Argus Quinn's page

11 posts. Organized Play character for David Owen 645.


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Shadow Lodge

One of the level 1 modules should be fine. That gives you several gaming sessions covered without starting an adventure path. My question is, how experienced are your friends? Don't let them use content from anything you don't have access to (APG, Ultimate combat/magic/equipment, etc...).

Shadow Lodge

Strictly speaking, this could be a Lawful Neutral act. The party entered into a verbal contract wherein they received the mcguffin in exchange for the freedom of the demon. Unless they were under contract to the city council to prevent some form of harm to the city or in some other way act as a police force, letting the demon go is not inherently evil. Besides, now they can receive a commission to kill the demon and receive compensation for their effort.

Shadow Lodge

Antipaladin wrote:
An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

. Thank you for that segment Glutton.

Now that is interesting. Personally, I think that a disease and a condition are inherently different. As the quote says, one can be immune to a disease and still be a carrier so as to spread it. Fatigue can't be spread. It can be caused by magics and drugs, sure, but there is no chance of the adventuring party spontaneously becoming fatigued just because the barbarian came out of rage.

I feel that conditions are defined by their effects in game. If there is no is no effect, there is no condition. But I'm not a gm, so I'm still looking for advice from those more versed in the rules than I.

Shadow Lodge

I've recently toyed with the idea of making a Barbarian for Pathfinder Society play. Almost every thread I've seen giving tips and advice talks about rage cycling to get the most out of some of the best powers.

My question is thus: Does the Black Market drug Allnight, which is PFS legal (I think), prevent a barbarian from becoming fatigued when he comes out of a rage if the Allnight had already been consumed?

The effect of the drug is to eliminate the effects of fatigue for 8 hours for the price of -2 to skill checks. At the end of 8 hours the subject is exhausted. Does this prevent new applications of fatigued?

Shadow Lodge

I feel compelled to mention a few points about gunslingers:

1) Gunslingers (in PFS) only fire against touch ac in their first range increment. They fire against regular ac beyond that unless they have the specific ability to spend one of their precious grit points to expand the touch ac rule to further increments at a rate of one grit point per range increment beyond first. The duration of this useful ability? At best, one round, but it appears to read per attack. Considering grit is based on the modifier of a secondary ability score; that leads to a very limited pool. There are only two PFS legal ways to regain that limited commodity: sleep and start a new day, or kill something.

2) Gunslingers are not one trick ponies. Do they excel at combat? Hell yes. Take that away and what do you have? A class that is a Dex primary and typically Wis secondary. That means high stealth even though it’s not a class skill. That means a very high sleight of hand skill. A wonderful perception skill. And a high non-class skill disable device. This makes you sneaky, lets you steal small items left and right vs. an opposed perception check, can function as the poor man’s rogue, AND lets you scout the trap/ambush with plenty of warning. And if you run an archetype that uses Cha as the secondary? Congratulations, you’re now the party face.

3) Black powder is only vulnerable to blowing up as a result of fire or electricity if it isn’t in a powder horn (or cartridge I believe) or an extra dimensional space. Any gunslinger that wanders about with a cloth pouch of black powder hanging around their neck deserves to have it blow up in their face.

4) Misfires happen… A LOT. They balance out a strong, consistent damage dealer with the risk of catastrophic failure or the necessity of taking a moment to safely clear and reload the weapon. We are the only class with this rule and it is a badge of honor that shows the care that went in to including us as a balanced addition to the party. It is similar but potentially much worse than the low period a barbarian has after raging and is just a risk of the class.

5) Most GM’s hate gunslingers. This is evident to anyone who reads the boards whenever ‘slingers are mentioned. Embrace this as a fact; the “gods” do in fact have it out for you. This is another badge of honor, but does not have to ruin your game. Build the character with that in mind. Invest feats in initiative and gold in bullets of various materials to combat DR. And carry stupid amounts of potions, everything from cures, to blur, to silence and invisibility. Have a utility belt worthy of Batman himself to help keep you alive, because you are not a sturdy class. Most of your AC comes from Dex and class features. Move beyond light armor and start losing class features.

I apologize for the wall of text, but this was easier than finding and addressing specific comments in separate posts.

Shadow Lodge

Aristin76 wrote:

I like having rules-lite players try archery due to how successful they can be. My only issue is I have another new player playing a dwarf switch hitter ranger who shoots things dead all the time. I don't want to steal his thunder. Make sense?

Although most games have multiple melee combatants, I guess multiple archers wouldn't be too bad. It would drive me nutz as GM. LOL.

I saw Ravingdork's post on archers and I'd agree that it is very rookie player friendly.

I wanted to try the gunslinger out, but saw many posts that it was lacking.

Be a musket master gunslinger, not as many objects in air as a ranger but you can hit harder against touch ac. Not lacking, just different. Worth a look.

Shadow Lodge

judas 147 wrote:
Doomed Hero wrote:

9 meters? As in ~18 feet?

That is an incredibly easy and reasonable dive. If any of the players has even 1 rank in Swim, this should be a cakewalk.

1mt is equal to 3ft. So 1*3=3*9= 27

rounded up to make it even = 30 ft dude not 18!!
still a cakewalk
besides, if the gm uses the presure factor in the water changing at 3mt (10 ft) rate like an hard terrain and so... that´s would be a huge mistake to dive in!!

first 10 ft maybe a normal movement swimming rate, second 10ft doble cost, and 3rd 10ft maybe a full round action move!!

I'm going to have to disagree with you about the pressure. Until you start talking about multiple atmospheres of pressure there isn't going to be a significant change to the body other than increased pressure/pain in the ears. It takes a depth of 10 meters or 33 feet to achieve a second atmosphere of pressure so anything less than that is a hassle not a danger and shouldn't cause an inherent change in movement difficulty. I really like the anchor method: toss in the paladin or fighter in heavy armor on a rope, let them gather stuff up and then signal to have the party pull them back up, hit with wand of cure light if you must. Repeat until you get all the loot in the pool.

Shadow Lodge

I've been working on my lvl 2 PFS wizard and I'm planning for lvl 3 when I can use summon monster II. I found a critter I really want to summon and the additional resources say it's legal. My question is because it comes from a summon's list in an AP (ap29 in this case), do I have to have a copy of the AP just to use that one critter?

Shadow Lodge

arick86 wrote:
Argus Quinn wrote:


Feats were taken in this order:
Precise Shot & Point Blank (human bonus feat)
Rapid Reload
Rapid Shot
Improved Initiative
Extra Grit (i'll explain)
Improved Critical
Vital Strike

So I'm kind of new, so my apologies in advance if I say something wrong.

But, first, isn't Rapid Reload automatically granted to you at 1st level if you take the Musket Master Archetype?

Secondly, wouldn't you take Vital Strike before Improved Critical as Vital Strike requires a +6 BAB and Improved Critical requires a +8 BAB -- each available at Gunslinger levels 6 and 8 respectively?

Fast Musket, which a musket master gets at lvl 1 drops the reload time from full-round to a standard action. Rapid Reload on top of that drops it to a move action. Then you use an alchemical charge to get a free action reload. Good question though.

As far as my particular feat progression, I didn't surf the messege boards for advice so I just took feats as I found them. All the feats are important, in my opinion, but if you can find a better arrangement for taking them feel free.

Shadow Lodge

FernGully wrote:

Hi guys, I'm new to Pathfinder and RPGing. I've chose to build a gunslinger character (as a backup to my main). In the game that I'm playing, my GM allows one feat at every level. Because of that benefit, what would be the optimal build be for my gunslinger? Thanks for the advice.

That partially depends on your race and archetype. How do you plan to use your gunslinger?

Shadow Lodge

My main PFS character is a Human Musket Master Gunslinger. His starting stat line was:
12 str (for early carry capacity)
10 con
18 dex
10 int
16 wis (important for grit, i'll explain in a sec)
8 cha

Feats were taken in this order:
Precise Shot & Point Blank (human bonus feat)
Rapid Reload
Rapid Shot
Improved Initiative
Extra Grit (i'll explain)
Improved Critical
Vital Strike

My GMs hate this character because I exploit all of my available range to STAY FAR AWAY from anything that means me harm and shoot through armor like it was wet paper for d12's on damage. I rely on high dex for hit and damage boost but the grit gained from wisdom and extra grit will save a musket master valuable time. Rapid shot with a musket is sickening when it works, but because you have to use cartridges to fire those extra rounds, you misfire on 1-3.
If your dice go in a bad streak (which mine have), you do not shoot after misfiring!!! You end the full round action and wait for your next turn. Then, you can either clear (read "fix") the gun as a standard action or spend a grit because of the Quick Clear deed and do it for a move action. This lets you reload for free with another cartridge and shoot as a standard. I use this deed more than any other and lots of grit make it available for longer.

With regard to equipment I have only two concrete recommendations:
The Distance enhancement (did I say 40ft range? I meant 80!)

And the ENDLESS BANDOLIER. Ultimate Equipment, 1500 gold, 60 slots for cartridges, 6 extra-dimensional pockets--two of which are specifically for two handed weapons, the ability to draw completely hidden weapons as though from a normal holster or sheath, and the storage space protects black powder from water and fire. This is PFS legal and sends my GM's into a short rage every time it comes up!