Rogue

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Organized Play Member. 36 posts (39 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters.


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I'm looking at playing a gunslinger in a setting with advanced firearms.

Looking at the price of ammunition, though, it seems impossible. Correct me if I'm wrong, but it looks like the cost for a single shot is 10gp for the powder, 15gp for the metal casing, and 1gp for a single bullet. that's 26gp for a single shot at level 1. that can't be right, can it?

The Exchange

I have a bloodrager using an amulet of mighty fists to supplement her claw attacks. the Amulet has the Allying weapon quality, allowing her to transfer some of the enhancement bonus from her claws to an ally's weapon. the amulet specifically states that it doesn't have the ability, it grants it to the creature's melee attacks as long as it can be applied to an unarmed strike.

I see each claw as a different weapon, like dual wielding a manufactured weapon in each hand. Another player thinks they both count as a single weapon that attacks twice, since feats like "improved natural attack" would improve both claws, not just one.

I need to know which of us is correct.

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I have a Draconic Bloodrager in a high tier game who uses Form of the Dragon to fight, utilizing death from above and using Greater Beast Totem (gaining Rage Powers with the Primalist Archetype) in order to gain the pounce ability while raging.

The party just hit a new Mythic Tier, and as a result I'm taking Mythic Death From Above.

The Feat says if my charge hits, I get a trip attempt as a free action. If I'm making multiple attacks with Pounce from Greater Beast totem, Do I get a trip attempt for each successful hit, or just one for the entire charge?

Also, Mythic DFA increases the critical hit multiplier by 2. Does this stack with the x3 Crit on the claws from the Beast Totem Tree?

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is that -2/-2/-2/-2 taking into account the clause under monk's unarmed strike ability that says "There is no such thing as an off-hand attack for a monk striking unarmed." Does this affect the attack roll, or just the damage roll?

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I'm in a homegame and there's a bit of confusion with a player who wants to run a kasatha monk.

Kasatha are four-armed creatures, so he's looking to have at least four attacks in a round.

However, no one is quite sure what the attack modifier would be for each strike. The multiweapon fighting feat says the penalty is normally -6 in the main hand, and -10 in all other hands. The monk unarmed strike says a monk doesn't have off-hand attacks when unarmed, so all attacks be -6.

It would be further reduced to -4 each because he's unarmed, per the rules with two-weapon fighting.

So with the feat, he should have -2 on a full attack with all four arms, plus one from his iterative attack from a high BAB, right?

There's also been some argument over how flurry of blows would work, since it states that it give ONE additional attack, taking -2 on all attacks as if using two weapon fighting.

I interpret this to mean he only gets 2 attacks with flurry of blows, albeit at a higher BAB than a regular full-attack.

So, to settle the argument, I wanted someone impartial to weigh in on the matter.

If a four-armed monk with a 15 strength and a +8/+3 BAB made an attack, what would his penalties be, and would be be better off using Flurry of blows or a full-attack?

One thing to keep in mind is that while multiweapon fighting states that it replaces two-weapon fighting, there is no improved multiweapon fighting to replace two-weapon fighting.

The Exchange

Yeah, crafting of any sort is basically broken. It takes four years to make a single suit of masterwork full plate. The best thing to do is just talk to your GM about the cost of materials, the DC to craft it and a reasonable mount of time it would take, decided by the GM.

For digging a pit, a shovel can move soil at a rate of 2 cubic feet per minute. A basic pitfall is a 10x10x20 hole, so it would take about 10 minutes to dig.

Then throw some Camouflage netting over it and you've got a trap. doesn't even need ranks in craft (trap), although the netting requires a survival check.

If you have a spellcaster, there's also the "create pit" spell, "expeditious excavation", "spiked pit" and "hungry pit"; in the advanced player's guide.

Lastly, there are ranger traps. http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---rang er-archetypes/trapper/ranger-traps

Hope this helps.

The Exchange

Rabbiteconomist wrote:
Have you seen the Aerial Assault mythic ability? It does basically what your spell does, except you take no falling damage. It was used to great effect by our mythic monk who suplexed a Tiamat aspect to the earth for 76 damage from 2000 ft. It also happened in one round per the ability, which is notable because it takes 12 seconds ish to fall to earth from 2000 ft.

Very nice, but there are two problems; 1. that's a champion path ability, and I'm using an archmage, and 2. that's for bringing down flying creatures; what I'm interested in is taking a non-flying creature from the ground, picking him up, and then throwing him down. I don't take fall damage regardless because I have a feat that basically gives me featherfall as long as I make a roll that I can't fail on with my current skill ranks.

The Exchange

**Was told I was in the wrong forum, so moved it here, as suggested**

Ok, so I have a Kobold draconic diciple sorcerer in a home game, and it's fun as hell. I gave him boots of the mastadon so he can trample large creatures, and it's awesome.

However, he's a white/silver kobold (white kobold, silver draconic bloodline) so most of his spells are cold spells. and there aren't a lot that deal straight damage.

So, looking down the line, I need a good damage spell for my higher levels. And keeping in line with his martial effectiveness, I thought it would be fun as all hell to have him grapple creatures, teleport them 200 feet in the air, and suplex them into the ground while he glides down safely using the Draconic glide feat. He's a mythic archmage with enduring armor, so I'm not worried about him being too squishy to do this confidently.

Bear with me.

The hitch in this plan is that teleport specifies that it has to be a willing creature, so I need a way to remove that restriction. So I looked to Ultimate Magic to read through the rules for creating a new (variant) spell.

Teleport is a level 5 spell, and for the intent of this spell, the maximum damage would be 20d6, because that's all the damage you can take from falling. According to table 2-5 on page 130 of Ultimate magic, this damage cap on a spell for a single target is on par with a sixth or seventh level spell. Reverse gravity is a seventh level spell, so I'd like to keep it around 6th, but still be fairly balanced.

The best way I can see to utilize this is to limit how high I can use this teleport to drop an opponent, say 50feet per 5 caster levels? or just 10ft per CL? What I have in mind reminds me of a move from Pokemon; Seismic toss, which is described as "A gravity-fed throw that causes damage matching the user’s level."

Tell me what you guys thing about balancing this. The outline I have right now is:

Name:Seismic toss
School: Conjuration (Teleportation); Sorcerer/Wizard 6
Components: ?
Casting time: Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving throw: ? (teleport offers will save to objects, reverse gravity has no save, but you can make a reflex save to grab the floor before you fall up...)
Spell resistance:yes (would make it weaker than reverse gravity, lending to the lower spell level)

Effect: Target and caster are teleported 10 feet per caster level directly upward.

Let me know if anyone has Ideas on how to balance this, since it's my first attempt at crafting a spell.

The Exchange

Skylancer4 wrote:

Wrong forum for this, a better choice would be house rules/suggestions or advice.

The rules forum is intended for questions on the published rules.

The question is formed around the Spell Research rules laid out in Ultimate Magic. It seemed appropriate, but I can repost there if I don't get the help I'm looking for here.

The Exchange

Ok, so I have a Kobold draconic diciple sorcerer in a home game, and it's fun as hell. I gave him boots of the mastadon so he can trample large creatures, and it's awesome.

However, he's a white/silver kobold (white kobold, silver draconic bloodline) so most of his spells are cold spells. and there aren't a lot that deal straight damage.

So, looking down the line, I need a good damage spell for my higher levels. And keeping in line with his martial effectiveness, I thought it would be fun as all hell to have him grapple creatures, teleport them 200 feet in the air, and suplex them into the ground while he glides down safely using the Draconic glide feat. He's a mythic archmage with enduring armor, so I'm not worried about him being too squishy to do this confidently.

Bear with me.

The hitch in this plan is that teleport specifies that it has to be a willing creature, so I need a way to remove that restriction. So I looked to Ultimate Magic to read through the rules for creating a new (variant) spell.

Teleport is a level 5 spell, and for the intent of this spell, the maximum damage would be 20d6, because that's all the damage you can take from falling. According to table 2-5 on page 130 of Ultimate magic, this damage cap on a spell for a single target is on par with a sixth or seventh level spell. Reverse gravity is a seventh level spell, so I'd like to keep it around 6th, but still be fairly balanced.

The best way I can see to utilize this is to limit how high I can use this teleport to drop an opponent, say 50feet per 5 caster levels? or just 10ft per CL? What I have in mind reminds me of a move from Pokemon; Seismic toss, which is described as "A gravity-fed throw that causes damage matching the user’s level."

Tell me what you guys thing about balancing this. The outline I have right now is:

Name:Seismic toss
School: Conjuration (Teleportation); Sorcerer/Wizard 6
Components: ?
Casting time: Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving throw: ? (teleport offers will save to objects, reverse gravity has no save, but you can make a reflex save to grab the floor before you fall up...)
Spell resistance:yes (would make it weaker than reverse gravity, lending to the lower spell level)

Effect: Target and caster are teleported 10 feet per caster level directly upward.

Let me know if anyone has Ideas on how to balance this, since it's my first attempt at crafting a spell.

The Exchange

For this question, I will use Burning hands as an example.

The spell's range is "a 15 foot cone". and is illustrated in the back as a triangle shape when aimed diagonally and one squares followed by two sets of three squares when shot diagonally; presumably because the spell's effect hits more than half of the squares in the middle section. This gives us a triangle on a 2-dimensional template, but a cone is a 3-dimensional figure.

However, I never see mention of this spell in regards to someone who is higher or lower than you on the Z-axis.

So, My question is: Can a spell caster using Fly use a cone weapon pointing straight down to create a circular shaped target area, larger or smaller depending on what point in the cone the target is located?

If so, what are the dimensions of this circular section of the cone?

The simple answer would be one five foot diameter at five foot range, 10 ft diameter at 10 foot range, 15ft diameter at 15ft range.

The Exchange

I'm building a kobold around the Draconic Paragon feats.

Draconic Glide and Draconic Breath both give a +2 bonus to saves against sleep and paralysis. It doesn't say if this is a untyped bonus or (what I'm interested in) if the bonuses stack.

Draconic Paragon reads "you gain an additional +2 bonus to saves against sleep and paralysis", so I know that stacks.

The Exchange

So... I pile a bunch of coins together, glued to each other with mud, say some magic gobble, and in a week I'll have a magic trap?

The Exchange

So, I've read through the rules on making magical traps, and I think I understand it well enough; however, I'm still iffy on how one would go about explaining the materials used to create such a trap.

If I understand it right, I can create a fireball trap, the requirements of which are the fireball spell and the alarm spell. The Alarm spell acts as a proximity trigger, if anyone comes within range of it, a fireball goes off. Simple enough.

The question is; what is the physical form of this trap? Is it an enchanted item like a card covered in arcane text, imbued with a bit of magic, or a magic item, like the Stone of alarm? Is it like preparing a ritual, set to trigger under specific circumstances, or just an arcane mark set to unleash a spell if anyone should get too close to it? Does it take weeks like crafting other items, or is it just as long as it takes to cast each spell being used?

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1 person marked this as FAQ candidate.

I've been running the bloodrager playtest in a home game to flex it's muscles. I'm wanting to supplement it with Dragon Disciple to get some extra kick out of it, and shore up the will saves a bit, but there's a minor stipulation.

The bloodrager is a combination of Sorcerer and Barbarian, and Dragon Disciples requires sorcerers to be of the Draconic bloodline. Does this restraint get passed on to the new hybrid class?

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For mine, I'm just going to get a kitsune mini that doesn't fit the class he's in, cut off it's head, and glue it to a mini that does word. Mostly because it's impossible to find a mini for a Kitsune Paladin.

The Exchange

Lost In Limbo wrote:
quiet riot wrote wrote:


Not to mention forgoing Tactician and the related bonus feats and branch abilities. And as I mentioned, no feat is required for heavy armor because cavaliers are already proficient with it.

If you will direct your attention to this line of the Emissary Archetype

Ultimate Combat wrote wrote:
Armor Proficiency: An emissary does not gain proficiency with heavy armor.

Huh, didn't notice that. Oh well. My Paladin levels take care of that, so w/e.

Also, Baronjett, I wasn't using HeroLab as "Proof". I said QUITE CLEARLY that I was working off of my understanding of the books and Herolab just happened to agree with me. I was quoting the books (from PDFs), not Herolab.

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Nawtyit wrote:
Fighters get Armor Training 1 at 3rd level sure, but Emissaries are only getting the medium armor movement part at 1st level. I think that's fair. Plus you still have to spend the feat on heavy armor proficiency to avoid the penalties.

Not to mention forgoing Tactician and the related bonus feats and branch abilities. And as I mentioned, no feat is required for heavy armor because cavaliers are already proficient with it.

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Halfway-Hagan wrote:
Ok, first of all it wasn’t a conversation the poster was having with “members of his table”. He was having a conversation with the VC and a VO of our lodge. (yes I know the poster as we are in the same PFS lodge) The conversation was not with any of the GM’s running.

Eh, semantics. "A table" is just what I refer to a group of gamers as, whether they're actually in game or not. Since we play with the same general group most of the time, I refer to the regulars as a table. It's just one of my idiosyncrasies.

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Ipslore the Red wrote:
Contact your venture captain or whoever's meant to be in charge if needed.

Venture captain disagreed with me, but he told me to take it to forums. :I

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Ipslore the Red wrote:
It decreases the armor category by one, minimum light, for everything except proficiency. This includes the emissary's class feature. RAW, you are absolutely correct. If, for whatever reason, your DM feels that it is unbalanced, he has the option of ignoring RAW and saying no, however. Discuss it with your DM if necessary. Are they objecting because "that seems overpowered" or "the rules don't say that"?

It's Pathfinder Society, so it's supposed to be RAW, unbalanced or not.

The group I play with seems to think that because it's originally heavy armor, the class ability doesn't affect it, even though it's treated as medium armor with mithral.

Since the ability specifically says "medium armor", they think it only applies to Hide, breastplate, chainmail, etc. and ONLY those armors.

The Exchange

My Cavalier paladin has the Emmisary archetype with the class ability of "In or out of the saddle", which reads:

Quote:

At 1st level, an emissary gains Mounted Combat as a bonus feat. In addition, he can move at normal speed when wearing Medium armor. This ability replaces Tactician.

- Ultimate combat, Page 37

Mithral makes armor lighter and says

Quote:

Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving

- Player's handbook, page 154-155

Does this mean that an Emissary in Mithral full plate moves at normal speed?

My reasoning is that even though it is Heavy armor, it is treated as Medium armor, specifically for movement, as long as the wearer is proficient, as most if not all Cavaliers are.

Therefore, since it is treated as Medium armor, I should move at normal speed as if wearing Medium armor and making use of the Emmisary ability, "In or out of the saddle"

Members of my table disagree, thinking that the class ability is limited to Medium armors (specifically breastplate, chain mail, etc.), making them the same as light armor, which is not what the ability does.

If someone could clarify what the mithral quality actually does in regards to the armor category, it would be helpful.

The Exchange

Thanks, that's all I need to know ^.^

The Exchange

Does the shield being masterwork make the spikes masterwork, or do I need to pay to make them masterwork? Can they be made of a different material than the shield? For instance if I want adamantine spikes on a steel shield? Do I pay for the cost of an adamantine weapon? or do I need to make the whole shield adamantine?

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My bard is currently using a +1 spiked quickdraw shield of bashing.

When bashing, I don't get the +1 to my enhancement bonus, except the bashing ability makes it function as a +1 weapon.

The spikes state that they can be made into a magical weapon in their own right. Does this mean that I can spend 2000gp to give my shield spiked an additional +1, or would it technically be a +3 enhancement, because of the shield's bonuses? Or would it be a +2 because the bashing ability already makes it a +1 weapon when used to bash?

Someone please explain how enchanted shields are supposed to operate so I can figure this out.

The Exchange

So, I'm starting up a Beast Rider Cavalier with levels of paladin.

At first level(cavalier) I get a mount, and I can opt to upgrade to a newer, stronger mount whenever I gain a level in beast rider. The animal is treated as a druid's animal companion with my cavalier level as my effective druid level.

At my fifth level of paladin, I can designate a divine bond, either a weapon, or a mount. The mount is treated as a druid's familiar with my paladin level as effective druid levels.

So here's my question; Can I stack the effects of the two classes, giving it the cavalier training (light armor, etc.) as well as the paladin's summoning and shared spells?

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I love how everyone just got real quiet to let OP argue with the creative director "mano a mano".

In my opinion, OP's a whiney brat. You're complaining that the company doesn't care enough about the setting and is just shoveling out whatever it can to make a buck, but we just sat here and watched the CREATIVE DIRECTOR justify himself and his work to some random upstart in the forums. If that doesn't show dedication, then I don't know what does.

And after all that, the conversation dissolves into messing with the guy who doesn't like "ough" sounds. I f@!%ing love you people. xD

The Exchange

The Furious weapon quality says that when the wielder is raging, or under the effects of the Rage spell, the Enhancement bonus is +2 better than normal, making a +1 weapon the equivalent of a +3.

Does this help bypass silver and Cold Iron as a +3 weapon, or does it just boost attack and damage rolls?

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asthyril wrote:
and the rest of your party wonders how your quasit got a rogue familiar

Oh god that made my sides hurt. xD

Hopefully it won't be too bad. He'll have my skill ranks but not my feats, most of which are dedicated to buffing skills and giving me extra rouge talents.

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My rouge is deciding to look into magic, although not by traditional means. Instead of taking levels in a caster class, He's going straight rouge, getting minor magic, major magic and familiar, with the improved familiar feat.

In 2 levels, he'll be running what I decided to call "Pseudo-wizardry" where he uses slight of hand to use a wand without anyone seeing it so it looks like he's casting a spell normally. On top of that, he's going to have a quasit familiar with a reach weapon as a flanking partner with his 6d6 sneak attack dice. His spring-loaded wrist sheaths will contain a wand of web and another wand that I haven't decided on yet. Probably going to carry around a bandoleer or two full of potions and alchemical weapons.

And with a glammered chain shirt and a sheath of blade stealth, no one will suspect he's a rouge, if I play it right.

Seemed like a fun Idea for my retirement arch. :p

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Falmas Nailo, Elf Rouge
Toby Tiefling Bard(arcane duelist)
Dragon-fang, Human Two-Handed Fighter/Barbarian

I don't have pictures for the other two characters I have, but I'm working on it.

The Exchange

I've heard that they don't plan to ever allow evil races such as goblins to be playable after that one con where they handed out those boons (My local venture captain is one of like 40 people who is allowed to play one of the evil little bastards)

Aside from the core races; Aasimars, tengu, and Tieflings are playable, as well as races that can be unlocked with boon sheets, such as the Wayang, Kitsune, Nagaji and one other race I can't remember. pretty sure it wasn't gillmen, though.

besides,considering gillmen are water dependent and there's very few aquatic PFS scenarios, this seems like a bad idea..

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2 people marked this as a favorite.

Figured this out using Herolab, wanted to see what people thought.

Base speed 30' - medium creature
+
Oracle of flame with the "cinder dance" revelation -

PRD wrote:
Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this revelation.

+

Barbarian Fast movement ability -
PRD wrote:
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

+

Boots of striding and springing -
PRD wrote:
These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.

= 30+10+10+10= 60

One enhancement bonus and one bonus that explicitly says it stacks with similar bonuses. Can anyone find a reason why this wouldn't be legal?

The Exchange

So, for my high-level rouge, I plan to get a quasit familiar, through the minor magic, major magic, familiar" Rouge talent tree.

And I have a number of questions regarding rulings for familiars, as I never really deal with them.

1. Do I need any special boon to gain a quasit? I heard some familiars are "locked" like how you apparently need the chronicle sheet from the Sanos Abduction to gain a faerie dragon as your familiar, even if you have the improved familiar feat. According to Herolab, I meet all prerequisites to gain a quasit, unless there's a PFS ruling saying I can't.

2. What magic items can a familiar use? While having a traveling buddy is nice, the main reason I want a familiar is to have a flanking partner when the rest of my party members can't get in position. But, say someone needs heals, it would be nice to have a tiny, invisible demon fly over and poke them with a wand of cure serious wounds. or to give him a belt of physical perfection to make my winged buddy a little more bad-ass.

3. Do magic items such as rings and belts have a cost reduction for being made with a tiny character in mind?

4. Does the familiar level at all? does he gain his own feats? how would I go about getting him a tiny suit of armor to protect him a little better? or teach him to do a fly-by attack?

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I think I read somewhere that you get something for supplying a written down back story to your gm. although I can't remember what, i think it was a bonus to fame.

Can I get confirmation or denial on this? or is it just a player preference?

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This weekend, I'm going to be participating in my first high-level campaign. Before this, I'd only ever played levels 1-7, but now the GM is DOUBLING that to start us out at level 15, with level 15 starting gold (240000Gp, or the like)And frankly, I'm a little intimidated by the prospect. I'm Playing a two-weapon fighter with 10 levels in fighter and 5 levels in ninja. And with all this power, I'm a little worried about what the GM has cooked up to warrant this. Oh, and from what i can tell, we don't have a healer... Wonderful.

TL;DR:
What to expect from a high-level campaign, and what are some good ways to avoid dying without support.