Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Silver Dragon

leo1925's page

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. 4,541 posts. 12 reviews. 3 lists. 1 wishlist.


RSS

1 to 50 of 4,541 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

How did you manage an AC of 36 by level 6?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
ShadowDrakken wrote:


For random piles of silverdisks as loot, I'm undecided whether to treat them all as being burnt out/unusable, or to go ahead and have a small percentage roll that determines how many of them are usable and how many charges they might have. After all, generators are few and far between. I may just toss in viable ones on a whim from time to time instead too.

I was thinking this too but i am not sure what an appropriate number would be, 2%, 5%?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

@James Jacobs
I was refering to

iron gods book 1 spoiler:
the fusion reactor used to power the habitat module found under torch

Majuba wrote:
Also, the 'hundreds-meter spaceship' might not have been built planet-side.

Probably yes, but what does this has to do with the power requirements?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

First of all the monk can be quite a beast with enough system mastery and access to a lot of books, it's the unarmed and unarmored monk that suffers.

What does a brawler has over a monk in terms of hitting and damage? They both hit at the same full BAB -2 when FoB and recieve no bonus to damage. Sure the brawler can pick fighter feats and can use his martial flexibility to have a few more feats than a monk, also being full BAB he has a lot less issues picking feats than the monk (because monk is pseudo full BAB). Even all of that don't solve the issue of flurry of misses that unarmed monks and brawlers share.

As others have said high will save is a pretty good reason to play a monk over a brawler.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Good catch on the pepperbox gun for low level gunslingers, with that you can postpone rapid reload to, maybe even, 7th level.

Very interesting numbers, sure it doesn't take into account various things* present at higher level that alter the numbers.

Anyway thank you for the analysis Abraham spalding, maybe the misfires issue is what keeps them in par with dedicated archers (maybe even a little weaker), if (90% sure) i end up running iron gods with a gunslinger PC i will see myself if that's true, of course all of that while keeping in mind that archery is the best combat style in the game.

*things like reliable, greater reliable, lucky (although weak it offers some limited help), quickdrawing/glove of storing a secondary (weaker) weapon, decide to continue firing with a weapon that has misfired (maybe because they know that the enemy is about to die) etc.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I also agree that +3 sounds better, or maybe you might not want make it a blanket transfer to touch AC against firearms, maybe make it scaling.
Here i list the ways to get help against firearms.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Question:
Do the charges, even remotely, resemble watt amounts or are they used more like a feature/balancing point of technology?
I am asking this because i was starting to think that a fusion reactor, capable of enabling a hundreds-meter spaceship to break atmosphere, can power only 500 hundred shots of a laser gun per hour, so that lead me to think that either the energy requirements of tech guns are truly staggering or that the charges mechanic was used more in order to balance and/or give specific flavors to technological items.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I found the technology guide quite good, i wish they had more space to work with (maybe the technology guide should have been a hard cover like inner sea gods), more talk about how i found the technology guide here.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Is everything ok with my order? I got an Insufficient funds email for this order, then i changed the payment method for this order but i still see no movement in the card i selected for the changed payment method.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

@Crustypeanut
I guess that the player in question was continuing to bet the previous won amount again and again, correct?

Also this was an almost unbelievable string of d20 rolls, 14->20->20->18->20->14->18, is just out of this world.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

@Abraham spalding
I have seen archers in play (also played one in Kingmaker) and from what i have seen you very rarely need to worry about provoking AoO because you are in melee range, still it might be different with gunslingers since they have smaller range than the archer (though i don't think so since the gun ranges aren't THAT small), anyway i shall see how this turns out.

In your post you mention that alchemical cartiges increase the misfire by 2, to which alchemical cartiges you speak of? because paper cartiges fo the job just fine and increase the misfire by 1.
Also do you have done the (probability) math on misfires? because frankly i don't see anything about misfires in the post you linked


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Bandw2 wrote:
leo1925 wrote:

@ElementalXX

As i said before technology can't do absolutely nothing against early firearms.

you must not have noticed the Arc, Sonic, Zero and Gravity weapons or the railgun. The Rocket launcher can choose different kinds of energy types. then there's also the Vortex Gun.

mainly the fact that they're all touch all the time.

How do those tech weapons can protect you against early firearms? i really can't see how.

The rail-gun and the rocket launcher are slow firing, which means no full attacks, which means not a big problem.

Bandw2 wrote:
also if you just arbitrarily send monsters with higher resists of the types of weapons the techslinger has, then you might as well arbitrarily send out monsters with good touch AC.

No i am not going to do that, but you can understand that resist energy and protection from energy are low level spells (also available as potions) and i can use them when i need to, with early firearms there isn't such a good solution.

Mirwalk wrote:
speaking of shatter. Shatter the gunslinger's powder horn. oops powder gone and can't reload unless he has a bandoleer where he keeps his cartridge.

What are you talking about? The cartiges are ammunition, you don't spend an action to recover/use them.

thegreenteagamer wrote:

So, you went from "I'm going to ban this class" to "I'm going to personally buff up every enemy against this class's main ability, or at the very least, use every ability the enemy has available to target and stop this class's main ability."

Do you have all your NPCs cast shatter on the cleric's holy symbol or the wizard's spell component pouch?

Same thing, really, except the wizard can take eschew components and the cleric can get a holy symbol tattoo, but the gunslinger cannot stop using guns (well they can, but they're barely better than a Warrior if they do).

No it's not that, it's just that i need ways to ensure that the gunslinger won't ruin the game.

Imbicatus wrote:
Tower Shields. You can't shoot through them and any npc warrior can use them. Hire a shield wall and a gunslinger is hurting.

That's interesting, is there a PrC or archetype or something that can effectively use that part of tower shields in order to protect others?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Ayanzo wrote:
leo1925 wrote:
I noticed an error in Sef's tactics, it says that he sneak attacks with alchemist's fire but the thing is that you can't sneak attack with splash weapons. The same mistake was made with an alchemist in shards of sin (shattered star book 1).

Sef's a she.

She throws an alchemist fire while sneaking so she doesn't get sneak attack damage, but the players still won't know what hit them (she's sniping). It doesn't say any sneak damage is applied. For the daggers this is a given as it's applied.

Just saying it's not an error, more your assumption that she applied sneak damage when it doesn't say.

I get what you are saying but i am pretty sure that if someone, who either doesn't know that rule or he is remembering 3.5, reads that part in the tactics then he will understand that she can sneak attack with alchemist's fire.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Anzyr wrote:
Contingent Action and Contingent Scroll?

They seem very versatile and quite powerful spells, but what's the broken aspect? I don't see anything wrong at first glance.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
FormerFiend wrote:
Scavion wrote:
Paladins can't take it either, whats the issue?
Paladins already have a feat that does exactly the same thing, back from somewhere in council of thieves.

Are you talking about the Iomedaean sword oath feat? becuase that's a terible feat.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

@ElementalXX
As i said before technology can't do absolutely nothing against early firearms. Also if i have to go so out of my way and say that (with no explanation) a monster's AC is all deflection i might as well keep the gunslinger banned.
Sacred geometry is already banned and dazing spell is already nerfed.
Of course you need alchemical cartiges, you need them to make full attacks.
PF APs end either at 17 or 16, very rarely they end at 15. That means either near the start or halfway through book 4, that means nearly half the AP.

@Mirwalk
Thank you for bringing those spells to my attention, they aren't very strong (because they are low level) but it's good to know they exist and try to find the best ways to use them.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I noticed an error in Sef's tactics, it says that he sneak attacks with alchemist's fire but the thing is that you can't sneak attack with splash weapons. The same mistake was made with an alchemist in shards of sin (shattered star book 1).


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

@ryric
I believe that these things in the class creation chapter of ACG to be lies that we are being told in order to maintain the illusion of legacy things or the illusion of "balance" of the core rulebook.
Even you need to resort to extremely corner case examples in order to justify it and even that doesn't explain the fact that the warpriest is the only non-INT based class that has 2 skill points outside the core rulebook.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Ok i see how it can be read that way but that's a very liberal reading indeed.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I also advise you to read nightglass (especially the first 2/3 of the book).

To your question, there are also slaves.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I would advise against Shattered Star, i run all of it i didn't like it very much.

Yes Jade Regent is very linear but that is because it has the 2nd best story in all APs (the first being curse of the crimson throne).

From the 2 other APs you mentioned (mummy's mask and reign of winter), i advise reign of winter but that's mostly because i have heard more (good) things about reign of winter than mummy's mask.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

@Mirwalk
Don't you think that no save stagger is a little too much a 2nd level spell?

ElementalXX wrote:

1) Actually Ghosts are gunslingers bane, if you feel like giving a challenge to the said player change any monster ac bonus to deflections ac

That sounds like a very good solution, how do you do that? is there a spell that does that? is it a magic item?

ElementalXX wrote:

2)Compare to arrows which cost 1gp x 20 arrows. A full attack you can make about 5 attack witouth minmaxing at lvl 11, thats 30 gp per full attack, regular battles have 3 rounds or more thats 90 gp per battle, considering 10 encounters per level, thats 900 gp worth of proyectiles per level average) At level one you can hardly afford more than 10 cartridges

Your numbers seem a bit high, but even if they aren't, that isn't a big amount for that level. At level one you don't need alchemical cartiges because you don't have more than one attack.

ElementalXX wrote:

Misfires happen as often or more than criticals, meaning there is a 10% to 15% chance per attack for a gunslinger to "stun himself" (by having a broken gun most players will prefer to quick clear it than to lose his +5 magical gun forever)

First of all it's not forever, make whole or greater make whole (depending on how magical the gun is) can restore it. Secondly, between reliable, lucky, gun training, dwarf FCB and expert loading; i don't think that misfire is an issue at high-ish levels.

ElementalXX wrote:
Gunslingers are feat starved, they need 3 feats just to not suck at using firearms( PBS, Rapid Reload, Precise shot) and even so they can misfire

No they aren't any more than any deticated archer is. They want the same amount of feats but the gunslingers end up with one less attack (archers want manyshot and gunslingers want rapid reload), also gunslingers have 2 bonus combat feats up to level 10 where rangers have 3 so i wouldn't call them feat starved (any more than any deticated archer is).

ElementalXX wrote:

Gunslingers lose all dpr contest versus archers

From what i have seen the gunslingers lose by a very small margin to dedicated archers but those contests are rigged against the gunslinger.

ElementalXX wrote:
Gunslingers are a tier 4 class, because they are good at ranged combat and nothing else

The issue is that they are too good with ranged attacks and they can't be stopped as easily as archers can be stopped.

ElementalXX wrote:
If you wanna "nerf" gunslingers just ban double guns/muskets, most of the complaints come from this weapons

Read my first post.

ElementalXX wrote:
Concealment and cover, are easy to come by and can be only be overcome at really high levels

How is 11th level in the "really high levels" range?

ElementalXX wrote:
At level 13 gunslingers "overcome" misfires but at level 13 most characters do crazy things anyways like the wizards which can blow towns with a blink. Thats also only if you dont multiclass at all. Most of mygunslingers build prefer multiclassing ofr various reasons

The thing is that APs (and the system in general) can handle a wizard (up to a point) but the gunslinger is much more difficult to handle because of the weird mechanics it uses (the same holds true about witches because of hexes).


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Don't think about that, this happens when you compare the early firearms with the technological firearms, early firearms are better for player use and can make a stronger character than technological firearms can.
I think that this happens because the technological firearms are a lot more thought out than the regular firearms.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

1) It's 20 feet for the pistol and 40 feet for the musket, also the deadeye deed doubles that (at 11 you get signature deed to that to make it permanent), also the distance weapon special (worth +1) ability ability doubles that. No flying enemies won't be a bane for gunslinger because at the levels that every enemy can be flying so will the gunslinger, so he will only have to move the first round in order to be in range or not at all if the enemy is within 80 feet (pistol) or 160 feet (musket).

2) Are you kidding me? 1 gp per bullet and 6 gp per alchemical cartige is expensive? What about encumbrance? Do you not know that 30 bullets weigh 1/2 lb?

3) Disarm? How exactly do i regularly disarm at range (especially with monsters)? Or do you mean go through everyone member of the party that is melee and go into melee with the gunslinger in order to disarm him?

4) Dominate is easily countered by magic circle against evil but i get your point, low will saves, nearly every martial class has low will saves and i am aware of that but none has the advantages of gunslinger, that's why i want to make a list of things that can make his life a little more difficult, because as i mention in the first post, most APs really can't handle a gunslinger.

I ask again, did i miss anything on the list i mentioned in the first post?

EDIT. Sorry if i come off a little hostile, it's not the best time for me (stress due to exams) and your post seemed kinda condescending, i am probably overeacting, that's why i apologize for my tone.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Bump.

Also adamantine bullets bypass hardness of 20 or less. (linky)


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

@Pigtails
Technically shields are worn, like armor.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I know about the current state of the feat and the chaos it has unleashed, that's what i said if.
I made the question because some people said that even if it worked with unarmed attacks only then there were still ways to get it to work with weapons.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Considering that the class creation section of the ACG says that the best class at skill points is the rogue... i wouldn't take it as a very good guideline and put much faith in it.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Human Fighter wrote:
Sword and board example, you can't disarm a shield iirc

It's true, you need to use the steal manuever to get the shield.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I am a little rusty on monk stuff but why/how would pummeling strike work with weapons (any weapons) if it had a clause requiring all of your attacks to be unarmed attacks? (not monk weapon attacks, just unarmed attacks)


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Considering that the warpriest is the only non INT-based class, outside of the core rulebook, that has 2 skill points then i think that the 2 skill points thing is a legacy issue.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
BigDTBone wrote:


"Must include 2 spells we thought would fit in previous category but upon scrutiny will turn out to be so hideously broken that 15% of new PFS characters will be built around exploiting it until it gets nerfed."

Which two spells?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I am 24 and i still haven't had a girl/woman in any of my groups that wasn't someone else's girlfriend, i have heard of girls/women that play tabletop RPGs without being romantically involved with any of the other players but i didn't happen to have one such girl in any of my groups.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

There is also maptools.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Darthgaul wrote:
leo1925 wrote:
the APs are quite easy and really don't require any serious degree of optimization.
Your kidding, right?

No i am not, i have DMed RotRL and Shattered Star, i have played Jade Regent and Kingmaker and i have come to that conclusion, and i am not the only one.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Also if your players are good with the rules and know the gameplay/system then you are going to need to made serious work, especially at high levels, don't be surprised if you have to rebuild nearly all the encounters in books 5 and/or 6. If you don't let them go crazy and/or tell them to tone it down, your job will be a lot easier and require a lot less adjustments/rebuilding.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Question:
Do adamantine weapons bypass the hardness of robots? (assuming it's less than 20)
The adamantine special material says that it bypasses DR X/adamantine and the hardness of objects (those that are less 20).
On the other hand, as James said above, the hardness of robots isn't the same as the hardness of objects.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

The stronger mechanical choice is the pistolero (or musket master) and that's because the system has a lot more difficulty dealing with early firearms (and slug based firearms in general) than it has dealing with technological firearms.
That said i think that you should go with techslinger because it's more thematic for the AP and the APs are quite easy and really don't require any serious degree of optimization.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I am not very hyped for this AP (but i am for Hell's Rebels) mainly because i fear it will be more like Shattered Star and less like RotRL, and while i loved RotRL when i ran it; when i ran Shattered Star i ended up dissapointed.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Dynamite has city of secrets #5 in stock, is there any chance that we are going to get both #4 and #5 in September's subscription?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I figured that if domains and subdomains for deities aren't too cruchy then city stats aren't either.
And if the city stats are generated properly (which aren't always) then they shouldn't change from book to book unless of course (for some reason) there is a change in the setting.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I am talking about stats like that

Mangimar stats:

Magnimar
N large city
Corruption+2; Crime+2; Economy+5; Law+2; Lore+6;
Society+1
Qualities:academic, prosperous, rumormongering citizens,
strategic location, tourist attraction
Danger+10
DEMOGRAPHICS
Governmentautocracy (lord-mayor)
Population16,428 (13,307 humans, 821 halflings, 659
dwarves, 655 elves, 493 gnomes, 166 half-elves, 164 halforcs, 163 other)
Notable NPCs
Lord-Mayor Haldmeer Grobaras(male human aristocrat)
MARKETPLACE
Base Value12,800gp; Purchase Limit75,000gp;
Spellcasting8th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

to be posted in pages like that.

Is it ok? It would be a big help to find be able to find the stats easily since they are scattered between AP books, campaign setting books and sometimes player companion books.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I misread the OP, i understood that he meant core classes as well (which is what i want), that's why i said two or three classes per book.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I can get behind that idea but i think that one class per book is too much, maybe two or three classes per book.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Hobgoblin Shogun wrote:
I got a AP Subscription just for this! When does it ship?

If we are lucky the shipping will begin Tuesday but we can't be sure since there are a lot of hiccups in the system yet.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

There are (or were) minis of Radovan and Varian?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

As it is in the book.


2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Nathanael Love wrote:

Its not hard to memorize the good weapons stats?

Especially for those of us who've been playing for the 14 or so years they have remained unchanged?

Greatsword 2d6, Longsword 1d8 (19-20 crit), short sword 1d6 (19-20 crit), mace 1d8 (clerics only lolz), rapier 1d6 18-20 crit, longbow 1d8, shortbow 1d6, warhammer 1d6 x3 crit, greataxe 1d12 x3 crit, battle axe 1d8 x3 crit, scimitar 1d6 18-20, falchion 2d4 18-20, spear 1d6, long spear 1d6 with reach, halberd 1d10, staff 1d6. . .

that's off the top of my head, and to be honest 90% of all characters should be using one of the first three I listed-- its really not hard to remember that Greatsword is 2d6 and Longswrd is d8 19-20 and if at all possible you should use Greatsword or longsword.

Same with armor Hide +4, leather +2, plate mail +8, chain shirt +5 use one of those four if at all possible?

Chain shirt is +4.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
Archpaladin Zousha wrote:

I was under the impression that, since on Golarion atheists are those who reject divine authority rather than their existence, basically just get a quiet place in the Boneyard where they can chill, talk philosophy and not be bothered by the deities.

As shown in death's heretic you don't get to talk, nor hang out with others, simply a grave and eternal rest.

@OP
Also if you don't have a patron deity, some other faction (demons, devils etc.) might be able to get your soul, either while traveling there or make a case during the "trial" that your soul belongs with them. If you have a patron deity he would defenitely have issues and take action with the above situations.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

No

1 to 50 of 4,541 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.