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Bloodstone Swords

Purple Dragon Knight's page

Pathfinder Society Member. 2,175 posts (2,194 including aliases). 6 reviews. No lists. No wishlists. 2 Pathfinder Society characters.


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I'd allow fighter feats for gunslinger. He's already suffering from various limitations as is...

here's my solution: don't allow fighter feats, but allow them to use a fighter feat if they take a penalty to the attack roll (have a table showing the various penalties for various fighter or combat feats; i.e. -8 to hit = disarm; -12 = sunder; with the shotgun/blunderbuss = -8 = bullrush, simulating a nice knockback gunshot! :) ) As I mentioned in other threads, they have an abundance/surplus in the attack roll department. So when in the first range increment, if they take that penalty, as a part of an attack, and hit the target's Touch AC, they deal damage normally (stackable with Vital Strike if done as a standard) and get to try a CMB check as a free action (this one is done normally, i.e. not at -8 or -12 or whatever) This can't be combined with Dead Shot... (so probably, the final wording on this should use as part of the "Attack" action... just like Vital Strike wording.. and thus would stack with Vital Strike...)

There, you can thank me later. And I didn't even eat a pickle for that one.


Pendagast wrote:
Ravingdork wrote:
Just take quick draw and use weapon cords. When you're empty drop you gun as a free action, use your free hand to load it as a free action, then quick draw it as a free action. Done.
Im the one who mentioned weapon cords originally in round 1 (the musketeers used them for horse driven ride-by-attacks) but...they seem like cheese, however, this MIGHT be necessary cheese.

take the cord cheese


MinstrelintheGallery wrote:
Ksorkrax wrote:
The next step of evolution a Pickle Knight should undertake is to become an Onion Knight
I like this.

although it may be considered health food, I am *not* eating a raw onion to come up with more gunslinger goodness... :P

Final Fantasy 4ever! :)


Herald's Tabard
Aura moderate transmutation; CL 10th
Slot body; Price 19,000 gp; Weight 1 lb.
Description
This emblazoned tabard is often used by heralds, court officials and standard bearers when riding in battle or when traveling in less patrolled areas, and usually when accompanied by a sizable force. This exquisite vestment, when worn, greatly enhances a wearer's existing ability to inspire in combat, and provides limited mounted combat ability.
If the wearer has the bardic performance, tactician, banner or inspiring command class feature, she is treated as five levels higher in regards to any of these abilities. If the character does not have any of the above-listed class features, she gains a +2 competence bonus to all Perform skill checks.
If donned by a character with the Extra Performance, Harmonic Spell or Lingering Performance feat, the vestment lets her use bardic performance for 2 additional rounds per day. If donned by a character with the Practiced Tactician feat, the vestment lets her use her tactician ability to grant allies a teamwork feat one additional time per day.
In addition, twice per day, any wearer can act as if he had the Mounted Combat feat, even if he does not meet the prerequisites for the feat.
Construction
Requirements Craft Wondrous Item, command, greater or
heroism, greater, mount; Cost 9,500 gp

========================================================

As usual, anything posted on the Paizo board is fair game for future Paizo products; full permission is granted to Paizo to utilize this in any future product or article.


Here's the updated version. It is now also useful to Cavaliers and Battle Heralds.

Herald's Tabard
Aura moderate transmutation; CL 10th
Slot body; Price 19,000 gp; Weight 1 lb.
Description
This emblazoned tabard is often used by heralds, court officials and standard bearers when riding in battle or when traveling in less patrolled areas, and usually when accompanied by a sizable force. This exquisite vestment, when worn, greatly enhances a wearer's existing ability to inspire in combat, and provides limited mounted combat ability.
If the wearer has the bardic performance, tactician, banner or inspiring command class feature, she is treated as five levels higher in regards to any of these abilities. If the character does not have any of the above-listed class features, she gains a +2 competence bonus to all Perform skill checks.
If donned by a character with the Extra Performance, Harmonic Spell or Lingering Performance feat, the vestment lets her use bardic performance for 2 additional rounds per day. If donned by a character with the Practiced Tactician feat, the vestment lets her use her tactician ability to grant allies a teamwork feat one additional time per day.
In addition, twice per day, any wearer can act as if he had the Mounted Combat feat, even if he does not meet the prerequisites for the feat.
Construction
Requirements Craft Wondrous Item, command, greater or
heroism, greater, mount; Cost 9,500 gp

PS: made a new thread for it, so please provide comments there. Thanks!


Elghinn, I really like your Gunsmithing update and how you negate misfires over 7 levels. Nice! I would change only one thing: instead of referring to the "initial" weapon, which could be interpreted as "the old junk gun the gunslinger started with", I would say "the type of gun chosen at 5th level as part of the Gun Training class feature."

A gunslinger will go through more than one gun in his life I think, or may have various backup guns with different abilities (such as ghost touch, distance, seeking or holy)


Freesword wrote:

I think the limitations on Dead Shot are because most fights are at close/melee range. That means pretty much guaranteed touch AC to hit.

Having played several Warlocks in 3.x I can honestly say that a Medium BAB class doesn't need to pump Dex to hit touch ACs. With full BAB, they are basically guaranteed to hit. Attack bonus is a resource that Gunslingers have plenty of to burn. May as well use it.

I agree about Touch AC... maybe Dead Shot has been nerfed from the full pickle due to this Touch AC thing...

I'm glad you also share my thoughts on attack bonus surplus that could be used for something. That could make the class cool... a multiple richochet ability could be obtained that way, or a piercing shot that goes through several foes... or through foes then ricochet then more foes....... etc.


Here is my problem with the gunslinger as is: half of his abilities are aimed at overcoming the obstacles imposed by the inferiority of the gun, be it misfires, cost of ammo or reload time.

To make it a viable party member, there's a lot of upgrades this class needs to have, otherwise I'm sorry but bow archer ranger or fighter is still the best option for a ranged PC.

Free lightning reload is a good start, but it needs to come sooner. Dead Shot (as is) is not good enough, especially since you have to pool all attacks at one target (i.e. again the bow guy wins, as he can pick at several targets in one round), so essentially, dear devs, please take your foot OFF the brake for Dead Shot and remember it's a 7th level ability AND that the gunslinger is restricted to one target. Misfires, however, are a real bugger: a regular PC that takes Exotic Prof Firearms... ok, misfire is fine as you're getting Touch AC in exchange, not a small boon. But geez! for gunslingers!! who devote their entire 20 level progression to guns?!? why misfire? what's the bloody fun in that? I don't care if you give it to them at 5th or 7th level, but by mid-level range, it is unacceptable to have a warrior-type class have his weapon gain the broken condition on a 1 or 2, especially when the magical gun will be no doubt in the range of 20-30K gp in terms on enhancements... I also share the sentiment that grit points have to go altogether, and perhaps just unlock the deeds and make them at will. After all, with all these abilities, they can still only do one of them per round or per attack in most case...

Finally, you're letting these guys hit against Touch AC (90% of fights will be in the first range increment). With their large DEX bonus, in most case, it makes it dead easy to hit the target. Why don't you build abilities that enhance damage or do cool things if you take a penalty to the attack roll? This is where some of the most innovative efforts should be pooled in IMO. Think long and hard about it: it will be a no brainer to hit touch AC, and the only time they will fail, they will do so during a misfire!! LOL! So please build in some things that take advantage of all the extra surplus attack roll available... (i.e. take -10 to hit and inflict bleed, or sunder, or disarm, or unseat a rider... or gain a bonus to AC) I know the targeting deed has similar features, but there needs to be 'better' schticks for them.


sigh... you're like the 5th guy who points out my hand-crossbow omission... if we have an exotic proficiency weapon (hand xbow) that appears to have all the rules that the pistol should go by, then why isn't it listed, in the inner sea weapon table, exactly like a hand xbow?

answer that please


Bro? LOL


dreddwulf1 wrote:
8. If a mount has the mobility feat, does the RIDER benefit from it?

No. But with a DC 15 Ride check, the rider gains, as an immediate action, a +4 cover AC bonus from the mount... so he needs not take Mobility (i.e. the mount gets +4 from mobility and the rider gets +4 from a DC 15 ride check)


Odentin wrote:
Purple Dragon Knight wrote:

1/10 min is cool.

Please don't bring back the Cha vs. Wis or Cha/Wis debate... :(

SRM pretty much ended that as it began, here.

He stated that they were open to it, and not to be suprised to see a variant that uses Cha. I merely propose that it be just built into the class, as an option, instead of a variant.

So you're saying that despite many of us liking the fact that there's a gritty willpower manly man class out there based on WIS, and that we are giving Paizo our support for the Wis based gun-toting dude (especially since they said the dude will come with Wis bonus to AC...), that they will go ahead and provide a Cha gun dude option just to appease the masses? wow! way to go! I may think twice in the future before I support Paizo ideas and/or try to defend them and/or understand them from a fresh perspective.

Then again, I can understand why they would wanna give people what they want. It's a sign of business smarts and adaptability.

I just feel a little bummed out that the CHA crowd won this one I guess! :P (there's already so many Cha-based characters out there right now, and I still feel sore at losing my 13th level fighter back in the SD campaign and *being forced* to switch to paladin due to the sheer ineffectiveness and bad will saves the fighters have...)


Maxximilius wrote:
Quote:
All projectile weapons in the Core rules, except the sling, must be fired with two hands in "normal" mode (yes, you can fire a crossbow one handed BUT with penalties).

http://www.d20pfsrd.com/equipment---final/weapons/weapon-descrip tions/crossbow-hand

And it's core. Though, I admit the specification on firearms being two/one-handed weapons seems like an unecessary complicatedness.

...ok: except the sling AND hand-crossbow... sheesh! :P


Ravingdork is right in this case. The way they list firearms in the Inner Sea book is not consistent with the Core rules, and can be a cause for concerns. All projectile weapons in the Core rules, except the sling, must be fired with two hands in "normal" mode (yes, you can fire a crossbow one handed BUT with penalties).

Thrown weapons are a different category: don't use them here for the sake of this comparison. Here, you need to look at crossbows and bows in the Core rules, how they are listed in the tables, described in the text, and then look at the Inner Sea book firearms (forget about the UC lists for a while, as they are not official).


Werthead wrote:

First clips from the actual series:

1) Jon gives his half-sister Arya a present.

2) Tyrion Lannister arrives at the Crossroads Inn.

Awesome!


Abraham:

Ravingdork is right in this case. The way they list firearms in the Inner Sea book is not consistent with the Core rules, and can be a cause for concerns. All projectile weapons in the Core rules, except the sling, must be fired with two hands in "normal" mode (yes, you can fire a crossbow one handed BUT with penalties).

Thrown weapons are a different category: don't use them here for the sake of this comparison. Here, you need to look at crossbows and bows in the Core rules, how they are listed in the tables, described in the text, and then look at the Inner Sea book firearms (forget about the UC lists for a while, as they are not official).


1/10 min is cool.

Please don't bring back the Cha vs. Wis or Cha/Wis debate... :(


Ravingdork wrote:
Abraham spalding wrote:
Ravingdork wrote:
Ranged weapons should NOT be classified as one-handed or two-handed weapons to begin with. It's never been done before. Why are they changing it now?
Crossbow.

That's a ranged weapon, not a light, one-, or two-handed weapon. These categories are defined game terms with defined game effects. There has never been a ranged light weapon, a ranged one-handed weapon, or a ranged two-handed weapon in the history of D&D.

Look at the weapons table in the core book, or in any of the 3.0 v3.5 books, and you will see what I mean.

There is a BIG difference between a one- or two-handed weapon, and a ranged weapon that requires one or two hands to use. The former is a game term which has specific in game effects.

For example, a buckler applies a -1 penalty to attack rolls to any one- or two-handed weapon in that hand, but not to ranged weapons.

Ravingdork has a good point. The weapon description of crossbows in the core rules goes to great lengths in saying how you can handle crossbows. The Inner Sea book just lists them under "one handed firearms" or "two handed firearms".


Abraham spalding wrote:

Actually I think an "unwieldy" trait that renders an one handed weapon incapable of being used in an off hand would handle this -- if it is decided it is really a problem.

Personally I think the total of -8 (-4 for two one handed weapons and -4 for double tapping) to attack before deadly aim is taken into account (or range increments) is enough of a drawback to limit how often we'll see this.

LOL! -8 or -16... the guy is hitting TOUCH AC!!! how does a penalty to attack even cause for the slightest concern? this is the class where you load up on all kinds of feats that give you bonuses for attack penalties!!


Jeremiziah wrote:
Does anyone else think Marvel comics should create a new hero named "Captain DC"?

That would rock.


Elghinn Lightbringer wrote:

Hey Purple Dragon Knight, how's this for the new Dead Shot?

** spoiler omitted **

VERY NICE. Effingly nice. I am now heading to the kitchen in search of dill pickles.


Ravingdork wrote:
I'm sorry, but any weapon that lets you double the number of attacks you would otherwise get (even at -4 to hit) is broken.

This. I would tend to agree... with. A DM's nightmare if you ever land an "ALL ATTACKS MULTIPLIED BY TWO" weapon on the unwashed player masses! [shudders]


northbrb wrote:
that's the payoff for those levels, that's why its a risk and that's why you are rewarded with a recharge of grit

thing is... high WIS characters don't usually go around taking *stupid* risks, and are more likely to hide in a trench and wait for the morons to try to run across a field only to pick them off one by one...

The gunslinger is a high WIS guy. He will stand in that belltower for days waiting... waiting... waiting... then BAM! He doesn't go around swashbuckling around like an idiot, which is where the grit recharge mechanics is trying to make him do... sigh


Ravingdork wrote:
What I don't get is why there needs to be a recharge mechanic AT ALL. Simply raise the cap and throw out the recharge mechanic entirely. Let him get 1/2 gunslinger level + Wis mod at the start of each day and be done with it!

Ravingdork for mayor! instead of 1/2 level I would go full level + Wis even... or have a bathouse or cup of joe grit recharge as per my old pickle thread... :)


BobChuck wrote:
James Jacobs wrote:
You add the sneak attack damage to only one missile. There's multiple missiles, yeah, but only one spell.

YAY! finally, a ruling on this!

Thanks Mr Jacobs.

Thanks. Still very useful to offload some of the more "useless" fireballs and lightning bolts a high level caster ends up with....


Suggestion: Greater Teleport only works between two adjacent planets when they are closest to one another (i.e. about once a year, if both planet do one revolution around the sun per year) and you know this via a Knowledge: Geography DC 30 check or DC 25 Profession: Astronomer/Astrologer check. Or via specifically designed 3rd level spell cast to determine the exact teleport time.

This is a one way trip as planets move fast in space: the two planets are close enough to one another for about one second. You have to wait for a year to come back in this manner... in theory, a mage can journey from planet to planet like this, timing each jump: Golarion to Castrovel, then to Aballon. Waiting time between Castrovel and Aballon could be less than a year or more than a year... depending on the relative position of Aballon. Rule of thumb: 50% chance of less than a year or more... 50/50. Then you roll a d100 to know how much less or more than a year you must wait. Regardless of the results, once you are on Aballon, it takes at least a year to make it back to Castrovel, then you do the percentage thing to know how long you wait for Golarion to align back.

This could make space journey accessible to Greater Teleporters and result in YEARS of space venturing due to the wait times, especially if you go to Aucturn, which is 9 planets removed from Golarion... Of course, such a traveler would do well to surround himself with a decent party for protection......

I smell a grand journey in space AP coming... :)

...an AP that actually accounts for aging rules would rock! (i.e. you leave Golarion with a 20 year old party, you come back with a 50 year old party... the fighters are old and cranky and don't have feats that are all relying on STR and DEX anymore, and the wizards are much older, with incredibly low HPs due to low Con but super smart and wise....)

Elves and dwarves just remain the same the whole way... :)


Borthos Brewhammer wrote:
Holy hell. Just read the dill pickles post. That's awesome. It's crazy. So crazy it just might work. Dead shot needs to be kept to add the modifiers for Dex/feats for each attack but keep the special weapon qualities only added once. That is just awesome.

Based on my playtest, Dead Shot needs to also keep weapon qualities for each attack. Anything less is penalizing the gunslinger in comparison to a bow archer. KISS: Keep It Simple and Stupid.

The true pickleshot does away with any complication: you treat the pickleshot as if you'd be shooting a bullet for each attack you roll. Misfire only if natural one on the first roll. The only advantage that was built into the pickleshot is that you apply DR only once. That's it, simple. No grit required.

The pickleshot, mind you, used regular AC and not Touch AC... My suggestion would be to make Dead Shot deed into the pickleshot described above with the following option:

"Dead Shot is performed against the target's regular AC at all range increments, and can be used at no grit point cost as long as the gunslinger has one grit point left. At the cost of one grit point, however, the gunslinger can use Dead Shot against the target's Touch AC if she is within the first range increment."

Call this, *The_Dill_Pickleshot* if you will, as I feel we are getting closer to the true Dill_Pickle-induced eureka moment I had... :)


Elghinn Lightbringer wrote:
MinstrelintheGallery wrote:
I'm glad they include this option, I just wish they had kept it like the original version, multiplying everything, rather than being a glorified (any worse) version of vital strike. Sigh.

I agree. They need to keep it the way it was in the original version. Each roll with it's own possible crit hit, but only one shot, only once chance to misfire (1st roll), and if they miss their initial attack roll, the pickle shot a.k.a Dead Shot is wasted. Plus, only apply DR once to total damage, add special weapon property damage only once, etc.

This way, if a musket gunslinger with 3 attacks (+11/+6/+1) hits with his first and confirms a crit, misses with his second, and hits with his third, he could do a total of 5d12 + Dex modifier from one hit, and a possibility for massive damage (if using the alternate rule). Perhaps that should be mentionsed in the description.

The pickleshot I playtested was slightly different:

Each roll with it's own possible crit hit, DEX bonus to damage, magical enhancement bonus, weapon properties (such as flaming) but only one bullet, only once chance to misfire (1st roll), and if they miss their initial attack roll, the pickle shot a.k.a Dead Shot was *not* wasted (i.e. you keep going as long as you have attacks, so in effect you hit the target for damage in any of the attacks hit). Then, you only apply DR once to total damage. You roll versus regular AC and not Touch AC.


Jeremiziah wrote:
I don't know, I'm just saying, I don't see value added by misfires for gunslingers. Maybe someone can point out to me where misfires add value to the class as a whole - even conceptually or thematically, anything - how do they make the class more fun to play? Would the class be way imbalanced against other classes if they didn't exist? Why don't bowstrings break on natural 1's? Crossbow's are mechanical, why don't they misfire or jam? I guess I just don't follow.

I agree with you on that one. I will also houserule it in the games I DM.

Other DMs I play with have just gone on and said flatly that there will be no guns in their campaigns...

I still think, somehow, for the sake of this class, that the Gunsmithing ability should allow for the crafting of a superior gun that will either never misfire, or can misfire a few times before you get the broken condition... so the "slapdash" gun you start with can and should misfire, but by the time you get to a Masterwork Gun, you shouldn't be misfiring (reaching the broken condition is never fun for ANY weapon user... it is something that happens only rarely in the PRPG game... imagine having a 50K gp magical sword +5 that gains the broken condition every time you roll a one!!! not fair that you should get that with the gunslinger... note that I said "with the gunslinger", not "with guns", so for the typical PC that just grabs a gun, sure, misfire is fine... but a gunslinger is a whole class devoted to guns... they should no longer have to deal with that the moment they move on from their initial "slap dash" junk gun...)


Alizor wrote:

My reading comes from this part of Dead Shot:

Beta wrote:
...she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from special weapon qualities (such as flaming) are added with damage modifiers and are not increased by this deed.
From my reading it says that you add 1d12 damage before any modifiers, and then the next sentence says that precision and weapon qualities are added with damage modifiers, which aren't multiplied. I'm not sure this is the intent of the rule, but that's what I'm reading from it.

This is pretty much what I read as well. It is underpowered in comparison to the pickleshot, which just lets you roll all your attacks normally. Now that this is costing grit as well, I am a bit disappointed.

HOWEVER, I will say this: the Touch AC (iron golems with AC 8 and high CR red dragons AC 5) feature *should* allow for creative use of feats, as the gunslinger will almost always hit... so stack up the deadly aim, combat expertise, and other minus to the attack rolls kinda feats at close range baby...

QUESTIONS (dhtbifom):
1. can you stack combat expertise and deadly aim?
2. can you shoot with a buckler? (just like a bow user)
3. does the gunslinger class give access to shields (bucklers)?
4. what other feats work like combat expertise and deadly aim?
5. I think all gunslingers get lightning reload now, but do they get this at high levels only? if so, is a hireling/cohort gun reloader guy the best option to deal with this problem?

Cheers!


A few comments / suggestion, based on recent playtests:

- dead shot should cost no grit if there is one grit point left; despite the touch AC feature of guns being somewhat an equalizer here, high level gunslingers will be bored to death due to the rapidly decreasing grit points --> SUGGESTION: if dead shot is not a "AS LONG AS YOU HAVE ONE GRIT POINT LEFT" type of deed, the grit point reserve should reset each hour, or likewise replenish at a rate of 1 every 10 minutes...

- it should be clear that you can add Dex bonus to damage, magical enhancement bonus, sneak damage, flaming-type energy bonus, etc. for each attack you roll as part of the dead shot... as it reads, it sounds like you do this only once (i.e. like one big vital strike), which appears underpowered based on the playtest (please clarify if the latter applies) Again, Touch AC is somewhat an equalizer, as the pickleshot playtest used full AC...

- pepperbox: I'm really curious as to how this new gun, and other guns presented in round 2, will play out in the new playtests... I think we should get clarifications as to which firearms are available in the Golarion world (i.e. Inner Sea has pepperbox, pistol and musket, but the playtest has a whole new bunch, and it is not clear as to which ones will be unlocked by Ultimate Combat, in regards to *Golarion*)

Cheers!


thank you Azhrei! you've finally given me a decent DM tool to scare all those pesky PCs with True Seeing! LOL!


erian_7 wrote:

Hey all. I've touched base with the PathForge group and am hopeful that it will serve as the means to move this character sheet into the future. For anyone interested in helping, please visit:

http://games.groups.yahoo.com/group/Path_Forge/

I'll continue to keep this thread open (at least while it's useful) and respond to what I can, but I intend to shift all bug fixes, enhancements, etc. over to this group if possible.

awwww.... please *do* keep giving us some updates here once in a while!


Traken wrote:
Drejk wrote:
Depending upon the way of counting the 5-ft squares it is a maximum of 24 or 32 medium-sized humanoids (with 24 being more often used count). Unless they are flying in a tight 3-D sphere then counting becomes troublesome.
Only if they are all participating in combat. Outside of combat, you can shove a lot more people inside that area.

indeed... hence the mob comment... you'd be surprised to see how many people can fit in a 20ft-radius room! think large demonstration/gatherings/rock concerts...


Dragonslie wrote:

Conundrum... when faced with this the paladin decided to FALL. (i CAN NOT murder other good paladins even if the follow deity x) and of course the deity said.. fine fall.. Deity 2 shows up.. offers her to turn her back on world1 and join world2 she says NOPE.. not killing anyone. ASMODIOUS shows up says.. hey.. ill take u as you are!!!! and player says NO.

What would you have done??? choices choices.

He ascends to godhood immediately, taking the powers of BOTH gods into his own, and the mewling fallen gods become the heads of his Church on both worlds. Still puzzled by this after a month's time, Ao shows up and shake his hand "Welcome to the Overgod Club brotha!"


oh, and giants, ogres and trolls are now humanoids too... :)


Odraude wrote:

A bump

And I'd like an option for feats to make a fighter like a dragoon from Final Fantasy. Feats that can add damage when you leap, increase your leap, etc.

That would be cool, but would require some kind of supernatural effect or spell-like effect to replicate... levitate? not sure if there's a spell that already has a similar effect? this way, the suggestion would be easier to consider for the devs.

My 'early' thoughts on such a feat would be to make it an "Equipment Trick" feat (as per those in the Armory companion) keyed to winged boots or boots of striding and springing (boots of striding and springing would only work if you can make a high jump of 20 feet).

Prereqs for the feat would be Spring Attack of course, to avoid the AoOs associated with jumping in front of a large or huge creature's face, and also for making this useful for dex fighters and rogues as well. Another prereq would be Vital Strike.

A BAB 11+ does not seem out of the question either...

Make it like a charge: a full round action that includes movement and one attack. You can add vital strike to this attack. So "you can combine a standard action" with a move kinda feat, as long as the standard action involves an attack roll with a melee weapon. A leap must be done as part of the move, either via acrobatics (jump) skill or via the use of winged boots and fly check (max height is 30 feet if you make the fly check to fly straight up).

For every 5 feet of elevation you achieve during your move, you can add 1d6 points of damage to your base damage dice. Like Vital Strike, "These extra weapon damage dice are not multiplied on a critical hit, but are added to the total."

Part of this Equipment Trick feat, as a bonus, could allow the user to activate the winged boots as a free action instead of the usual standard action.


Healbot wrote:

I was a part of the play test with Purple Dragon Knight.

I can say the "pickle" idea works very well from a game mechanic point of view. It balances the class nicely, it even feels right as accuracy(ie: more hits) is the main determinate of how much damage you do. I really hope that is what Paizo uses for the official rules.

Also, doubling of the monsters was not very nice my French Canadian friend! Grrrh! :P

Welcome to the Paizo boards Healbot! Your alias name leaves no doubt in my mind as to who you are! LOL! Oracle of Life Healbot I give you my blessings to spread the good word about pickleshooting!

(as to doubling the vampires in the room... sorry... but it was a necessity with the full grit pickleshooting gunslinger... he was doint almost as much damage as Targar who has a STR of 30 when in raging/angry mode!)

:)


wow... still limited to humanoids right? even still... it's the "muhahahahah" moment for any mage casting that on a mob... :)


Q: how many creatures can be affected by this 7th level spell?


Touch AC guns are a flaw in the new gun rules. A red dragon of AC 5 and an iron golem of AC 8... come on. Something is just not jiving properly here. Remove that Touch AC thing and replace with pickleshooting (full attack with one bullet, total all damages, then apply the creature's DR and energy resistances only ONCE)

There. :)


Generic Villain wrote:

Something interesting from "Seekers of Secrets" (Pathfinder Chonicles). A female cleric of Erastil is detailed on page 18. According to her description,

"One year, she visited her mother’s grave in the crypt known as the Cairn of Kings, where she found evidence of a matriarchal order who ruled the temples of Erastil long before the male priests rose to power."

Obviously Erastil is still granting her spells. So I suspect there's more to the god than meets the eye.

*EDIT: woops, apparently FireberdGNOME already mentioned this. My bad.

A female priest of Erastil would be perfect actually, and I could see her serve as a midwife for example... who better than a woman to advocate motherhood to women?


BobChuck wrote:

+1 to the "Fear is fine, your DM is a tool" crowd.

He screwed you over 6 different ways, then did something perfectly legit. Fear isn't the problem here.

LOL! true, true...


ZappoHisbane wrote:
Agreed with Thomas above, I think boots suit the function of this item more. For an extra 3750 I'd throw in a +5 to the Ride skill too.

Thanks Zappo. I suck at item creation math: could you give me the breakdown on how you get to 3750? also, does it make a difference on price to have this in boot form instead of glove form?

Cheers!

EDIT: found this on p.549 of PRPG... would a bonus to Ride skill be a "similar" ability to the Mounted Combat feat?

Multiple Similar Abilities: For items with multiple similar
abilities that don’t take up space on a character’s body, use
the following formula: Calculate the price of the single most
costly ability, then add 75% of the value of the next most costly
ability, plus 1/2 the value of any other abilities.

Multiple Different Abilities: Abilities such as an attack
roll bonus or saving throw bonus and a spell-like function
are not similar, and their values are simply added together
to determine the cost. For items that take up a space on a
character’s body, each additional power not only has no
discount but instead has a 50% increase in price.


The +2/+2 for non-bards is exactly the kind of abuse I want to avoid with this. Thank you for the suggestion guys, but I have no problems leaving this a gimp item for non-bards, and a really good item for bards (i.e. for bards, I'd like to keep this a pure "+5 level in regards to all things related to bardic performance" kinda bonus.


JOURNAL

Commentary from Elesias Orlovsky, 25 Pharast, 4711 AR:

"Field Note: A small camp of bandit was uncovered. After we defeated the outlaws, the question of what to do with repenting brigands came up again. We must hold a meeting next time we gather at Oleg's and come up with a plan."


Andrew R wrote:
because he IS NOT pure good, he is lawful good, and sometimes lawful steps on good. I hate the idea that LG is somehow the most good, lawful gets in the way sometimes.

..and Andrew R takes the thread win. [pdk extends ThreadCake to Andrew R]


The reason why I didn't give if a full "5 bard level" for non bards is that bardic performances apply to the whole party instead of only *one* creature, as is the case with the monk's robe (i.e. with a monk's robe, only *one* character gets the benefit, whereas the bard's vestment gives it to the whole party).

So I felt that it's already good as is and that it would be a mistake to have all kinds of CR 1/2 creatures being able to operate as 5th level bards in order to boost big bosses and stuff... :P

Our DM is very much of the following school of thought: "if the party can do it, so can the monsters", so the last thing I want is face a bunch of ogres all boosted by inspire courage via a lone puny goblin hiding in the treetops... :P

I do agree that i could be a bit better for non-bards though, considering the 13,000gp price-tag... hence the reason I came here to hear from your suggestions! :)


sunshadow21 wrote:
It's an valid question, and one that deserves a full discussion. I made my ruling the way I did to save time and keep things moving, but that does not preclude a proper discussion here. I am enjoying seeing how others judge it. Channel energy is a difficult corner case that is likely to get multiple judgments and reasoning.

A swarm disperses at 0 hit points, my guess is that it's because lots of insects are dying... can you really cheese your way into saying that a 35 damage 10d6 fireball is NOT killing any of the insects in the swarm? if you can, you have significantly-sized cojones methinks...


I hate pricing magic items (especially when they duplicate feats, as I don't see how it's done in the magic item creation rules...) so I've taken the "Gloves of Arrow Snaring" as a base to create the subject item, at the same 4,000gp price. Let me know what you think.

Gloves of Riding (same as Gloves of Arrow Snaring but Mounted Combat feat instead of Snatch Arrow feat)

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