Excuse me if this has been suggested before, but I wonder if the Rogue's Sneak Attack problem could be largely resolved by allowing him/her to Sneak Attack an opponent affected by any condition other than invisibile and incorporeal. This solution opens the door to a greater frequency of Sneak Attacks, seems to be thematically consistent with reasoning for precision attacks, may boost the utility of some weak talents (e.g., Minor Magic/Flare), or increase options for combat tactics (e.g., Dirty Trick/entangle).
I apologize for needing to do this, but please cancel all of my subscriptions at this time. Due to likely sequestration and the announcement today of a furlough (reducing income by 20%), I'm having to limit expenditures as much as possible. If and when sequestration is resolved, I'll activate subscriptions again. Thanks again!
I think that the book is great, but am disappointed not to see an option for the Gunslinger. I'm currently playing a surly highwayman character(5 Gunslinger, 2 Rogue and 1 Fighter/Cad), who rides his faithful horse. I've toyed with the idea of dipping into Cavalier for the Mount ability, but the Cavalier's emphasis on Orders/Armor just don't feel right for my highway character concept. I had hoped that there would be either a Gunslinger archtype or a feat that would allow any class to obtain a weaker version of the animal companion. Perhaps in a future book....
Please forgive me if this has been addressed in earlier threads, but I am curious why there are no new Rogue Talents being released by Paizo when it seems that every splat book has new spells, feats, traits, mysteries/curses, weapons, or archetypes. It seems that sprinkling a few Rogue Talents here and there might make a lot of sense (e.g., the Skull & Shackles AP might have been a great opportunity) and might make up for some poorly worded (and very weak) talents already in print.
Keep in mind that this ability requires a full-round action...so the Gunslinger must decide whether it is worth spending a grit point and getting off one shot with a brief consequence, or get two or more shots off for damage. Also keep in mind that these effects are nothing compared to 4th level Wizard spells. Confusion spell lasts much longer than one round.
Many are interesting, but as a player in APs, most don't seem "realistically" viable. For example, I'm playing a 6th level Varisian highwayman-like gunslinger in the Jade Regent AP. While I was excited to see the Shieldmarshal, it was so specifically tied to Alkenstar that I couldn't justify becoming a member during our exploration of Ravenscraeg -- much less during the rest of the AP. I'm not sure my gunslinger has even heard of Alkenstar! And who'd mentor me in the prestige class?
Customer Service: I have received two Advanced Race Guides, and Ultimate Equipments. However, it appears in my account history that I was charged once. Is it possible I have another account with a subscription attached? If there are two subscriptions, can you cancel the redundancy? Please cancel my subscription to Pathfinder Battles, including my order for the Rise of the Runelords set. The $519 price is a bit steep for me at this time. Thank you!
Motherless Fiendish Heritage does not equal Motherless Social Trait. Any Tiefling may choose the Motherless Social Trait. A Tiefling with the Motherless Fiendish Heritage is not compelled to select the Motherless Social Trait. There is no "fluff" conflict if a Tiefling has both the Motherless Fiendish Heritage and Social Trait: the latter indicates the Tieflish merely excels at manipulating others (via Bluff and Disguise) to care for it -- though I suspect not for long ;)
I pity the Wizard who memorizes Knock spells trying to show up a Rogue with maximized Disable Device skill. Knock's chance for success is a Caster Level Check + 10 = the door's DC. The Wizard must cast one spell per try. The Rogue has unlimited checks. The Wizard can only open specified objects (a door, chest, box, shackles, welds, or chain holding something shut) and totaling an area of 10 square feet/level or less in size. The Rogue can open any lock affixed to anything of any size. What happens to the mighty Knocked-laden Wizard who faces a 15'x 15' locked door? A bag with a lock? A cryptex ala Da Vinci Code? A lock linking two wagons together? Likely he'll needs to ask the Rogue for assistance.
I'm glad you're discovering the "Easter eggs" among the material component requirements left by Gary Gygax from 1st Ed AD&D. He was a brilliant, funny and well-read man...a genius in my opinion. It was always a joy to read and re-read the Players Handbook and DMG as I'd always seem to find some new to learn from him.
I can sympathize. When I played a Wizard (Illusionist) in one game, the GM basically ignored my illusions -- even though I replicated monsters encountered earlier in the game. I had to call him on his bias when Orc warriors acted as if the illusionary Hill Giant wasn't even there. How a GM adjudicates illusions tells you a lot about his/her bias, understanding of rules, and maturity.
As a good old fashioned GM, I'd read this feat and implement as written. While the touch attack at range seems overly beneficial, you have to consider that the player must deal with concealment and cover if no Grit is applied, or lose 1 Grit point to ignore concealment and cover. Either way, those penalties seem a fair trade off.
I like HeroLabs a lot. It saves me time as a GM and player, and allows me to make character changes very easily. I particularly like how it can apply the effects of spells and conditions to characters during play (e.g. Adjusting STR when Bull's Strength is cast). I think the price is very fair considering the work required to program and update, and considering the number of hours it saves me in character development. I'm looking forward to the option to adjust the character sheet format. I'd prefer for the whole feat or class ability to print out, not just the first three lines.
I would like an answer from the designers. I appreciate that all of you are as ignorant as me how this gunpowder or black powder is supposed to function in extreme environments in the game. I've read numerous posts about other aspects of the Gunslinger. Most have focused on pickles and other odd and obscure aspects. No other thread has focused on this issue. I hope to keep this thread alive until Monday so that the designers can address this issue. To Fraust: Trust but verify.
Hence my questions. As a GM, I'm fine with adjudicating that gunpowder in Pathfinder can be used in vacuums and underwater, and doesn't ignite when exposed to flame. As GM, I run the game. But as a player of a Gunslinger, I'm less comfortable having no clear rules to guide me (and the GM) in such hostile environments. I can easily see a game devolve into arguments about these issues -- particularly because everyone has his own notion of how gunpowder should work based on movies, military service, participation in Civil War Reenacting, etc.
I'm presuming you have thoughtfully consulted the Pathfinder rules when responding above. I have, and still am left with my original questions. For convenience, I've cited underwater rules below: "Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range. Fire: Nonmagical fire (including alchemist's fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell's line of effect. Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion." Now, is gunpowder like nonmagical fire (and therefore ineffective underwater) or is it something different? It appears that an archer or fire-based spellcaster can function underwater with some hindrance. The Gunslinger, however, doesn't appear to have a work-around, unless of course gunpowder functions differently than it does in the real world (or differently than nonmagical fire or alchemist's fire).
Ok, now a thoughtful response please? Have extreme environments been considered? I haven't seen this topic discussed so far. The answers to these may seem obvious to some, but might not to others. For many GMs, the idea of gunpowder igniting underwater may seem impossible (thus limiting the flexibility of the Gunslinger). To others, gunpowder may operate like magic (I.e., no oxygen is needed). I'm interested to hear how gunpowder should be treated for adjudication purposes.
It seems to me that using the charge of racism for such obscure and questionable evidence cheapens the word and insults those who have had to suffer the real thing. I purchased the PDF of the book and was astonished how this picture or text could have been perceived offensive--and even more so when the totality of the book's content is considered. The OP asserted the book had "flat out racism". I say nonsense. Others have asserted it might be an obscure or vague or unintended form of racism. I say guys use your imaginations for productive purposes. Stop chasing every perceived slight, else you'll become bitter, anxious, angry and unhappy.
If you want a melee focused campaign, just talk with your players about selecting melee focused character classes. In this way, you get more of the traditional setting that you desire, and don't need to worry about any balance issues. If your don't want to limit your players, then I'd play the game as written. The balance issues cited on these boards don't accurately reflect the game as played. Often the balance issues are hypothetical in nature, and rarely arise in real play. If issues do arise, they seem to stem from other problems, such as misreading of rules/spells or cheating. I have played in four campaigns from 1st to mid-20s without melee classes becoming ineffectual or relatively weak compared with spell casters. In fact, spell casters were often envious of the melee characters' abilities to pump out huge damage each round relative to their spells. In my STAP campaign which just finished, the key damage inflicting characters were a 1) 16 Binder/ 8 Marshal; 2) 24 Ranger; and 3) 24 Wizard. In my epic home brew campaign, the key damage inflicting characters are: 1) 25 Knight; 2) 25 Dread Necromancer and 3) 24 Mystic Theurge. In my Dragonlance campaign, they are: 1) 17 Sword Mage; 2) 16 Fighter; and 3) 17 Druid. In the Red Hand of Doom campaign, they are 1) 6 Ranger; 2) 6 Paladin; and 3) 6 Rogue. As you see in each case, one or more melee classes were in the top three. Each played a critical role in e party and were not eclipsed by spell casters.
I'd like to see the Words of Power used to support a Truenamer-like class rather than to replace standard spells for traditional classes. In my campaign, I have a few players who enjoy the compexities and challenges of magic subsystems (e.g. Truenamer, Shadowcaster, and Binder). They study between sessions, and are prepared. For them, the Words of Power would work fine. Most of my players, however, don't research and study their classes, spells, etc, between gaming sessions. Combat is often slowed down by their lack of preparation, and these players require a lot of support and coaching. I can't imagine the Words of Power being viable for these players. I wonder if there are many players that could manage the complexities of the Words of Power as they are currently written...
I love my iPad. I carry it with me throughout the day. I haven't touched my laptop and desktop (other than to update my iPad and iPhone) for months. Like always, Apple is on the cutting edge...why use a USB port? Everything is wireless now. Remember the "uproar" when Apple declared the floppy dead and didn't install a floppy drive in its iMac computers?
I am delighted to see these results. I played D&D for over thirty years, but could not support WOTC after it foisted to the 4.0 system on us and then mocked us for enjoying previous editions. I spent thousands of dollars on those products, and enjoyed every "unenlightened" moment. If WOTC had respected the traditions of D&D and its audience, I suspect that I would still be buying book after book, module after module, etc. Paizo has done everything right. It respects the game's tradition. It respects gamers. It doesn't pontificate about how gamers should be having "fun". Frankly, I wish Paizo produced more...I'd be buying it up.
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