
Ah yes, what I meant is that the weapon training from the weapon master cannot be exchanged for advanced weapon training. It's fixed. Though the weapon master 3 + gloves of dueling idea is... interesting. Might also think of using it in other characters...Yes 17 DEX is all i need for the feats, but if you take str for the attack rolls then the 17 dex will mean nothing to it. Instead with finesse and 3 levels into UnRogue I can use it for both attack and damage rolls, raising it also raises my AC, amount of AoO and reflex saves. Str would only affect my fort saves and my carrying capacity. So its mainly what else you want to do along with the dmg and atk rolls. AC, ref saves and AoOs or fort saves and carrying capacity. Note that I'm not counting acrobatics for avoiding AoOs, nor maneuvers that depend on STR, this guy is for plain damage. Edit: 1d8, 19-20 x3. Or 1d4 15-20 x2? I'm not using the crits to deal more damage, im using them to trigger Bleeding Critical.
thistledown wrote:
The brawler part called my attention... but that would work for the sneaking precision build I made before. In my last reply I remade the build and did not take sneaking precision so I dont really need sneak attack for that in particular. I am now getting it only because i went for slayer, which seems to be better option than fighter. I use Butterfly Sting on a melee support pc i made like a month ago. Strategist Standard Bearer Cavalier/Tactician Fighter (dex-based), using a scimitar and an empty hand.
hiiamtom wrote:
Yup, noticed it like 20 seconds after i posted it and was working on fixing it. Now it's fixed.
Fruian Thistlefoot wrote:
Yeah I'm doing that. Also here's a slayer counterpart to the build in the OP. Im working on a STR-based one now. Not sure if the order of the feats and talents is right, or if im missing something. Curiously this one had more feat slots than what i thought it would have. Race: Human
Feats:
Focused Study:
UnRogue Talent:
Slayer Talents
Fruian Thistlefoot wrote:
The rogue levels were just for the unrogue dex on damage rolls, and the other 6 levels were for the requs for sneaking precision which is not really that good. I play with crits to stack Bleeding Critical. I do know that about themes thats why im mixing and playing with archetypes. Right now for example I'm trying to see how good would a Slayer be.
hiiamtom wrote:
I could try making UnRogue 3/Slayer 17. Or try to see how well STR-based does compared to it. According to the wording of the ranger combat style talent, you only get 1 feat, it says you can get the talent again twice, but doesnt say you also get a feat when doing so... which sounds weird since you'd be picking it for nothing then.
BadBird wrote:
Well, I did want it with kukris though. And while you can, you could get the weapon group first, so that every time you get a future weapon trianing, it gets a +1/+1. So I'd be missing it if I did that. nicholas storm wrote:
Because I need level 9 UnRogue for the 6d6 (w/ accomplished sneak attacker) for the Sneaking Precision feat. So I either get one late, or both late. Though now that i noticed that sneaking precision uses a swift action I might remake the build... BadBird wrote:
Like I said, I would prefer to keep the kukris. My issue with all this is simple, though I really should have explained my situation in the OP. My first objective was to make a purely physical damage TWF character. Then I started searching for viable builds with the picture of a guy holding 2 swords. Then I was going a bit deeper into how it was supposed to be built and encountered STR and DEX builds, chose DEX because most TWF builds i saw were dex based and later saw that they were a bit more effective than the STR based ones. Also the STR based ones were mostly barbarians, and for barbarians 2h is theoretically better than 2x1h. Then I played with different swords and daggers for better optimization. Reached the conclusion that either Scimitar and Kukri were the best in theeir categories. I did think of using rapiers... but how "logic" is your picture of a guy holding 2 rapiers fighting an orc or a skeleton? So between looking a bit dumb and looking great while doing nearly the same I started to look for ways to compensate the lack of damage. That brought me to sneak attack, criticals, Focused Weapon and the like. And this is how it ended. Please do bear in mind that I made this in just one day. I'm also trying to stay within the normal stuff in terms of feats and ways to build/play it. Your build deviates to monk styles, unarmed strike and wisdom. Not so twf with swords/daggers-ish. See that I'm trying to make a character that also makes "sense" on how its built? This goes for everyone in this thread: I really did not think my thread would get so much attention, I appretiate all your suggestions from obviously more vast knowledge than what I have and feel that I wasted your time, apologies for that.
nicholas storm wrote: Why stop at level 9 rogue, when you get master tricks at 10? Because 11 levels into dervish of dawn fighter can get me a pseudo pounce and +2 BAB. 10 levels into UnRogue would get me 1 advanced talent and another skill on rogue's edge (let's face it, this is flavour). And the most useful talents are:
Deighton Thrane wrote: I'm pretty sure no one has mentioned it yet, but bleed damage doesn't work the way you seem to assume it does. Bleed isn't a damage rider on attacks like say, an elemental damage ability. Bleed deals damage to an opponent at the start of their turn, and bleed doesn't stack if it deals the same kind of damage(hit point damage/ability damage). So if you're doing 2d6 bleed, that means that the opponent will take 2d6 damage at the start of it's turn, that's it. In order to deal the 28d6 bleed damage you expected in 2 rounds (possibly), it would actually take 14 rounds of combat. Bleeding Critical works differently, it does stack with itself. Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack. With sneaking precision I can apply it on Sneaking Precision Benefit: Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects of one critical feat you know to that opponent. Oh Snap! Swift action... well, I dont really think I should worry about it anyway with 15-20 threat range. Realistically, I'll probably will be landing like... 3-5 hits, if two of them are sneak attacks then there is a +2d6 bleed in already. born_of_fire wrote:
I only got UnRogue due to the free weapon finesse and for being the quickest (and one of the few) way to get DEX mod for attack rolls instead of STR. Other than that the only reason I'm getting 9 levels into UnRogue is for the requirements of Sneaking Precision (+6d6 sneak attack) But okay, you won. I'll see If I can manage to do something with it... bear in mind that i did know about slayer, but slayer doesnt have Dervish of Dawn, Knife Master and Scout for archetypes. And if we follow your train of thought then it will be just a twf ranger with rogue tricks instead of spells and feats instead of animal companion. BadBird wrote:
Weapon Master Replaces Weapon Training, so I can't "take an advance weapon trainign in place of a weapon training" because i dont have one. Otherwise it would be like saying "I take an advanced weapon training instead of gaining Mirror Move". Doesn't say you can anywhere or it should say "This ability otherwise works like Weapon Training".
And yes I do know that about Focused Weapon, that's why the last calculation said 1d10 and not 2d8. 1d10 is what a level 11 warpriest gets for sacred weapon damage.
The initial idea was to make a twf character, found out few builds related to rogues, found a good one based on knife master and scout. Then wondered how good would a twf fighter-based would be since everything i was looking at was efficiency in combat and well, fighters do fight better than most other classes so it was obvious... but i still wanted that rogue touch on it and wanted to keep it. Then I started mixing levels and archetypes till i found balance in the build i posted. The first half dedicated to TWF, the second part dedicated to sneak attack effects and more importantly the bleeding critical. I really could take that GTWF from the feat list and there would be a slot for something more useful, but still im not sure about the TWRend. It makes me take a feat that would be utterly useless on this obvious dex build and the rend itself is just a 1d10 per round IF i hit to start with. So if i cant even do what im supposed to do, i wont be able to do what you guys suggest. The TWF -2 penalization is compensated by the 2 focus feats.
I mean... if I am able to land the normal hits, then i will be able to land the twf hits. Same if im not able to do so. I did think about taking more levels into fighter for the feats, or taking more levels into UnRogue for the sneak/talents, but it would change drastically half of the build itself if i do. If i go more rogue I'll be deadlier with the sneak attack, but my kukris will be puny little iron bars and i'll be feat starved. If i go more fighter then i'll get more feats than what I need and won't get many more interesting abilities. This is just the point in the middle where i'm sort of good at both things... a rogue would just get few more talents and some more sneak attack, a fighter would get more feats. @Fruian Thistlefoot
@Dracoknight
@Quandary
@BadBird
And my bad, had to remake the feat list a little in the last moment due to some incongruencies and forgot to change that. Just swap it with Accomplished Sneak Attacker... for some reason i cant edit my post? oh well nvm. Swap Gweapon Focus for Accomplished Sneak Attacker
Fruian Thistlefoot wrote: Greater TWF is a Trap...Too hard to hit. But Two weapon Rend is a great feat to replace it with. Requires Double Slice and both are made for Str-based builds. I'm not sure i understand how two weapon rend works... the description implies that i need to hit with both weapons simultaneously, and I dont do that. If we say that I just need to hit with main and off hand weapons in the same round then yeah, it gives me an extra 1d10. Which would be same as actually landing one more hit.
Hello! So... yeah I've spent the entire day trying to design this character. The plan was to make a TWF Rogue, but then I saw how a fighter would get more combat oriented abilities while still getting to deal more damage with the same stuff. I didn't want to depend on sneak attack since there is plenty of stuff that cant be hit by it, but! There is some stuff that's worth getting sneak attack for. All in all this is the result: Race: Human
Feats:
2.UR1.Finesse Training (Kukri) 3.Combat Reflexes
5.Dodge
7.Improved TWF
8.H.Skill Focus (Use Magic Device)
9.Iron Will
11.Bleeding Critical
12.F9.Advanced Weapon training (Focused Weapon) 13.Blinding Critical
14.UR4.Rogue Talent: Combat Trick: Improved Initiative 15.Accomplished Sneak Attacker
16.H.Skill focus (Perception)
17.Toughness 18.UR8.Rogue Talent: Extreme Leaper 19.Sneaking Precision Sneak Attack:
BAB:
I still need to make sure that Dervish of Dawn's Rapid Attack works as i think it works though, as far as i can see I can make a full attack forgoing the highest bab attack on a single move, at any point of said move, so I do believe im not using the standard action there, pretty nice for charging if its possible to do it then. Even if i cant, then if its only the move action, then i still can do the standard action, Knife Master gives me an unneeded but situationally useful sleight of hand check bonus, and a little nice boost on sneak attack damage.
The first level (fighter) gets me the proficiency I need to wield kukris and a bonus feat, everyone love bonus feats.
As an example of a level 20 ideal full attack, landing all 7 attacks and sneak attacks (imagine the target is blinded, flanked or something): 7 hits for 1d10 (15-20/x2) + 6d6 sneak attack + Dex mod + 2d6 from Bleeding Critical applied on the sneak attacks. Think that landing 2 of these full attacks, by the third turn the target suffers a whooping 28d6 only from bleeding! If you also make a critical hit while doing all that (which is highly possible) you get another +2d6 from bleeding that comes from said critical hit! BTW, dont forget the Slow Reactions sneak attack modification (targets hit by sneak attack cannot make AoOs)
Drawbacks (AKA DM's Section):
The capstone stuff is both hit dependant and sneak attack dependant. So monsters with immunity to precision damage and/or high AC will render this character useless. Also, as you may have noticed this guy has no obvious defenses against combat maneuvers. It's main selling point in this regard is high acrobatic skill but still... it wont do much against huge aberrations with multiple limbs, an stampede or well, just use your imagination. And obviously as with all melee characters, ranged attacks are a problem that cant really be solved without aid from magic items, a party mate or specific feats. In short: Just deal with it as you deal with any rogue or fighter. Thank you for taking your time reading this, you are very welcome to give any criticism or suggestions!
Sorry to interrupt, the idea of using Quick Loading is just to get the projectile to set itself on the crossbow. The plan is to only hold and pull the trigger. I could buy a bunch and keep them in a handy haversack or something. It also lets me fill or take the arrows i want as a standard action (this is not the loading action, this is just to refill the pocket)
How valid would it be to use on every non-repeating crossbow?
You'd be able to shoot any crossbow that doesnt depend on a magazine without needing to reload it yourself. Quick-Loading would make the bolt pop into existance on the crossbow, and Self-Reloading would make it pull the string back by itself. That would let you full-attack with any crossbow and never think about reloading it ever again in your life.
The thing is that you keep saying it's broken, when it's not.
In the team's balance a rogue or slayer with this talent will still be in the bad side of the balance, with the other players still being more useful and powerful. This would only allow you to land a full attack of sneak attacks IF you manage to hide first. For that you need the so important HiPS that would either give you more penalization (Hellcat Stealth), devour the little amount of feats you have (Shadowdancer level, Eldritch Heritage) or take talent slots for terrain mastery and HiPS for those terrains. What you fail to see is that the talent doesnt balance itself. It balances with the build you choose. Starting with the talent itself, it adds you another -20, so you really cant use this unless you optimize this really really well. If you lose the check, you lose the entire attack (not hitting with sneak attack) due to losing stealth. And if you optimize this for stealth really really well you'll be on the losing end of everything else. First and foremost you lack HiPS, you can get it either:
The build itself leaves holes for weaknesses, lots of them, so it cant be optimized to a 100%. Unlike many other builds from other classes. And the fact that you are hidden (not invisible) doesnt mean the enemy cant attempt to find you, nor that you are immune to area of effect spells that could damage or hinder you. Dont forget that while you snipe, you dont move...that means that shooting risks them finding you because you dont move, and if you do move you cant shoot. You can throw at me all the solutions to everything, but it's not a fighter it's a rogue/slayer, you cant have everything so there is your weakness, a big one. And basically, the moment you get a bad roll, you ruined everything. They'll know where you are, where to search if you hide again, where to shoot AoES, etc. That pretty much balances what the talent gives you. There are plenty of broken things if you look at them by and for themselves, instead in conjunction with other things.
Claxon wrote:
1) You mean allow old stuff that became broken due to new stuff? 2) You still play 2 PCs, You get everything that companion gives. The ranger itself focuses mainly in combat, while making use of spells on both himself and his companion.There is nearly nothing you can compare the rogue i mentioned with, to keep saying it's broken or OP. I already mentioned obvious ways to counter it, and basically any other rogue or stealth-based PC. There can be permanently invisible characters and npcs but i cant hide by myself and do the same? Now, that's unfair. Note that being stealth doesnt mean im completly invulnerable to damage because they cant see me. A DM can make many many moves against invisible characters, and the stealth build, no matter how many ranks i got in it will not be 100% perfect, and i'll not land sneak attacks on all the attacks. This would only let me full attack and try to remain invisible. What if the DM makes an npc send its pet to find me?
Do you even think that something like that is easy to pull out?
So please tell me how in the world is that talent broken. People will be casting all sorts of spells, pouncing around, hitting like there is no tomorrow and then there is me hiding and trying to manage some sneak attacks through all that. It's not making it unfair for the PCs just to counter one. Its plain challenge, simple as that. If you want to see it the former way, do it, you are quite the negative person. If you want to do the latter, then it encourages me to keep playing till it fails and I die. Another different matter is being a lazy butt DM making no effort whatsoever on trying to play a challenge, because from another point of view, the DM is also a player in the game and the other people is his challenge. Being DM is not for lazy people that think "it's not worth it", its for people that is up to create and deal with imaginative and smart strategies. You keep seeing things from your point of view, I understand it. From your pov it makes sense. But it starts not making sense when you see it from my pov, and if you mix both then yours makes no sense AT ALL. I can keep listing more "broken" stuff that happens to come from paizo, but i can bet anything that you'll keep defending your anti-3pp position because of some non-existing reason.
Note: That ranger also has a cute little wolf that trips people and hits definitely not like a girl. And forgot to mention spells. Also, how is this different from someone quick casting invisibility? How is this different from druids becoming Shamblers or Elementals.
You make it sound like you have a personal problem with 3rd party stuff. There are way more things that are more broken than this single little talent, but i dont see people discussing about it. Only because it's paizo? If they publish "broken" stuff you play it and you are okay with it. But if you see "broken" stuff from 3rd party that came before paizo you insta-banhammer it. I still fail to see the logic here. Also What's wrong with making the PCs with being "special" as in "more powerful than others"? Isn't that the objective of a FANTASY story made for said PCs? Invisibility, Teleport, Summoning, Portals, Shadow control, God's powers, Weapon Masters, People that talk with animals, people that turn into animals, dragons, etc... and I cant hide by my own skill and also be effective as the previous mentioned ones? Melkiador wrote:
d20pfsrd.com ,no need to pay to get in that site.
Matthew Downie wrote:
This actually doesnt sound bad at all. I could use them. We homebrewed the first one before in few games before due to the lack of flanking and cooperation between the players to let the sole ranged rogue to actually do something, and there were lots of ranged enemies so it didnt really matter. The second one would be perfect for epic levels. When your attacks barely land and you are killing colossal dragons or demigods and travelling from plane to plane as if it was a sunday walk through the park. See? Only because it sounds broken, doesn't mean it is. If you only think about what you can do with stuff, then everything is broken. The moment you start thinking about how to counter it you'll notice it wasnt broken at all, it was only you being lazy and not thinking how to deal with it. Don't blame the material, blame the DM that does not know or care how to use it. Stuff is there, if you dont care about thinking on ways to use them properly and ends up being broken then it's your fault, not the stuff's. Hell, even paizo encourages people to use 3pp material. Use your imagination, it's what all this stuff is about. Also, yeah the 3pp material I use comes from d20pfsrd. Pathfinder releases are "new" and the dollar is not worth the same everywhere in the world, so not everyone has access to it.
I just see it sitting there and gathering dust... and well, why not? Someone went through all the trouble to think it, write it, refine it, then publish it. It would be a waste and an insult to the creators not to use their creations. I cannot fathom a reason not to use them. If i'm not wrong the idea of playing d20 games is to grab a game setting, use its rules and books as guides and reference and then homebrew whatever else you want... not to be bound by the books. This groups even go and create stuff out of nowhere for us and people refuse to use it? It's dumb. The only reason I can imagine for not using them is because the DM is way too lazy to make an effort and think about what he has to do to counter this new stuff. There has always been stuff created by 3rd parties that were later added as official content, why is this different? Why do DMs get scared of content from a different source?
Hubaris wrote:
Yes, i know, which is why im asking... Do people not use 3rd party material?
Yeah i know, the stealth rogue build has those 2 obvious weaknesses... Something that is immune to precision damage is immune to sneak attack.
And there are plenty of those 2...
Hubaris wrote:
It says it allows you to hide while being observed in normal and bright light. Not that it doesnt let you in dim light or darkness.
CBDunkerson wrote:
Gonna write all that down if you dont mind. People really doesnt use the Master Sniper talent? Such a waste... I was thinking on taking 2 levels of shadowdancer for HiPS, darkvision, evasion and uncanny dodge. Do you think its worth combat reflexes, dodge and mobility?
Normal sniping is UP. Master Sniper makes a total of 3 feats to shoot just one more arrow, making it a bit less UP, but UP nonetheless. So with the 3rd party talent it's OP even though you'd need to be level 14 to get it? And that is without HiPS. Why is there so much hate directed towards hiding and sneak attack builds? It's ridiculously easy for a DM to counter them, why not let them use stuff like that 3rd party talent? Bad enough is the fact that both Rogue and Slayer are feat-starved classes, if you optimize them for stealth you get even less space for combat oriented feats and talents. So your only source of damage would be sneak attack, what's wrong with grabbing what you can to boost it? Allow the 3rd party talent, and throw the occasional elemental, golem or anything immune to sneak attack, or something with blindsense, blindsight or tremorsense. There is plenty to choose, dont hate it only because it would annihilate your average bandit, it would be the DM's fault for not thinking about what to do and only looking at the numbers, not the player's for trying to optimize his character.
Hubaris wrote:
What issues? The -10? It would either be take -10 or another feat then? What I could do, is to go for Hellcat Stealth first for a rudimentary HiPS. Then at 9 Eldritch Heritage, at 11 retrain Hellcat Stealth for Improved Eldritch Heritage.
Imbicatus wrote:
So this would be valid for sniping attacks (if i had HiPS or cover). Would it be valid for the Master Sniper advanced talent? And the range is more combat oriented + spells... So the fact that rangers get HiPS is just a plus? A tool that i can use whenever i want if i feel like using it?
Deadly Range (Ex) on Slayer's sniper entry: When the sniper makes an attack against a target who is within his weapon's first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks.
"within his weapon's first range increment", means the base "maximum" range of the weapon? The last sentence, does it mean the snipe attack does not count as the attack mentioned there and i cannot hide after said attack? Sniper goggles... did not know about them. But they dont seem to be something for early levels so if i get the sniper archetype, can I retrain it into no-archetype? (as if going back to normal slayer?) Now that the Slayer covers the Ranger's combat aspect and the rogue's sneakyness and usefulness... Why would I want a Ranger for? What would be their role?
Hubaris wrote:
Oh my god, i've just checked it on the Blink spell description... how did I miss something like that? should have guessed something broken like that was getting changed in pf... Welp... gonna perma stealth on rogue now then. Will check what you mentioned. The sniper archetype... for rogues? That doesnt grant you any sort of bonus to stealth, it only extends the range for sneak attacks. Solved the rogue side then... what about the ranger? Do I have to play it like a stealth commando because of HiPS? EDIT:
Claxon wrote:
The Master Sniper talent lets you full attack instead of just one shot by doubling the penalization. As a requirement you need Stealthy Sniper, which halves the penalization so you'd only get -10. And -20 with Master Sniper if im not wrong.
So...here i am, getting ready for another campaign and wanted to play an archer. Getting to the point, I run into a little but annoying problem when building them... I end up making both of them go for a stealth build. A ranged rogue needs stealth to land the sneak attacks.
A rogue sniper makes going ranged something possible. There are also plenty of talents to make of sniping something amazing (Master Sniper lets you full attack instead of shoot once). But it lacks HiPS, so you can only do that with some sort of cover so get your smoke sticks ready. Picture: The sneaky guy that hides quick behind everything. A ranger has spells, many of them can help you to become stealthier. They also are all forest and nature themed so thinking about camouflage is not weird. Picture: Your typical commando elf covered in leaves and camouflage paint shooting at you from between the trees, bushes and high grass. Now the actual issue is: Why on earth do i want to make 2 characters with the exact same tactics?
And that brings me to the next questions: If the ring of blinking already makes any sort of stealth tactic obsolete (for sneak attack purposes only), what do i do with all the stealthy talents and feats i got on the rogue? Should I retrain them or not get them in the first place? Is there any possible way to get HiPS on a rogue? Note: This is for an unchained rogue. Ninjas and gunslingers are not allowed.
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