Diego Hopkins's page

Organized Play Member. 85 posts (86 including aliases). No reviews. No lists. No wishlists. 18 Organized Play characters.




Can a technomancer cast energy ray twice in one round as a full attack?

Pg 331 says that "All offensive combat actions, even those that don't damage opponents, are considered attacks. Anytime you would need to make an attack roll to determine whether your spell hits a target, you are considered to be making an attack."

Pg 248 says you can spend a full action to make two attacks.

Pg 364 under magic missile has provisions for making a full attack with said spell.

Full attack allows me to fire two laser pistols in one round, which would be comparable.

I haven't seen the rule limiting you to casting one spell per round, though I may have missed it.


One of my players wants to play a "gun-totting battle mage." I thought the magus class would be great for this, but there doesn't appear to be an archetype that incorporates the use of firearms. Instead we have the spellslinger, which he isn't too happy with. He wanted to take a level dip into cross-blooded sage/protean sorcerer to regain cantrips and a few useful spells. That seems too complicated to me, so I proposed altering the magus class.

Gun Magus

Essentially I swapped out spellstrike for arcane gun and moved that to a 1st level ability. I bumped spell combat back to level 2, and I dumped mage bullets to let the arcane pool take over. I also swapped out some of the magus arcana for gunslinger deeds.

I know others on the forums have offered conversions which were something of a combination of the gunslinger and the arcane archer.

Thoughts?


My primary question is does a druid summoning a donkey in the air over a monster, specifically to have it drop on said monster and crush it, constitute a failure to revere nature?

A little background on me:

I'm new to the fantasy genre of role playing. I ran a D20 Star Wars campaign ten years ago that lasted about a year and a half. I hadn't roleplayed or GMed until about a year ago when I played a brief 3.5 game which fell apart because two players dropped out. Three of us wanted to continue without them, but the GM wanted to play rather than run it. I picked Pathfinder. We've been playing once a month for a while, but I'm still rather new to it. I'm not too familiar with the conventions of druids.

Background on the question:

I'm running a campaign in which my players are trying to prevent a zombie plague from sweeping their world. (My players want to, and I quote, "hit things with an axe.") They were sent to purge a small settlement that has been completely overrun by bloody skeletons and a few skeletal champions. There were a lot of skeletons spread out through several buildings. If they had used stealth they could have easily taken them all in small groups. My PC's decided the best way to handle the situation was to cause a massive explosion to draw all of the skeletons out, and then pick them off from the rooftops. They were ultimately surrounded by 48 skeletons and five skeletal champions.

The group is pretty diverse. PCs are a lvl 3 drwarf fighter, half-elf cleric 3/monk 2, half orc barbarian 3/summoner 1, gnome spellslinger 1, and a half-elf druid 2. The druid has a small bear as his companion. It's also a high magic game, so they have an insane amount of magical gear available to them. (This is to offset the numbers of plague zombies and skeletons they encounter while attempting to save their world. I'm sure it's a rookie mistake on my part, but they are enjoying it, and it hasn't proven to be problematic.)

The explosion started a fire in the building they were set up on, and in the subsequent scramble to jump to another nearby building the bear fell into an alleyway and was immediately surrounded. The fighter and barbarian jumped down to protect the bear. The druid, spellslinger, and cleric provided cover from above. They did pretty well, until a series of bad rolls a few rounds in. The bear was about to be attacked by a skeletal champion and three bloody skeletons. The druid went before the champion and figured his best bet was to crush the champion with something. He summoned a donkey (the largest summon he had available) above the champion, and as high up as he could (40 feet, ten for the building he was on and 30 for spell range.) The fall killed the donkey outright, and seriously damaged the champion. A follow up shot from the cleric finished it.

Ultimately, their plan worked. They lured everything in close enough that the cleric was able to cast consecrate and channel a few times to drop more than half of the skeletons. A judicious use of the fire they started, a lot of cleaving and power attacking, and creative (and thankfully less explosive) use of their magic items mopped up the rest.

While dropping the donkey was awesome (it has started a meme in our group) I need to know if I should have the druid atone? I'm inclined to let it slide, but it could present an opportunity for more role playing instead of blowing things up. (They have set fire to sooo many things.) I'm not going to force them to stop hitting things with axes. I enjoy it as much as they do. I just want to provide some variety.

Thoughts?

Thanks!