drbuzzard |
OK, here's the demo.
I didn't do any armor yet. Probably best with mithril chain shirt (though the cermonial silk armor ain't bad since it keeps all dex bonus). Items can be adjusted to try and get a good AC, but feats are pretty much all set in stone(you can't remove the bayonet feats, as they are tied to the rifle feats). One thing to note is that he can spell sunder a spell at +28, which means he pops spells from just about any source at will, and he can do it eight times a day. Obviously I optimized for saves and ate a lot of feats getting to shatterspell. Also, I didn't include the bonus teamwork feat since I don't recall which it was.
Test
Human (Keleshite) fighter (trench fighter) 14
NG Medium humanoid (human)
Init +9; Senses Perception +17
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Defense
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AC 17, touch 17, flat-footed 10 (+7 Dex)
hp 144 (14d10+56)
Fort +17, Ref +15, Will +19 (+4 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee +3 impervious socket bayonet (mosin-nagant m1891 rifle) +26/+21/+16 (1d6+15)
Ranged +3 impervious seeking rifle +31/+26/+21 (1d10+19/×4)
Special Attacks weapon trainings (abundant tactics, armed bravery, firearms +5[UC])
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Statistics
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Str 14, Dex 25, Con 18, Int 14, Wis 10, Cha 10
Base Atk +14; CMB +16 (+18 sunder); CMD 33 (37 vs. disarm, 47 vs. grapple, 39 vs. sunder, 47 vs. trip)
Feats Deadly Aim, Disruptive, Greater Weapon Focus (bayonet, socket (mosin-nagant m1891 rifle)), Greater Weapon Focus (rifle), Greater Weapon Specialization (bayonet, socket (mosin-nagant m1891 rifle)), Greater Weapon Specialization (rifle), Improved Precise Shot, Improved Sunder, Point Blank Master[APG], Point-Blank Shot, Power Attack, Precise Shot, Rapid Reload, Rapid Shot, Shatterspell[ARG], Spellbreaker, Weapon Focus (bayonet, socket (mosin-nagant m1891 rifle)), Weapon Focus (rifle), Weapon Specialization (bayonet, socket (mosin-nagant m1891 rifle)), Weapon Specialization (rifle)
Traits alkenstar defender (mana wastes), reactionary
Skills Acrobatics +24, Climb +19, Intimidate +17, Perception +17, Stealth +24, Survival +17, Swim +19
Languages Azlanti, Common, Kelish, Thassilonian
SQ trench warfare
Other Gear +3 impervious seeking rifle[UC], +3 impervious socket bayonet (mosin-nagant m1891 rifle), belt of physical might +4 (Dex, Con), cloak of resistance +4, gloves of dueling[APG], handy haversack, ring of evasion, 25,395 gp
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Special Abilities
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Abundant Tactics (Weapon Training [Firearms] +5, Shatterspell [8/day]) (Ex) Add weapon training bonus to number of times/day you can use combat feats.
Armed Bravery (+6/+12) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disruptive +7 DC to cast defensively for those you threaten.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Rifle) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shatterspell (8/day) Sunder ongoing spell effect like spell sunder rage power.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Trench Warfare (Ex) +2 to AC bonuses from cover.
Weapon Training (Firearms) +5 (Ex) +5 Attack, Damage, CMB, CMD with Firearms
Robert "Bo" Hardin |
Lookout is our bonus feat.
Why does he have two +3 rifles or am I missing something?
Ah the bayonet is +3 too..
I thought he wanted shotguns lol.. 1892 trench shotgun!
drbuzzard |
I'd probably go with fighter reflexes (improved weapon training taken as a feat) to boost up the reflex save if you wanted to drop deadly aim.
This would be a hard build to get into high AC simply because you don't have the spare feats. The five feats sunk into shatterspell is a lot. I could get more than 5 points of AC from that (also not having armor training makes it harder- trench fighter).
Nice thing about this build from my perspective is you don't have to track anything except your shatterspell uses and your HP (and ammo).
MiniGM |
I do like that not tracking so much bullcrap. I think there are enough types of rounds to make it intersting
Might go that way for the addition +3 Ref
I might just not spend any money on armor at all beyond something basic. does it really make a difference between 17 or 18 and 22 or 23 at this level? I doubt it.
Robert "Bo" Hardin |
Looks like you got the cash for celestial armor.. Ac would be 26 with just it..
Robert "Bo" Hardin |
I mean we have 2 front liners already pretty much.. You could just drop the melee all together and go full ranged.. That would free up a bunch of cash..
Robert "Bo" Hardin |
How bout just a ragelapounce barb with spell sunder lol.. It would be quite redic at 14th level..
"Boom" |
Meet Boom son of Boom son of Boom son of Frank son of Boom
MiniGM |
yea I have been kicking that around
also are there any discounts for special rounds for us? I just cant recall, or still 61 for adamantine per round?
I'm fine with whatever just checkin, also I know that Ican get salt shot for non-lethal, can I get ghost salt shot? Seems to make sense,
Final question does a slug do x4 or still just x2 on a crit like the scatter shot does?
drbuzzard |
Slugs being single bullets will be x4.
If you want to shell out 200 per ghost salt round I will let you, though it would be wiser to apply it to bullets (and since salt round do nonlethal damage, and undead are immune, you're kinda defeating the purpose).
I don't think much of whatever nimrod got the idea that salt shells in a shotgun are nonlethal (but do normal damage). Since I've yet to see you folks do nonlethal damage, I don't really expect it.
"Boom" |
excellent mo money mo feats!
think it is worth going down the snap shot trail?
Can take Snap shot now, but would need Combat reflexes and the greater before it is remotely useful
pretty much just going to up my bonuses on weapons and armor and cloak etc, that should burn through the extra cash pretty quickly
Edit
Adding +4 and impervious to the gun (distance and phase locking and +1) for 99000
+1 to Cloak for 9000
make the belt +6/6 for 50,000
32000 to play with
Robert "Bo" Hardin |
Not sure if I want the runeforged enhancement. The one vs Transmutation is decent though.
Unless we can get lucky it will take quit some time to upgrade everything n Magnimar right? I forgot how we are handling that since we've gained 4 levels since I spent gold last.
Robert "Bo" Hardin |
Also Vuvu I highly recommend purchasing a silencer for your street sweeper. They run 11k, but wont alert entire complexes that we are there.
Robert "Bo" Hardin |
Have you seen No Country for Old Men? The answer is yes lol..
But the real answer would need to come from Buzz obviously..
I just hope we can upgrade our things without it taking a year, since the new guy has upgraded gear lol.. Im still sporting +2 belt and headband.
drbuzzard |
Karzoug is a Transmutation wizard, so that's the one you use.
Actually I've shot a silenced 12 gauge. It was amazingly quiet. The noise of the shot hitting the paper was actually more quiet than the muzzle blast.
As for you folks, you have to suck it up and pay for the magic ones. Truth be told, silencers don't really drop noise that much (depending on the round and whatnot, a subsonic .22 is pretty damned quiet).
Your contact in Magnimar will allow you to do upgrades without waiting. Truth is, with WBL that I'm doing, that doesn't make any difference. You don't get more because you sell things. You get what you spend on up to the WBL.
Robert "Bo" Hardin |
That's fine with me Buzz, it just makes tons of downtime for upgrading stuff otherwise.
We also have to pay 5k to raise Yap..
Robert "Bo" Hardin |
Ok Bo updated.. Mostly just upgraded current gear.
Robert "Bo" Hardin |
True.. I'll do that.
Robert "Bo" Hardin |
I lost count.. I think we were 11th or 12th when we went there. I just redid all my gear to 15th wbl..
Robert "Bo" Hardin |
Questions Buzz, the Commanding enchant states:
"As long as the weapon is carried, it can absorb up to three harmful transmutation effects (such as baleful polymorph or petrification) inflicted on the wielder per day."
Does that mean you have to just have it on your person or be wielding it? I know normally those type of things say "must be wielding" is why I ask. This one says carried..
Januarius ibn Fahlad |
Januarius ibn Fahlad
Male human (Keleshite) fighter (trench fighter) 15
NG Medium humanoid (human)
Init +7; Senses Perception +18
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Defense
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AC 31, touch 18, flat-footed 24 (+9 armor, +1 deflection, +7 Dex, +4 natural)
hp 169 (15d10+75)
Fort +18, Ref +17, Will +14 (+4 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
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Offense
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Speed 30 ft.
Ranged +4 distance impervious seeking rifle +29/+24/+19 (1d10+20/×4)
Special Attacks weapon trainings (versatile training, weapon specialist, firearms +5[UC])
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Statistics
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Str 12, Dex 25, Con 18, Int 13, Wis 10, Cha 10
Base Atk +15; CMB +16; CMD 34 (38 vs. disarm, 38 vs. sunder)
Feats Clustered Shots[UC], Dazzling Display, Deadly Aim, Disrupting Shot[APG], Disruptive, Greater Weapon Focus (rifle), Greater Weapon Specialization (rifle), Impact Critical Shot[UC], Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Spellbreaker, Warning Shot, Weapon Focus (rifle), Weapon Specialization (rifle)
Skills Bluff +18, Climb +7, Craft (firearms) +19, Fly +10, Handle Animal +5, Intimidate +18, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Linguistics +4, Perception +18, Ride +13, Survival +18 (+20 to avoid becoming lost), Swim +7
Languages Common, Giant, Kelish, Osiriani, Thassilonian, Varisian
SQ trench warfare
Combat Gear jingasa of the fortunate soldier[UE]; Other Gear celestial armor, +4 distance impervious seeking rifle[UC], amulet of natural armor +4, belt of physical might +4 (Dex, Con), beneficial bandolier[UE], clear spindle ioun stone, cloak of resistance +5, gloves of dueling[APG], handy haversack, wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], pot, powder horn[UC], torch (10), trail rations (5), waterskin, 12,774 gp
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Special Abilities
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Clustered Shots Total damage from full-round ranged attacks before applying DR
Dazzling Display (Rifle) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disrupting Shot Readied ranged attack vs. caster within 30' increases the concentration check by +4.
Disruptive +4 DC to cast defensively for those you threaten.
Impact Critical Shot You can bull rush on a critical hit
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Rifle) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Trench Warfare (Ex) +2 to AC bonuses from cover.
Versatile Training (Weapon Training [Firearms] +5) (Ex) The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use this ability.
Warning Shot (Rifle) As std act, make range atk with wep- you have wep foc, attempt to demorize tar instead of dmg.
Weapon Specialist (Weapon Training [Firearms] +5) (Ex) Treated as having chosen feats for all weapons in group.
Weapon Training (Firearms) +5 (Ex) +5 Attack, Damage, CMB, CMD with Firearms
I didn't modify rifle to lever-action rifle here but that's what I'd have too! I'd also buy the silencer as well for "quiet" rifle shots and so we all don't go deaf.