Eamon Barnett's page

16 posts. No reviews. No lists. No wishlists.


RSS


is it mean to trap a pugwampi in a cage and strap it to a belt? its tiny, maybe you could charm it, give the bad guy a luck stone so he immune and there is no save to the aura, how much harder would the fight be?


as of now no, but there is the lightning reload feat in the apg that lets you do a full attack with a crossbow.


they had pepperbox pistols that went off of flint, same basic problem though, sometimes it fired all the barrels...


As been said oh so many times, lvl 20 is not a good range for balance issues to be settled, instead look at level 5 or 10, I have a summoner in my group who has a decent monster, but it dies almost every combat and it has a horrid will save, it kills one or two things but thats it, the biggest problem with the summoner is pounce, but if you truly think eidolens are overpowered why not make the summoner choose one attack to be primary and the rest go to automatic secondary, as for a multiweapon wielding monster, slow it, grease it, stun it, grapple it ect...


I agree for the most part, Darkvision, as i read in another thread doesnt work because its a supernatural effect, but darkvision doesnt actually change the ranges of light, low light vision changes the radius a hips character could use the ability, at least thats his stand on the issue, id just a soon leave it at no effect.

hips sight is just one of those abilities you have to find common ground on i guess


1 person marked this as FAQ candidate.

so i know darkvision has no effect on hips, but low light vision might, i dont think it does but one of my players does. my stance is that hips works on the light conditions of the room and not how those light conditions are seen, i just need a final answer outside of my group.

thanks, also i brought up its a supernatrual effect but that got me nowhere.


iwould say no as they went to the trouble to list standard/full attack, raw its not a full attack so i would say no


make her control plants and have her pop up around the battle field through underground passages, all the while have an endless swarm of yellow musk zombies spawn, with her debuffing the pcs, the zombies may actually get to hurt one of them, the only way to stop the zombies horde is to kill the tree, itll be like a demonic game of whack a mole


the book steam and sorcery has been a big help for me, including a gun version of the arcane archer


until someone put you in an antimagic field...


I always give them at least one decent bodyguard, stand still feat with combat patrol is a nice combo, even worse when you give him a longspear, its a chance to stop the pcs so i didnt hear any cries when i did it


if its homebrew you could make the followers Dymphirs(spelling?)
Make a homebrew ritual that turns them all into vampire hunter D look alikes. that could be a plot point all in itself


That or just split the points between the two weapons, I think that if the gunslinger isnt going to be able to fire very often he has to make each shot be as damaging as he can make it, we have a fighter who uses two pistols, he has two barrels on each aswell as attached blades so so he can switch to melee without switching weapons, it works fairly well.

in a game where someone can make a clockwork golem that turns into a wall of gears, a firearm isnt going to be the most basic firearm in human history, i think instead of comparing it to real life firearms, look at whats already in the game and decide what lvl of advancement can be met.


Maybe like 1 day per upgrade? If they went this route i see it more as a loved creation than as a plain old weapon, something the gunslinger is constantly tinkering with and perfecting. as for the feel of the gunslinger, i think it adds kind of a savant side to it, not only is he deadly but hes deadly with style and grace.

In my steampunk game the rules for firearms are 2d6 for a pistol 2d8 for a rifle, so things like vital strike let it stand a better chance of matching the dam of melee characters.

we have a rogue who snipes, he gets sneak attack 5d6 then he has vital strike for 4d8 and some times he uses spell storing bullets, but we dont use the ranged touch attack, maybe giving the current gunslinger bonus precision damage dice like the order of the bow would help him progress better


Thats a valid point, ,most of the things that can be applied to a crossbow can branch off into a firearm, such as a double crossbow would be like a hodah pistol or over and under gun, also im not sure on the reload time on the guns, if you can make a full attack with a crossbow, with the right feats, why not with a gun, at least at higher levels where everyone is superhuman anyway. a one point upgrade would be something like "perfect mechanism" reroll a misfire, a higher point one would be conical bullets, increase the range by 40 feet, that could lead the way to rifled barrels or you could go the pure power branch and get something like increased caliber, deal damage as if one catagory larger.

you could aslo attach a gp value to each upgrade, much like the 3.5 kensai.


I like the Gunsliger, i play a steampunk game of my own and i have created upgrades for the guns, like multibarrels, darkvision scopes, silence spells with a radius of 10 inches, stuff like that, so my question is, why not make upgrading a firearm part of the class? Kind of like a summoner does with his monster? that way if a build wants high damage, he can put points into higher caliber bullets, or if hes going the cowboy route, pepperbox pistols and upgraded gears so it fires faster?

Just an idea ive been toying around with but i dont see how to make it a archtype and not a full blown class, also i cant figure out a reason why a fighter cant pick up a gunsligers upgraded weapon and use it himself, this is just brainstorming