grah posted:It is important to note that if your mount moves more than 5 feet while you are riding it, you only get a single attack. This works just fine for charging, especially if your mount has Pounce, but it's worth noting that you can't full attack when your mount takes more than a 5-foot step, which may be important for you. There is a feat that fixes this but it can't be taken until level 14 at the earliest. Note that the one attack limitation is only for melee attacks. I've occasionally thought about running a mounted archery/pounce mount build. I don't recall anything that would prevent you from directing your mount to charge (ending with its full attack with pounce) while you take your own ranged full attack part way through its move (making your attacks outside attack-of-opportunity range).
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# ? Apr 23, 2012 18:00 |
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# ? May 17, 2024 02:07 |
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OpenlyEvilJello posted:Note that the one attack limitation is only for melee attacks. I've occasionally thought about running a mounted archery/pounce mount build. I don't recall anything that would prevent you from directing your mount to charge (ending with its full attack with pounce) while you take your own ranged full attack part way through its move (making your attacks outside attack-of-opportunity range). Nothing stops you, but you take a -4 when your mount double moves (also when it charges) and a -8 if it runs. There is no penalty if your mount makes a normal move. You take the shots when the mount has completed half of it's move.
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# ? Apr 23, 2012 18:30 |
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Inverse Icarus posted:I've got an interesting idea and I'd like some suggestions on how to make it work. Quoting myself, this scene played out in our meeting yesterday. They easily identified each other. The Paladin had suggested that they "stick their thumbs out" when their hands were out their sides so they could identify each other. During the brawl, the Cleric and Paladin did this, and the Wizard just shot an acid bolt at the NPC which was enough to identify him. Paladin refused to participate in the fight, and got knocked out by the Barbarian "Priest" who was watching them. In general, the party was reluctant to fight, except the Wizard who repeatedly tried to kill an NPC, who they were certain was a 15 year old non-evil half-elf they met before. Thankfully, the Paladin was already unconscious before the Wizard started trying to murder the kid. Then I got to watch a Cleric (+0 STR) and a Wizard (-1 STR) try to make attacks with saps. Eventually the wizard gave up and just started using magic missile on his friend, bu the Cleric rolled well and won, surviving with a handful of HP, and was excused from transcription duties that night and given a bottle of fine Chelish wine to celebrate.
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# ? Apr 23, 2012 19:53 |
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Having a Raging Barbarian hit with a +1 Greatclub for 16 damage on a level 3 PC is a good way to put someone in their place.
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# ? Apr 23, 2012 19:55 |
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Do you think they had fun?
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# ? Apr 23, 2012 20:10 |
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Magic Rabbit Hat posted:Do you think they had fun? The Paladin did. He staunchly refused to beat people he knew as allies, and tried to convince the barbaric priest that this was really dumb, that they were all acolytes of the church, and beating each other served no purpose. The Barbarian-Priest just shouted back that this was part of their training, and that all those who serve Razmir must be capable of defending the temple at any time. When the Paladin stood there with his arms folded, he got his rear end beat with a Greatclub. He wasn't happy to be unconscious, but there was no threat of him dying so he was pretty happy with the result. The Cleric is mostly a healbot, and he didn't want to reveal the fact that he is was a Cleric of another god, so he basically just swung a sap for 14 rounds of combat. Not sure he enjoyed not being able to use any of the spells in his portfolio. At the very least, he made a show of it, dancing around "enemies" and trying to trip the Wizard. My little brother is playing the Wizard and he's new to RPGs, and really a "kick down the door" player. The majority of the session was Roleplaying, and this was the first "combat" of the night. He just wanted to unload, shoot his magic missiles, etc. When the half-elf fell unconscious, he cackled and tried to cast on him again, but the Cleric took an AoO on him and the spell fizzled. Aside from the several rounds in a row of "I roll a 8 to hit with my sap and miss" I think everyone enjoyed the "encounter." The fact that the Barbarian-Priest hit one of them that hard should help put the threat in perspective. The Paladin was very gung-ho about trying to kill that Priest when they were all alone in the yard, but honestly I don't think the party could take him right now, even if the Paladin blew his Smite and the Cleric had his holy symbol. The module has a lot of subterfuge and diplomacy options available for the majority of it, until it culminates in several massive fights. They have plenty of time to level up before they have to fight that badass priest.
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# ? Apr 23, 2012 20:34 |
Inverse Icarus posted:Nothing stops you, but you take a -4 when your mount double moves (also when it charges) and a -8 if it runs. There is no penalty if your mount makes a normal move. I can, as a matter of fact, read the mounted combat rules. What I had in mind was FAQs, unofficial rulings, and extraneous rules that imply otherwise. Obviously such a build would take Mounted Archery or at least four samurai levels to reduce the penalty.* Further, I think the best reading of the rules is that the penalties applied be based on the amount of movement expended rather than the action taken (i.e. if the mount moves up to its speed, no penalties; more than its speed but no more than twice its speed, -4; more than twice its speed, -8; cf. casting spells while mounted); thus, a short charge need not subject you to penalties. *As an aside, compare the wording on the two: Mounted Archery (feat) posted:The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running. Mounted Archer (samurai class feature) posted:At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running.
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# ? Apr 23, 2012 20:38 |
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OpenlyEvilJello posted:thus, a short charge need not subject you to penalties. I don't think the penalty should be based on the distance traveled, that seems silly. It should be based on the "violence" of the movement. It seems to me that if your mount is gaining a statistical charge (+2 to hit, -2 to AC) then you have moved quickly/violently, even if it was only 20 feet.
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# ? Apr 23, 2012 20:59 |
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Anyone here who has been running the new pirate AP? How good is it?
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# ? Apr 23, 2012 21:34 |
Inverse Icarus posted:I don't think the penalty should be based on the distance traveled, that seems silly. It should be based on the "violence" of the movement. This is a plausible interpretation, but it's certainly not mandated by the language. My impression, though, is that the system generally likes to use distance traveled as a surrogate for all that stuff. Consider the following text from the section on charging: Movement During a Charge posted:You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.
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# ? Apr 23, 2012 22:52 |
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I'm running a game of Pathfinder for some fairly new players, and one of them (who is an RPG player of fairly long standing) has come up with the idea of taking ranks in Craft [Weapons] so his gnomish sorcerer could create some bizarre gnomish weapons. I am totally fine with this. Now, however, we are working together to come up with some decent freakshow weapons. The basic concept for the first one is a lacrosse wicket with a morningstar ball attached to it by a length of elastic. Basically it is a Gnomish War Paddleball. So it is a Small, two-handed martial melee bludgeoning Reach weapon. The special mechanical wrinkle of the proposed weapon is as follows: * (this one the player is enthusiastic about but I'm a little iffy) on a natural 1 attack roll, the wielder has failed to effectively yank the ball back and loses his/her next turn doing so. I am afraid that this would make the weapon less fun to play, since 5% of the time it's resulting in a lost turn. Still, I would like to be able to allow some form of the weapon, and I'd rather do so by adhering to the player's design vision as nearly as possible, making up for the fact that this weapon basically now has the possibility of a critical failure by improving it in other areas (crit range, crit damage, base damage). I was thinking that in light of the above, it would be okay for it to cost 90 gp retail; do 1d10 damage (S)/ N/A damage (M); 18-20/x3 critical; weigh in the neighborhood of 12 lbs., and have the Reach and Distracting specials (in addition to the critical failure mechanic). Have I produced something useless? Should I change anything? I'm not sure how to do the math as far as balancing weapons goes. That said, one of the other PCs in this campaign is a cavalier, so at the current level of the characters, overcoming CAVALIER SUPREMACY in combat might be salutary. The party has two other gnomes, a rogue and a bard, so while they'd have to take Martial Weapon Proficiency as a feat to use the thing (as would the sorcerer), at least it wouldn't be a weapon that is effectively only available to one of the casters.
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# ? Apr 23, 2012 23:55 |
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An 18-20x3 two-handed bludgeoning weapon that deals 1d10 damage as a Small weapon would easily be one of the best weapons in the game, even with a catastrophic chance of failure. For comparison, a Falchion is a two-handed Slashing weapon with an 18-20x2 crit attribute and deals 2d4 damage at Medium size. Consider if he made it a Keen weapon. Assuming 18 str Fighter and Power Attack at level 5, he'd be dealing 3d10+30 whenever he rolls a 15 with the weapon. There isn't anything inherently bad about that, I like the idea of powerful weapons with neat effects, just something to be aware of. Something that you should be a little wary of is losing a turn because of a single bad dice roll. I'm personally against putting people out of the game because of that, so it might be wise to tone that down a little bit. Maybe make it knock him prone or stagger him for one round if he rolls a 1?
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# ? Apr 24, 2012 00:23 |
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Back in my old campagin, I tried to create an "undead killer" character who wielded a holy enchanted flail. My character was essetnially Simon Belmont from Castlevania, so I tried some kind of fighter/rogue hybrid and it didn't work. I'm looking at the Inquisitor right now, and it looks like a good template to revive my "Vampire Killer" character, except they can't wield flails. Is there any way around this? Maybe if I gain weapon proficiency as a fighter or pick up a feat?
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# ? Apr 24, 2012 00:45 |
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Benny the Snake posted:Back in my old campagin, I tried to create an "undead killer" character who wielded a holy enchanted flail. My character was essetnially Simon Belmont from Castlevania, so I tried some kind of fighter/rogue hybrid and it didn't work. I was going to say you could pick up the War Domain but I guess it turns out they chnaged it for Pathfinder.
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# ? Apr 24, 2012 00:50 |
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Benny the Snake posted:I'm looking at the Inquisitor right now, and it looks like a good template to revive my "Vampire Killer" character, except they can't wield flails. Is there any way around this? Maybe if I gain weapon proficiency as a fighter or pick up a feat?
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# ? Apr 24, 2012 00:52 |
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Heirloom Weapon would be an interesting trait to pick.
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# ? Apr 24, 2012 01:00 |
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It requires the weapon be non-masterwork though, and so it can never become magical.
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# ? Apr 24, 2012 01:01 |
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Danhenge posted:It requires the weapon be non-masterwork though, and so it can never become magical. You could always hire a Druid to change that for you. you probably don't want to do this.
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# ? Apr 24, 2012 01:23 |
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Benny the Snake posted:Back in my old campagin, I tried to create an "undead killer" character who wielded a holy enchanted flail. My character was essetnially Simon Belmont from Castlevania, so I tried some kind of fighter/rogue hybrid and it didn't work. Of the Good Deities, Milani favors the Morningstar and Arshea the flail. Both are minor deities, Arshea moreso than Milani, but you do gain proficiency in your deity's favored weapon as an Inquisitor, so this is one way to avoid the feat tax of Martial Weapon Proficiency without multiclassing. Edit: Also what's so bad about paying for Masterwork Transformation? As a level 2 spell cast by a 3rd level wizard it only costs 60 gp plus the normal cost of a Masterwork Weapon. And it's instantaneous so no worrying about dispelling or duration running out. This is a pretty small price to pay to get proficiency with a weapon you want. I don't really like the "revision" to masterwork weapon that makes it kind of a crummy trait but, it's not the worst way to go. grah fucked around with this message at 01:33 on Apr 24, 2012 |
# ? Apr 24, 2012 01:30 |
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Nothing wrong with it, there's probably just a more elegant solution to the problem. My GM rules that we could upgrade a weapon to Masterwork by paying the difference in cost. He might want to consider asking his GM about it.
Magic Rabbit Hat fucked around with this message at 01:57 on Apr 24, 2012 |
# ? Apr 24, 2012 01:50 |
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grah posted:Of the Good Deities, Milani favors the Morningstar and Arshea the flail. Both are minor deities, Arshea moreso than Milani, but you do gain proficiency in your deity's favored weapon as an Inquisitor, so this is one way to avoid the feat tax of Martial Weapon Proficiency without multiclassing.
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# ? Apr 24, 2012 06:26 |
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Hey is there a Pathfinder print magazine out there?
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# ? Apr 25, 2012 19:11 |
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Benny the Snake posted:Hey is there a Pathfinder print magazine out there? Kobold Quarterly has Pathfinder coverage, but it literally billed itself until issue 18 (current issue: 21) as "The Switzerland of the Edition Wars", so there's almost as much 4e crap as Pathfinder. And now AGE seems to be overtaking 4e, but still, not a pure Pathfinder mag. Kvantum fucked around with this message at 20:37 on Apr 25, 2012 |
# ? Apr 25, 2012 20:34 |
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I think I figured out how to make Firearms work, but it involves Paladins, Two-Weapon Fighting, the Mysterious Stranger alternate class, and a whole lot of rules bending. That said, being able to drop 1d8+20 four times a round with Manyshot, Rapid Shot and TWF is pretty sweet.
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# ? Apr 26, 2012 04:42 |
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Magic Rabbit Hat posted:I think I figured out how to make Firearms work, but it involves Paladins, Two-Weapon Fighting, the Mysterious Stranger alternate class, and a whole lot of rules bending. I was just hunting for a game to try the gunslinger class out in, every DM/GM I see says they don't want guns in the game because it breaks everything or it doesn't fit the flavor of the setting (the latter I totally understand). But your gun-Paladin has piqued my interests...
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# ? Apr 26, 2012 04:50 |
The Lawful Good, the Chaotic Evil, and the Charisma Dump.
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# ? Apr 26, 2012 04:54 |
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CB_Tube_Knight posted:I was just hunting for a game to try the gunslinger class out in, every DM/GM I see says they don't want guns in the game because it breaks everything or it doesn't fit the flavor of the setting (the latter I totally understand). But your gun-Paladin has piqued my interests... It's easier than it seems, but you need a pair of one-handed Firearms. Revolvers are ideal, but they're expensive as hell unless you make your own. Thankfully, the Mysterious Stranger alternate class gets Gunsmith as a free Feat at first level. This is good, because you're only going to want one level of it. Mysterious Stranger is probably one of the best Gunslinger archetypes, since it shifts the stat focus from Wisdom over to Charisma - gives you Grit based on Cha, and a Deed that lets you add your Charisma Bonus to your Damage. It costs a Grit point and a Swift Action, but it applies to all your Firearm attacks for that round, so it's a significant bonus. After that, you take Paladin levels from then on, taking Ranged Full Attack Smite Feats as appropriate. The rules are hazy about Revolvers being Light weapons for the purposes of TWF, but if your GM knows anything about Westerns, he'll be OK with hand-waving that away. Manyshot and Rapid Shot only count towards the main-hand weapon, so you'll probably need to pick up Rapid Reload (Revolvers) at some point. If you're feeling adventurous, consider the Divine Hunter Paladin Archetype. You trade Heavy Armor Proficiency for Precise Shot and a few other Paladin Auras for "shooter auras" of varying usefulness. The hilarious part is that, even resolving against Touch AC, you're still only looking at a +2 or +4 to hit when you pile on all the adjustments from Manyshot/Rapid Shot/TWF/Deadly Aim. It's an incredibly Feat-hungry build, and there's no garuntee that it won't be outdone by the Archer Fighter with a +12 str Composite Longbow at later levels, but at least you can say you could be a Divinely Inspired Gunfighter. Speaking of which, stay far away from the Holy Gun archetype.
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# ? Apr 26, 2012 06:05 |
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It's too bad the scattergun rules are absolutely awful (cone attack that hits everything? Really?). While probably much less effective then your gun paladin build, I like the idea of a armoured half-orc running at the enemy with a blunderbuss, making someone go pop, and then mauling their friends.
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# ? Apr 26, 2012 23:43 |
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kannonfodder posted:cone attack that hits everything? Really? How is it different from any Wizard's cone?
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# ? Apr 27, 2012 00:16 |
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Magic Rabbit Hat posted:
Very much worth it. I just got done with a Divine Hunter Paladin/Ranger level 8 beast, and it works very, very well. Of course, it helps that my DM kept throwing us against Evil Outsiders, Evil Undead and Evil Dragons every week.....
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# ? Apr 27, 2012 00:27 |
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Mortanis posted:Very much worth it. I just got done with a Divine Hunter Paladin/Ranger level 8 beast, and it works very, very well. Of course, it helps that my DM kept throwing us against Evil Outsiders, Evil Undead and Evil Dragons every week..... I'm wary of giving up Fear and Charm immunity for a few auras of middling use - most Ranged characters my party plays with take Precise Shot almost immediately, so it does them no good to stand in a firing line with the Hunter. Having such a low range increment hurts as well - 20ft puts you directly into combat, although Distance Divine Bond helps alleviate that somewhat. I'll play around with it. It sounds kinda bad on paper, but in practice it might be pretty good.
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# ? Apr 27, 2012 01:03 |
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I'm playing a ranged rogue right now. I'm considering working towards the Shadowdancer prestige class, but I'm not sure if it's meant for ranged. From what I can see, it's much more of a melee oriented prestige class. My main mode of combat is sniping (stealth, sneak attack, stealth, sneak attack, etc.) Would this be viable for my style of rogue? Would I be able to deny my opponent's dex thru jumping in and out of shadows at range?
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# ? Apr 27, 2012 05:10 |
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Benny the Snake posted:I'm playing a ranged rogue right now. I'm considering working towards the Shadowdancer prestige class, but I'm not sure if it's meant for ranged. From what I can see, it's much more of a melee oriented prestige class. My main mode of combat is sniping (stealth, sneak attack, stealth, sneak attack, etc.) Would this be viable for my style of rogue? Would I be able to deny my opponent's dex thru jumping in and out of shadows at range? Well obviously Hide in Plain Sight complements any stealth build very nicely. Your sneak attack will stop progressing as a Shadowdancer though, so, do you have some other way to do damage or be effective in combat? Do you have the Charisma score to take full advantage of the Shadowdancer's Spell-likes? If not, you might just want to dip a level or two into Shadowdancer. Hide in Plain Sight is truly excellent, as "within 10 feet of an area of dim light" is a whole lot of places. Evasion will be redundant for you but Darkvision is nice if you don't already have it. So basically, Shadowdancer can be really cool and it certainly works well with stealth, but without knowing the specifics of your build its hard to say if it's a "good idea" or not for your character. Edit: Also as a Rogue, a level dip in Shadowdancer will really make you start feeling that crappy Will save. grah fucked around with this message at 05:28 on Apr 27, 2012 |
# ? Apr 27, 2012 05:25 |
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Benny the Snake posted:I'm playing a ranged rogue right now. I'm considering working towards the Shadowdancer prestige class, but I'm not sure if it's meant for ranged. From what I can see, it's much more of a melee oriented prestige class. My main mode of combat is sniping (stealth, sneak attack, stealth, sneak attack, etc.) Would this be viable for my style of rogue? Would I be able to deny my opponent's dex thru jumping in and out of shadows at range? Hide in Plain Sight was added as an Advanced Rogue Talent in Ultimate Combat, but only with regards to a single Terrain, like the Ranger's Favoured Terrain. It's actually kind of terrible if your party changes settings often. With a literal reading of the rules, you can Snipe someone from at least 10 ft., then immediately attempt to drop back into Stealth at a -20. What people usually miss, however, is that you can attempt a Stealth check when you have Concealment of any kind, which makes Wind Stance pretty funny if you move around a lot. Taking a level in Shadowdancer might be the best option, though.
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# ? Apr 27, 2012 05:54 |
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Inverse Icarus posted:How is it different from any Wizard's cone? Because that isn't even slightly close to how shotguns work. I was more annoyed with the fact that they made scatterguns have a cone, I understand that all cones hit everything (not sure why I mentioned that in my other post). But that is why we made house rules for "realistic" scatter weapons, vaguely based off of the d20 Modern rule system.
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# ? Apr 27, 2012 06:33 |
So, we've got someone in our group wanting to run the Skulls & Shackes adventure path. I'm totally stoked, because fuckin pirates yeah I want to try to make a character who's full support. Roleplay-wise I want them to be the type that brings the group (who will most likely consist of piratical jerks) "together", but has a crunchy aspect that truly reflects this. I was looking at Cavalier, taking Order of the Dragon, and going Musketeer archetype because that's more suited to the particular setting. Would anyone be able to offer any advice, though, on how to maximize such a character's group-buffing aspect? I like the direction that the Order and Tactician bonuses take, and I'm considering having them multiclass into Bard (taking the "Daredevil" archetype so that everyone around them becomes instantly more swashbuckling) for even more group-focused benefits. But, my min-maxing skills as such things go are off, and I have truly never tried playing a character focused that way before in any game edition, so if anyone has any suggestions on how best to build such a character would be (or even whether Bard or Cavalier is genuinely the best choice), that'd be fantastic.
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# ? Apr 27, 2012 09:07 |
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Magic Rabbit Hat posted:It's easier than it seems, but you need a pair of one-handed Firearms. Revolvers are ideal, but they're expensive as hell unless you make your own. Thankfully, the Mysterious Stranger alternate class gets Gunsmith as a free Feat at first level. This is good, because you're only going to want one level of it. Mysterious Stranger is probably one of the best Gunslinger archetypes, since it shifts the stat focus from Wisdom over to Charisma - gives you Grit based on Cha, and a Deed that lets you add your Charisma Bonus to your Damage. It costs a Grit point and a Swift Action, but it applies to all your Firearm attacks for that round, so it's a significant bonus. Yeah the Holy Gun doesn't seem good at all. I was going to go Pistolero...but you might have convinced me otherwise.
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# ? Apr 27, 2012 09:30 |
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CB_Tube_Knight posted:Yeah the Holy Gun doesn't seem good at all. If you're going pure Gunslinger, Pistolero is arguably the better archetype, but for level dipping, especially if you're a class that already uses Charisma (Sorcerers, Paladins), then Mysterious Stranger offers more to you just starting out.
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# ? Apr 27, 2012 17:59 |
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grah posted:So basically, Shadowdancer can be really cool and it certainly works well with stealth, but without knowing the specifics of your build its hard to say if it's a "good idea" or not for your character.
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# ? Apr 27, 2012 20:16 |
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# ? May 17, 2024 02:07 |
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Benny the Snake posted:I've got it on a .pdf. Is there any way I can post it here on the forums? Google docs can probably handle this
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# ? Apr 27, 2012 20:46 |