Diseased Rat

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The Dragoon firearms in the Villain Codex, there are no illustrations, poor descriptions, I would like to know mechanically how they work!
Yeah, yeah magic/fantasy/blah-blah bull$#!t aside, I'd like an explanation of how those 3 shot cartridges work.

Nevermind. A friend found this with an in-depth search. I had no idea this was even possible

https://en.wikipedia.org/wiki/Superposed_load


I'm trying to find an adventure I believe was in an old Paizo issue of Dungeon Magazine (could have been it's own module, I don't remember). My lack of details to search with have turned up nothing.

From what I can remember It was a D&D or Pathfinder adventure set in a big medieval city, involving the players investigating and trying to capture a murderer who was killing clerics of a certain good deity in a poorer part of the city that was in perpetual shadows from a magically levitating/floating section of the city above it. It turns out that the murderer is a young woman adventurer seduced and brainwashed by a succubus in the service of the evil sworn enemy god to the dead clerics deity or something like that.

Any help in finding this adventure would be appreciated! Thank you.


Recently came up in game, what bonuses exactly do you multiply on a critical hit?

To the best of my knowledge it works like this, correct me if I'm wrong.
Fighter comes up and hits an orc with his short sword, rolling and confirming a critical hit. For his damage he would roll
1d6 for short sword +2 str bonus times two correct? Adding the str bonus damage to both/each of the 1d6 rolls?

Then say if a ranger came up and did the same he would also get his favored enemy damage bonus to each die roll? Or a fighter's Weapon Training bonus?


In Dragon Magazine #280 it was wrote:
Alchemy is special because it doesn't require the ability to cast arcane or divine spells--anyone can learn and use the Alchemy skill the exploit the fantastic properties of certain objects: plants, minerals, and creature parts, for example. That makes alchemy useful to all classes.

Among the most ridiculous and pointless rule changes that came about in 3.5 was limiting the Alchemy skill to spell casters only. What with Wizards, Sorcerers and Clerics at 2 skill points per level no real spell caster class could afford to spare the points for it short of Bards.

Please, please, don't let this retarded rule be kept in Pathfinder. I hope to someday be able to legally by R.A.W. play my favorite rogue character, a max-ranked master of Alchemical mischief and surprise.