Tips and Traits: A guide to Pathfinder Traits (Work in Progress)


Advice

301 to 350 of 402 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

and here is the last type in OoG, Religion..

Blessing of the Feast (Zura): You come from a cannibal tribe, and find strength in the flesh of your foes. Whenever you eat the flesh or drink the blood of another orc—a full-round action that provokes attacks of opportunity— you gain the favor of Zura and receive a +1 natural armor bonus for 1 minute/level. You can only receive this benefit once per day.

Fury (Rovagug): The flood of battle and destruction stirs deep within you. When wielding a greataxe, you receive a +2 trait bonus on attack rolls to confirm critical hits.

Mother’s Rage (Lamashtu): The blood of the beast runs thick in your veins, and your appearance is bestial. You receive a +1 trait bonus on Survival checks, and you treat your caster level as +1 higher when summoning creatures.

Sacred Smasher (Rovagug): Your love of carnage extends even to the defenseless, inanimate objects around you. Whenever you make an attempt to break an object, you receive a +2 trait bonus on your Strength check.


@Gauss: My recommendation for Blade of Mercy would be a Orange/Blue or even purple rating similar to threatening defender.

Cause really in a build focused around non lethal damage it's so good you'd likely take it even if it were a feat. Also consider that's much better than bludgeoner not only because of the +1 to damage and slashing weapons generally being better than bludgeoning ones but also because of the higher threat range of slashing weapons when paired with Enforcer and the Thug Rogue archetype.


Alex Mack, the build around nonlethal damage is very specific and very rare and really rather suboptimal. As I have pointed out earlier. The entire group would have to deal out nonlethal to really make it effective.

Anyhow, it isn't my guide.

- Gauss

Scarab Sages

Excellent guide - thank you so much for taking the time to put it all together!


@ Biblical - Thanks man. I appreciate the help.


I'm a little surprised Inner Beauty (Shelyn) got the lowest ranking possible. I personally have found the ability to give myself a +4 to Bluff or Diplomacy after the roll has been made rather useful for my skillmonkey Bard and since they're both already class skills for a Bard anyway, I don't need to add them to my class skill list.


Love the guide

Why hasn't anyone added this to the Guide to the Guides yet?


whaarg wrote:

Love the guide

Why hasn't anyone added this to the Guide to the Guides yet?

Thanks. I'm not sure how it gets added. I'm not completely done though. Working on the Regional traits as we speak.

Silver Crusade

Ok, found another one where I'm surprised you ranked a trait so low.

The Helpful halfling trait, which you even said could be rather useful in your description, is only green. I'd definitely call that one blue.

I think the key thing you overlooked is that it's not just good for skills. It helps in combat, too. From the Combat chapter of the Core Rulebook:

Quote:

Aid Another

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

For someone like my heal/buff halfling cleric who has 7 strength and a small sized dagger as his only melee weapon, this gives him a way to help his allies in combat even when he runs out of magic or wants to save it for later. The Helpful trait would make his aid worth a +4 bonus instead of +2. That's pretty big for a hit roll.

Honestly, this is the first trait I'd consider taking with almost any halfling character. I'm seriously considering giving it to both of my Pathfinder Society halflings.


Fromper wrote:

Ok, found another one where I'm surprised you ranked a trait so low.

The Helpful halfling trait, which you even said could be rather useful in your description, is only green. I'd definitely call that one blue.

I think the key thing you overlooked is that it's not just good for skills. It helps in combat, too. From the Combat chapter of the Core Rulebook:

Quote:

Aid Another

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

For someone like my heal/buff halfling cleric who has 7 strength and a small sized dagger as his only melee weapon, this gives him a way to help his allies in combat even when he runs out of magic or wants to save it for later. The Helpful trait would make his aid worth a +4 bonus instead of +2. That's pretty big for a hit roll.

Honestly, this is the first trait I'd consider taking with almost any halfling character. I'm seriously considering giving it to both of my Pathfinder Society halflings.

It is really nice. I was wavering between blue and green when I ranked it. I will move it up to blue.


On Andoren Freedom Fighter, while not great, "holding someone against their will" applies to a LOT of BBEGs and company, even if it isn't their main shtick, though you lose the bonus if you free them before fighting them.

You only need one fellow PC for Purchased Loyalty to kick in, and being hired by/for them is not all that cheesy.

Oh on Dtang Ma Bloodline, Slyvan is still fey Bloodline, so you could use it when acquiring a new animal companion (possibly). Even if you had to maintain it by blowing the 1/day every day, it is still pretty neat.

Isger Fixer may be of use in Skulls and Shackles (unless the rules differ from APG) or similar naval based campaign because it works on vehicles and depending on what action it takes (it doesn't say) it might be usable in combat (plus if you can't fix the ship piece by piece, it can't be effected by the spell due to size, haven't seen S&S's rules, only UC's, so it may not apply there) as your ship reaching half HP is pretty likely. You might be able to use it preemptively too.

Traits that improve critical confrimations are a bit better for a(n) (Amateur) Gunslinger as they restore Grit from crits. Still bad for everyone else.


I noticed the S&S ship rules are on the SRD. So yes, magical repairs function, but Isger Fixer does it now, and possibly even at the start of a day.

Scarab Sages

In regards to the Helpful trait - when combined with the Bodyguard feat, that's a +4 to AC you can give adjacent allies at the cost of using one of your AoO. Blue definitely, and I'd say purple with that combination.


Gauss wrote:

Alex Mack, the build around nonlethal damage is very specific and very rare and really rather suboptimal. As I have pointed out earlier. The entire group would have to deal out nonlethal to really make it effective.

Anyhow, it isn't my guide.

- Gauss

I'll go ahead and disagree about the suboptimal.

Most enemies don't have healing available, moreover the target is likely going to be positioning themselves away from any healing that might be available as soon as they are able to.

Moreover along the build lines he's talking about (dip into thug for up to 4 levels, enforcer feat, blade of mercy trait) the victim is going to be frightened, sickened and possibly flat-footed to his attacks. It makes for a nice skirmisher role for the user.

But the real question is how do you rate specific build centered items? Obviously something like magical lineage is strongest for a magus that's centered around casting shocking grasp after shocking grasp til the cows come home, but is still very strong for pure casters all the way down to of course useless for those non-casters/casters without metamagics.

I think when you look at blade of mercy, you're seeing it along the lines of someone that wants a non-lethal attack option. For that, it is strong. For the thug dip build it is a mainstay requirement just behind the enforcer feat.

-James


Most? Have you not looked at the number of fast healing and regenerating creatures out there?

- Gauss

Edit: Just to add this in, my belief on color coding is that a trait for a very narrow build is not as valuable as a trait for general builds. If I would rank a trait as 'high' for a narrow build but it is not general enough to apply to others then I would drop it a couple ranks. For example: I could see this trait being blue for your build but orange for everything else. Hence why I suggested orange.


Dragonamedrake wrote:
I have started a Guide to traits.

A few small comments as I read through the start of the guide.

1. Accelerated drinker. Likely the fighter with this trait is holding onto a potion of enlarge to quaff at the start of any hostilities.

2. There are a number of traits that repeat others. Perhaps have a section for them so that someone can easily pick the fluff/requirements that best suit them?

3. To another poster who eschewed some of the ratings as too high because some traits were half of a feat. Take something like reactionary (+2 init), sure it seems like it is merely half of improved initiative.. but you cannot take improved initiative more than once, but you can stack the feat with a +2 initiative trait. Likewise for combat casting & concentration traits.

4. On multicolored ratings/specific traits: why not make a list of those that are mainstays for specific builds?

5. Rather than the separations that we have, why not make them first by what it generally does and then by trait category? That way if you want to see how to get stealth as a class skill you can see them all at once?

Anyway, a great start,

James

PS: I'd also put chain master into special builds. One can make a whip user into a very decent combat maneuver fighter (say lorewarden3/hexcrafter9/maneuvermaster3).


Gauss wrote:

Most? Have you not looked at the number of fast healing and regenerating creatures out there?

- Gauss

How many of those fast healing/regenerating creatures recover enough of significance? But if you're point is simply that it will make up for the extra +1s for non-lethal I will grant you that many will break even or come out a head on that front. But they are fleeing afterwards.

Depends on who you are I guess. If you are fighting a lot of creatures with ferocity or that you need to take alive it more than balances out and that's before figuring in how enforcer interacts with it. For builds that want to use enforcer this is a full sized feat (bludgeoner) and then some.

Which leads to on specific builds, I think what you want to do is really separate them out. And secondly in terms of traits here, decide who is drawn to the trait in the first place.

Do you rate the +1 AC in heavy/medium armor lower just because there are light armored builds out there? No, of course not.

I do think that traits should be broken down into categories:

A. Grant class skill/skill bonuses.
B. Improve class ability/focus.
C. Grant new abilities

or something along those lines.

-James


James, the point is that ANY healing will do double healing because of the nonlethal damage. Every point of healing restores 1 point of nonlethal and 1 point of lethal damage at the same time. That is what is bad about nonlethal damage.

As for your AC example. +1AC is beneficial to the majority of fighters. Lightly armored fighters are the rarity. I would rate that trait blue as a result (not purple since it is limited to fighters). You are making my point for me, thank you.

- Gauss


Gauss wrote:

James, the point is that ANY healing will do double healing because of the nonlethal damage. Every point of healing restores 1 point of nonlethal and 1 point of lethal damage at the same time. That is what is bad about nonlethal damage.

As for your AC example. +1AC is beneficial to the majority of fighters. Lightly armored fighters are the rarity. I would rate that trait blue as a result (not purple since it is limited to fighters). You are making my point for me, thank you.

- Gauss

The point is that we are viewing things differently, as simple as that.

Sure your healing 2 happens to give you back 4, is this appreciable? Compare it to being sickened and frightened. Apples and hand grenades. Apples make you healthier.. hand grenades hurt you.. the two don't cancel each other out.

But sure healing is the downside of non-lethal. Dropping those with ferocity, and taking prisoners is the upside.

The main point, I think you are missing:

This is not a question on your preference for dealing non-lethal damage. This is a trait centered for those that are interested in dealing non-lethal damage. Towards that it does a wonderful job.

The trait granting a +1 AC in heavy/medium armor is nice if you are a fighter looking to go for AC and not planning on going with light armor (archers, etc). Towards that it, too, does a good job. Nor would I lower its rating based on it being limited to fighters. Would you lower its rating if it were limited to female fighters? No, it would still deliver the exact same benefit to those that qualify for it. This is the old 3e bards are great fallacy because they could choose so many nice skills and spells (yet in practice were limited to very few of each).

I think that you are placing some judgements here that I don't really think belong (nor with which do I necessarily fully agree). Rather than saying +2 CL (max HD) is not useful because any real caster would never hit their CL in the first place, I would say that for those builds that are looking towards this that it is quite worthwhile. What I wouldn't say would be 'Arcane Trickster' is a PrC trap to be avoided, as opposed to if you are trying to make an arcane trickster this is a trait that can offset the CL hit you are going to suffer from taking (of course magical lineage might compete if you want to double up with Wayang Spellhunter).

-James


I agree the trait rocks for those doing non-lethal damage. On this we agree. Where we disagree is how to rate such a trait. You believe that a highly valued trait for a narrow build should be rated highly. I do not.

Regarding Archers: my fighter archer build uses medium armor at level 1 and heavy armor at level 7. When the speed restriction on armor is removed why would I not want to make use of it? Yes, I would lower the rating (3 steps actually) if it were limited to females only. What a way to ruin a good trait.

Regarding the +2CL argument. That trait benefits nearly all paladins, rangers and then anyone who is multiclassed. Thus, it is not nearly as narrow a trait as the non-lethal damage trait.

As I said, I would reduce the rankings of a trait by 1-3 levels depending on the narrowness of the audience the trait would be applied to. This is what I suggest to the OP and I stand by that. With that said, I believe it is Dragonamedrake's deal and he has done pretty well. If you want to do it your own way by all means create your own guide.

- Gauss


Gauss wrote:

I agree the trait rocks for those doing non-lethal damage.

- Gauss

I think one has to factor in intent when valuing traits, feats and the like.

Do I devalue Point Blank Shot because it's not useful to the raging two-handed weapon wielders? Of course not. For an archer it's hard to avoid taking it (Zen Archer or Paladin/Ranger builds can do so, but that's an aside).

If the trait 'rocks' for those that seek to utilize the trait, then it's a rocking trait.

I don't think you devalue say, the combat expertise trait, based on the likelihood of people having combat expertise. Rather I think that you value it from the perspective of those that might be interested in the trait. How worth it is it to those that might think to take it?

But perhaps I'm off. If I see a valuation that's purple, then to me it doesn't have to apply to everyone.. but for those that it does.. it's a great call to take. If I see it as rated less, then the trait should be less useful for those looking to take it, but neither should factor in the chance that I'm looking at the trait at all. That's already happened.

Blade of Mercy does more than a Paizo feat that's also out there. It applies to slashing as opposed to blunt weapons, which is likely an overall plus if anything. It also gives a little bonus to the non-lethal damage above and beyond this. For those looking to deal non-lethal damage I rate it as a full feat if not slightly more. That seems to be a good benchmark for purple.

Likewise if I had a PC that was looking to focus on casting one spell a lot (e.g. a magus and shocking grasp)... they were planning on feats like Preferred spell and Spell Perfection for it, then I would rate Magical Lineage (likewise it's regional copy) as a solid purple. For those looking at it, it feels like a full feat if not more. That's purple.

For a say a Zen archer that's dipped one level into trapper ranger to disable traps, I rate Wisdom of the Flesh (WIS instead of STR or DEX for one skill, in this case: disable device) as the equivalent of skill focus: disable (slightly more really) and it's certainly a purple for a PC like that (or a more typical pure Zen Archer that wants to sneak to apply it to stealth instead). For such PCs that trait is worth a full feat or more, and thus earns a purple.

-James


Trapper Ranger? Not Empyreal Seeker Sorcerer into Zen Archer?

Also of note is that Wisdom of the Flesh is the ONLY way to get fly as a class skill.


james maissen:
To use your own words: I think you are not factoring in the intent of the guide itself. This is not a trait guide designed for an archer. This is not a trait guide designed for any specific build. From what I understand Dragonamedrakes purpose to be it is a guide to benefit the widest range of concepts.

If I went to read an archer guide and I saw power attack listed as a high priority I would be wondering what the author was thinking. But if I went to a general feat guide and I saw deadly aim being green or blue instead of purple I would understand. Deadly aim only applies to ranged attacks. For a ranged attacker it is purple...for those classes that do not make ranged attacks it is a red. Thus it deserves a 1-2step drop as the number of ranged attackers out there are vastly smaller than the melee attackers.

Treat this guide as what it is meant to be: a broad guide aimed at the masses. Not a treatise on each and every combination of abilities and class.

- Gauss

P.S. If I am wrong may Dragonamedrake strike me down! LOL j/k. But seriously, Dragonamedrake, if I am wrong about the purpose of this guide let me know.


Gauss wrote:


Deadly aim only applies to ranged attacks. For a ranged attacker it is purple...for those classes that do not make ranged attacks it is a red. Thus it deserves a 1-2step drop as the number of ranged attackers out there are vastly smaller than the melee attackers.

Treat this guide as what it is meant to be: a broad guide aimed at the masses. Not a treatise on each and every combination of abilities and class.

- Gauss

Gauss,

I just guess I just see these guides differently, perhaps its me and I apologize for it if that's the case. I see them as a place to go when you already have a character in mind and want to make choices for that character.

If a trait/feat is perfect for what it gives, then it should be rated accordingly.

It doesn't have to be a perfect fit for every PC in the game, but rather a perfect fit for those that are looking to do what the trait/feat is selling.

Thus I would rate deadly aim as purple as it is a game changer from 3.5 to PF in terms of archers competing for damage over melee brutes. The frequency of those looking to make ranged attacks does not need to enter into this rating, nor should it as it just distorts the value. (And those frequencies will vary from area to area making any assessment worthless for different areas).

Are you seeing these guides as a way to linearly and numerically rate all traits/feats out there, irrespective of purpose? To what end? Again I see these guides as places to go to help make choices, not gather statistics.

Gauss wrote:


Thus it deserves a 1-2step drop as the number of ranged attackers out there are vastly smaller than the melee attackers.

I'm sorry, but again this simply distorts the picture and adds in a prejudice that is harder to unfold.

Here's an example:
My personal opinion is that Improved Precise Shot is an amazing feat for any archer (others may disagree, but lets accept that for sake of argument). One of the strengths Zen Archers and Ranger archers have over the fighter is that the former can pick the feat at 6th level (via bonus feats) while the later must wait until 11th level to take it.

Any archer build I consider making has this feat as a default at the earliest possible level.

To me that is the definition of 'purple'. It is a must have for those looking to be an archer.

I think that what you are saying adds a needless layer that everyone would need to peel off when reading a guide. You would need at least two ratings for most feats/traits.

Is magical lineage worth a purple? Certainly in my mind. If Paizo had made that a feat, I would have called it a strong feat. That sounds like a very good benchmark for (deep) purple. Of course it's below red for those that don't cast spells. Does that need to be averaged in? Does it need a caveat (Red/Purple)? Or will someone looking at that trait look at it from the perspective of a caster looking to use metamagic feats on a spell?

-James
PS: I'm sorry to others if this is a derailment. Gauss if you want to take this to private mails we can as others aren't weighing in here.


Sorry about the absence. I have been dealing with the after affect of my surgery. I will be back tomorrow to reply to everyone's post and to finish up the guide.


Done with the Regional Traits! All the Traits have been ranked now!

Now I'm moving on the some reorganizing and creating the Skill Trait section.

Almost done!


Take a look at my Skill Trait Section and see what you think? Do you like how I organized it?


Dragonamedrake wrote:
Take a look at my Skill Trait Section and see what you think? Do you like how I organized it?

I like it very much, if you are looking to pick up a skill as a class skill being able to see quickly where you can do so and what categories they are in is a nice help. Til now if I've wanted to do that I've had to search through for that word and it's been a pain.

-James


Dragonamedrake, one thing I find missing is requirements (fighter, society membership, etc). Unfortunately those are often not included on the D20PFSRD. If you do not have the books I can send you a list of those requirements (probably next week).

- Gauss


Strength of the Sun should be higher rating for charisma based casters because their concentration checks are charisma based checks.

It is really good for a lore oracle that replaces intelligence for knowledge checks (+1 to every knowledge skill), also they can replace reflex saving throws with charisma as well so +1 reflex save (this is their poor save too), also arguably their AC is also now a charisma check instead of a dexterity check, so maybe +1 AC.

Combine it with Noble Scion of War, which changes your initiative check to a charisma check too.

So this one trait can potentially give you a +1 on a whole slew of skills, concentration checks, initiative check, reflex saves and arguably AC too.

I think this definitely deserves a bump in rating.


Gauss wrote:

Dragonamedrake, one thing I find missing is requirements (fighter, society membership, etc). Unfortunately those are often not included on the D20PFSRD. If you do not have the books I can send you a list of those requirements (probably next week).

- Gauss

Sure... I would appreciate that.


Gignere wrote:

Strength of the Sun should be higher rating for charisma based casters because their concentration checks are charisma based checks.

It is really good for a lore oracle that replaces intelligence for knowledge checks (+1 to every knowledge skill), also they can replace reflex saving throws with charisma as well so +1 reflex save (this is their poor save too), also arguably their AC is also now a charisma check instead of a dexterity check, so maybe +1 AC.

Combine it with Noble Scion of War, which changes your initiative check to a charisma check too.

So this one trait can potentially give you a +1 on a whole slew of skills, concentration checks, initiative check, reflex saves and arguably AC too.

I think this definitely deserves a bump in rating.

First off... thanks for the post.

You are correct about adding +1 to concentration checks for Cha based casters. I will add that.

So you are correct that if you take the Feat Noble Scion of War would give you a +1 to initiative. The verbiage under initiative describes it as a "check".

However a Lore Noble would only gain a +1 to Knowledges. The Reflex save is just that... a save. Not a check. Its not a Dexterity check or a Charisma Check if you take the revelation to change it to Charisma. It simply adds Dex( or Cha in this case) to the SAVE. They are two different things. A Save is not an Check per say. On the same note, it would not give you a +1 to Armor class as that is also not a "Dexterity Check". It simply adds your Dex (or Cha in this case) to your Armor Class.

So to sum up.

It would add a +1 to Knowledge skills for one Mystery of one class

It would add +1 to concentration to Charisma Casters.

It would add +1 Initiative if you have one of five choices from one feat.

It would add +1 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks.

It would add +1 to Checks that represent attempts to influence others.

It would add +1 to Channel energy DCs for clerics and paladins attempting to harm undead foes.

As you can see it can provide a wide range of bonuses, however most are very specific to certain classes/builds. It isn't even a win win for a whole class. Just one mystery of one class. Over all I might move it up, but I believe green (Good but there are better) rating is perfectly fine. I will change the description though. Thanks


Saving throws are checks according to the rules on d20pfsrd.com. In 3.5 I know that AC is basically a dexterity check and the 10 reflected the average AC roll and there are alternative rules for you to roll a d20 instead of just adding 10. Not sure if that carried over to PF.

Check
A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, skill checks, ability checks and saving throws.


The channel energy DC is a number, not a check. The enemy is making the check, you are not.

AC is not a check either (for the same reason). You are not rolling a d20, they enemy is.

Anytime you roll a D20 you are making a check.

Edit: Just a note (before someone goes there). Despite a paladin's charisma modifier value being added to his saving throws his charisma modifier is not being added. A number equal to his modifier is being added (it removes it one step). Thus a paladin's saves do not count as charisma checks. (There was a discussion about this in another thread.)

- Gauss


Gauss wrote:

The channel energy DC is a number, not a check. The enemy is making the check, you are not.

AC is not a check either (for the same reason). You are not rolling a d20, they enemy is.

Anytime you roll a D20 you are making a check.

- Gauss

Either 3.0 or 3.5 I think had an alternative AC rule, where you roll d20 + dex + armor + shield + deflection, instead of just adding 10. 10 is just the average roll on a d20, that is why you add 10.

So technically AC at least in 3.X is a d20 check.

If the 10 in PF's AC formula is considered by the developer's the average roll on a d20 that technically makes a character's AC a dexterity check.

However, PF may have changed the intent of the adding 10 to AC, and it has deviated from the origins of adding 10 from 3.x.


No, technically the alternate AC rule is a D20 check. AC in 3.X was not a check. Same thing for PF. There is no D20 roll on your part thus it is not a check.

While the logic was and continues to be 'average of a D20' that is simply to construct the ratio of hitting when compared to the enemy's D20 check. It does not make it a check unless it specifically states it is a check in exception to the rules on checks.

- Gauss


Gauss wrote:

No, technically the alternate AC rule is a D20 check. AC in 3.X was not a check. Same thing for PF. There is no D20 roll on your part thus it is not a check.

While the logic was and continues to be 'average of a D20' that is simply to construct the ratio of hitting when compared to the enemy's D20 check. It does not make it a check unless it specifically states it is a check in exception to the rules on checks.

- Gauss

By your logic does this means taking 10 or taking 20 on a skill changes it to become not a check. Because basically AC is taking 10.


Taking 10 or taking 20 on a skill check is still a check. It specifically states this.

CRB p86 wrote:
Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10.

Gignere, at no point anywhere in PF or 3.X EXCEPT perhaps that variant rule does it state that AC is a check. However it DOES state that D20 rolls are checks. Since AC is not a D20 roll it is not a check. Your attempt to extend the rules to it is exactly that. An extension. Anyhow, this is off-topic so I will stop talking about it here.

- Gauss


I've always understood a "check" to designate the d20 rolls where auto-success and failure did not apply. Skills checks, ability checks, caster level checks...

And thus saves and attack rolls are not "checks."

Indeed, in 3E combat maneuvers were all checks except for disarm and sunder (attack rolls) and thus did not fail on a 1 or succeed on a 20 necessarily. And PF, in making them all "attacks" changed this, and now auto-success/failure is an aspect of all combat maneuvers.


StreamOfTheSky wrote:

I've always understood a "check" to designate the d20 rolls where auto-success and failure did not apply. Skills checks, ability checks, caster level checks...

And thus saves and attack rolls are not "checks."

Indeed, in 3E combat maneuvers were all checks except for disarm and sunder (attack rolls) and thus did not fail on a 1 or succeed on a 20 necessarily. And PF, in making them all "attacks" changed this, and now auto-success/failure is an aspect of all combat maneuvers.

This is how I understand it. AC and Saves are not "checks" as far as I can figure.

@Gaus - oops your right about the Channel thing. I was looking under Charisma where it listed what it affected.


Dragonamedrake wrote:
StreamOfTheSky wrote:

I've always understood a "check" to designate the d20 rolls where auto-success and failure did not apply. Skills checks, ability checks, caster level checks...

And thus saves and attack rolls are not "checks."

Indeed, in 3E combat maneuvers were all checks except for disarm and sunder (attack rolls) and thus did not fail on a 1 or succeed on a 20 necessarily. And PF, in making them all "attacks" changed this, and now auto-success/failure is an aspect of all combat maneuvers.

This is how I understand it. AC and Saves are not "checks" as far as I can figure.

@Gaus - oops your right about the Channel thing. I was looking under Charisma where it listed what it affected.

Saves definitely are checks at least according to the PF CRB. As for AC, it might not be for PF but I am almost positive I read somewhere in the 3.0 or 3.5 rules that AC is a dex check, but rather tahn roll the d20 you just took the average of 10. If that didn't carry over to PF than it is not a check in PF.


I did not say saves were not checks. I said DCs are not checks. I think Dragonamedrake intended to say 'save DCs'.

- Gauss


If you're looking for additional improvement ideas, I think this guide could really use a "Recommended for: " Field for each trait.

You already have that for Threatening Defender - and I think it'd be better to have the field instead of using multicolored headers - especially when the header is "Sucks/Awesome" :)

Under that system, Threatening Defender would be Red - but it's recommended for Builds using Crane Style.

You could do the same for Bullied: it's Red, but recommended for Snake / Panther Style users.


Got a response from James regarding Strength of the Sun:

James Jacobs wrote:


Gauss wrote:
James, I understand the wording does that. I figured since you had a hand in the guide you might know what the intent was. It seems rather expansive to extend it to every charisma check.

- Gauss

Well... the original idea was that it covers Charisma-based skill checks and turn undead checks... that's about it. Since then, the ways you can get Charisma checks from stacking feats and archetypes and more has grown. If you're going to hyperspecialize in making Charisma checks, though... I don't have a problem with you gaining an additional +1 bonus.

Not sure if that is relevant to your guide but it is interesting information.

- Gauss


Gauss wrote:

Got a response from James regarding Strength of the Sun:

James Jacobs wrote:


Gauss wrote:
James, I understand the wording does that. I figured since you had a hand in the guide you might know what the intent was. It seems rather expansive to extend it to every charisma check.

- Gauss

Well... the original idea was that it covers Charisma-based skill checks and turn undead checks... that's about it. Since then, the ways you can get Charisma checks from stacking feats and archetypes and more has grown. If you're going to hyperspecialize in making Charisma checks, though... I don't have a problem with you gaining an additional +1 bonus.

Not sure if that is relevant to your guide but it is interesting information.

- Gauss

Thanks. That is interesting.

He really didn't clarify what it applied to but it is pretty interesting. Its original intent was to cover Charisma based skill checks and I will rank it as such. I'm sure there are plenty of traits that can be exploited in one way or another to be much better, but that's not the intent of this guide. Its to give a general sense of what would be a good trait for most normal characters.

I appreciate you clearing that up Gauss.


James Jacob also clarified that AC is not a check. As I understand it, any d20 that uses charisma mod directly is consider a charisma check.


Done with Purple and Blue Skills

I got Green and Orange left.


I made some comments above you missed.

Scarab Sages

Just a note - at the bottom, under the traits that provide Stealth as a class skill, Wisdom of the Flesh is listed as a regional feat and nto a religion feat (both in the table, and in the "best of" section).

Edit: I notice Secret Knowledge is also listed as regional instead of religion in the Knowledge section.

Grand Lodge

Wisdom of the Flesh is not a religon trait?
This means it is twice as good.

301 to 350 of 402 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Tips and Traits: A guide to Pathfinder Traits (Work in Progress) All Messageboards

Want to post a reply? Sign in.