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It depends on the game.

If you never get iterative attacks, feint isn't a trap. I used it heavily with my rogue until I started to get iteratives. Then it became dead weight. However, I was heavily invested in bluff and in a campaign that I was mostly opposing other humans so I didn't have to worry about penalties.

If you mostly play at low level, feint can be a very useful way to get your sneak attack if you don't have a flank buddy.


Not so much about the balance but:

Man I would hate having to do all that book keeping. Constant cash worries...not to mention how fast you would tear through cash preventing you from using it for fun stuff.

I've never actually seen one of these classes break the game though. Sure, they theoretically can, and I'm sure sometimes they do. But one thing I've noticed is that these classes tend to be best at making the non Tier 1 classes better.

Haste is a great spell....for the rest of the party. If I were the fighter I wouldn't want my wizard to not use it because it costs to much. So I'd end up covering part of the cost, which would prevent me from getting that next +1 on my weapon.

I think adding these costs would be a huge amount of extra work and may not actually balance anything, just make everyone worse.


roguerouge wrote:
What's the effect on an AP campaign if I require the PCs to start with an NPC level? My intent is to add flavor to background and have that ordinary people become heroes arc, but I don't know what the mechanical effect would be.

I think it depends on a whole host of factors. How many people are in the group, whether you're going to start at level 1, and how much do your players optimize are all important. So is the ability generation method.

I'm running Carrion Crown for my group now, 4 players, not very optimized, 4d6 drop lowest and they're doing just fine (although luck has played in their favor). I don't know if I'd start them with an NPC level at level 1 and expect them to survive though. If there were 6 of them, or if they optimized seriously or if we did 25 point buy I think it would be fine.

You may want to look into giving them something like a free Skill Focus (profession: whatever) feat instead. Helps give them a bit of a background without changing balance much.

EDIT: Also, I think it's important that you give them Max 1 NPC level if you don't want them to die terribly.


Depends on interpretation of it. But I prefer True Neutral.

Not in the 'everything is balanced' way, but in the regular human working for himself way.

Not evil, and given a black or white option will probably do the good thing, but pretty easily swayed into inaction or twisting the rules for his preferred outcome.

I also enjoy CG an awful lot.


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LilithsThrall wrote:


Does that mean that the Bard class is destined to never be Alpha in combat? Maybe my premise is wrong. I'm still waiting to hear evidence that it is.

Why should the bard be Alpha in combat? They're alpha in social situations.

That's ok. I don't want my bard, or my rogue, to be the equal of the fighter in a fight. That's his schtick. Why would I take it away? These classes have plenty of effectiveness in combat, so it's not boring for them. They shine in social, so that's good.

I don't see a problem with having second tier combat classes. Support is fun too.


Lastoth wrote:

If your party doesn't run it's because they've been taught they're unbeatable. A TPK is a learning experience and will set this enemy up as a really powerful and terrifying company of badguys.

The way to swing it is to have the NPC good guys come recover the bodies, sell off some of their equipment for cash and use it to resurrect the party.

Make sure you give them plenty of notice during the fight that it's hopeless though, every time they kill a guy have a couple more run in. They should get the picture, you shouldn't NEED to TPK.

This is good advice. Our group runs like hell. A lot. Very often, in fact. This is because our DM is a killer.

If you run, he'll give you experience for being smart, but if you fight something bigger than you with plenty of warning, I hope you enjoy rolling a new character. It's funny actually, since we normally run unless backed into a corner now.

Still a great game, because there are things we can still beat up on, but we tend to think through all of the options, including running before making our decisions. Less of I'm a super hero and can kill anything, more of: I'm a mortal man with mortal flaws and holy s*%& that's an army marching towards us....run!

But the key is warning. Even the very blatant, "Are you sure?" is a really good way to make them think of alternatives.


How about an elementalist?

Like a summoner of elementals or golems. Summoner kind of works, but I like the idea of a caster that uses the environment exclusively. So reaching down and touching the earth and having an elemental form and fight the bad guys.


Master Spy also gets sneak attack at a slightly slower progression.


Endurance.

Run.


Xum wrote:


I do agree that some feats are sub-par and should be put in another category altogether, but giving away all the "Must" Feats includes giving some of those to casters also.

I'm actually ok with this too if it makes sense.

One of my problems with PA (other than it's must nature) is that anyone can swing a sword as hard as they can. You shouldn't need special training to give up accuracy for power.

So, this is open to caster feats too. Anything that a class absolutely must have or fall behind the curve, I'd like to simply give it out when the requirements are reached. Leaving feats for customization of the concept.


Xum wrote:
therealthom wrote:
You'd probably be better off giving them skill focus(whatever). Make power attack a "free" feat and they'll probably just grab another combat feat.

Not probably, Certainly.

I don't believe caster are better than combat related classes anymore.

I do agree that some feats are sub-par and should be put in another category altogether, but giving away all the "Must" Feats includes giving some of those to casters also.

Not really the case with us. We have a 10th level fighter in a different game w/o power attack because he wanted Skill Focus(Perform: Flute).

I normally wouldn't care about this, but I'm new to AP's and wouldn't want my PC's to die because they want a flavor character over an optimized character.


Xum wrote:
Bear in mind, that this may be unfair to those that are not combat inclined.

I'm not too worried about the pure balance of it. The players I'm running are not optimizers at all, but I'm running an AP and would like for them to use feats that are more for the flavor of their character, rather than having to spend feats on almost necessary options.

I'd much rather the 2handed fighter(if there is one) spend a feat on skill focus(whatever) than power attack.


I've seen suggestions around here that certain feats, such as Power Attack and Combat Expertise should simply be combat options, rather than feats. I really like his idea and would like to implement it in some form in the next game that I run.

The basic idea is that anyone should be able to Power Attack, for example, as soon as their BAB is equal to +1.

Do you have any suggestions for other feats that this sort of thing should apply to? I have plenty of time before the game starts, and I plan to dig through the feat list myself for feats I think should automatically apply, but I was just hoping for some community input.

Thanks.


BigNorseWolf wrote:
Quote:
"It's the player" still stands. Guess you'd better brush up. ;)
Yes yes yes... the super top secret tricks to playing a rogue that make that player superior to all others...

Rogues are situationally great. Depends on the game and the player. Heavy skill games are great for a rogue. Heavy combat games...yeah they don't shine so much.

As for cleric? I find them boring, but they are quite tough.


memorax wrote:


+1000.

The thing about the system is while it maybe fun and interesting to play an archtype that maybe weaker imo the system does not reward you for it. Your at a disadvantage. Which maybe fun once or twice that's it. I can make a Monk that specioalizes in perform and takes feats to improve on that yet next to a regular Monk well imo your at a disadvantage. Giving up Uncanny Dodge for a +1 on fort and ref saves imo is just not worth it. I'm not asking for more powerful abilites. i'm asking for replacements that are of equal power. And a bonus to saves is just not it.

Reward in an RPG is a funny thing. Are you worse at combat? Yes. Is this a super huge vital thing? Maybe.

Maybe. It's always fun so long as you have a group that you enjoy playing with and doesn't make you feel like dead weight to choose less than stellar flavor options.

None of our group optimizes. Our GM balances the encounters for us as we are. Which means I only consider something a trap option if I will never end up using it. Optimizing and Roleplaying are compatible. But it's just as valid to not optimize and focus more on the roleplay. It's ok that there are options that keep that in mind.


leo1925 wrote:
LazarX wrote:
Abraham spalding wrote:
sphar wrote:
These archetypes are great for RP=heavy or themed campaigns.They are not so great for munchkins,however.

Because the only way to be RP heavy is to be mechanically weak!

Stormwind much?

Because the only way to be RP heavy is to be optimal?

Reverse Stormwind much?

I don't think that anybody said such a thing, it's you who said that suicide choices are golden opportunities for RP.

Well...they are.

Being optimized doesn't preclude RP. But not being optimized doesn't preclude RP.

VoP monk works fine in a social low combat type of game, I suppose, although I admit that it is an extremely weak option. But a pirate for example, is a bit weak for a bunch of flavor.

So in a party that doesn't optimize, it's a fine choice and a nice flavorful option. Don't take it in a party that optimizes.


Sowde Da'aro wrote:
Y'all forgot one thing, point blank shot only helps with your attack roll NOT your damage roll.

Point-Blank Shot (Combat)

You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.


Jiggy wrote:


My BIGGEST question is this: how important/useful is Improved Feint? The idea is to get sneak attack as often as possible, but it costs me stat points and two feats (and therefore my race choice) and a trait. Is that worth it, or should I be doing something else? Other advice is welcome too, of course.

I've played a rogue(Spy archetype, now prestiged into Master Spy) for the past 2 years or so, from level 1 up to about 10 now. I grabbed improved feint very early on and boosted bluff crazy high.

I used feint an awful lot early on to get my sneak attacks, but as we got higher it has become less and less useful as the martial characters have learned to help me flank. Combat Expertise was a pure feat tax, since I don't believe I've ever used it.

My build is very different than yours though, so maybe you'll see more long term benefit from the CE/IF combo. I went with high charisma and int for being the face of the party, bluff being my main focus (Deceptive/Skill Focus bluff + archetype/prestige bonuses = +29 bluff right now baseline).

I like having Improved Feint in my back pocket in case I get left alone though, since my non-sneak attack damage is pitiful at best.


wraithstrike wrote:


How does charisma make someone a better leader in your games?

By allowing them to take the leadership feat :P

wraithstrike wrote:


If by initial impression you only mean the NPC initially shows more favoritism, as an example, toward the high cha PC then I agree,

This is actually exactly what I meant. I think it's also what Aardvark Barbarian has been saying


Ashiel wrote:

Likely the first one they come to, as last I checked, NPCs do not have a metagame view of someone's character sheet.

When my characters walk up to someone, I don't say "Hey, what's this guys Charisma?", I speak with him and then when the GM responds [i]"Who the 'ell are you?", and I think "Eh, either this guy is having a bad day, or he's kinda rough around the edges..."

I call metagaming at its worst.

I believe he was talking about a DM controlled mayor.

DM's cannot, by definition, metagame.


Kirth Gersen wrote:


What people have an issue with is that, with the exception of the Leadership feat, there are absolutely no mechanical rules whatsoever for doing all of those things that people are agreeing that Charisma should be able to do.

Bingo.

Thanks Kirth. My table recently added your charisma to will saves wisdom to ranged attacks rule.

Not that we had any particular problems, just it made sense for all 6 abilities to have mechanical benefit beyond skills.


wraithstrike wrote:


That is not what myself or Ashiel is trying to say though. We are saying that guy with ranks in diplomacy can be very likable even if he does not make head turn when he enters a room. I agree that upon entering a room the person with charisma makes the initial strong impression, but by the end of the night the person with the highest diplomacy check has made the most friends or at least acquittances.
It would be like a guy walking in and the lady thinking he was dork(maybe he dresses funny). He says something wity, which is a part of his 1 minute diplomacy check, then she is laughing with him, then she is looking forward to having him around.

I can pick up what you're putting down. The issue is that there isn't anything for charisma in that case, is there? If every time you talk it's diplomacy, then charisma is a useless ability.

I think what ciretose is saying is this:
Charisma governs all social interaction that is not actively diplomacy, bluff, or intimidate. Therefore, if you are not lying, scaring, or doing one of the very explicitly outlined facets of diplomacy, then it falls to a default charisma check.

Asking a woman out is diplomacy, random bar chatter with no end goal in mind is charisma. Maybe you get some good information out of that random chatter, but you weren't trying to?

I'm grasping at straws with that last sentence. Admittedly, I want charisma to do something fundemental.


Abraham spalding wrote:


Thus doing these things with diplomacy does make you more likable, more capable of getting dates (another request), make friends and influence people and improve their opinion of you.

Just like someone with a charisma of 20.

Besides by the theory that you can only do this with a high charisma why do people attack sorcerers? They should be instantly liked and asked on dates! After all people like them right?

Oh wait -- there is more to it than that. That's right you have to spend time and energy and become friends -- with diplomacy.

But you're putting words in people's mouths. It's not about when interaction has begun. It's about pre-interaction. At least pre-verbal interaction.

I don't expect 18 charisma to auto have friends. I do see the 18 charisma as being gravitated towards naturally. If a guy walks into the bar with an 18 charisma, chances are he'll come off confident and cool. Without trying. That's not diplomacy. It's charisma.

Now charisma 7 guy walks into the same bar. He may be one hell of a speaker and can make friends super-easily once he starts talking, but the first impression won't be the same. He won't give off the air of general coolness. Because coolness is charisma, not diplomacy.


How about expanded social rules?

Something that makes the social stuff in the game have closer to the level of depth that combat has.

I'd buy it.


Kamelguru wrote:


Strength: Can hit better and harder with superior weapons and feats. And improve strength based skills with skill points. Most of my weakling casters have a rank in swim and climb, so they can take 10 on easy checks.

Dexterity: Can compensate for Dex related effects with feats (Imp Initiative, Lightning Reflexes etc). Same story with skills as Str.

Constitution: Toughness, Great Fortitude. No skills are based off this one.

Your beef with int and cha is that they don't DO anything in _battle_. And that is where physical weakness is punished. And that skills and combat are largely...

But a feat is more expensive than a skill point. A feat you get once every 2 levels, as opposed to an absolute minimum of one skill point per level.

My beef with int and charisma is that they don't do anything other than skills and therefore can be more easily dealt with.

I always play high charisma/high int, very low combat games. It's not a problem at my tables, at all, ever. My issue is with the theorycraft.

Spending skill points in climb is all well and good, but it doesn't overcome all the problems of low str. Spending points in the charisma skills apparently completely overcomes low charisma. That's the root of the issue.

Kamelguru wrote:


The non-combat aspect of the game vs the combat aspect is terribly underdeveloped if you draw parallels between the two.

Which is one of the things that bothers me the most, actually. I'd like social stuff to be much more developed, allowing for charisma and intelligence to come into their own as valuable abilities.


Ashiel wrote:


Having a low Intelligence means you have less skill points. It's hard to call someone who knows more about every subject than most people, and speaks eight languages, stupid. They might get less skill points than their higher Int peers, which could represent a learning disability or a lack of general education/study, but the effects are clear.

Example: Let's take a human cleric. He has Int 7 and Cha 7, and puts his favored class bonus into skills. He gets 3 ranks per level. At 1st level he places a rank into Knowledge (Religion), Knowledge (History), and Knowledge (Arcana), giving him an effective +2 in each. He can now take 10 and answer questions most people couldn't answer, and...

Doesn't this strike you as a problem though?

Charisma and Int dumps (excepting class abilties) specifically can be mitigated by allocating skill points.

Strength, Dex, and Con cannot. I can't just spend skill points to hit harder. Or spend skill points for better initiative. Sure, there are feats, but feats are more expensive than skills.

I think the core problem people have comes from the fact that a player can fairly easily overcome dumped int or charisma by RAW, unless class abilities depend on it, but can't overcome low initial physical scores.

I'm not saying that your reading of the rules is incorrect, it's not. I'm saying that the rules are lacking in this area.


mdt wrote:
memory wrote:


Player options != rule books.

I'd love to see books about the mechanics behind the screen as it were. Easy ways to implement new homebrewed things such as races, traits, feats and the like and how to make sure they're correctly balanced.

Player Options are rule books, they have rules for how the player can use those options.

Your examples (which by the way, I'd love to see!) are also player options, as they are used to give the GM ways to expand the options in his game.

The problem is, from a business standpoint, the book you suggest above (which again, I would LOVE!) will not sell as well with players if it requires the GM to make things. If it has pregenerated things made and rules for how they were made, then that would be popular with players as well. But then again, you have a book with direct player options in it.

You are correct. I stated it too simply.

Rule books do not necessarily mean player options. Evil Lincoln is saying he won't buy player option books, not saying he won't buy rule books. They are not the same thing in this case.

Now I totally agree that my idea is player option, but I think it would sell well among players, just for the novelty of looking up how it works. I know I'd let my players bring me homebrewed up feats or spells to review if a book that outlined their creation existed.


mdt wrote:
Evil Lincoln wrote:
mdt wrote:
I did read the thread, for the first 15 or so posts, and almost every one of them was along the lines of "I refuse to buy any more rule books, stop producing them".
What is in your head is not what is on the screen, MDT.
I could go back and quote 4 or 5 posts if you like that flat out said, I'm not buying books of player options anymore. Would that make it on my screen then?

Player options != rule books.

I'd love to see books about the mechanics behind the screen as it were. Easy ways to implement new homebrewed things such as races, traits, feats and the like and how to make sure they're correctly balanced.


Kamelguru wrote:

Memory: *insert long tirade of influence through station here*

Nothing to do with intelligence. You, and everyone who has an education past the elementary level, have heard of the experiment where people are told to give electric shocks to someone. We listen to authority, because we are raised to do so. In terms of engineering, the engineer is the voice of authority. You listen to him, because he knows better.

Not always true. If it had to do with authority everyone would always listen to the lead engineer, which is often not the case. Sometimes it's the junior graphics engineer that is dizzyingly intelligent but is fresh out of college or doesn't want to lead people necessarily.

Station admittedly affects the way people interact as well, regardless of their charisma either way. The point I was trying to make is that charisma is not the only thing that affects social interaction. This may be best dealt with by nuking charisma as a mechanic at all, rather than building a more robust social system.

I was just trying to make the point that in general I find the social system to be weak. Diplomacy, Bluff, Intimidate and Sense Motive govern every social interaction unless the GM factors in rp (which of course comes with its own issues). I can think of a few times that our GM has had to think for a while before deciding what social skill I just used, or if any one of those skills covered it.


wraithstrike wrote:

My point is that if you are going to be realistic then be realistic, and let the other intelligence scores offset it if possible. Mental scores don't exist in a vacuum.

Absolutely true. And part of the problem with the entire social system revolves around this.

Charisma is a very vague thing. Diplomacy (in reality) is not just your charisma, although it affects it. It can be wisdom or intelligence depending on the situation.

An example: I work with a number of engineers, some of these people do not have what would be defined as charisma. However, everyone knows to listen to them when they speak of their area of expertise and will follow what they say. This is Intelligence affecting a social situation. Sometimes these people can be smart enough to make others gush about how awesome they are.

Classically charismatic? No. Able to lead others through their intelligence? Yes.

It's very hard to define charismatic because it is based on thousands of little factors. Looks, personality, wit, sense of humor, compassion, even athletic ability can convey the sense of leadership and charisma. Everyone has a slightly different definition of charisma. I feel as though this is why their are so many threads about dumping charisma. It's by far the hardest ability to quantify, and unlike intelligence or strength it's hard to define or train.

Ideally there would be an elegant solution that would make charisma valuable on the same scale as strength or int, considering there is no skill to boost to up your carrying capacity or skills be level while their are skills that nearly completely offset negative charisma modifiers.


Ashiel wrote:

Charisma is the same. Every published source would suggest that such things are governed by Diplomacy checks, Sense Motive, Bluff, and so forth. Even items that modify your appearance (noble clothes, parade armor, etc) provide a +2 / -2 modifier to Diplomacy skill checks, as opposed to "Charisma based checks to see if they like or take you seriously" or some-such.

In short, the guy with a -2 Charisma is already naturally worse at this. Intentionally setting him up for further failure by making people innately more hostile towards him before interaction is not only double-penalizing him, but it's inventing ways to penalize him that aren't in the rules. As a GM, you could do that, but I feel it would be both in bad taste and also make little sense in context of reality (because let's face it, people shouldn't have to be level 4-8 to have a mild to moderate improvement in social interaction).

I see the value in this statement, but I can't agree with it entirely. RAW, this is correct, but I feel as though it's an area that the rules are too light. It reality it's absolutely true that there are people that make bad first impressions before even opening their mouths. The game in no way handles this case.

I feel as though it's a missing part of the rules. I feel, and I admit it's a houserule, as though initial attitude should be in some way governed by basic charisma. Perhaps in a much more mild way than indifferent to unfriendly. Maybe a 2 point swing instead of the full 5 points. But the fact is, some people make bad first impressions. Others are great with first impressions.

All of that interaction occurs through body language and bias. There is no way to handle this in the game short of GM fiat.

As for it taking to level 4-8 to get better at social interaction, it requires just as long to be able to carry just a little bit more equipment, which is a fault of the ability score boost system, rather than any other rules.


Prawn wrote:
I think going up every six or eight games is a good speed. I figure out how many xp to the next level (say 21K xp, for example), then divide that by 7, (that's 3K) and figure out what CR monsters or traps or whatever we will have to face in a given night to get about the right amount of xp.

I think that this is based on how often you get to play though.

We had one game that started on slow xp, when we were playing 10 hours a session every two weeks, the game eventually switched to every two months and we upped it to medium...we haven't played it in nearly a year and the GM has decided the next time we play we'll be switching to fast.

Generally my feeling is less that 10 hours a month should be fast, 10-20 a month should be medium, and more than that can be slow. Because it is just rough to take 6+ months to level. (Obviously depending on the campaign as well).


Worshipping a concept makes sense in non-Golarian games. In a homebrew world it makes sense to allow the players to select two domains that fit whatever god they want to worship.

In the first game I ever played, we had a cleric of Gozer the Gozarian from Ghostbusters. (Yes it was an evil game). Since Gozer obviously isn't a set god, allowing the player to grab two domains that make sense is a good way to handle that sort of situation.


sunshadow21 wrote:


I personally agree with this, but many players, especially newer ones, don't fully understand this, so replacement characters if the original one dies end up looking and feeling almost exactly like the one that just died, with the only one or two notable differences.

I also agree with this. And that's a benefit of the randomness. When you first start playing tabletop it can be hard to grasp the robustness of the system. The idea that you can do nearly anything you can imagine. Having random stats and random hp rolls really helps new players branch into new concepts because the rolls change and you can't just make a carbon copy.

In some ways I feel like randomness benefits newer players more than point buy, and point buy benefits seasoned players more. I still like the randomness for my own characters however, it's always nice when you plan for low hp or abilities and roll well, opening up possibilities you didn't expect.

Off topic:

We've found that a houserule that we found on these forums is a great method for abilitiy score generation. We roll 3d6, then give point buy points at every level. You can spend these points at any level to increase an ability score of your choosing, higher scores cost more to raise. This allows for randomness at creation, which we like, but also doesn't screw your character if you roll a 4 or a 5.


lastknightleft wrote:
In fact I'm going to institute that houserule that before rolling my players can choose to take average HP, but that if they roll they have to take whatever the dice lands on, no re-rolls. And we'll see how many of them choose to just take average, I'm willing to bet they'll all still roll.

My DM has this house rule. We all still roll. If he said average +1....I'd still roll.

Rolling dice is fun. And we have decided that humor, entertainment, and cleverness outweigh a good build every time. Of course we aren't the most hardcore. We rarely plan feats much in advance, unless there's somethine we're going for specifically.

I've had a fighter roll a 1 twice in a row on hp. That was rough. Lucky that the next two levels were high rolls. I'm not anti-point buy or anti-static hp fundementally, but I certainly prefer rolling instead. But then again, we rock the 3d6 for ability generation and then houserules for ability score increases.


I feel like PF is better for customization without having to own 1000 splatbooks (exaggeration).

As a player I like the feel of PF, it feels cleaner. I like that the prestige classes (with an exception or two) feel prestigey rather than tacked on(obviously exceptions to this).

I like archetypes. I like the changes to the base classes. I like the feat cleanup, like Power Attack and Dodge. Basic feats that make a little more sense and feel less 'newbie-trappy'. I love that the new classes feel balanced with the core classes.

Everything feels like it was exhaustively worked on. Some of the 3.5 stuff felt rushed, I don't get that feeling with PF.


Heaven's Agent wrote:
Zark wrote:
memory is right. Give it up ;-)

If memory was, I would admit it.

The FAQ entry isn't stating you can use non-trip weapons to make trip attacks. It's answering the question of can trip attacks be made without trip weapons at all. You can; as the entry states, you can trip with unarmed attacks as well as trip weapons.

The only official response regarding the use of non-trip weapons in making trip attacks is from JJ, in the responses I quoted. It is vitally important to recognize this difference; a PC cannot normally make an unarmed attack at range, and as such cannot make a trip attack at range unless using a trip weapon with reach. Otherwise, you could make a trip attack at range with any reach weapon. This is something that JJ specifically stated cannot happen, and his statement is not contradicted by the FAQ response.

If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?

No.

Note that when making a trip combat maneuver, you don't need to use a weapon at all

You can use unarmed or a weapon. It makes no difference to the resolution of the attack, but it can still be a choice.


Heaven's Agent wrote:
memory wrote:

You can make trip attacks with any weapon:

FAQ
Nope, all that says is that you can make a trip attack without a trip weapon. It goes on to say that if you aren't using such a weapon, the trip attempt is made, in effect, unarmed.

You wouldn't add the enhancement bonus from a +5 longsword to your trip combat maneuver roll because a longsword is not a trip weapon. In effect, there's no difference between making an unarmed trip attempt and a trip attempt with a +5 longsword because the sword doesn't help you make the trip attempt.

Therefore it is not an unarmed trip attack. It just resolves like one.


Heaven's Agent wrote:


  • A weapon must possess the trip feature to be used as part of a trip attempt.
  • Any weapon can be used to make a disarm attempt.
  • You can make trip attacks with any weapon:

    FAQ


    hogarth wrote:


    To be clear, I agree that there's material from those three classes that isn't appropriate as a (advanced) rogue talent, but there's no material that I like from those classes that goes beyond a (advanced) rogue talent.

    The Master Spy is particularly lame.

    Absolutely disagree. I just prestiged into a Master Spy in one of my own games. The boosts to bluff and disguise are perfect for my charisma based rogue.

    Things like being able to deceive truth telling magic, getting mind blank eventually, and the fool casting powers scream prestige class to me simply because they begin to move away from the core idea of rogue and blur the line with bard.

    I could easily see a master spy bard rather than a rogue. And while I approached the class from the rogue path, it would be rough to have the ultimate deceiver bard that couldn't get some of the Master Spy's better abilties. I could see...deceiving truth telling magic as a rogue talent, but mind blank and assumption are way past the the basic rogue concept.


    Azzkigar wrote:

    Master of the Flying Guillotine

    (Just a wish, nothing more. Discuss!)

    This would be spectacular. Would the capstone ability be not cutting off your own head?