Backlash3906's page
Organized Play Member. 301 posts. No reviews. No lists. No wishlists.
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So, Heroes of Golarion introduced a collection of feats for the use of firearms in Arcadia, where black powder and ammunition is even rarer than the Inner Sea Region outside of Alkenstar. Of particular note is the feat 'Spell Cartridges'.
https://www.d20pfsrd.com/feats/combat-feats/spell-cartridges-combat/
With Arcane Strike active, it allows the wielder of a firearm to fire a force bullet (1d4 per 5 CL) with the range and crit modifier of the base firearm, without the use of black powder or ammunition. What build can make the best use of this?
Things to remember:
No reload time!
As long as you're taking at least five levels of Gunslinger for Gun Training, damage die size isn't of great concern.
Dual-balanced weapon modification will open up greater viability for dual-wielding firearm builds, now that reloading is resolved.
Check with your GM if Stock-Striker Style's last benefit will work with TWF feats as it will with Weapon Finesse.
Pirates and corsairs, enjoy your waterproof firearm solution!
Possibly no noise or muzzle flash anymore? Sniper builds? Check with GM if this will affect any Gunslinger deeds which may have a 'physical' component, like Distracting or Menacing Shot.
The ONLY standard Gunslinger deed which requires the expenditure of ammunition is the Stop Bleeding function of Utility Shot.
Force bullets still target touch AC, and remain viable for Deadly Aim.
Spell Cartridges is NOT a standard action to use, so full attacks are still in play.
NO RELOAD TIME!
For builds that use spellcasting levels as more than a dip (4th level spells minimum), consider the upgraded feat:
http://www.d20pfsrd.com/feats/combat-feats/infused-spell-cartridges-combat/
Need to get around an energy immunity (WE'RE LOOKING AT YOU, FIREBRAND ARCHETYPE), or exploit a vulnerability?
https://www.d20pfsrd.com/feats/combat-feats/dragon-shot-combat-grit/
Those are all the highlights I can think to connect with this at the moment. Please discuss. (:
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Wicky1976 wrote: Backlash3906 wrote: Related to this general discussion, what are the strongest options (especially feats) for Eldritch Guardian, for the fighter to synergize with their Mauler familiar? To the best of my knowledge, natural attack fighters are not a great option, even with Natural Weapons as a Fighter Weapon Group, and I'm not sure what other loadout is best to work for both of them.
Is Intelligence of 6 deemed enough for Exotic Weapon Proficiency, assuming the familiar has sufficiently compatible anatomy? Monkey style, paired opportunist combat reflexes, intrepid rescuer (Kurgess followers only): every attack to you OR to the familiar generates an AOO attack from BOTH you AND the familiar Oh My Strong Man I love this.
"Spot! Combat positions!"
*familiar falls flat to the ground*
"Good boy, Spot!" *also falls flat to the ground* "Now, advance!" *Fighter and familiar begin belly-wiggling across the battlefield*

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Some items to consider from People Of The Wastes:
Gun Chemist (Alchemist archetype) discovery available with a 2 level dip
Chemical Stability: When firing an alchemical ordnance, the gun chemist reduces the misfire value of the firearm by 1 (minimum 0) and ignores any increased misfire value from using an alchemical cartridge.
Create Enhanced Firearm feat
Prerequisite(s): Craft Magic Arms and Armor; Craft (weapons) 1 rank or Gunsmithing.
Benefit(s): When you craft a firearm or magical firearm, you can use reinforced components to make the weapon more reliable. This increases the item’s total construction cost by 10%. The misfire chance of the weapon is reduced by 1. This can never reduce a firearm’s misfire chance by more than 1.
The latter will cost you an extra feat, but it's worth considering if you expect to have crafting time available.
As for myself, I've always thought the "get out after 5th level" was overly harsh. I'm a big fan of Bleeding Wound. Ability Damage bleed (you can inflict multiple types simultaneously, given enough iterative attacks) either puts your enemies on a rather harsh timer for them or burns through their action economy if they want to heal it.
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I like Gunslinger, but even I'll admit the over-5 levels of it have become even less essential for gun-usage in the face of Martial Focus + Impressive Grit. IG will let you have a number of uses per day of dead shot, startling shot, or targeting equal to your Int-modifier.
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Damage dealing is the least interesting thing about the Gunslinger for me. I like all of the deeds that let you make the cinematic actions the character type is known for in cinema.
But avoid Pistol Whip like the plague; take Empty Quiver Style. Please.
Does anyone know if VMC Alchemist meets the "Alchemist 4" requirement of Explosive Missile? VMC selections are referred to as a 'secondary class', so...?

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Penumbra Bard wrote: Hey, I don't know if you're still planning on updating this guide, but I have a few ideas. I feel that juggler is best used when you want to duel wield whilst requiring a free hand. This could be to reload a weapon, like a crossbow or gun, or simply to cast spells without dropping a weapon. I've come up with a couple of build ideas for juggler. I focus on having bard as the main class, though in principle with these builds you could just dip juggler for 2 lvls.
Juggling Picaroon
This build uses the unpopular swashbuckler archetype picaroon as a 1 lvl dip. The dip gives you proficiency with one-handed firearms, panache on guns and one-handed piercing weapons, Weapon Finesse, TWF when using a one-handed gun in one hand and a light or one-handed piercing weapon in the other, and the ability to spend 1 panache point to avoid attacks of opportunity when firing your gun for 1 attack that round. Phew, that's quite a lot!
The main idea is that you fight with a pistol and dagger, shooting at the enemy and tossing a dagger at them for extra damage. The juggling allows you to reload your gun while duelwielding, and at lvl 6, you can juggle two pistols and a dagger so you can make your twf full-attack using only your pistols. A build might look like this: Picaroon 1/Juggler X
lvl 1 feat:Point Blank Shot
Human bonus feat:Precise Shot
lvl 3 feat:Rapid Reload(pistol)
lvl 5 feat:Arcane Strike
lvl 7 feat:Rapid Shot
Three levels of Maverick|Mysterious Stranger would go really well with that; Charisma-Grit, bonuses to Sleight of Hand and Bluff, IUS, a small bonus to Will saves, and Dazzling Display with firearms.
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If this campaign doesn't feature fighting at least one Kaiju with a team of 3-5 Zords, then you have wasted everyone's time, my friend.
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If you have a problem that can be solved with money, you don't have a problem, you have an expense.

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Okay, bit of a mental exercise I've been kicking around, to see what is the most damage that can be placed on a single crossbow bolt (outside of factors like Vital Strike and ability mods). Focus should be on modifications that don't allow a save against them.
We have to start with the Gastraphetes, for a base damage die of 1d12. Gravity Bow will boost that to 3d6.
Explosive Missile will allow the attachment of an Alchemist's Bomb, for increased scaling damage (and as EM is a standard action, we have less incentive to worry about full-attacking, so we only need to get the Gastraphetes down to a move action. Has there been any clarification on it for Rapid Reload?).
The alchemical tool, Unstable Accelerant, will add another 1d6 to the bomb damage. Not sure how this interacts with...
The Conductive weapon property will allow two bombs in one piece of ammunition with Explosive Missile.
Slow Burn arrows/bolts deal 1d6 the following turn, after a successful hit.
Splintercloud arrows/bolts deal 1d3 on impact, but can be negated with a save. Can alchemical arrows be combined?
Anything else to add?
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Derek Dalton wrote: If you go Rifle three levels of Musket Master is well worth it. You reload with Alchemical cartridges as a free action. After that go Witch. You don't need Point Blank or Precise since you hit on touch and most monsters touch ac are lower then their regular ac. Dragons being on perfect example of this. If you are going another gun one level gives you some nice abilities enough to take. It depends on what you are looking for but I'd recommend at least one level of gunslinger. If he has an actual rifle, then Musket Master isn't all that necessary. All Advanced firearms, one or two-handed, reduce reloads to a free action with Rapid Reload.
Advanced Firearms: Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity. The Rapid Reload feat reduces this to a free action.
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This enchantment grants a weapon's wielder usage of a single combat feat.
"The feat is chosen when this special ability is placed on the weapon."
Would that mean, like Bane, the same enchantment could be placed on a single weapon more than once, as the feats differ each time?
Could I have a +1 Training (Ricochet Toss)/Training (Impressive Grit)/Training (Trick Shooter) Chakram, with a cumulative value equivalent to a +4 weapon?
Piling on multiple feats with this method is still fairly restrictive, due to the wording: "That feat cannot be used as a prerequisite for any other feats and functions for the wielder only if she meets its prerequisites." Thus, you can't put the entire TWF/Trip/Disarm/etc chain on a single weapon.
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As long as we don't run into whatever Dou Bral met out in the black..
Given the prevalence of undead in Pathfinder, I wonder how many established characters (and at least one evil iconic) will still be around, even this far into the future?
I also REALLY am anticipating some possible changes to domains (and the practices of the followers) of some of the Pathfinder deities. Within mortal lifetimes is one thing, but I can hardly expect gods to be completely idle for that long.
Let's hope the bindings on Rovagug's prison are still holding, or were refreshed at some point >_> There were a lot of "five minutes into the future" problems to be aware of in the setting.

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I'm preparing a thrown weapon user for an upcoming campaign, and while big damage numbers are always fun, I'd like to focus on spreading around special effects (party casters and Startoss Style) and ranged combat maneuvers (Ranged/Ace Disarm, Ranged/Ace Trip). This is about being able to hinder enemies as much as possible, and let the 2-handers and such dish out the real damage once they're down or disarmed.
Area of consideration, in no particular order:
Classes
Brawler - Full progression of Martial Flexibility, but fewer weapon options. Proficient in javelin, but that won't benefit from Close Weapon Mastery. Wooden stake or wushu dart get CWM benefits, but with very poor range. Needs to take Martial Focus in order to get Ricochet Toss (which synergizes with Ace Disarm). Fewer combat feats than..
Fighter (no archetype) - Feats, feats, and more feats. Weapon Training opens up Ricochet Toss and the Ace feats, and Trained Throw and Focused Weapon are attractive AWT options. Gets all martial weapons.
Fighter (Lore warden) - Best scaling bonuses I know of for all combat maneuvers.
Fighter (Martial Master) - Gets some of the Brawler's flexibility, making feat investment in Startoss/Vital/Targeting feat chains a little more merciful. It's a big slowdown though, compared to a pure Brawler. Can be combined with Lore Warden. Replaces Weapon Training, so Martial Focus will be required.
Feats
Ranged Disarm > Ace Disarm
Improved and Greater Disarm/Trip
Ranged Trip > Ace Trip
Trick Shooter (+2 on all Ranged Combat Maneuvers)
Startoss Style/Comet/Shower
Ricochet Toss
Deadly Aim and Quick Draw are prereqs for other feats
Thrown Weapons
Chakram - Martial, 30ft, d8 damage, need to wear heavy armor or deal with having to make Reflex saves when used for melee.
Javelin - Simple, 30ft, d6 damage, -4 penalty for melee
Atlatl - Martial, 50ft, d6 damage, see Kestros for other details
Kestros - Exotic (Martial for halflings, but increases the need for Focused Weapon) 50ft, d8 damage, like the Atlatl, negates the need for Ricochet Toss outside of Ace Disarm. Part of the Thrown weapon group, but uses ammo (possible exploits with Startoss Shower). Needs Rapid Reload for full attacks.
Combat Stamina is being given to Fighters (possibly all pure Martials) as a free feat.
Campaign will be running from 1st level with epic fantasy point buy. Personal preference is to not go with anything below an 8, after racial mods, for starting ability scores.
Any build advice is appreciated, and all Paizo material is allowed. Thank you!
P.S. Ranged Feint just makes me angry all over again that it's not a Combat Maneuver. :p
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Kurgess truly is the patron deity of "Bro... do you even lift?"
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N. Jolly wrote: The Mortonator wrote: Bolt Ace's Pinning Sho (****)t has a format error from the stars. The stars only cause problems, fixed. Glad to see the fault in our stars has been taken care of. :D

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I put this breakdown of different style requirements together in case it helps. Obviously there are varying conditions depending on how far you go into the Styles' feat chains, but this list is meant to reflect the 'average' use of a Style. Feel free to reformat for the guide if you want to phrase things differently, but please credit if you do. (:
No attacking/wielding conditions
Archon Style
Dwarven Hatred Style
Grabbing Style
Kirin Style
Kobold Style
Kraken Style
Wolf Style
Must have one hand free
Crane Style
Snapping Turtle Style
Must have/expend uses of Elemental Fist
Djinni Style
Efreeti Style
Marid Style
Shaitan Style
Must have/expend uses of Stunning Fist
Dragon Style
Mantis Style
Must use a charge attack
Kitsune Style
Must use a charge attack to deal nonlethal damage
Cudgeler Style
Must use a bow, crossbow, or firearm
Empty Quiver Style
Overwatch Style
Must use 'Elven' weapons (longsword, rapier, or any melee weapon that has "elven" in its name)
Elven Battle Style
Must use 'Gnome' weapons and have available spell slot, spell of the illusion school, or a spell from the gnome magic racial trait
Illusive Gnome Style
Must use 'Orc' weapons and Bullying Blow feat
Orc Fury Style
Must use unarmed strikes
Boar Style
Dragon Style
Earth Child Style
Jabbing Style
Janni Style
Panther Style
Pummeling Style
Snake Style
Tiger Style
Wielding close fighter weapon group weapon with Weapon Focus feat
Outslug Style
Wielding Monk weapon or weapon with Weapon Focus feat
Ascetic Style
Wielding sling bullet ranged weapon
Slipslinger Style
Wielding weapon from the axes, hammers, or flails fighter weapon group, using it for a sunder attempt
Smashing Style
Wielding weapon from the heavy blades or light blades fighter weapon group
Swordplay Style
Wielding weapon from the polearm or spear fighter weapon groups
Spear Dancing Style
Wielding weapon from the thrown fighter weapon group
Startoss Style
A special note for Monkey Style, because it changes significantly with each step of the Style chain. No requirement > Unarmed Strike > Stunning Fist
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The gastraphetes, from Distant Shores, with 120ft of range, 1d12 damage and 19-20/x2 crits (can be improved by crossbow training, gravity bow, and aspect of the falcon) is the biggest and baddest crossbow in the game now. You'll need crossbow mastery to bring down reload times, and either get used to shooting from prone (no penalty to ranged attacks) or carry an immovable rod to brace it, but you'll hit like several runaway ox-carts.
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Please finally give us the "gun mage" that the Spellslinger should have been. Preferably for the Magus.
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What about the firearms that also include melee weapons? For the purposes of things like the fighter's weapon training class feature, does the melee part of the firearm fall under the firearm category or the original weapon's? (Dagger, sword cane, warhammer, battleaxe)
The description of the items in ultimate combat said that they are enchanted like double weapons, but I didn't see them in the double weapon category. How does two weapon fighting work for these double weapons? Especially curious about the one-handed ones.
Similarly, does a feat like Weapon Focus apply to both parts of the firearm, or would it need to be taken twice?

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Dirty Tactics Handbook should help with this. Toxicant Alchemist gives you the ability to create scaling DC poisons that you can apply to a weapon, which I believe standard rules should allow for a set number of pieces of ammo as well? It should stack with the bomb damage infused into Explosive Missile.
On the Gunslinger side of things, you'll want the Poison Shot Deed (grit feat). 15 foot cone spray options for poisons that are typically inhaled or ingested. Good close range support for a Gunslinger that doesn't want to use alchemical cartridges and increase their misfire chance; AND there's no chance of poisoning yourself, so if you're using an Alchemist archetype that gives up Poison Use(like Grenadier, which lets you slap alchemical items onto ammunition) that's another benefit.
At the totally non-optimal end of things, there's the Experimental Gunsmith archetype for Gnomes. The ONLY way I know of to get class-level scaling on the DCs for run of the mill alchemical items (tanglefoot, alchemist fire, etc). For the life of me I can't figure why they never made this (or Gun Scavenger) int-based for grit like they did Siege Gunner...

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Cost prohibitive at lower levels, but something fun I thought of with Sneaky weapons. The actual benefit of the weapon doesn't require you using it to make in the attack. With free action activation, combined with Quick Draw, you can cycle through a number of the weapons to get consistent sneak attack on one-handed ranged weapons. (Actually, if you have a two handed crossbow or firearm down to a free action reload, you can probably take one hand off it to draw-activate-drop the Sneaky weapon and then put your hand back on to fire. Legal by RAW, but your GM may hate you.) Better if you can avoid provoking with reloading and firing, but if you have kept your defenses up and you aren't facing scores of enemies with Combat Reflexes, you should only have to worry about one attack.
Sneaky keys off of "melee reach", rather than adjacent, so Lunge should work as well if you especially want to avoid provoking. You can also just draw-wield-drop whips (still the only one-handed reach weapon?) as necessary to fulfill the reach requirements.
The space around you is going to look like an episode of Extreme Hoarders as the battle goes on though...
Idiot question: do weapon enchantments without an enhancement bonus (Sneaky is fixed at 5000gp) require a masterwork or a +1 weapon? The latter is obviously more expensive, but for how slowly number of attacks scale on 3/4 BAB, even with Rapid Shot and/or Haste, might still be worth it.
Would like to see discussion on other ways to consistently get sneak attack on range.
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It's a trait; "Additionally, you can select magical tail as a bonus feat whenever your favored class grants you a bonus bloodline feat, combat feat, or metamagic feat instead of the normal type of feat granted by the class. You cannot exchange specific feats granted by a class or race for magical tail in this manner;--"
Fighter 6 is the fastest way to get all of the spell like abilities online, but I would be interested to hear about other build ideas as well.
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Dirty tactics toolbox introduced a new racial trait for Kitsune. Nine-tailed Scion gives a +1 trait bonus to any racial spell-like abilities, and the ones gained from the Magical Tail feat. It also grants the option to take the magical tail feat whenever you would be granted a bonus metamagic, combat, or bloodline feat.
This means Kitsune fighters can have a whole host of HD-based SLAs online by sixth level, capping off with 2/day Dominate Person (5th level spell!).
The downside, obviously, is that the building is set in stone out of the gate. With one other trait to select, and freedom to choose archetypes as long as they don't interfere with bonus feats, plus equipment, what suggestions does anyone have on improving this?
For the sake of convenience, here is the lineup of abilities gained from magical tail:
disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person
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Sometimes the oppressed don't want justice... They just want their turn.
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This looks gorgeous! Can't wait to see the rest. (:
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The Genie wrote: So basically.. pretend to be a monk and use a monk like a sword. Although you should probably ask the monk if they're okay with that first...
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Eeasiest way to make a shark fly:
Hurler Barbarian.
Landings may be an issue.
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Would a practicing worshipper of Callistria count as performing their daily obedience by allowing this grapple? Or at least by charging others to watch/

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Without turning to houserules or fan conversions, what is the best way to recreate the feel and function of the Warmage in Pathfinder? More military (and artillery) than the Magus, but less a pure caster than a Wizard or Sorcerer.
Any combination of classes or PrC's is fine. Prefer a method that doesn't rely on race-specific shenanigans.
Requirements of function:
Stronger HP than an average 'pure' Wizard or Sorcerer.
Wide selection of offensive spells; covering all energy types OR with a way to get past resistances/immunities.
Capable of adapting to changing conditions with spell selection.
Ability to cast in light armor and/or light shields without penalty, eventually progressing to medium armor.
Bonus Feats focused on expanding spell list OR providing Metamagic effects without using higher-level spell slots.
A way to include a comparable function to Warmage Edge (secondary/tertiary ability modifier to spell damage) would be nice, but I don't think it would be considered as 'defining' as the other elements.
Thank you for any constructive suggestions. (:
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Fig wrote: White-haired witch, so the fur can do all the somatic components when it isn't grappling everything under the sun. Beat me to it! :D
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