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<blockquote data-quote="Technik4" data-source="post: 1082680" data-attributes="member: 7211"><p>Norfleet-</p><p></p><p>I think you are seriously underating some of those abilities. As far as Slippery Mind - its far better than the feat equivelant.</p><p></p><p>You need 11+ to pass (50% chance failure)</p><p>-With Slippery Mind (25% chance failure)</p><p>-With Iron Will (40% chance failure)</p><p></p><p>You need 16+ to pass (75% chance failure)</p><p>-With Slippery Mind (62.5% chance failure (I think....))</p><p>-With Iron Will (65% chance failure)</p><p></p><p>You need 20 to pass (95% chance failure)</p><p>-With Slippery Mind (92.5% chance failure (I think))</p><p>-With Iron Will (85% chance failure)</p><p></p><p>So at exteremely high DCs (where you need 17-20 to pass), Iron Will is better (although I think I speak for everyone when I say I'd rather take another crack at the dice than have a +2 to my roll). In any case, Slippery Mind lets you get over rolling a '1', whereas Iron Will does nothing for you in such a case.</p><p></p><p>Crippling Strike being "cute"? Are you kidding? Have you ever had a BBEG flee mid-fight? If you have, then keep in mind every sneak attack the rogue scored would be -2 to Str, cumalitive, which if not healed by magical means requires 1 day of rest <strong>per point</strong>. Thats huge. Get your rogue a Wounding weapon and you will go to town on enemy stats - no combat feat a rogue could take (that he hasn't already) comes close, imo. Also nice in combination with some feats from Song and Silence (which allow you to trade sneak damage for effects like Hamstring).</p><p></p><p>Opportunist can be at least as good as Expert Tactician because they both only work 1/round. Again, if you are into these AoO tricks you probably already have Expert Tactician (not a hard feat to acquire, even with Combat Reflexes as a pre-req). Having both is better, but I wouldn't turn down 2 rogue abilities for Combat Reflexes and Expert Tactician.</p><p></p><p>Skill Mastery can be huge for a rogue, even out of combat. In combat it is far more helpful than a +2/+2 feat, especially when you *need* to make a skill check (and a 9 or less is a failure). I wouldn't discount this in favor of a feat, <em>especially</em> if I was a rogue with a decent Int. Skill-enhancing feats pale before this, hence "Mastery".</p><p></p><p>As for Improved Evasion, I still don't think its up there with the ones I just mentioned. Its very good if you are a poor roller (although so is Slippery Mind and don't forget you <strong>already have</strong> Evasion) but I think the number of times a rogue is going to roll poorly on his reflex is less than the number of times a rogue is going to need to make a Will save (that controls or compels her).</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1082680, member: 7211"] Norfleet- I think you are seriously underating some of those abilities. As far as Slippery Mind - its far better than the feat equivelant. You need 11+ to pass (50% chance failure) -With Slippery Mind (25% chance failure) -With Iron Will (40% chance failure) You need 16+ to pass (75% chance failure) -With Slippery Mind (62.5% chance failure (I think....)) -With Iron Will (65% chance failure) You need 20 to pass (95% chance failure) -With Slippery Mind (92.5% chance failure (I think)) -With Iron Will (85% chance failure) So at exteremely high DCs (where you need 17-20 to pass), Iron Will is better (although I think I speak for everyone when I say I'd rather take another crack at the dice than have a +2 to my roll). In any case, Slippery Mind lets you get over rolling a '1', whereas Iron Will does nothing for you in such a case. Crippling Strike being "cute"? Are you kidding? Have you ever had a BBEG flee mid-fight? If you have, then keep in mind every sneak attack the rogue scored would be -2 to Str, cumalitive, which if not healed by magical means requires 1 day of rest [b]per point[/b]. Thats huge. Get your rogue a Wounding weapon and you will go to town on enemy stats - no combat feat a rogue could take (that he hasn't already) comes close, imo. Also nice in combination with some feats from Song and Silence (which allow you to trade sneak damage for effects like Hamstring). Opportunist can be at least as good as Expert Tactician because they both only work 1/round. Again, if you are into these AoO tricks you probably already have Expert Tactician (not a hard feat to acquire, even with Combat Reflexes as a pre-req). Having both is better, but I wouldn't turn down 2 rogue abilities for Combat Reflexes and Expert Tactician. Skill Mastery can be huge for a rogue, even out of combat. In combat it is far more helpful than a +2/+2 feat, especially when you *need* to make a skill check (and a 9 or less is a failure). I wouldn't discount this in favor of a feat, [i]especially[/i] if I was a rogue with a decent Int. Skill-enhancing feats pale before this, hence "Mastery". As for Improved Evasion, I still don't think its up there with the ones I just mentioned. Its very good if you are a poor roller (although so is Slippery Mind and don't forget you [b]already have[/b] Evasion) but I think the number of times a rogue is going to roll poorly on his reflex is less than the number of times a rogue is going to need to make a Will save (that controls or compels her). Technik [/QUOTE]
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