vageta31
2011-02-09, 04:02 PM
So I've posted a couple threads already concerning my first pnp D&D campaign coming up soon. I've been studying all the rules and such but some of it probably won't exactly make sense until I experience it first hand, but I had a few questions in what to expect in disabling traps, and combat movement. I'll be playing a rogue that will multiclass with swashbuckler. Emphasis is on finess fighter that can tumble around the fight but not be quite as squishy as a pure rogue. I'm taking enough rogue levels(3 or 4) to get a nice set of skill points, sneak attack base and uncanny dodge, then taking daring outlaw with my swashbuckler and the shield of blades variant.
Anyways even though I have lots of skill points it's still not enough, and since I want to be the face I will have to balance bluff, diplomacy, intent, etc... with all of the roguish trapfinding, disable device, spot, listen, etc... And since I want to be able to be nimble I really want to max my tumble, with some jump for synergy and of course max out my UMD (I have +2 cha modifier as well). So it comes down to how much of the actual disabling device and picking lock type of skills I need at a minimum to be effective while being able to utilize the other skills for my movement and diplomacy areas.
I've heard people say there are other ways of disabling devices like using a long pole or summoning creatures. So how does it work? As long as I can successfully locate a trap, can you disable it with a pole thus negating any damage the trap might have caused? Or if it's a ranged trap like darts do you get a bonus reflex save since youre 10 feet away?
Also how does movement in combat work? Do you get the 30ft move with a full attack or do you only get full attack if you're attacking without moving? I plan on tumbling around the combat field so say I tumble into a flanking position to get a SA, does the tumble count as part of my full attack round or is it included? Or say I finish up killing one monster then next turn I tumble to another one and use combat acrobatics trick to catch them flat footed. Can I do that all in one move and get my full attack?
I know this will all make sense after I start playing but I'm trying to get a heads up.
Anyways even though I have lots of skill points it's still not enough, and since I want to be the face I will have to balance bluff, diplomacy, intent, etc... with all of the roguish trapfinding, disable device, spot, listen, etc... And since I want to be able to be nimble I really want to max my tumble, with some jump for synergy and of course max out my UMD (I have +2 cha modifier as well). So it comes down to how much of the actual disabling device and picking lock type of skills I need at a minimum to be effective while being able to utilize the other skills for my movement and diplomacy areas.
I've heard people say there are other ways of disabling devices like using a long pole or summoning creatures. So how does it work? As long as I can successfully locate a trap, can you disable it with a pole thus negating any damage the trap might have caused? Or if it's a ranged trap like darts do you get a bonus reflex save since youre 10 feet away?
Also how does movement in combat work? Do you get the 30ft move with a full attack or do you only get full attack if you're attacking without moving? I plan on tumbling around the combat field so say I tumble into a flanking position to get a SA, does the tumble count as part of my full attack round or is it included? Or say I finish up killing one monster then next turn I tumble to another one and use combat acrobatics trick to catch them flat footed. Can I do that all in one move and get my full attack?
I know this will all make sense after I start playing but I'm trying to get a heads up.