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Dovanik Whiptail's page

39 posts. Alias of Kpatrol88.


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@ Claxon

You must understand that I was (and still am) grateful that our GM approved of my character in the first place. Its very hard to find a game that allows a gunslinger period, let alone a gestalt game.

My point of annoyance is mostly that this change would be coming in after the game has started, so it feels a bit like a bait-and-switch. You come into something expecting something, but as soon as you're in and committed, the terms of usage suddenly change on you.


I...

*sigh*

Whatever. I don't care anymore. Do what you will, Corvo, but I'm not happy about it.


@Removal of Touch AC suggestion

I really must protest against this change in rules.

C'mon, Corvo. You already talked me into nerfing the 5 range touch AC for advanced firearms to down to 1 (if/when they ever show up) and agreed to limiting mount/companion actions to only Aid Another actions. Give me at least this to look forward to.


Would a beneficial bandolier protect ammo against the elements like a powder horn would?


Note that the GM waived most 'tax feats' like weapon focus/specialization.


Hello there, folks. I'd be the gunslinger in question.

Now I know that its probably poor form to peek in on a GM's thread (Hi Corvo!), but I'm genuinely curious as to what could contribute to being a challenge to a gunslinger. I've already discussed with my GM much of what's been said in this thread as advice for challenging my character, but I'm curious as to what the forums-at-large can provide.

Anyway some additional details on the character in question.
(Note: We're playing a high-power gestalt game with spare feats among other things.)

- His gunslinger archetype is Gulch Gunner, which specializes in close-quarter gunplay.
- His total levels are Gunslinger 10(Gulch Gunner)/Ranger 8(Yokai Hunter)/Shield Marshal 2 (Also known as the Grand Marshal PrC on d20pfsrd.com)
- His primary firearm is a +1 pepperbox pistol.
- He's taken the Point-Blank Master and False Opening feats for his pepperbox pistol in addition to said Snap Shot/Imp. Snap Shot feats.
- He has Blind-Fight.


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

Go on ahead, Corvo.


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

Dovanik thanks the young man once they come to an agreement over lodging. He takes the key from the lad and re-enters the room. The state of the room looked reasonable -if somewhat basic- and the price was fair. With the upcoming festival room prices were sure to become a premium.

Now alone, he pulls the hood from his head revealing his rodent-like features. A pair of beady, blue-gray eyes shine with a kind yet cunning intelligence over a short, pointed nose. Sighing, he rubs his fan-like ears which had crinkled slightly from all the time with his hood up and readjusts his hat, tucking in a few strands of hair from the shock of white that ran down the back of his otherwise chestnut-furred head. Discretion was all fine and good, but it could get awfully uncomfortable sometimes.

He shrugs off his travel bag and places at the foot of the bed. Then, pulling out the necessary components from a pouch on his person, he weaves an alarm spell on the floor in the center of the room. The inn was indeed a nice place, but it didn't hurt to be careful regardless.

(Cast: Alarm Spell; mental alarm; 20 ft. radius; 20 hours duration)

Satisfied with his preparations, Dovanik pulls the cloak over his head again and heads back into the inn proper, hoping to grab a bite to eat before turning in for the night.


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

Well if Rhia is fine with the move, I don't see why not.


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

It probably is. We're already pretty well established, moving now would only delay the game further and/or lose some players in the process.


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

Everything looks fine mechanically, although I would have recommended a class that could better take advantage of your stealth, like a rogue.

Aside from that, there's only a minor duplication typo under your racial traits.

(Man, I wish that this site had that teletype format like on Rpol. Character sheets look so ugly without proper spacing.)

Edit: Your base Reflex save would actually be: +7. Remember to take the best growth path (in this case ranger + s.dancer) for each save.


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

Well at least it wasn't 3 hours in the dungeon...

Got rid of the Land Spirit for a ranger/shadowdancer combo, I see. I think there might have been some overlap there with the ranger archetypes though, woodland stride to more exact between the urban ranger and freebooter. It'd actually work otherwise. I'd just pick one stride though and not worry about it too much.

(Hehe, you forgot to put ranger in your title as well.)


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

Good to have you on board, Evo. Don't worry about the whipping, those are just how he shows his love.

(Also, I noticed a minor typo in your character sheet. Your sheet and abilities are saying Oracle, while your title says Sorcerer.)


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

Dovanik disembarks from the small fishingboat, the hood of his cloak shifting slightly as he gives the kindly old fisher a nod of gratitude for his kindness. And although the old man said that he charged no fee for the ride, Dovanik still feels obligated to pay for services rendered, and 'accidentally' leaves a silver coin behind on the boat.

(-1 Silver Piece)

On the docks he readjusts his cloak, making sure that it covers his features. The mousefolk had kept his face hidden for the duration of the voyage, mostly to avoid any awkward situations with the few other passengers on the boat. He knows that some tended to be skittish when it came to his rodent-like features and now wasn't the time to make the natives nervous.

He makes his way through the darkening streets, noting that it looked like a local festival was being set up. That'd be a nice distraction while he pieced together the mystery behind this island, after all he wasn't exactly here on official business so there was no need to rush.

He picks a tavern that looked reputable enough for him to stay in for the night without the risk of being mugged in and enters.

'Ah, they even have entertainment,' he thinks happily, pleased at his choice in establishments, as he sees a human woman in a corner playing a harp.


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

@ Rhi
Gotcha.

@ Corvo
So when do get to see this new mystery companion.

Edit: Also, do you want us to work on a short character backstory or are we just going to ad-lib it?


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

By the way Rhia (can I call you that?), are you a straight vanilla rogue/bard? Just curious.


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

Hmm, I see. Never played a bard before so I didn't know about that. Then again I guess bardic performance has probably changed between 3.5 and Pathfinder, so this might just be obsolete.


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

@ Corvo
I am sorely tempted to use that splitting/explosive combo eventually. Exit Wound also looks like a promising ability.
-----

Oh, and I found an interesting weapon ability for the party bards to look at while leafing through the 3.5 Item Bible.

Harmonizing:
This enchantment can only be placed on melee weapons.
A harmonizing weapon accompanies its wielder in song if
drawn, granting a +6 enhancement bonus on Perform
checks that involve singing.
Beginning on the second round of singing, the
harmonizing weapon begins to sing alongside the wielder.
If the wielder stops singing at any time after the second
round, the weapon continues singing for a number of
rounds equal to the wielder’s Charisma bonus or until
sheathed.
This extended singing is equivalent in effect to the wielder
continuing to sing.
For example, a bard with a 16 Charisma could start singing
for 1 round to inspire courage in his allies.
In the second round, his harmonizing weapon would join
in.
If the bard stopped singing in the third round, the
harmonizing weapon would sing for up to 3 additional
rounds, continuing to inspire courage in the bard’s allies.
If the bard restarted his song any time before the end of the
6th round, the harmonizing weapon would continue to
sing with him, uninterrupted.
(Restarting the song in this manner does not count as
another use of bardic music).
If you start using another form of bardic music while your
harmonizing weapon is maintaining a song, the weapon
stops maintaining the first song and begins aiding the
second.
Faint illusion; CL 5th; Craft Magic Arms and Armor, ghost
sound; Price +1 bonus.


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

Mmm, that's why I picked him in the first place. I was originally going to just use the standard pistolero archetype, then I saw this one and found it to be more dynamic (not to mention a fun risk/reward system).

And with the Point blank Master/False Opening feats I can now choose when I want to provoke an AoO too.

Also, did the captain drop out of the game? I can't seem to find his character anymore.


Male Mousefolk Gunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2

Ah, dorfs. No matter what technology they make, it always ends in fire and explosions. And sometimes socks, oddly enough.


@ Corvo
Thinking on it, yeah, the pendant would make more sense background-wise seeing as my character spent most of his early career as a spirit hunter/martial exorcist and would use it to ward against ghosts, shades and such.


I wouldn't be opposed to that, crossbows honestly need all the help they can get, but its ultimately up to the GM's discretion on the matter.

Oh, and go with the heavy crossbow if you're going to take Crossbow Mastery anyway.


What would you say be better overall: a Ring of Foe Focus or a Gravewatch Pendant?

The ring is a more general but single target defense (+2 to AC and saves against a designated target), while the pendant affects all undead (and only undead) that try to hit me (doubly so for incorporeal undead) at the cost of the undead seeing me more easily (-2 attack penalty for all undead targeting wearer, -4 attack penalty for incorporeal undead, +4 perception for undead finding the wearer).


Hmm, I realized this could get kind of awkward. I'm a Mousefolk Yokai Hunter (which includes hunting dragons and fey creatures) traveling with a cat-person, a fey trickster, and a Dragonkin.

And an aasimar, but I think we'll get along alright there.


Also, if you don't want to spend a feat on Imp. Crit, you can always buy a Bracer's of Falcon's Aim. Gives you the Aspect of the Falcon spell (+3 perception; +1 to ranged attack rolls; 19-20/x3 to bows and crossbows; minus the physical transformation aspect) as long as you wear it.


@ Maddox
On the crossbow thing, there is still Crossbow Mastery. It's feat intensive (needing Point-Blank Shot, Rapid Reload, and Rapid Shot), unless you start with the Ranger class and get it through the Combat Style (Crossbow or Archery Style) class feature. Then again, we're not exactly bereft of feats right now.

Focused shot is a given of course. From there, its all a matter of personal style really.

You probably already know all this though, but I'm just giving what I know.

@ Corvo
Nope. Been wanting to but haven't had a chance. It'll be a nice surprise for me.


Hey, Maddox, just noticed your character sheet. Got lazy and copy/pasted the GM's character? J/K, just a placeholder right?


So anything else we should know about before the campaign starts, Corvo?

Should we start working on our back-stories or are there other elements we should know about first?


I don't see a problem with using items from 3.5, although I am not very familiar with them, so use your best judgement there.

As for a starting point, I'm inclined to either start directly on the island and have our arrivals as part of our back-stories (for a bit of creativity) or a little before, sort of like a 'you all meet on the boat there' type thing.

Oh, and Hi there, Maddox. Glad to have you aboard.


That sounds cool, thanks for the preview.

So when do we get to meet the new guy?


...And complete. Finally.

My character sheet's up to speed as far as I can tell. Mind giving it a once over, Corvo?


Mostly bookkeeping holding me up.
Working on tallying my skills, class features, and item costs/weight.


Gotcha, thanks for taking the time to clarify.


So is that a 'scratch that' as in:
'Yes, there is still a special ability cap of +5 in addition to the enhancement bonus cap.'
Or
'No, there is no cap on special abilities as long as the total equivalent bonus is equal to +10?'


Corvo Spiritwind wrote:

Top of Magic Weapon section.

Magic Weapons wrote:
A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.

Hmm, not how I'd personally interpret that sentence given the following paragraphs, but I'll accept that as your personal ruling on the matter.


Corvo Spiritwind wrote:
I was under the impression that a weapon is MW, then +1(which overrides mw) and then it can be enchanted with abilities. So a +1 Endless Ammunition(+2) costs as much as a +3 weapon, +1,000gp from Adaptive. Hence the cost for weapons and armor goes from 1 to 10, but you can only have +5 in abilities and +5 in enhancement.

Looking at the page that deals with magical weapons, I can't seem to find where they state that you can't have a special ability bonus higher than +5; only that you can't have an enhancement bonus higher than +5 and that the total modified bonus must be no higher than +10.

Now if that's your personal ruling on the matter, I understand and will abide, but I can't seem to find that in the RAW.


Corvo Spiritwind wrote:
Just never mind that, it's too minor a detail to really bother with it in the long run. You could still get a Rifle later on, perhaps for some long range headshots before you close in with your pepperbox?

Thanks, and you're right, I could. I could even make one myself (later of course) if you'd allow it. I am qualified to make all kinds of firearms thanks to the Gunsmithing feat.

That item was actually on my 'wishlist', heh.


I understand.

If we're going with emerging firearms, I'll just stick with a pepperbox pistol. I am unable to switch to a different firearm later on and still gain the Dex bonuses because Gulch Gunner archetype only gets the first Gun Training ability from the main Gunslinger class.

As an aside, my character's is mostly going to be mixing it up at close/melee range as a sword and pistol fighter. (Um, say can I finagle that free hand reload thing with a Sleigh of Hand check or something?)


Ugh, they had absolutely no good icons for rodents. This one's nowhere close to representing my character, but at least it doesn't look like its going to try and gnaw at someone's ankle in a diseased fury.

Anyway, a question I should have asked beforehand:
What level of availability are firearms for this setting? I'm mostly asking for bookkeeping, also will you allow advanced firearms?

- Kpatrol88

Edit: Augh! lost half an hour's work on my profile due to an automatic logout. :(