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HM's Carrion Crown AP - OOC
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<blockquote data-quote="Satin Knights" data-source="post: 5490107" data-attributes="member: 6666968"><p>Mowgli: Here are a few comments. I have never played the rogue or inquisitor, so these comments may be a bit generic.</p><p>A) Put one rank in Appraise. 3.5 had a "untrained appraise" is an auto-miss by 50%. I didn't see it in PF, but it might be there somewhere. Raven familiars give a +3 bonus. What do you get as an oversized raven? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p>B) Strip a few points out of survival and spread them around more. A failed survival roll means you didn't find food for the night usually. Not critical.</p><p>C) Add at least 1 point in Escape Artist (usable against grapples), Sleight of Hand and Ride.</p><p>D) Once you learn a spell, it is pretty much locked. Resistance is worthless once you pick up a Cloak of Resistance for 1,000 gp because it does not stack. And most of the time if you can pause to cast it, you can find a better way to face the danger. Replace that with Read Magic. Then you don't have to UMD just to identify scrolls. </p><p>E) You can replace Light with 110 gp. Pick a different spell. Stabilize looks good.</p><p>F) Drop Sacred Touch. Stabilize is a <strong>close range</strong> (25'+) standard action, and Sacred Touch is a <strong>touch</strong> standard action. Now you have a trait slot open. Dirty Fighter if you want +1 damage when flanking. Birthmark for the +2 vs Charm is another good possibility.</p><p>G) 2nd level spells: Those are good. But, I would do Invisibility, Spiritual Weapon, and Consecrate. I would say take the Cure * Wounds spells every other level. You are so limited in the spells you can cast, they have to be usable every day. Spiritual Weapon is a nice first round spell. It's to hit is BAB+WIS, and it is a force weapon usable against incorporeal foes.</p><p>H) That armor looks sweet, but I think the price tag is coming in at 5,400 gp or just over half of your WBL.</p><p>I) "Master Work" thieves tools. That +2 will be needed.</p><p>J) The sawtooth sabre and wrist sheaths are from the Adv Armory. I forgot. Is that book is on the approved list? Check with HM. Should be yes. All the stuff in the book is cool small items. </p><p>K) If yes, grab the skeleton key from the same book. It is one extra attempt when we need it.</p><p>L) And if yes, Consecrated Weapons look real nice. I can charge them up with unused channels nightly, and then in the next 24 hours, a hit can release a channel smite against undead.</p><p>M) Lookout would require others to take it as well. So skip it. If you act too fast in initiative, your flanking friends will not get a chance to move into their flanking positions. But, if you get there while they are flat footed, it is a win. Quick Draw looks ok. So, a tossup between Imp Init and Quick Draw.</p><p>N) Trap Spotter rogue talent is missing. With your perception, it is a prime choice. Without it, you should be declaring every time you are checking for traps. That is very tedious. It is worth losing a feat to get it. Buy the "Eyes of the Eagle" early. Pushes your perception up to +17. You miss spotting most traps on a 2. And you generally see the opponent before they see you. General rule in an open field, your bonus - their bonus x 10'. Seeing the enemy on average 120' before they notice you is a huge tatical advantage. Buy the other glasses that aide disable device too. Leave your weapons at masterwork a bit longer to pay for the glasses.</p><p>O) Load that haversack up with mundane stuff. Grappling hook, drill, tent, hammock, water skin, wine skin, etc. If it is only carrying 8.5 lbs, it was a waste of money. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p>P) Spend about 500 gp on scrolls of spells you can cast. Tireless Pursuit, Magic Weapon, Comp Languages, CLW, Delay Poison, Lesser Restoration, See Invis, Ghostbane Dirge. All are critical when you need them, but not worthy of daily use.</p><p>Q) It looks like you are taking a straight rogue. Take a look at the Scout archetype. If you can give up Uncanny Dodge, you get sneak attack dice more often.</p><p></p><p>Well, that was a good list. Almost all were little tweaks. Trap Spotter is the only "must have" in my opinion. You realize you are walking point, right? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I am going to go have dinner, and then I will look at Firvin.</p></blockquote><p></p>
[QUOTE="Satin Knights, post: 5490107, member: 6666968"] Mowgli: Here are a few comments. I have never played the rogue or inquisitor, so these comments may be a bit generic. A) Put one rank in Appraise. 3.5 had a "untrained appraise" is an auto-miss by 50%. I didn't see it in PF, but it might be there somewhere. Raven familiars give a +3 bonus. What do you get as an oversized raven? :p B) Strip a few points out of survival and spread them around more. A failed survival roll means you didn't find food for the night usually. Not critical. C) Add at least 1 point in Escape Artist (usable against grapples), Sleight of Hand and Ride. D) Once you learn a spell, it is pretty much locked. Resistance is worthless once you pick up a Cloak of Resistance for 1,000 gp because it does not stack. And most of the time if you can pause to cast it, you can find a better way to face the danger. Replace that with Read Magic. Then you don't have to UMD just to identify scrolls. E) You can replace Light with 110 gp. Pick a different spell. Stabilize looks good. F) Drop Sacred Touch. Stabilize is a [B]close range[/B] (25'+) standard action, and Sacred Touch is a [B]touch[/B] standard action. Now you have a trait slot open. Dirty Fighter if you want +1 damage when flanking. Birthmark for the +2 vs Charm is another good possibility. G) 2nd level spells: Those are good. But, I would do Invisibility, Spiritual Weapon, and Consecrate. I would say take the Cure * Wounds spells every other level. You are so limited in the spells you can cast, they have to be usable every day. Spiritual Weapon is a nice first round spell. It's to hit is BAB+WIS, and it is a force weapon usable against incorporeal foes. H) That armor looks sweet, but I think the price tag is coming in at 5,400 gp or just over half of your WBL. I) "Master Work" thieves tools. That +2 will be needed. J) The sawtooth sabre and wrist sheaths are from the Adv Armory. I forgot. Is that book is on the approved list? Check with HM. Should be yes. All the stuff in the book is cool small items. K) If yes, grab the skeleton key from the same book. It is one extra attempt when we need it. L) And if yes, Consecrated Weapons look real nice. I can charge them up with unused channels nightly, and then in the next 24 hours, a hit can release a channel smite against undead. M) Lookout would require others to take it as well. So skip it. If you act too fast in initiative, your flanking friends will not get a chance to move into their flanking positions. But, if you get there while they are flat footed, it is a win. Quick Draw looks ok. So, a tossup between Imp Init and Quick Draw. N) Trap Spotter rogue talent is missing. With your perception, it is a prime choice. Without it, you should be declaring every time you are checking for traps. That is very tedious. It is worth losing a feat to get it. Buy the "Eyes of the Eagle" early. Pushes your perception up to +17. You miss spotting most traps on a 2. And you generally see the opponent before they see you. General rule in an open field, your bonus - their bonus x 10'. Seeing the enemy on average 120' before they notice you is a huge tatical advantage. Buy the other glasses that aide disable device too. Leave your weapons at masterwork a bit longer to pay for the glasses. O) Load that haversack up with mundane stuff. Grappling hook, drill, tent, hammock, water skin, wine skin, etc. If it is only carrying 8.5 lbs, it was a waste of money. :lol: P) Spend about 500 gp on scrolls of spells you can cast. Tireless Pursuit, Magic Weapon, Comp Languages, CLW, Delay Poison, Lesser Restoration, See Invis, Ghostbane Dirge. All are critical when you need them, but not worthy of daily use. Q) It looks like you are taking a straight rogue. Take a look at the Scout archetype. If you can give up Uncanny Dodge, you get sneak attack dice more often. Well, that was a good list. Almost all were little tweaks. Trap Spotter is the only "must have" in my opinion. You realize you are walking point, right? :D I am going to go have dinner, and then I will look at Firvin. [/QUOTE]
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