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Really guys? Listen, yes magic missile will always hit the correct image. The reason this is not as effective as you think is because the images are constantly moving. It is like the shell game. Sure everyone will know which one is real for a brief moment, but then the images move around some more (and the caster will likely move some too) and you don't know anymore. Remember you are not doing anything different from the fighter who rolls lucky and hits the correct image.

That being said you brought up an interesting idea. If everyone timed their attack with your missile, they may be able to get one free shot. If everyone readied an action to shoot/swing once the missile hit, then I think they would hit the correct image for that attack only.


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I am playing around with a rogue build, and I was hoping for some feedback. The character will focus on AoO and tripping. He will wield a whip and will trip, entangle (fury's snare), and use wands. I am thinking silent image will probably be the more common wand, but web and entangle will likely be common as well. I cannot believe how feat intensive whips are.

He will be a drow blooded half elf. I figure a rogue should have darkvision even if it gives him light sensitivity. He will take a few levels of the fighter archtype lore warden. His stats will be:
STR: 7 DEX: 18 CON: 15 INT: 14 WIS: 15 CHA: 15

Here is the feat chain:

1 Fighter 1 [race] Exotic Weapon Prof (Whip), [level] Antagonize [class] Weapon Finesse,
2 Rogue 1
3 Rogue 2 [class] Weapon Training: Whip [level] Whip Mastery
4 Fighter 2 [class] Combat Expertise, [class] Improved Trip,
5 Fighter 3 [class] Manuever Mastery, [level] Fury's Fall,
6 Fighter 4 [class] Imp Whip Mastery
7 Rogue 3 [level] Greater Trip
8 Rogue 4 [class] Combat Training: Fury's Snare
9 Rogue 5 [level] Combat Reflexes
10 Rogue 6 [class] Trap Spotter
11 Rogue 7 [level] Dodge
12 Rogue 8 [class] Fast Stealth,
13 Rogue 9 [level] mobility,
14 Rogue 10 [class] Crippling Strike,
15 Rogue 11 [level] Spring Attack
16 Rogue 12 [class] feat: Whirlwind Attack

And the skills

(points per level) Skill Name: (1) Acrobatics, (1) Perception, (1) Disable Device, (1) Use Magic Device, (.75) Diplomacy, (.75) Intimidate, (.5) Bluff, (.5) Sense Motive, (.5) Stealth, (.5) Slight of Hand, (.25) Disguise

For those unfamiliar with Lore Warden:
http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fig hter-archetypes/lore-warden

Edit: I can trip everyone within range with Whirlwind Attack right? I should probably get that feat earlier.
Edit 2: I am thinking of getting wands of summon minor monster, and use them with whirlwind attack for flanking. That is alot of sneak attack damage.


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asthyril wrote:
or walls of stone raise up first round to block exits, fence them all in while some aoe kills them. make the top of the walls have sharp spikes pointed inwards to stop people from climbing over.

Have we learned nothing from black friday? Create a 2 foot wide exit in your wall and cast fear! MUHAHAHAA

Edit: Wait. Grease the area too! Slide into savings!


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If I use spellcraft to teach a spell on a scroll to the ring, does that consume the scroll? Basically I am considering wandering around with several scrolls and teach a different spell to the ring depending on the encounter. Would this work? I suppose each time I risk failing the check and having to try again with another spell.


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In 3.5 tumbling was a bit overpowered as the DC never increased and characters no longer needed to roll. In pathfinder we have a system that uses a monsters CMD instead allowing the DC to go up as the monster's difficulty increases. This makes more sense, but weakens tumbling to the point of becoming too expensive for marginal gains. Since CMD is increased by BaB: most fighter type monsters will usually have an approximately 50% chance of getting their AoO. Advanced tumbling maneuvers such as tumbling through a square becomes nearly impossible. If a monster has a 50% of hitting me as I tumble past, is it worth it to gain flanking? Maybe if someone is sneak attacking, otherwise no. Any lightly armored tumbler has armor check penalties making the maneuvers even more likely to fail.

Armored fighters should be slow, and easy to run past. Large creatures should be the easiest targets when tumbling through their square. According to pathfinder's rules, however, they are both harder targets to move past. We should not have to invest in magical items, or spend feats to use a skill for it's main purpose. Acrobatics has many uses, but the most obvious is tumbling and without feats a non halfing will never be better then average at it. Also you will need to invest max ranks just to stay average.

There are several solutions to the problem, but one must first realize a key motivation behind the change. Simplicity. Paizo didn't want a new rule for every situation. This makes sense as the alternative would lead to confusion and time waisted looking up rules.

An easy fix would be using the feint rules for tumbling as tumbling past someone would be very similar to feinting. Make a DC 10 + opponents sense motive check to succeed. This would make it very easy to succeed at later levels against most monsters, but would also allow monsters to invest skills in stopping tumbling.

Another possibility would be to use half the creatures HD, instead of BaB, for the creatures CMD when using acrobatics to tumble past a creature. This would increase the complexity, but also allow fighters (who have too few skills already) to remain difficult to tumble past.

For those unconvinced, this about this character:
An average tumbler would be a human rogue wearing a chain shirt with 16 dex. This is a character that should be able to tumble effectively. I think effectively would be about 75% success rate against the average monster. Doing the math this gives the rogue an acrobatics of 4 plus his level. At higher levels he can expect this to reach a 7 plus level due to dex boosting items, and ability score increases. As a rough guess I would estimate 35% success against the average monster. Rogues do not have the HP to survive many hits, tumbling past one creature would be too risky and tumbling past several could result in death.