Mogmurch

Boommaster Mogmurch's page

39 posts. Alias of Adonijah.




Topic.

Though I plan on playing a Beguiler conversion, the ability remains the same. A feint by definition is "a deceptive or pretended blow, thrust, or other movement".

  • A (short) ranged feint can be seen in baseball when a runner gets stuck between two bases. A feint by either the fielder or runner can cause a reaction from their opponent and decide the scenario outcome.
  • An example in fantasy can be a Bard using Bluff to move his hands and spout loud nonsense to scare a reaction out of an opponent, only to shoot them with his crossbow instead.
  • A Ranger pretends to nock an arrow, draws and releases, forcing a dodge, pulling the string for a quick notch and easy shot.

    Now Sandman has no range limitation but the Beguiler conversion has one of 30ft. Though as a DM I would reward bonus range for a clever feint, I think a 60ft range isn't unreasonable.

    Note, per RAW, nothing I found suggests a range limit. I'm looking at practical limits consistent with Pathfinder rules.

    EDIT: There's now a feat called Ranged Feint from Ultimate Intrigue. How does Sneakspell and Feint interact now? Do I have to feint and then cast in melee? Should Sandman's ability be changed to say how it interacts?


  • As topic says. I just get directed to a ZML document.


    Playing a Dwarf Fighter in an upcoming campaign and wanted to ask the DM for some items that would fit an image I have for the character. Before I ask, I wanted to weigh the Pros/Cons so I'm not asking too much. The DM is experienced with D&D 3.5e, is familiar with power balance between classes, and encourages min-maxing so she can challenge her players.

    Basically, a bludgeoning version of the Dwarven Waraxe is what I'm hoping for. I did a Google search to see if anyone had an article on comprehensive comparisons between weapon types but came up with nothing. I'd thought about a similar request on the Throwing Axe, but the damage increase seems fairly piddly compared to the reduced range increment.

    From a conversation I had with a friend in the past, he mentioned Vorpal being an advantage for Slashing weapons (one I privately dismissed). As far as I know, the advantages would be specific to monsters or environments.


    1 person marked this as FAQ candidate.

    (I did some forum searching (revolver, stephen king) prior to making this post so as not to post something that's already been discussed)

    While I haven't played the gunslinger yet, some of the reviews and discussions have a few similar complaints. Not enough damage, revolvers would be necessary/overpowered, other classes abusing firearms, and the like. Having re-read Stephen King's magnum opus of late, one of the things that Roland (the protagonist) does is maintenance on his guns, including the use of gun oils. Now, without wishing to rewrite Golarion to some degree, perhaps that might make things easier.

    Flintlock pistols are not terribly mechanically difficult to make, nor hard to use. When I was young, I asked why people used guns if bows, by comparison, fired faster and more accurately. One of several reasons, was that firearms were easy to use. To use a bow, one required some measure of practice to build muscle, learn to aim, and so on and so forth. Firearms require minimal training by comparison. He went on to say that even a man injured in the field of battle could use a firearm without too much difficulty. Why do I mention this? I don't believe it would be too much to make flintlock pistols common technology, however expensive by comparison. Making flintlock pistols simple weapons would be my next step, but not exotic by any means since it often refers to some amount of special training required to use with proficiency.

    If we assume that flintlock pistols are expensive but more commonplace, Revolvers can become the weapon of choice for the gunslinger. Revolvers (or if you prefer, six-shooters) are mechanically more complex. This makes them more expensive but more prone to wear and tear, one of the reason Roland often cleaned his guns. In his world, many had never even seen such a thing. In truth, the technology to make them was lost. Along the same lines of thinking, I think of how the Colt M16 was falsely advertised as self-cleaning and not issued with cleaning kits. A gun enthusiast friend of mine has had opportunities to use M16s from the Vietnam Era, which to this day need to be cleaned quite regularly because they were not cleaned during the course of duty.

    With that in mind, Paizo can add rules concerning revolvers needing regular maintenance so that they don't jam. Without the PDF in front of me, I can't be certain, but one of the 1st level abilities is called "Firearms". One or two added paragraphs about gun maintenance would likely be enough to describe that a gunslinger is trained to know how to extract oils from certain types of flora that allows a revolver to be cleaned of residue that would eventually lead to a revolver to become unusable. This should allow classes other than the gunslinger to use firearms with a limited rate-of-fire at lower levels. At higher levels, the cost of a revolver would be negligible compared to income, meaning that other classes could use them until they were jammed and have multiple to compensate for the problem, much like the use of a Wand of Scorching Ray.

    Well, that's my thinking anyways.


    I've been wanting to play an Arcane Trickster for sometime and in my browsing through various books, came across the following:

    Wizard 1 / Rogue 3 / 1 Arcane Trickster

    Aside from alignment, there are a few prerequisites to Arcane Trickster.

    • 4 ranks of Disable Device, Escape Artist, and Knowledge (Arcana)
    • Sneak Attack +2d6
    • Ability to cast Mage Hand
    • Ability to cast at least one arcane spell of 2nd level or higher.

    The last requirement is satisfied through a feat from the Complete Arcane on pg181: Precocious Apprentice.

    Spoiler:
    Precocious Apprentice
    Prerequisites: Spellcasting Ability (Int or Cha) 15, arcane caster level 1st

    Benefit: Choose one 2nd-level spell from a school of magic you have access to. You gain an extra 2nd-level spell slot that must be used initially to cast only the chosen spell. Until your level is high enough to allow you to cast 2nd-level spells, you must succeed on a DC 8 caster level check to successfully cast this spell; if you fail, the spell is miscast to no effect. Your caster level with the chosen spell is your normal caster level, even if this level is insufficient to cast the spell under normal circumstances.

    When you become able to cast 2nd-level spells, you lose the benefit described above but retain the extra 2nd-level spell slot, which you can use to prepare or spontaneously cast a spell of 2nd level or lower as you normally would. Finally, you gain a +2 bonus on all Spellcraft checks.

    Special: You can take this feat only as a 1st-level character.

    If there's a "problem" with it, you'll be riding the short bus for a little while if you start at low levels. There are ways to make yourself useful, of course, but you do need to know what you're doing. I'm thinking at second level, I'm going to be sniping with Acid Orb for 1d6+1d3, wooo!