I'm still at a lost to find any parallel for Gunslinger.
You wouldn't find any parallel. The nordic warriors looked down on the archers for their battles. If the warrior wanted some ranged firepower at all, he was content with carrying around light spears or javelins (or sometime throwing axes) for flinging something at his enemies.I would guess that for a gunslinger, a nordic warrior would used a name or descriptor that is very close to a magic caster or such one who sling harmful spells at his enemies to refer to the gunslinger.
I got one; Thunderslinger
If you had to keep the Inquisitor, I'm saying to call them ICly as Lagman or Lawspeaker. But I'm also saying as a class, the Inquisitor doesn't fit the nordic culture.
Except you specified Unearthed Arcana, not Ultimate Combat in your earlier post. And it's Wound/Vigor points in Ultimate Combat.
http://en.wikipedia.org/wiki/Norse_lawLawspeaker, Lagman. Pick your choice of either of those adeptly norse themed names. (Just remember they would be most likely be followers of Tyr) :)
Inquisitor is out because heresy wasn't a big of a deal to them as it was for Christianity.
Judy Bauer wrote:
Four volumes? Sheesh, I have to start saving up. I'm already committed to buying the Inner Sea world guide pdf this month.
I already have;
So I'm just asking which adventure path books/adventure modules/Pathfinder Society scenarios have info or take place in Absalom/Azlant ruins or structures?
I heard on another board that this earthquake is largest earthquake on record for Japan and the 5th ranked worldwide.
James Jacobs wrote:
I never said that it should be a spelljammer ship, only that my players like to believe it is.
Since you have thought this through better than me: Finding leaves of the right size and texture, that's Survival, right? One player keeps complaining that it should be possible with Perception as well.
Let him use his precious Perception, it won't tell him that this leaf is poisonous oak or that wonderfully amorous leaf attract Fire Ants at night when it rubbed off something, like Survival will tell him :).
Yep which is why Two Weapon Fighting is a popular fighting style for rogues since it give them extra attacks to squeeze out extra goodness from that sneak attack damage.
So, specifically, it is today Wealday the 2nd of Pharast, 4711 AR (Absalom Reckoning) in Golarion. No word yet on time zones or daylight savings time adjustments though. ;)
FYI, Daylight Saving time is uniquely an United States thing, no need to use that accursed system for the setting (even though I'm a citizen of said country).
Erik Mona wrote:
I thought it was the earthquake in 4698 AR that turned his former estate into a new sea cliff? (regarding the rashly part)
Having vague information on Tian Xia allowed me to insert a kingdom on that continent which one of my players' characters call home. A land of vulpines (normal medium sized humanoid version of Vupinal Agathion, though to be frank, my player's homebrewed race was concieved considerable far earlier than the Bestiary 2) that draw inspirations from the samurai culture of Feudal Japan.
sasuke sarutobi wrote:
i don't really disagree but the guns that they previewed are not that amazing there one shot and at the least a move action to reload and only 20-60 ft range( including far shot feat) if they don't make guns that much better then they are atm i think it will be ok but there is the potential for disaster i could see it if you had to have like 5 ranks in alchemy to make gunpowder and i would think that some of the stuff to make it is rare so it would cost a bit don't make it easy to be a gunslinger unless there is a campaign that is in Alkenstar also guns back in the day like pirate days misfired sometimes so maybe a 10% chance to misfire or something it would make the game more period realistic and give preserve the balance of power as to not make gunslingers way better and more appealing
When you say 20-60 feet range, I think you're not realizing those are range *increments*. They already have a misfire rule as well.
Look at it this way. His punching ability does not come from his "martial artist training", this is why his dice is only a 1d6. The power behind his punches come from his raw strength. He's about hitting hard using his Strength, not using martial moves. The damage dice pales in signifacent compared to the strength bonus and other flat bonuses as you go up in the levels on a martial class (rogues being an exception).
Really, the focus shouldn't be on the unarmed strike damage dice, but the damage bonuses you can pile up on it.
But yeah, I know what you guys mean. In Star Wars Saga, I would always have a player or two hoard their Destiny Points so that they could instant win against the big bad guy at adventure's end (which often made it anticlimactic and ruined the fun for the other players as they fight would be over before their turn).
When you allow Hero Points, you allow the spells and feats that goes with it. The spells include granting temporary hero points *AND* another one denying characters the use of their Hero Points.
Even if it's only those for the Inner Sea, the 310k population and the area it cover make it very much comparable to Ancient Rome.
But if you delve into China in ancient and medieval times, the populations it had, especially in its largest cities put to shame the European cities at the contemporary times.
James Jacobs wrote:
Ah okay I'll still pick up the PDF to get those encounters for claiming hexes and the quests that affect the kingdom. Thanks.
Role: Dwarven Defenders have the ability to take anything thrown at them and endure them while they go to work on hacking away at their opponents.
Hit Die: d12
Level Base Attack Bonus Fort Save Ref Save Will Save Special
All of the following are class features of the vanguard.
Weapon and Armor Proficiency
Uncanny Dodge (Ex)
Damage Reduction (Ex)
Dodge Bonus (Ex)
Spell Sense (Ex)
Shrug It Off (Ex)
Damage Reduction (Ex)
Dodge Bonus (Ex)
Improved Uncanny Dodge (Ex)
The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Improved Stalwart Stance (Ex)
Counter Attack Rush (Ex)
Most Stubborn (Ex)
Well it's not polished, so I appreciate some criticism.