Sigmund Von Strauss |
Re-submitting Sigmund, now with 100% less Vile Blood and 100% more fire and explosions.
HedwickTheWorldly |
HedwickTheWorldly wrote:Gunsmithing the class feature is replaced, gunsmithing the feat is not. You gain the Gunsmithing feat still which allows you to craft firearms and ammunition at a steep discount (including advanced firearms)So I'm putting together a Firing Hammer Tomb Prospector who will use Relentless Style, and I have a question.
The Firing Hammer Badge gives Gunsmithing as a bonus feat.
In the "Guns Everywhere" rule, which is in effect for this game, Gunsmithing is replaced by Gun Training.
Is there any way to reconcile those two?
Perfect! Thanks for clarifying. Another question - the Firing Hammer Badge gives access to the Firearm Trick, which provides a pistol as part of the weapon. The Arsenal Trick from the Expanded Trick feat gives access to Blunderbuss, Musket, Double-Barreled Pistol, or Dragon Pistol.
All of these are Early Firearms. Is there an option to trick a weapon with an advanced firearm, like a Revolver or Shotgun? Or is that going to require a separate weapon, rather than the weapon trick?
Also, I'm now looking at the Charred Hunter as an option, and want to ask - is the price tag on Gatling Guns, Church Cannons, and Flamesprayers *before* the reduction for Guns Everywhere? (i.e., do they cost 10k/8k/6k, or 1000, 800, and 600, respectively?
Gah! *Another* question:
I'm also considering the Crow Hunter badge - if I go that route, the Split Trick is sort of confusing. It allows the addition of a secondary blade as a part of the same weapon. The last two sentences have me all turned around:
"When applying this trick to a weapon, the creator can opt to have the secondary blade remain a part of the primary weapon while in its tricked form. In this case, the weapon is treated as a double weapon while in its tricked form, using the statistics of the primary weapon for main-hand attacks and the statistics of the secondary blade for off-hand attacks."
Does this mean that the weapon can either be a double-weapon, or two separate weapons? Like, for ease of example, I could have a sword in one hand that trick-forms to pop out a dagger for my other hand, or I could have the sword just pop a dagger out the other side to use as a double-weapon?
Finally, how does the Split Trick interact with the Crow Hunter's Expanded Trick, Threaded? Does the secondary weapon also become threaded and gain the whip-like reach/trip/disarm features? And do those whip-like attacks count as melee attacks for the purpose of Blood Ministration?
Sorry this is a lot, I'm just mulling over possibilities, in a really cool world.
GM JC Spooks |
GM JC Spooks wrote:HedwickTheWorldly wrote:Gunsmithing the class feature is replaced, gunsmithing the feat is not. You gain the Gunsmithing feat still which allows you to craft firearms and ammunition at a steep discount (including advanced firearms)So I'm putting together a Firing Hammer Tomb Prospector who will use Relentless Style, and I have a question.
The Firing Hammer Badge gives Gunsmithing as a bonus feat.
In the "Guns Everywhere" rule, which is in effect for this game, Gunsmithing is replaced by Gun Training.
Is there any way to reconcile those two?
Perfect! Thanks for clarifying. Another question - the Firing Hammer Badge gives access to the Firearm Trick, which provides a pistol as part of the weapon. The Arsenal Trick from the Expanded Trick feat gives access to Blunderbuss, Musket, Double-Barreled Pistol, or Dragon Pistol.
All of these are Early Firearms. Is there an option to trick a weapon with an advanced firearm, like a Revolver or Shotgun? Or is that going to require a separate weapon, rather than the weapon trick?
There are no advanced firearms in this campaign currently. If you mean in the larger scheme of the class, it would be up to a specific GM to determine if advanced firearms are appropriate. Should they allow it replace all mentions of early firearms with their advanced counterparts (pistol with revolver, blunderbuss with shotgun, etc).
Also, I'm now looking at the Charred Hunter as an option, and want to ask - is the price tag on Gatling Guns, Church Cannons, and Flamesprayers *before* the reduction for Guns Everywhere? (i.e., do they cost 10k/8k/6k, or 1000, 800, and 600, respectively?
The price listed is before the Guns Everywhere reduction is applied.
Gah! *Another* question:
I'm also considering the Crow Hunter badge - if I go that route, the Split Trick is sort of confusing. It allows the addition of a secondary blade as a part of the same weapon. The last two sentences have me all turned around:
Player's Guide wrote:"When applying this trick to a weapon, the creator can opt to have the secondary blade remain a part of the primary weapon while in its tricked form. In this case, the weapon is treated as a double weapon while in its tricked form, using the statistics of the primary weapon for main-hand attacks and the statistics of the secondary blade for off-hand attacks."Does this mean that the weapon can either be a double-weapon, or two separate weapons? Like, for ease of example, I could have a sword in one hand that trick-forms to pop out a dagger for my other hand, or I could have the sword just pop a dagger out the other side to use as a double-weapon?
When you apply the split trick you have to choose between creating a weapon that splits into two weapons in its tricked form or a weapon that becomes a double weapon in its tricked form.
Finally, how does the Split Trick interact with the Crow Hunter's Expanded Trick, Threaded? Does the secondary weapon also become threaded and gain the whip-like reach/trip/disarm features? And do those whip-like attacks count as melee attacks for the purpose of Blood Ministration?
When you apply the split trick to a weapon you have the option of splitting any other tricks between the primary weapon and secondary weapon. The threaded trick goes onto the primary weapon by default and you can opt to move it onto the secondary weapon if you prefer. It can't be on both simultaneously.
Whip attacks are still melee attacks and can trigger rally dice.
HedwickTheWorldly |
A Work in Progress. Posting here in case I have some glaring error I didn't notice.
"Half-Elf" Hunter 3/Fighter (Lore Warden) 1
NG Medium humanoid (human)
Init +2; Senses Perception +7
Defense
AC 19, touch 15, flat-footed 14 (+2 Dex, +3 Int, +4 Armor)
hp 39 (4d10+11)
Fort +4, Ref +6, Will +5
Defensive Abilities
Offense
Speed 30 ft.
Melee +1 Seven-Branched Sword +9 (1d10+7/x3) or
Trick Split/Reach Seven-Branched Sword +7/+7 (1d10+5/1d6+3)
Ranged Pistol +6 (1d8/x4)
Special Attacks
Blood Ministration: 2d6 Rally Modifier
Statistics
Str 18, Dex 14, Con 14, Int 16, Wis 10, Cha 8
Base Atk +4; CMB +8 (+10 Trip); CMD 20
Feats Exotic Weapon Proficiency (Seven-Branched Sword), Dirty Fighting, Improved Trip, Power Attack, Two-Weapon Fighting (Crow Hunter's Badge)
Traits Blood Saint, Armored Hunter, Indomitable Faith, Anemic (Drawback)
Skills 30 +2 Int
Languages
Special Qualities
Other Gear 1590 gp
Cloak of Resistance +1
+1 Split/Reach Seven-Branched Sword
MW Armored Coat
2x Pistol
Metal Cartridge x40
Special Abilities
Blood Ministration: 2d6 Rally Modifier
Cunning Blood: Add Int to AC when wearing light armor and no shield
Trick Weapon: Split Trick, Reach Weapon
Hunter's Badge: Crow Hunter's Badge
Visceral Attack:
Hunter's Grace: 1/day,
Caryll Rune: Probably Guidance, not sure yet.
Ancestral Arms: Exotic Weapon Proficiency (Seven-Branched Sword)
Mismatched: -2 Reflex Saves, +4 Initiative
"Elven" Immunities: +2 v. Enchantment, immune to Sleep
D-Kal |
Say Spooks, would you be open to slightly different tricks than those listed in the PHB?
For instance, I'd like to see an "extra range" trick that buffs the range increment of a ranged weapon by 20ft. Or maybe just for a one-handed ranged weapon, increasing it to a two-handed ranged weapon (or something like that).
1) it makes way more sense to me
2) I could get sneak damage twice (if I hit with both shots within 30ft in the surprise round, which seems like a niche scenario)
GM JC Spooks |
The thing about the base weapon tricks is that they all have some kind of downside/weakness. Increased reach, for example, means that you can't attack adjacent enemies while the weapon in its tricked form. The only trick that doesn't have a downside to me is the damage type trick. I feel that's balanced out by specific damage types being relatively infrequent in the case of Pathfinder.
For your increased range trick I'd say that you may increase the range increment of your weapon by 20 ft while the weapon is in its tricked form, but you take a -2 penalty for attacking enemies within the first range increment. You may apply this trick multiple times, each time increasing the weapons range increment by 20 ft and increasing the penalty for firing within the first range increment by -2.
Other tricks, such as those granted by badges or the expanded feat trick don't really have downsides in the same way and are much stronger (after all, you're paying a feat/class feature for them).
I will propose this as an alternative trick for the Firing Hammer badge:
Barrel Trick:
This trick incorporates an additional barrel into a firearm. Each barrel of the firearm can be fired independently as a single attack or both can be fired at once as an attack action. If multiple barrels are fired simultaneously they must all be targeting the same creature, and each shot is resolved with a -4 penalty. All barrels of the trick weapon may be loaded simultaneously (with the same action) while the weapon is in its tricked form, but the time necessary to do so increases by one step.
HedwickTheWorldly |
So, I really want to make Relentless Style work, but I'm running into a reload-time issue.
Is it possible to use a Pepperbox instead of a normal pistol for the Firearm trick? If not, the Relentless Style chain won't even really come online until 7, since I'll need the Oedon Writhe Rune to handle the reloading thing.
HedwickTheWorldly |
There's another feat to take care of the reload issue if I remember right.
Spooks, I believe Morgam is complete.
There's a feat in the Relentless chain that allows you to reload as a free action, but I can't get it yet.
Unless there's yet another feat that I'm not aware of.
GM JC Spooks |
I'd recommend the beneficial bandolier until you can get to sixth level. You can also get the Arsenal Trick which will allow you to add a double pistol to your weapon (but not a pepperbox pistol). Combining Rapid Reload and alchemical cartridges on a tricked firearm also drops the reload time to a swift action.
HedwickTheWorldly |
Here's what I came up with. Favored class is Hunter, and that's what he'll continue leveling. I just needed the Fighter dip to get all of the feats I wanted up-front. Let me know what you think/if there's anything I need to change, and I'll write up a story and create an alias if it all looks good.
Crowley, Oto Gunsmith
Human Hunter 2/Fighter (Lore Warden) 2
CG Medium humanoid (Human)
Init +4; Senses
Defense
AC 21, Touch 16, FF 14 (5 Armor, 4 Dex, 2 Int)
hp 38 (4d10+10)
Fort +5, Ref +7, Will +3
Defensive Abilities
Blood Ministration: 1d6
Offense
Speed 30 ft.
Melee Longsword +8 (1d10+4, 19-20/x2)
Ranged Pistol +7 Touch (1d8+1, x4, 20')
Active Spell/Ability Effects
Statistics
Str 16, Dex 18, Con 14, Int 14, Wis 10, Cha 8
Base Atk +4; CMB +7; CMD 21
Special Qualities
Blood Ministration: 1/rd, after taking damage, melee attack heals 1d6
Cunning Blood: Add Int to AC in no/light armor
Trick Weapon (Firearm Trick): Add pistol to weapon
Trick Weapon (Increase Damage): Increase Damage Dice by one step, increase handedness by one step
Hunter's Badge (Firing Hammer): Gunsmithing as bonus feat, treat firearms as light weapons for TWF
Skills
Acrobatics: +14 (7 ranks, 3 trained, 4 Dex)
Knowledge (Arcana): +12 (7 ranks, 3 trained, 2 Int)
Knowledge (Local): +12 (7 ranks, 3 trained, 2 Int)
Knowledge (Nature): +12 (7 ranks, 3 trained, 2 Int)
Knowledge (Dungeoneering): +12 (7 ranks, 3 trained, 2 Int)
Perception: +10 (7 ranks, 3 trained)
Craft (Gunsmith): +12 (7 ranks, 3 trained, 2 Int)
Feats
Gunsmithing: Can craft firearms and ammunition
Two-Weapon Fighting Extra attack w/ off-hand weapon
Weapon Focus (Longsword): +1 Attack w/ Longsword
Point-Blank Shot: +1 Attack and Damage with ranged weapon within 30'
Relentless Style: Can fire off-hand firearm from trick weapon as off-hand attack, no AoO.
Precise Shot: No -4 firing into melee
Traits
Blood Saint: Can use blood for potions of Cure Light Wounds
Armored Hunter: Become proficient in Armored Coat, treat as light armor
Reactionary: +2 Initiative
Anemic (Drawback): When subject to bleed damage, DC 20 Fort save v. Fatigued 1 rd.
Racial Abilities
Skilled: +1 Skill point/level
Bonus Feat
Equipment: 500gp
Beneficial Bandolier 1,000gp
+1 Heavy Gun-longsword 2915gp
+1 Chain Shirt 1,250gp
Metal Cartridge (Quicksilver) x180 - 270gp
Alchemical Cartridge (Flare) x10 - 10gp
Alchemical Cartirdge (Salt) x10 - 12gp
Gunsmith's Kit - 15gp
Masterwork Gunsmithing Tools - 50gp
GM JC Spooks |
I'm reopening recruitment for this game.
I am looking for at least one player to join the second table of hunters. You can find the character creation rules and additional resources on the first page of this recruitment and you can view the campaigns using the tabs at the top of the page or by following my profile.
Either post here directly or PM me if there are any questions.
GM JC Spooks |
It's on a case by case basis. I haven't a approved any full books. So far what has been approved:
From Dreamscarred Press
Deadly Agility
Prodigious Two-Weapon Fighting
Polearm Dancer
From Spheres of Might
Armiger
Striker
From Akashic Mysteries
The Emphereal
Spheres of Power
Shifter with heavy restrictions
Grim Abula |
Yeah, sorry for late response.(Girlfriend's Birthday).
Grim Abula is a native to Yharnam, born and raised to a pair of hunter parents. They inspired him as a child. But one time he said he wanted to be like them, they responded with just a cold hard Don't. He never understood why and they never explained. So such, in his later years he got a apprenticeship to a fellow hunter that worked with his parents. One day though, his master came back. He was bruised, cut-up, and bloody. He had found out that beast had ambushed his master and his parents during a hunt. His master lived, but at the cost of his parents. With vengeance in his heart he continued his apprenticeship, untilled he himself become a merciless hunter.