Young Thief

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Organized Play Member. 21 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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Hello everyone,

I have created this post so that I could extinguish an age old question once and for all; the mysteries of Two-Weapon Fighting.

Namely, this is to drive a couple of nails in the coffin for me; mostly for TWF's bigger brothers, ITWF and GTWF.

For this situation, I'm just going to use a basic fighter and his BAB, no bonuses. This way I could develop a base for calculations.

I understand the general rules of TWF, mostly stating that I can gain an off-hand attack with a certain penalty depending on several factors. Let's say I have made a Level 1 Fighter who has already learned TWF. He has a One handed weapon, plus a one handed light weapon in his off hand.

+1 BAB = -1/-1 BAB

Easy, peasy. But this is where it gets complicated. Fast forward to Level 6 and the Fighter gets ITWF. ITWF states that I can make a second off-hand attack, albeit a -5 penalty. Would the formula go as such?

+6/+1 BAB (Normal) = +4/+4/-4/-4 BAB (ITWF with -2 for the first strike and -5 for the second strikes)

or

+6/+1 BAB (Normal) = +1/+1/-4/-4 BAB (ITWF -5 for everything)

or

+6/+1 BAB (Normal) = +4/+4/-1/-1 BAB (ITWF Based on Monk's Flurry of blows ability at 6th level. Since it states that we use the Monk's Level as BAB, I assume it also works completely like normal TWF.)

Now let's fast forward again to level 11, this time it's GTWF and it's -10 penalty.

Which formula would be correct?

+11/+6/+1 BAB (Normal) = +9/+9/+1/+1/-9/-9 BAB (GTWF with -2 for the first strike, -5 for the second strikes, -10 for third strikes)

or

+11/+6/+1 BAB (Normal) = +1/+1/-3/-3/-9/-9 BAB (GTWF -10 for everything)

or

+11/+6/+1 BAB (Normal) = +9/+9/+4/+4/-1/-1 BAB (GTWF Based on Monk's Flurry of blows.)

If all of these formulas are incorrect, then what IS the correct formula?


Also, for the sake of bump (since it seems lately I've had a knack of just killing posts that I submit SOMETHING to) and for help's sake. I also have in need of a good familiar now, since the three options I had for Improved Familiar are now all in the toilet since the DM doesn't want us to use those in the Bestiaries because it's not part of the Core or APG rules, even though the feat just expands to include those as far as I know (seriously, the guy is busting my balls with this build -_-) Any good familiars for a Chaotic Good character aside from the normal familiars? or am I just up crap creek without a paddle on this?


As far from what I've been seeing, people have also forgot to note the difference between old mead and newer beers.

Back then, they didn't put in very much alcohol in their meads and wines, especially those like grog and standard cheap drinks. It would take a LOT of tankards back in Medieval times for one person to even become tipsy. Nowadays, it only takes a few beers or shots of hard liquor, but back then it took awhile for you to actually get influenced by alcohol. Most people made meads and grogs as preservatives, not for getting drunk like they are now.

Secondly, as far as the crazy alchemist injecting things into you, I can see something related to the arcane arts happen or heck, even something along the lines of the Hulk. You know, the child might be so overexposed to the arcane arts, they might be able to adapt easier to it and it comes natural to them. So, your lineage could easily become a sorcerer instead. Or, as with the Hulk idea, the Alchemist might have infused some mutagen inside of you, and the kid would come out looking normal, but turn into a monster when angered/under emotional stress.


Ah yes, good ol' Treantmonk. Loved his ideas for his guides, and he is one of the first guides I look up whilst making characters. I know he has a Wizard guide, but not a Sorcerer one. I did relate to him as to what spells would be nice to use, and I know I saw something about metamagic, but again, it might have been a bit confusing for me as to which ones he suggests as rods only or ones I should sacrifice feats for.

Will reread his stuff, along with the three other guides here.


I'm Sorry Reynard, but that link you gave me says that the doc doesn't exist. It does sound like a neat guide though.

Oh yes, one last thing to note. Core and APG feats/spells/abilities only. The DM doesn't have UM or UC (which is sad because I wanted to use a Gunslinger this time around, but to no avail :( )


Hello once again lovely people of Paizo!

I come to you all with a conundrum. I have been thinking of playing as a Sorcerer as a back up character if ever the first character died (If you remember a while ago, it was a Monk Druid build many of you helped out with) or if there becomes to many BFS up in the front. So I rolled up another character for just this occasion.

However, this would be the first time I ever used a Sorcerer (or any pure Magic build, to be honest) and would absolutely love to have some help on her feat build. The biggest thing I'm concerned about is the Metamagic feats, as I don't know which would be better as a feat, or as a rod instead. That, along with which spells would be the most effective for her are my biggest concerns.

Here is what I have so far:

Spoiler:

CG Human

Sorcerer - Arcane Bloodline

Stat Build: (Based on a 15-point buy)

STR: 7
DEX: 14
CON: 12
INT: 12
WIS: 10
CHA: 18 (16 + 2)

Feats (Normal):

Extra Improved Init.
1 Toughness
3 Spell Penetration
5
7 Improved Familiar
9
11
13
15 Spell Perfection
17
19

Feats (Bonus):

7 Combat Casting
13 Iron Will
19 Still Spell

* I really don't know if I should also get an Item Creation feat or two, since the DM hasn't said if there is any "Ye Olde Magic Shop" or not. If there isn't then Craft Wondrous Item and Craft Rods will be in the feats.

Traits: World Traveler - Gains a =1 in Diplomacy and made it a class skill.

Second Trait is unknown, would like assistance

Favored Class Bonus: 1:1 Sorcerer spell increase/ 1 HP

Level 0 spells known:

Read Magic
Detect Magic
Dancing Lights
Ghost Sound
Prestidigitation

(Learned an extra one due to Favored Class Bonus)

Level 1 spells known:

Grease
Color Spray

Familiar

1 Fox or Cat
Improved Familiar: One of three options; Faerie Dragon, Lyrakien (Azata) Silvanshee (Agathion)

Play Style: I want to play her as an all-around Sorcerer. One that can easily manipulate the battlefield with buffs, debuffs and altering the field with tricks. She can do blasting, but only a few of them (I'm planning only 2-3 blasts) but they pack a punch when she does use them.

Theme: Pretty much one of those flashy stage performers. one moment she'll launch a fireball from under her sleeve with the next she summons a dragon from a pull of the hat. She likes doing things flashily and with flare.

If anyone would help me out, I would love any ideas.


Hello hello once again good people of Paizo!

My last build went swimmingly in it's idea tossing (I'll post up a rough skeleton of what I have for that one later to see if we can build on her more) and I think I'm ready to toss in another build and see where this one will go. Unlike last time, I actually know what archetypes I think would go along with him offensively and defensively, making him a very versatile and powerful character.

Without further ado, my build:

Character Build:

Race: CN Teifling

Class Build: Gunslinger - Musket Master Archetype - 16 levels
Alchemist - Chirurgeon Archetype - 4 levels

Stat Build (based on a 20 point buy):

STR: 10 (0) + 0 = 10
DEX: 16 (10) + 2 = 18
CON: 14 (5) + 0 = 14
INT: 12 (2) + 2 = 14
WIS: 15 (7) + 0 = 15
CHA: 7 (-4) - 2 = 5 (yeah, this pretty much kicks his ass point wise, but who cares, he's a Gunslinger!)

Lvl 4 - WIS boost, Lvl 8 onwards - DEX boost

Level Build:

1 Gunslinger
2 Alchemist
3 Alchemist
4 Gunslinger
5 Gunslinger
6 Alchemist
7 Alchemist
8+ Gunslinger (onwards to lvl 20 and beyond, after 20 lvls in Gunslinger, then focus on Alchemist if needed)

Feats (normal):

1 Point Blank Shot
3 Deadly Aim
5 Rapid Shot
7 Precise Shot
9 Quick Draw
11 Improved Crit
13 Extra Grit
15 Signature Deed: Deadeye
17 Signature Deed: Deadshot
19 Signature Deed: Targeting

Feats (Gunslinger bonus):

BONUS Rapid Reload (Musket Master Archetype)
8 Improved Init.
12 Farshot
16 Signature Deed: Bleed
20 Signature Deed: Steady Aim

Discoveries (Alchemist):

3 Spontaneous Healing
7 Preserve Organs

Gear: None noted at time, would like assistance on what to buy at first level

Skills: None noted at the time. WILL be keeping the Perception and Craft (Alchemy) up to the max. Other than that, I have no clue what to invest.

Spells frequently used (Alchemist):

Level 1 Spells:

Longshot
Cure Light Wounds
True Strike
Comprehend Languages
Reduce Person
Shield

Level 2 Spells:

Cat's Grace
Barkskin
Cure Moderate Wounds

Fighting Methods:

He's a very ranged man, liking to stay in the sidelines of combat. Although he might be closer to his foes than other ranged characters, he doesn't see it as a nuisance. He has enough range and firepower to take down most foes before they have a chance to get to him. His gun is his most used weapon, with bombs being used only for groups of foes or when he needs to use explosives such as busting doors open and the like. Like explosives, he uses other melee weapons only when necessary.

In his spare time, he'll be making and tossing out potions before any long journeys, mostly giving out the buffing spells to the caster and the tank to guzzle down before heading off. His extracts being buffs for himself, with a slot or two dedicated to his inert Cure spells that he has others carry and will activate when the time comes.

Main rules still apply like my last build; the main four books only (Core, APG, UC, and UM) and if able to post more optimized spells, feats, etc. please state them and how they could be beneficial. Any and all help would be appreciated.

Have fun!


Greycloak of Bowness wrote:

I think your best way to end up with a workable character is to:

Do a Travel/Trickery/Strength domain totem druid dip (2-4 levels) and the rest monk. - You are a monk that can use totem transformation to be a better monk plus some good synergy in the early level self-buff druid spells and wands.

Also, if I could choose the Wolf Shaman, the Liberation Domain could also be available to me. Travel and Liberation are some of the greatest Domains the Clerics can get. Plus, if I do a 16/4 ratio, I'd gain not only the Adamantine bonus to my hits, but a much longer list of delicious feats, abilities, and higher BAB with more of a Monk set. Plus, it doesn't seem so much like dipping to me, since it's more than just one measly level or two and will keep her character. Not only that, it'll also be enough for her to gain at least a few spells, and can easily buy a few wand for the buffs that she'll need more of (I always forget about being able to either have someone make wands, or just buy some in a town.)

Ding Ding, We have a winner!

Greycloak of Bowness wrote:


What you are proposing with a 60/40 build will be behind a straight monk for combat ability because the wild shape comes so late and doesn't mesh well with flurry of blows that. Further, you will be so far behind in spell casting that you might as well be a ranger as far as your spell list goes.

Yes, to be fair, I wasn't really going to use WS in combat either, it was going to be more or less for situation's sake. The Level 8 was there to gain the ability to practically perform beast shape III on myself and get the chance to gain some of the neater mystical creatures. Which has a soft spot in my heart because I won a campaign and my very first Pathfinder game using a Druid's WS ability with this...*sigh* the good times.

Yes, WS was just going to be a utility move, and I'm still granted with it with this decrease, although it's not as MANY as I would like, it's still there, and I believe there'll be times where even just once could help save the day.

Same thing with spells; I knew I'd be piss poor when it came to them, but more of them were there just for the ability to use more of them without having to stop and rest for the day.

Greycloak of Bowness wrote:


1) Monk (Improved Grapple bonus), Power attack, Cleave
2) Wolf Totem Druid (Travel domain)
3) Wolf Totem Druid (Weapon focus on bite because it is a bite/trip)

Unfortunately, Monk's don't get a +1 BAB at level 1, so those two feats are out of the picture for now. Perhaps we could use something else, such as Toughness, Improved Init. or Great Fort. or some other decent feat in the other books as the two bonus feats first, then proceed with Power Atk and Cleave, and then so on.

Speaking of which, what other feats should I also continue to work on? Would Vital Strike also be affected by Flurry? Would Elemental Fist also be a decent choice for just a random feat in the future? Honestly, I like that one for the ability to change elements on the fly but I know it might suck if I don't do the Monk of the Four Winds Archetype.

Greycloak of Bowness wrote:


and then either:
All the rest monk (Weapon focus/Feral Combat Training:Bite for the bite+trip combo that is part of a flurry). Use wands for spells like greater magic fang and barkskin.

Now, explain to me how you could use the bite/trip as part of the Flurry of blows and when you would use it? The CMB mechanics are powerful, but they all confuse me.


Kryzbyn wrote:
Well the Beastlord was a monk with an animal companion basicly. They concentrated on buff spells for themsleves and their pets, de-buffs for opponents, heals for themselves and their pets and melee fighting along side their companion. That's the concept I went with when I played my monk/druid. It was fun! Is this what you're going for?

Sounds like fun, to be sure.

Yes and no, I never thought of her getting an animal companion. The strategy sounds like the same, aside from De-buffs since I think I'll get affected as well since I'd be in the fray. However, I never really thought about the animal companion, and honestly that'd be a whole other can of worms.

Suggest to me what you have in mind for a build WITH an animal alongside me, and give me some tasty numbers to go along with it for bonuses, damage, etc.

mmmm, I love me some numbers.


StreamOfTheSky wrote:
Do you have UC available? What about UM?

Yes, I have UC and UM available. All four of the main books I have, but none of those other tiny little things.

That build doesn't seem to fit her either. The Master of Many Styles would seem like a fun one, but I'd need to know what would work well for the styles.

Perhaps I should go into a bit of her character...

Pretty much, the background that I have for her monastery is that they are a group that upholds a duty to not just protect nature, but to monitor it and how the progression of time, environment, and people affect the world. Thus, the monks are mapmakers, with many of the disciples traveling across the world, making charts and maps of their (and other, if they survive) world and how things have changed from year to year. They strive to keep a balance of the laws of nature, and the progression of man in tact with each other. None should out progress the other and those who disrupt the balance will be sought out and brought to terms, either peacefully or painfully.

It makes it hard for me to pick many of the archetypes of the Druid class, because they all want to focus on one shape or form of animal or spirit instead of nature in general. Same thing with Monk, which many either seem really bad formula wise or just don't fit the theme of a "Nature Monk" or a "Wild Monk" as well.

Also, any recommendations of Feats and Spells I can use in the other books aside from the Core Rulebook?


Greycloak of Bowness wrote:

I would probably look at one of the Shaman Druid types to pick a different domain. The other benefit would be that you can get totem transformation.

Serpent for the Trickery domain and climb or swim speed.
Wolf for the Travel domain.

I'd do monk, Druid, Druid, or druid, monk,druid for the first 3 levels to get transformation early.

I think there could be some pretty tough combat builds in there if you're diligent about it.

I took a look at the Shaman Druid types, and honestly, they seem like a double-edged sword to me. Granted, you are allowed some rather nice bonuses, plus with the Wolf Domain, one of the better Cleric Domains, it prevents all the neat things you could do with your Wild Shape ability, alongside with having some rather lackluster bonus feats.

Plant Domain gives me a decent enough boost, too, especially with the Growth Subdomain. Give myself the Enlarge Person spell as a swift action AND I can do it 5 times a day (3 + WIS modifier) gives me plenty of wallop at a small level. When I get the Barkskin spell, it'll reduce that AC penalty to almost nothing. Plus, it doesn't do anything funny with my Wild Shape ability, which although I DON'T know if FoB and WS can work together simultaneously, I do know that the normal WS ability has gotten me out of jams before.

45ur4 wrote:
Qinggong monk for having barkskin instead of using the druid spell. Also you might like the Tactics inquisition that lets you add your wisdom bonus to your initiative and to that of your allies.

I'd pick Qinggong if it gave me more. The spells and abilities listed are, for the most part, stuff that I think could be used for better objects or reasons to use your Ki.

If I did the Inquisition, I'd have to take a level in Inquisitor, which I refuse to do. Firstly, I don't like too much dipping. Multiclassing is fine, and when I do multiclass I like to do it on an even ratio, with the only exception of a Barbarian taking a Fighter dip. Secondly, it doesn't seem to fit her as a character.


Kryzbyn wrote:

I've played a character like this. Are you familiar with the beastlord class from the Everquest MMO?

Nope. Unfortunately, I don't know anything when it comes to MMO's aside from the fact that WOW has the chance of stealing your soul... which it really didn't do with me. Did a trial version run of it and it did not appease me.


Hello all here in Paizo!

A long, long time ago in a galaxy not so very far away, I created my very first character, which was a Monk/Druid hybrid. Honestly, I thought that it was a good synthesis, since both rely on WIS as a positive stat and Dex + STR are nice icings to the cake. However, I made this person during the times when I had Core and Core alone. When APG came out as well, I was easily able to make the character a bit more diverse, and planning her skills as to what her character would use. But with UM and UC out and about, I feel like I don't know exactly what to do now, and what would seem to help her the most in both story and in optimization.

So this is the part where I ask you guys for help. I'll post her stats at Level 1, her lvl build and ratio, and what I want her role in battle to be. You guys critique and help fill in the blanks, especially with feats. It seems that my feats when I first wrote her up seem a bit...lackluster.

Level 1 Human Monk (20 point buy)

STR: 17
DEX: 15
CON: 13
INT: 10
WIS: 15
CHA: 7

Monk of the Four Winds Archetype
Nature Bond (Druid): Plant Domain - Growth Subdomain

Level Build:

1: Monk
2: Druid
3: Monk
4: Druid
5: Monk
6: Monk
7: Druid

Build continues onward with a 2:1 ratio. Ending at lvl 20 with 12 Monk/ 8 Druid

Her battle style is one that is quick and ferocious, yet smart to not go into battle right from the get-go. She stays behind for the first two or three rounds, casting buffs on herself, increasing her AC, her STR or other things before rushing in and punching the foes out madly. She does wield weapons when her fists don't do the job, mostly a Temple Sword and some Shuriken, but heavily relies on her fists and Flurry of Blows to take opponents down. When needed, she'll jump out of fray to either heal herself, or heal others when if a bulkier fighter is needing it more, or if they are easily able to hold them off for a minute while the monk goes to aid her allies.

I'm eager to hear your advice and critique.

Edit: Oh yes, I almost forgot a few more things. Firstly, I'd like some recommendations to Spells that she could use, alongside any feats, items, and the like that will make her shine without being completely broken.

Also, I'm limiting all recommendations of spells, feats, items, etc. to only the 4 main books; Core, APG, UM, and UC. I'd like to just work with what material I have in person. Thanks again!


Hello everyone, I finally was able to get my hands on a copy of Ultimate Combat. After a bit of reading on the Gunslinger, I feel a bit confused at some of the darn rules and specs of the guns. Anyone mind giving me some help?

First object is this;

"When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift action or free action while making a full-attack action."
-Ultimate Combat, Page 135 "Capacity"

I get that this is saying that you need to reload each time you fire a weapon from your gun, but what I'm not understanding is what will happen after you get your secondary attack. If it takes you a full round just to reload after one shot (which my character would be since he's going to use a musket) is he just going to lose that second attack?

Secondly;

What is the misfire value? Would it just be if you roll a 1 (or 1-4 as Fire Lance has) +2 due to your normal gun being a "broken" condition?

Thirdly;

What would be considered a "range incriment" sorry for posting a "newb"/"noob" question for this. It's just that I'd like to know how far I can hit and I've never played a ranged character before so...yeah

Fourtly;

can someone explain to me just what's going on with the Dead Shot Deed that you get at lvl 7? It just sounds like you're doing what you'd normally do with a full attack. If there's any really difference, please tell me and kinda sort it out for me.

That's all for now, I'll probably have more questions the more I read into the thing.


2 people marked this as a favorite.

The Alchemist is a real diverse creation, but ultimately boils down to two roles; Physical or Ranged/Explosives. The Alchemist itself is a very squishy person up in the front lines all by himself, he's not like the fighter, paladin, cavalier, or even battle druids who can go in there and take a beating. Monks have so many feats to help them compensate for a lack of armor and BAB compared to the harder hitters.

This might sound really stereotypical and closed-minded concerning this class, but in order to be efficent most people choose either the Mutagen/Extracts or the Bombs/Extracts and then grow from there.

I do not have as much experience as a Mutagen Alchemist, but what I can do is show you the more...explosive side of Alchemists.

Bombs are one of the many new things that were added into the expansive field of the alchemist. Without this and the Mutagen, this guy would really just be a Rogue without any sneak-attack bonuses and who could cast a few spells. Bombs are a great conjunction with the Extracts themselves, as both are modified by the INT modifier, which certainly makes their lives a lot easier to know what stats to modify first.

Usually, I like to order them as such: INT, DEX, STR, WIS, CON, CHA

INT and Dex are going to be your heavy hitters here, as INT is the staple on what most of the things a Bomber is going to be focusing on getting the most out of. Dex is there because, let's face it, you're NOT going to have a ton of bombs everywhere, unless you're planning on using 8/11 feats on just the Extra Bombs feature, and the next best thing for you is a bow or a crossbow of some kind. Str is for damage and carrying weight, although it and Wis can be interchanged in terms of importance, just remember that it's good to have SOME points in there to help you out. Con is ok to have, but keeping it at a neutral level won't really kill you to much if you just stay out of the main brawl. Cha is a dump stat for this one, sure Use Magic Device would be pretty nice, but most teams come equipped with a mage already so you can just toss whatever YOU can't use to them.

For a normal 20 point game...

STR: 14 (+2)
DEX: 15 (+2)
CON: 10 (0)
INT: 15 (+2)
WIS: 14 (+2)
CHA: 7 (-2)

This gives you a decent balance of what the Alchemist wants and needs in both offence and defence. The Wis boost also really helps his weak Will saves, so you won't be as much of a burden to the team when some mind-altering magic tries to get on your butt. This is without any racial modifiers, and can be tinkered around with a few more points. In reality, you could easily take down either the STR or the WIS modifier to 12 and then increase the INT towards 16, or 17 if you want to sacrifice more, all I have to say is be wary about how you approach how much you give and take away. Take to much away and your alchemist might not be as effective, but to much in and it might have to many things cluttering it.

For races, the best ones to use are by far Elves. If your GM will reccommend it, Teiflings are the better option though, as you get the same bonuses but instead of the cost of CON, it is replaced with CHA

Here's an elf using only the pre-build I just gave

STR: 14
DEX: 17
CON: 8
INT: 17
WIS: 14
CHA: 7

Again, not bad. Might sacrifice some points from STR or WIS into CON but still it's not a bad choice..

Teifling with the same pre-build:

STR: 14
DEX: 17
CON: 10
INT: 17
WIS: 14
CHA: 5

Lookit! nice an neat, but jimminy crickets look at the size of that CHA...it's kinda scary how bad it is...

Other races to forward towards are the Half-Elf, Human, and Half-Orc. While these only give just one +2, they make up for it with traits that could really help in the long run! Humans and Half-Elves sorta do better than the Half-Orcs though, but if you wanna, then don't let the man get you down, man. Halflings would be OK, if you didn't want such a poor CHA stat, although that'll result in a shorter STR. I wouldn't even try Gnomes or Dwarves. Although the Dwarves are nice, they really don't add onto what Blasters are good at.

For feats, focus on all of the more long range ones. Point-Blank and Precise being YOUR ABSOLUTE FIRST. I'm still a bit of a newb at all of this, but if it's one thing I know, it's that these things are going to be your best friends with any long-range person. Rapid Shot, Manyshot, and Deadly Shot should also be in that list as well, since the crossbow is going to be your biggest helper when your bombs are all said and done. A few Extra Bombs feats are fine too, as long as you use them in a decent pattern with other long-range feats and weapon specialisations.

Discoveries are a bit more self-explanatory. The bomb discoveries even more so, with most of the discoveries just changing what element the bomb makes when it goes boom. The two I'd like to point out though are Precise Bombs and Fast Bombs. I believe that Precise Bombs are going to always be your number one choice when making the Blaster Alchemist. It definately helps when you throw an explosive in your friends' way just to get to that troublesome enemy and have them not be affected by that splash radius. Fast Bombs will deplete your bombs a bit more, but it'll definiately begin to show it's prowess on the 8th level when you can get it. For the rest of the discoveries, I say just go crazy go nuts about picking. But there are two more that I'd like to briefly mention, however and that's the Extend Potion and Eternal Potion mix. In a nutshell, think about having a PERMANATE HASTE on yourself...yeah, enough said.

I hope I helped a bit...also I hope someone knows a bit more about the Mutagen class to help you out with that...oh and here, let me get this thing back on *glues your ears back on*


Wow, after 4 days of being gone, it seems that this post got even MORE win points in it, plus two revisions. I haven't read any of it yet, but I'm going to after this post, so feedback is going to be on the way!

I know that this part is going to be a bit silly, but I would like to present some more grit ideas that I thought up of, whether or not anyone thinks that these are good/fair, by all means they're open to use. I'm just an ideas guy

Ambidextrous The gunslinger gains the Two-Weapon Fighting as a bonus feat even if she doesn't meet the prerequisites. In addition, she may spend 1 grit to reduce the penalty by -2 to a minimum of 0 for one round.

Lucky Shot As a standard action, the gunslinger gains the favor of luck on her side as she goes for a shot. When she expends 2 grit points, the bullet gain a +5 bonus to attack rolls and a +1 to damage. If she expends another grit point, the bonus is raised to +10 to attack rolls and +3 to damage rolls. This deed requires that she still has two grit remaining. Additionially, this deed can only be used once per round. This deed is considered a Greater Deed.

Lady Luck As a full action, the gunslinger gains the presence of the goddess of luck on her side to aid her in a time of desperate need. When she expends 4 grit, the bullet becomes infused with enough of the goddess' power that it becomes a critical threat automatically, despite what the gunslinger rolled as an attack roll. Additionially, if she expends another 2 grit, the bullet is infused with a +5 bonus to hit the critically threatened target. This deed requires that the gunslinger still has at least four grit remaining. Additionially, this deed can only be used once per round. This deed is considered a Legendary Deed.


In all reality I have to agree with Hex in this, as neither make a good one, but both gives you leway, especially seeing the ninja in either a historical or a supernatural way.

Historically, ninjas were just peasants. Farmers and workers who just got fed up with whoever was ruling them and began using what little they had for weapons. This also went along with what little illusions that they could get away with. They played with their opponent's senses and minds; appearing only in the corners of eyes, hiding in shadows, making distractions, causing rumors and threats, underhanded tricks and poisons...all of it to psyche the enemy out of their focused tasks before going in for a kill, which was a few yards away. To me, this seems like a mix of both, as it does take willpower and discipline to do those things, but yet also took a sense of guile and craftiness to literially f*@k the mind of your enemies out before going in for the kill.

Just because that's my mindset, it seems like a hard choice to choose between one or the other and just say go with both.


xXxTheBeastxXx wrote:
Also, is there an intended "extra deed" feat? It seems like it would be appropriate, but just wondering.

I'd just assume so, since every other abilitiy has the same.


I just finished downloading and reading the newest model of your alpha and all I can say is...well, looks pretty fine to me. I like that you added in the little bit on your four (now that I re-read this after realizing my mistake >.>) deeds that regain grit go up after a certain amount of levels. I think that makes the progression of using them balanced as you're going to be using more of them in later levels anyway.

Now all we need is some more deeds :D. I already have a couple in my mind, but I'll wait and see on getting an ok before spewing out nonsense.

Oh yes, and I'm near finished with my build. It's not going to be in an actual Pathfinder game, it's taking place in a d20 modern, but the DM is allowing my build so..we'll see how it all works out! Now I have to wait another week...*gets excited*


One quick question for me. I'm starting a build for a level 3 character, two levels gunslinger and one level alchemist who is going to be proficient with revolvers as his main equipment. I was reading the Firearm class feature and I see that it allows two revolvers. If a person decides to choose that over the rifle, do they get Two Weapon Fighting as a bonus feat or do they have to buy it themselves?


Hello there, this is also my very first post here as well. Let me say, along with the many others here, that this was a very intriguing and rather nice gameplay alpha that you made. I read over the Paizo version and came with some of the same conclusions as you did. My first one being about the guns themselves and how little options there were.

Let me note that Desperado sounds pretty BAD ASS for a talent for a gunslinger. I laughed out loud in excitement about how that would look and act in an RPG. In fact, I'm grinning about it just now.

I do have a few questions, a concern/something I'd change, and some fun options.

Frirstly, when choosing your first level deed plus one other, do you get the option of choosing the second option as the second deed. In simple words, if I chose deadeye shot, could I choose rolling shot as my second deed, or will I never be able to choose rolling shot since I took deadeye shot?

Secondly, is Double Action supposed to work with and only with rifles and revolvers, or will it work for any and all firearm weapons?

Thirdly, is Eagle's eye stackable with other range-lengthening abilities and items, and with Eagle's eye being the first thing to stack or the last?

Fourthly, in Deadeye Shot when it mentions "within one range increment of the weapon she's attacking with" does that mean a 5 foot increment or the whole range of the one weapon, such as a revolver's 50 foot as an increment?

Lastly, with Hand Cannons, is it just an upgraded version of Shotgun Nightmare (or as I call it, Shotgun's Dirge)or is it a individual ability but only needs SN to make it accesable?

pardon me if these questions were already asked before-hand, some parts I read this morning and forgot about after work ^-^'''

One of the few things that I would change about it is the grit recovery system. So far, the only ability that allows you to gain grit is Close Wound and Deadeye Shot if it's successful. While this does make up for just recovering them over 8 hours as with other point using techniques in other classes, I'd still like to see some more put in there. How much grit is gained would never surpass gaining no more than 2, three at the most if it's something pretty amazing, as to me it would seem to be a real bother when the gunslinger could just recover all their grit points easy-peasy while the monk is just sitting there with a 0 ki pool and has to wait until the next day to get his.

Another thing would be to raise the grit levels a bit. I really think that something like what they did with the alchemists bombs ( level + Int modifier ) only with Dex or Wis, with Dex being my more leaned on option. As for the topic of having TO many points so the gunslinger is just making multiple Marks of Death, then we could just limit it to x a day or just raise how many grit marks it costs.

A minor thing is just to make more AWESOME DEEDS! But since what you made is an alpha, this is really just a sliding note, as you probably didn't expect so much praise from the ones you already created. If you did decide to choose to create more, I'd like to see some more deeds that build up with eachother. Again, I think of the alchemist (which is a multiclass I'm planning to use with your gunslinger alpha just to see how cool that'll be...just think of it..a teifling cowboy with explosives...:D )for this example. I like how he has many options for his discoveries, and several can only be made after you spend one or two discoveries on other things. Sure the downside is that you're losing a deed to gain a more powerful one, but maybe you could still use the lower ones if you just call on them instead of the upgraded version.

One last gripe is the odd leveled deeds. To me, who is so used to the fighter and alchemist who get their class-related feat gaining on even levels, it just seems strange to me that the deeds are odd levels instead. Of course, the two deeds that you get at 1 really do compensate with the fighter, who gets 1 at lvl 1, and then another at 2 and two levels afterwards

One thing I'd like to toss out as a neat idea is about the topic of bullets. With arrows, I know that you can give them certain abilities, such as making them holy arrows and the like. What if the gunslinger could create specialty bullets as well? Like how the alchemist can create silver and poison-weapons. The gunslinger could create armor piercing bullets, holy bullets, and even elemental bullets ((ie bullets that explode on contact, ice bulllets, bullets with acid flasks inside, etc)) You could either make it a talent that they could learn on the latter levels, like from 8-10+ or make another feat, like Craft Magical Bullets or something strange like that. Just a silly idea that seemed cool in my mind.

Good work with all you made so far! :D