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Fenzl wrote:
Any attempt to simply remove magic without a similar bonus to compensate means you're going to have to lower the cr of fights they're facing especially the later ones. And yes life is based on math. Every moment of it can be defined by math and every action predicted by math given enough time. MATH IS POWER On the other hand, there's a decent chance that the common knowledge of red dragons won't be more useful than "huge, dangerous, fire everywhere, run for your life". TriOmegaZero wrote: Bust someone out of an asylum A-Team style! "You're not getting me in no windship!"
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Wearing an armor is limiting the maximum Dex Bonus I can employ to my AC, not effecting other Dex-related abilities. Prize question: Do I get my full Dex bonus to CMD (as CMD != AC), or was it the Dex bonus to AC that was part of the CMD calculation, rather than the Dex Bonus? Our group will be using Kirthfinder to run Skull & Shackles. As any DM is want to do, I added a few things of my own to it. Rather than disrupting the actual Kirthfinder thread, I figured I'd share these separately. See the fantastic work by Kirth Gerson & his group for the inspiration for all of this As any Dm is want to do, I added some things to Kirthfinder for my game and figured I'd share them here.
Firearms:
Guns: Firearms only cost 10% of their cost from the Pathfinder book all the time. Guns can be used as melee weapons by anyone who has at least martial proficiency in them. One-handed firearms deal 1d6 damage and have a critical range of 19-20/x2. Two-handed firearms deal 1d10 damage and have a critical range of 20/x3. Guns no longer hit touch AC within the first range increment. Some guns have the Exploding special weapon characteristic. This means when that weapon rolls maximum damage on a damage die, it may roll another damage die up to a maximum allowed by the number of Exploding dice it has. For example, exotic proficiency in a pistol grants exploding 1 which means if the pistol rolls a 10 on its 1d10, then it deals 2d10 damage on that attack. Since it only has one exploding die, it can only increase its damage by 1 die in this manner. Pistol
Pistol, Double-Barrel
Musket:
Gunslinger Archetype: Archetype: Gunslinger: Allow to switch out: Remove Combat expertise and replace with Precise Shot and Gunsmithing. Remove normal proficiencies. Gunslingers have martial proficiency in all firearms, simple proficiency in all weapons and may select one firearm to have exotic proficiency in. Remove Banner: Utility Shot: The gunslinger gains the following abilities:
Remove Warlord: Grant Targeting Shot. A gunslinger may target a specific part of an enemy to cause an effect. These can be done as part of a full-attak action. Each check uses the gunslinger's wisdom instead of their strength for the CMB rolls. Each of these abilities costs a grit point.
Replace Grit with the following:
Remove Versatile weapon use and replace with: Slinger's Luck: You may spend a grit point to reroll a saving throw, skill check or attack roll.
Gunslinger-based Combat talents:
These can be picked up by any fighter.
Combat Talents: Add the following combat talents to the fighter class list Bullet Deflection: When wearing medium or heavy armor, you get ½ your armor bonus, your full shield bonus and your enhancement bonus, if any, to both against firearm and splash weapon attacks. Steady Aim: When using a two-handed firearm, you may spend 1 grit to double the weapon's range. When using this talent, you do not take a penalty for using the second or third range increments. However, you must target normal AC when using those range increments. You may still target touch AC in the first range increment. Up close and personal: When using a one-handed firearm, you may spend 1 grit to deal an extra 1d6 precision damage. If the attack misses, you still deal ½ damage from this extra damage. This damage increases to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th and 5d6 at 20th. This damage is not doubled on a critical. It stacks with other precision based damage. Focused Aim: As a free action, spend 1 grit. Get a bonus to firearm damage rolls equal to wisdom mod. At 7th when you use this, you multiple the bonus by the number of hits you make if using the dead shot talent. Menacing Shot: You fire your weapon into the air as a standard action and all creatures within 30' are subject to the fear spell with a DC of 10+wis+1/2 level. You may take a -5 penalty to all attacks in that round to use this shot as part of a full attack. Clipping Shot: When you miss with an attack, you may spend 1 grit to deal half damage to the target of that attack. Iajutsu Focus (stance)
If you are at least 11th level, if you begin combat within 30 feet of an opponent, you gain a surprise round, even though your opponent's are aware of your presence. The only action you can take in this surprise round is an attack action using a firearm with which you have weapon focus or weapon training. Your target is considered flat-footed for this attack unless he also has this talent and has already used it to attack you in this round. At 16th level and above, you do not need to roll initiative while in this stance, it is always treated as if you had rolled a 20.
Advanced Talent:
Stunning shot: When you hit with an attack roll, spend two grit points. The target must make a fortitude save against a DC of 10+1/2 fighter level+wisdom modifier or act as if they were hit with Scintillating pattern. Death's Shot: You gain Killing Stroke as a bonus feat. Additionally, whenever you score a critical hit you may spend 1 grit and can apply the effects of this feat and treat the target as if they were helpless. New Feats
Spellslinger (Strike:
Prerequisites: Weapon Focus or Weapon training in any ranged, Ability to cast 1st level spells A spellslinger gains the ability to cast any ranged touch attack, cone, line, or ray spell through a ranged weapon. When he casts through a ranged weapon, the weapon's enhancement bonus (if any) is a bonus to the spell's attack rolls, damage rolls and to the spell's saving throw Dcs. This feat also grants the Mage Bullets (Su) ability. As a swift action, you can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single ranged weapon. If using this on a firearm, it only applies to one barrel of that firearm. With this weapon bonus, the spellslinger can apply any of the following: enhancement bonuses (up to +5), dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. The ability lasts a number of minutes equal to the level of the spell sacrificed. This ability stacks with any enhancement bonus already on the weapon. For example, a spellslinger sacrificing a level 1 spell into a +1 pistol can make it a +2 pistol or a +1 flaming pistol. This feat replicates the Arcane Gun and Magic Bullets ability of the Spellslinger archetype (Pathfinder: Ultimate Combat). Wall Runner:
Prerequisites: BAB +4, Athletics 4 ranks, Acrobatics 4 ranks You can spend part of your move action to traverse a wall or other vertical surface if you begin and end your move on a horizontal surface. If you do not end your move on a horizontal surface, you fall to your feet in the square below you. You take falling damage as appropriate if this occurs. Treat the wall as normal floor for the purpose of determining movement. Passing from the floor to the wall or wall to floor costs no movement. When you leave a threatened space for running up a wall, you may make an acrobatics check as if you were tumbling but do not take the normal penalty for moving at full speed while tumbling. Battle Jump: If your BAB is at +6, you gain the ability to perform a battle jump. A battle jump can be initiated as a standard action when you are at least 10 feet above your opponent. This can mean being in the air due to a spell such as levitate or fly, along a wall or simply jumping high in the air. The battle jump allows you to perform a charge as a standard action from this position. As part of this charge, you deal double weapon damage. For example, a weapon that normally deals 1d8 damage deals 2d8 damage instead. Synergy:
If you have First Blood, foes count as flat-footed when you perform a battle jump and may add first-blood damage to the the attack. If you make more than one attack roll during this charge attack, you only add first blood damage to the first attack. Tiger Claw Strike: Instead of making the normal attack at the end of a charge as part of Battle jump, you may instead use a single strike ability. Wand Mastery (Arcane):
Prerequisite: Ability to cast 1st level spells or spell like abilities Benefit: When using a wand, you may calculate the DC for any spell it contains using your own intelligence modifier, instead of the minimum modifier needed to cast a spell of that level. When you can cast 4th level spells or use spell-like abilities of 4th level, you can cast spells from a wand using your own caster level. If you do not have a caster level, use your character level instead. Synergy: If you have the Athame special ability from the Magus bloodline of sorcerer, you can use wands when using spell combat.
Storm Strike (Strike):
Prerequisite: BAB +2 This strike allows you to perform a frantic attack against an area rather than against a single foe. It is particularly affective against invisible creatures or swarms. The area of the attack depends on the weapon being used. Despite being weapon attacks, these strikes deal damage as normal to swarms. Storm of Blades: If you are using a piercing weapon or any weapon with reach, you may attack in a 10' cone in front of you as a standard action. Roll damage as normal for a single attack. Creatures in the cone (including allies) must make a reflex save (DC 10 +1/2 level + dexterity) to take half damage.
Spinning Blades: If you are using a slashing weapon, you may make an attack that hits all nearby targets as a standard action. Roll damage as normal for a single attack. Creatures adjacent to you must make a reflex save (DC 10 +1/2 level + dexterity) to take half damage.
Bullet Barrage: If you are using a firearm, you load your weapon with special shot and make an attack against all foes in a cone in front of you as a standard action. Roll damage as normal for a single attack. All creatures in a 30' cone in front of you must make a reflex save (DC 10 +1/2 level + dexterity) to take half damage.
Hammer Smash: If you are using a bludgeoning weapon, you swing your weapon into the ground and can target all foes in a 10' line in front of you as a standard action. Roll damage as normal for a single attack. All creatures in the line take damage and may make a reflex save (DC 10 +1/2 level + strength) for half damage. Synergy: If you have the Staggering Strike feat, all targets in the line are knocked prone. Storm of Arrows: If you are using a bow, you can make a Storm of Arrows attack. By taking a full-round action, you may make an area attack with your ranged weapon with a 30' radius and a range equal to 10 times your weapon's range increment. Roll damage as normal for a single attack. Targets in the affected area can make Reflex saves (DC 10+ ½ your level + your dexterity modifier) for half damage. If cover only affects one direction, such as a tower shield, it does not apply for this attack.
We also added the following synergies:
Spoiler:
Imbue Missile Synergy: If you have Spellslinger, spellstrike and the battle touch feat, you may apply the effects of any multi-target missile, ray, melee touch or ranged touch attack through this weapon while using the full attack action. For example, when using Scorching Ray you may apply its effects to each attack made up to a maximum attacks of the rays normally given by the spell. So a scorching ray cast as caster level 7 is combined with a full attack, the first two attacks of that full attack may have scorching rays on them. Additionally, when using this ability with rays or missiles you may forgo a weapon attack and instead substitute the ray or missile instead up to a maximum of the number of iterative attacks the full attack normally makes. So a fighter 14/wizard 1 with the Eldritch Knight Talent could make a full attack that fires 2 scorching rays and then make another ranged attack with the same weapon that you are firing the rays through. This feat can be combined with Manyshot to get more attacks. Heedeless Charge
TriOmegaZero wrote:
Whereas I believe, in a general sense, that goalposts exist. They just have no bearing on my life. ;) Throwing a baseball at (or more exactly a foot or so to the side of) somebody requires a ranged (maybe touch) attack roll, right? So... How many times do baseball pitchers hurt themselves* while throwing? Once in 40** throws? Punching a sandbag requires an attack roll, right? So... How many times do martial artists of all sorts hurt themselves while hitting one? Once in 40 swings? Punching the opponent in a boxing ring requires an attack roll, right? So... How many times do martial artists of all sorts hurt themselves in the ring? Once in 40 swings? Hitting the target on a shooting range with your 12-gauge shotgun requires a ranged attack roll, right? So... How many times do people hurt themselves while shooting? Once in 40 shots? Hitting a suspect with a taser gun requires a ranged (touch) attack roll, right? So... How many times to cops hurt themselves with those? Once in 40 shots? *= or destroy their equipment
In my own games, it varies by country. Lawful countries have judges (who are usually clerics/inquisitors/paladins of the Death Goddess, who is also goddess of judgement). Neutrals tend to have a mix of religious and secular judges. And the chaotic countries tend to have tribunals with trial by arms as a final backstop. It should be noted though, that in my games, clerics/inquisitors/paladins of the death goddess who pervert the law get found out rather quickly, and then they die. Usually before they pass judgement. Then they spend a very very very long time explaining why they perverted the law to their patron goddess. That's not to say they are infallible, they are simply required to judge based on the evidence. This has led to quite a few fallen paladins, given that they will occasionally rule based on their belief in good instead of their belief in law. This is, however, one of the orders where the paladin's have a higher call to Law than Good (per their paladin code). So it's not as common as it might be otherwise. Not to say there's a lot of paladins of the death goddess. :) Mostly it's LN clerics and inquisitors. UPDATE: Folks, I have a confession to make. I'm seeing a lot of text that needs to be cleaned up, and some areas in which the rules could be streamlined a lot, and some places where the skills rules need work, and at least one case where one new coherent rule could replace several contradictory sub-systems. In other words, it seems like I'm not quite done after all. I think the rules are mostly playable now, but they're not quite where I want them for hard copy. Apologies -- I'd thought I was done. TOZ wrote: This is totally the wrong forum for this AND I DON'T CARE. You know, I considered moving it...but then I went, "Huh, Liz is part of Paizo. So, I guess this fits under Paizo Publishing General Discussion. I'll let it stand." Now, with that said, watch Ross or Gary come and move it in two minutes. What's really sad is that all spell casting classes have armor now. Check Ultimate Combat. Check light armor. Check silk robe. No armor check penalty or arcane failure chance. But a monk can't use it. Because it's armor. And they can't wear armor. Wizards and sorcerers can wear armor and a monk cannot. Monks suck. Quote: How can I drop them into a no-win scenario without it being an egregious railroading? You can't because "no-win scenario" is "egregious railroading." The Drunken Dragon wrote:
Sorry, but I'm going to rant on you. You hit a button. KILLING EVIL IS NOT INHERENTLY GOOD!!!!!!!!!!!!!!!!!! If it were, then evil creatures would rapidly become neutral because more evil creatures are killed by evil creatures than by good! I hate this argument, it basically turns good and evil into matter/antimatter. It's saying the two sides are actually the same, just different flavors. People who propose this argument usually then go on to say that intent doesn't matter because the world is an absolute good/evil. They ignore that under that interpretation, if it's the act, and not the intent, then evil killing evil are committing good acts, no matter what. Sorry to rant at you, not a personal attack, just you hit a button. The best set of houserules I've seen that made Exotic Weapon Proficiency worth taking is here. What it did was made nearly every weapon usable by anyone: there was the simple way you could use it, the martial way, and the exotic way; this would reflect the difference between a guy like me picking up a sword and a trained swordsman picking up the same exact sword. You would be more accurate or do more damage or be able to use it in new different ways, and there was no need to worry about why a falcata is harder to use than a longsword. TriOmegaZero wrote: Since this seems as good a place as any, I'm looking to sell my print copies of the APs. I have Rise of the Runelords through Kingmaker, but I will only sell complete sets. Anyone interested, please PM me. What the? Why do I find this tempting? I have all the adventure paths! *boggle* TriOmegaZero wrote:
This actually saddens me a bit. Someone with your intellect and wit should be passing on his genetic code. This sounds like stupid rules and an irrelevant feat, which makes it prime for ignoring.
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