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Hello,

I was wondering how many times a day can an oracle with the ash cloud revelation use the Ash Cloud ability? It seems most other powers specifically state how many times they are able to be used, but this one seems to imply you can constantly use it?

Here is the text:

Ash Cloud:
"Ash Cloud (Su): As a standard action, you can surround yourself with a 10-foot-radius cloud of ash, which functions as an obscuring mist spell, except you can see through it clearly. The cloud is stationary, and remains for 1 round per oracle level. Using this ability again causes your previous cloud to fall to the ground. At 7th level, your ash cloud fills with embers. All creatures in the cloud except you take 1d6 points of fire damage per round and must succeed at Fortitude saves to avoid choking, as though they were breathing in heavy smoke."

And here is the info regarding general use of Revelation powers:

Revelations:
"At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier."

Thanks


Hello,

I am working with an idea to make a Half-Orc Rogue with the Skulking Slayer archetype in a campaign that starts at lv3.

The only problem I have is that, by itself, it would not have access to surprise follow through until lv4.

So I was wondering what the interaction would be if I

-Took the First level in Snakebite Striker Brawler, which would net me 1d6 sneak attack, and the +1 bab I need for power attack(to go into cleave, etc etc).

- And then I took two levels in the Skulking Slayer Rogue?

Would that mean that

-At level 3 I would have 2d6 sneak attack damage?(1d6 from 1 level in Brawler , and 1d6 from 2 levels of rogue)

-at level 4 it would jump to 3d6(1d6 from 1 level of brawler, and 2d6 from 3 levels of Rogue)?

Normally a Straight rogue would accomplish 3d6 sneak attack at level 5.


So I have a friend who was theory crafting a lv 6 bolt ace with a shadowshooting Minotaur crossbow.

Many people think that the will save enough warrants people to stay clear from the enchantment, but I think there needs to be some clarification on the enchantment.

shadowshooting states:
"A shadowshooting weapon never needs to be reloaded; after a shot is fired, this smoke immediately coalesces into the ammunition required to fire the weapon again."

Which, many people think that the "never to be reloaded" actually means, that when put on a crossbow or ballista, or what have you, that the process of "reloading" is non exisitent.

When compared to the +2 enchantment (endless ammunition) it specifically states that it does not change the loading time of the enchantment weapon.

So what is his theorycrafting?

A lv6 bolt ace, with 22 dex, and a couple of feats at a MINIMUM deal 26 minimum damage with each shot.

https://docs.google.com/spreadsheets/d/1YVaOxuKGd9ghvDqaCMMuMfIynm0z8XrT56f pJQAs9lA/edit#gid=0

Here is a nifty spreadsheet I made with the feats he will take and the equipment.

It appears that at lv 6 his full round attack would look like

(+10 / +10 / +4)
With each attack firing 2 bolts, each doing their minimum damage of 1 but with a +12 modifier to attack damage for each bolt.

Can I get some insight on this?


I was wondering if you guys could point me in the right direction.

I am thinking of Gestalt Idea for a not so sneaky Orc Ninja(tentative race, but str bonus is good) that Pelts people at close range.

The concept of the character is:
-High Strength
-Belt of Mighty hurling(lesser)
-shurikens

Then
Picking up the flurry of stars ninja trick to get 2 extra throws off a full round action.

so say a lv6 character with 18 str it would be
1d2+4, 1d2+4, 1d2+4.

The part that I stumped about is the second Gestalt Class.
I have been mulling over the following:

-Warpriest to increase the shuriken damage to d8's and maybe picking up the air blessing.

-Some kind of monk to flurry of blows to combine with the flurry of shurikens(ninja trick).

-Brawler for the Full Bab and also brawlers flurry.

Also, I not to familiar with thrown weapons, but would rapid shot and point blank work off shurikens?

Any advice would be much appreciated.


1 person marked this as FAQ candidate.

Quick question for all of you,

I am currently running a gestalted undead Lord Cleric/Inquisitor

I chose a Fast zombie leopard at Lv 6 as my corpse companion.

Does the Zombie leopard still have pounce?

The only reasoning I can see from it retaining it is the following:

Skeleton Megaraptor

Which is a Megaraptor that has been added with the skeleton template.
It lists Pounce as a special attack.

But both the zombie and skeleton template say that it looses any special attack,
"A skeleton/Zombie retains none of the base creature's special attacks."

however it keeps an Extraordinary abilities that aid with attacking?

" A skeleton/Zombie loses most special qualities of the base creature. It retains "any extraordinary special qualities" that improve its melee or ranged attacks."

Pounce is described as

"Pounce (Ex): When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability)."

It is also relevant to say that Most skeletal and Zombie versions of monsters still hold their "Grab" and "trip abilties" associated with their bites. And Grab is described as:

"Grab (Ex):If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking...etc"

I would really enjoy some input on this.
I have it written out as such:

Bast, The Fast Zombie Leopard


Hello,

I was wondering if the cleric Archetypes

"Undead Lord" and "Herald Caller"

Conflict?

Undead lord says:

"An undead lord must select the Death domain (and the Undead subdomain). She does not gain a second domain.
In all other respects, this works like and replaces the standard cleric’s domain ability."

While Herald Caller says:

"A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity's list of domains, rather than the normal two domains, and she doesn't gain proficiency with medium armor or shields.
This ability alters the cleric's domains and armor proficiencies."

So the first says, I do not get a second domain, while the other archetype says I can only choose 1 domain.

It makes sense, right?

This is for a cool idea for a Skeleton Summoner/Charnel Soldier/ Cleric/Inquisitor Gestalt.


So, I had an encounter last night with my party that I GM, where a create pit spell was cast.

One of the unlucky recipients was a imperial Ghoul.

Imperial Ghouls have a burrow speed.

Create Pit states that it has walls of Coarse stones.

Burrow states
"A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise."

So as a semi-mindless Ghoul, I had it burrow straight down into the create pit spell.

A player pointed out(about a couple of turns later) that this would impossible because
1. It is an extra dimensional space.
2. The floor was coarse stone.

So I quickly googled around for about 10 minutes trying to find a good answer, and I determined that the walls were coarse stones, but the floor would be the same. And effectively, the ghoul would not be able to escape the pit by burrowing, he would simply be burrowing further into an extra dimensional space.

I found this answer to be the best I could come up with at the moment instead of "The Ghoul Actually never disappeared in the first place, everyone go back 2 turns and target the ghoul normally"

I also stated, that as soon as the Create pit wore off, that the Ghoul would be violently ejected and land prone.

The player who cast the spell, was not happy with this answer, and started acting up. I told him I just wanted to move things along, and I gave him my reasoning. But he still felt cheated out of his spell. Then he said it was fine, but then when I tried to continue, he continued to explain that he was not fine with it. This is not the first time that I rule something one way, and he becomes greatly displeased. I feel sometimes I give my PC's an inch, and they try to take a mile. And this player always sidetracts the game to say why his ruling should be superior than mine.

It also got me thinking that a lot of Monsters with burrow type abilities do not have a text saying what they can or cannot burrow into. As for example a Gargantuant Purple worm. It is imply the dig through everywhere, but not explicitly said that it can burrow through stone in its abilities. Or say for example adult dragons with the burrow ability?

So a couple of questions:
-How would you have all settled this?

-Are create pit spells completely immune to any spell or ability that targets rocks or dirt?

-Would an elder Purple Worm or Adult Dragon trying to burrow top down into a pit just magically be forbidden to do so?

-A bag of holding can rupture, are other extradimensional spaces unabled to be completely meddled from the inside?


Hello,

I would just like some clarification on something odd, As gm, I am more than willing to allow it, but I would like to know in what spectrum of the rules it falls on.

In my game, I have a PC who is a treesinger druid.

Her Familiar is a Sapling Treant, who at lv3 got 1 boost to its INT raising it to 3(somewhat sentient)

Then At level 4, it adjusted to be a large creature with a whopping 23 STR.

This druid took the mounted combat feat as well.
Not to mention that this PC also has a guisarme.

So does combat work the way the player expects it to?
Mount the treant, poke at enemies, while the treant double slams things? And in a pinch, the treant could also climb a tree (30ft climb speed) and the druid can shoot with his longbow?

So here are the real questions:

1. Is the companion considered a "mount"?

2. While mounted on the treant, does the Druid get reach with his guisarme?

3. Since the treant has 3 Int, are handle animal checks required?

4. Since the treant has 3 Int, does the druid need to roll ride checks, as opposed to telling the treant what to do?

5. If no ride checks are needed for directing the treant, then how does that play off the mounted combat feat? Is a ride check rolled to "steer" the treant away from potential danger?

BONUS Question: What happens if a character with mounted combat rides another player(who is presumably large with enough str)? Would the player with mounted combat steer his buddy away from attacks using his ride check?


So I have Looked extensively in many threads concerning The Nature's oracle's revelation "Nature's whisper" and the Lore oracle's "Side Step Secret"

The general consensus that I have found is:

Nature's whisper applies only to AC and CMD

While

Side Step Secret applies to AC and Reflex saves.

However, the Sidestep secret has an errata stating:
"An oracle of lore with the sidestep secret revelation uses her Dexterity to calculate her CMD since no provision is made in the text to use her Charisma for that statistic.

So this could imply 2 things:

1. Sidestep secret is in fact superior since it deals with AC,Reflex, and CMD

or

2. Using Cha instead of Dex was meant for most part an aspect of defense and by extension Nature's whisper would also get a bonus to reflex saves.

Any thoughts?


So, I am on some different thread on another website where someone is trying to by RAW get the most bang out of his buck with arcane bond.

His stipulation is the following:
Get a Masterwork Pepperbox(300GP Masterwork + 3000Gp gun price)

Sell it for half price.

Get a new bonded object like a MW dagger, or a MW ring. Pocket the rest.

The most obvious answer being "If your GM allows"

Mind you this would not be for a pathfinder sanctioned game.


I would really appreciated some help in creating non variant undead companion for a lv6 Undead lord.

I just want a simple humanoid skeleton, nothing fancy.

But it seems that by rules, a normal humanoid zombie would always be a HD1 creature because class levels HD reset to one when turned into a skeleton and changed to d8.

"Creatures without racial HD are treated as if they have 1 racial HD"

So does that mean If There was a LV10 Fighter with 20 strength, he would be reanimiated into a skeleton with

1d8HD but also 20 strength?

So would having a high strength Undead companion rely solely on animating a corpse that to begin with had a High strength score?

Would my undead lord have to hold a Martial arts tournament to call all the best fighters in the land just to find a skeleton with a Strength score higher than 15 as described in the example humanoid skeleton?


Quick questions, which sounds kind of odd.

The Asmodean advocate has the following ability:

Devil in the Details (Ex)
"At 1st level, an Asmodean advocate learns to choose her words so carefully that even when she says something designed to deceive listeners, the words are phrased to be technically true. She can use her Profession (barrister) skill for Bluff and Diplomacy checks. This benefit also extends to her familiar. The Asmodean advocate gains an insight bonus equal to 1/2 her cleric level (minimum +1) on Linguistics checks related to forgeries and on all Profession (barrister) checks."

Meanwhile, Feint as described in the combat section:
"Feinting is a standard action. To feint, make a Bluff skill check."

So the first ability says, I can use the Profession barrister skill for bluff checks.

Feinting requires a bluff check.

So by extension, shouldn't this work?

Maybe flavor wise, an Asmodean cleric starts to berrate his opponent with legal jargon, and calling out obvious flaws in his opponents defense long enough to successfully feint him?


I ran a session the other day that ended with a beloved priest of a community being killed in cold blood.

We are running rise of the Runelords AP and this priest in question doesn't seem to have any particular plot hook involvement of significance later on in the campaign.

The reason the priest died is because I am running a mini session of "murder's mark" within the AP as well.

Such module has some unfortunate events transpire, and eventually this priest was killed. It is suppose to add more mystery and yearning for the PC's to want justice done and the solve the mystery of the AP.

The PC's are devastated and want to pool all their savings to make a quick trip to Magnimar to find some sort or restorative magic to bring this priest back to life.

Now I am getting onto the odd meta/non meta field of NPC death.

In a world where you can have the means to bring people back alive, deaths... aren't important?

Mind you during this mini AP, a guard, and a Money Lender have died. But Sandpoint and its denizens would not have 5000gp cash to be dishing out for every wrongful death.

Also not to mention:

(Pre Rise of the runelord background info Skinsaw):
It is described that years before the actual start of the rise of the runelord Ap starts, that there was a murder spree that took place. Victims were dying night after night, and there was pressure to stop these killings. If bringing people back from the dead is all about money, who is to say that the rich people of the city dont have such contingency efforts in place?

What are some opinions and advice concerning NPC death?
One way I can see mitigating this is the tiny description of raise dead that says "a creature must be willing to come back to life".

This priest was a good community leader, who often took care of the rites of dead people, and was also a healer. Would such a person want to come back to life?

Any input would be appreciated.


Hello,

I am currently running a Rise of the Runelords campaign.

After some grizzling events, the PC's have become victorious and have solicited the mayor of the small Village to create a small festival to allow its citizens to relax and have fun.

So plain and simple, I need some suggestions for PC interactions and activities that might grant them small boons or prizes.

I played through "we be goblins" and they had a similar festival with Small DC checks and such.

Does anyone have some small expertise on this, or first hand experience?

What I have come up with so far, is your average fireworks, exotic traveling zoo, Theather troopes, I just could need some suggestions and advice on what you guys have had fun with in the past, or would find amusing?


1 person marked this as a favorite.

So, I was wondering If as a PC you can ready an action to high jump if someone approaches during combat to attack you.

Normally it wouldn't be too crazy of a readied action as The dc to jump a couple of feet into the air isn't game breaking.

With a Dice roll total of 20, at most a PC would be jumping 5 feet into the air to only fall back to the ground instantaneously.

HOWEVER, I'm thinking of a Grippli LV5 Ninja/1 Far Strike Monk build.

Scroll down if you want to answer the simple question, or continue to read if you want the explanation:

Master of Ascension:

Ki Pool Powers of a ninja:
As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start.

Ninja Tricks:
Acrobatics Master: Use 1 ki point to get a +20 on an acrobatic check

High Jumper: DC to jump High is reduced by half.

Skill Check
Lv 6 = +13 to acrobatics (straightforward with no optimization and 18 Dex)
3 Favored Class Bonus + 6 ranks + 4 Dex

High Jump DC
5ft = 20DC (10DC with high jumper ninja trick)

10Ft = 40DC (20DC with High Jumper Ninja Trick)

15FT = 60 DC (30DC with high Jumper Ninja Trick)

20FT = 80 DC (40DC with high jumper ninja trick)
So on a natural 2 and 1 ki point, a grippli would get 35 on his acrobatics check.

BUT WAIT there's more

Glider(racial trait): Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.

So on a dice roll of 7, this grippli would be able to jump 20 feet into the air, and then glide 10 feet to the side, counting as he had fallen 10 feet.

Not to mention that at level 10 a ninja reduces the DC to jump by half again.

So,
Can you ready an action to high jump if an enemy comes up to attack you?


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Need some quick advice/thought:

I have a player who obtained a Adamantine NoDachi.

All the players are dungeon crawling around.

They come across a room with a lock display with a magical dagger inside.

Said player uses his Adamantine Nodachi to easily sunder the lock.

A more than reasonable action and effect. Woo, players did not have to use disable device.

Later on in the dungeon, they find a room. A perception check detects a slight draft coming from a certain section of the wall.

Player with nodachi steps up, and sunders the wall. Said wall (for flavor reasons) is about 10 feet long, and already fractured through antiquity (secret hallway probably closed by a hastily cast stone shape)

I let him roll, and slash away through 10 feet of wall after a good 20 minutes.

I let him know that since a Nodachi is not an effective weapon, that he is now "tired" from using a sword to dig through wall and thus takes a -1 penalty to attack rolls until he gets magically healed or rested.

Then we get the famous argument "BUT IT CUTS THROUGH LIKE BUTTER BECAUSE IT BYPASSES HARDNESS"

I find myself to be more than reasonable GM for allowing the tunneling to begin with, and felt it was not an ABSURD penalty to give him only a minus 1 to attack rolls because of using an inappropriate weapon.

Do you think I was too harsh? He felt upset that his "lightsaber" was being nerfed, especially since he spent a good 3k on it.

Bonus question:
Say we go with the "cuts through like butter and a knife argument":
1. Does that make adamantine arrows target Touch AC if the enemy is wearing anything less than adamantine armory? Firearms are strong enough to only target touch because normal armor provides no defense. By proxy, adamantine arrows bypass hardness thus by such butter through knife assumptions, Armor is useless.

2. If the above is true, then if you are ever against an enemy with a steel tower shield and full plate, all one has to do is knock an arrow straight at the tower shield to effectively hit the player because "IT CUTS THROUGH LIKE BUTTER BECAUSE IT BYPASSES HARDNESS"

3. By THAT extrapolation, if you are ever sieging a castle, all you would need to do is get an army of archers to shoot adamantine arrows at the castle. The castles's wall composed of mainly stone, would be no match for ADAMANTINE, effectively cutting through the castle walls like butter, and skewering the people inside.

What are your thoughts?


I ran a session last night where our monk used his flurry of blows to incorporate a spin kick to deliver a stunning fist attack.
I let it happen, even if by name it made no sense.

Looking at the description for each part of the process, it seems that by RAW it looks like it stacks.

Stunning Fist wrote:
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Style Strike (Ex) wrote:
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen.
Spin kick wrote:

The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.

So by RAW, stunning fist, while it implies that you are using a fist, does not actually require a "fist", but an unarmed strike. Unchained monk, (created after stunning fist) incorporates kicks and headbutts, and other flavorful attacks, however I do not think the creators ever intended a monk to use his legs to deliver special attacks.

Can someone advice on this situation?


I have a player who has a concept for a Brawler Kinecticist build.

This is for a gestalt game, However, Gestalt can get very crazy, so lets pretend he took equal levels in Brawler and Kinecticist.

A strangler brawler:
Strangle(ex)
"At 1st level, a strangler deals +1d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability. "

And

Sleeper Hold (ex)
"At 4th level, a strangler can instantly render a pinned opponent unconscious. This works like the knockout ability, but requires a successful grapple combat maneuver check against the pinned opponent and does not have to damage the opponent."

This by itself is not too shabby. However, he wants to pair it with telekenic manuvers:

Telekinetic Maneuvers:
"You can perform combat maneuvers as telekinesis, but you use your Constitution modifier to determine your Combat Maneuver Bonus rather than your Intelligence or Charisma modifier. If you possess the telekinetic finesse wild talent, add dirty trick and steal combat maneuvers to the list of combat maneuvers you can perform; when performing these maneuvers, determine your Combat Maneuver Bonus using your Dexterity modifier instead of your Constitution modifier."

Thematically, I would say they wouldn't. After all a Brawler Strangler are "Others are members of murder cults or specialized schools of assassination, trained since the cradle to kill with their bare hands."
So now we replace "bare hands" with "Bare mind".

As far as his general build, it doesnt seem to crazy. He wants to specialize in Kinetic Blasts using weapon focus and specialization. And unarmed strike as backup when in close combat.

SO,
So, do these class set of abilities stack?
Would it be balanced because he would need to concentrate on his grapple checks?

Any insight on this shennanigan would be appreciated.


Hello,

So I would like to start by saying that I am Running Rise of the Runelords on a 20 point buy. Originally we had 3 people so we decided to allow gestalting. Now we have 4 and I change encounters a bit to compensate.

If you dont know what it is, is you pick to classes to level up simultaneously, and take the better benefits and class features of both classes.

So we have a Fighter/Sorceror.
Uses a two hand weapon. Good damage output, The face of the party.

We have an Druid/Fighter.
Tree singer druid with a large sapling familiar, and uses a spear for trips and such. Nice versatility overall.

We also have a Arcanist/Alchemist.
Spells, extracts for days. Not so good at close combat. He is the brains of knowledge checks. Suffers from low str and cha. Can heal the party with UMD.

Now we have this last player.
He constantly likes making new classes, and weird combinations when it comes to Gestalt. Frankly, I am close to putting my foot down in his various character creations, just for continuity purposes.
He currently plays a Hunter/Gunslinger, but wants to rebuild the last character he made.

SO HERE IS WHAT HE WANTS

LV5 Brawler/2 Monk(Master of Many Styles)/3 Inquisitor.

Instead of taking the spirit of gestalting and having versatility and the fun of having different resources, he wants to make a "One Punch Man' Kind of character.

He literally is using Gestalting to make a Monk/Monk/Monk.

He would like to combine dragon style, and pummeling style, along with dragon ferocity to pull everything into one punch, per say.

I did the math, and at lv 5 (excluding the free unarmed strike) he has a total of 9 Feats available for him as Human.

One of the problems I have, is that he is combining the brawler (fighter/monk) with a monk.

Also, pummeling style requires Flurry of Blows as a prerequisite. The Master of Many Styles Monk, loses Flurry of Blows as the archetype, but allows the fusion of two styles.
HOWEVER, as brawler, he gains "Brawler's Fury" which is an alternate prerequisite for pummeling style.

Not saying this is a really "Meta" build, but I feel that this character build is so specific, that like his other characters he is going to get "bored" with this class, when he find out that punching things is one of his only solutions to things.

Am I crazy paranoid? Has anyone experience similar players of this caliber?
Any advice on how to deal with this I would appreciate.
Thanks.


I am running a Gestalt Rise Of the Runelords campaign with what started as 3 gestalt characters, and now 4 gestalt characters.

One of my players has had a wierd niche for making highly optimized Min Max, one trick pony kind of builds. Which I don't mind at all, but I feel he gets bored, or feel useless in situations that don't require his expertise.

One of his character's was some sort of ranger/monk that pooled everything into grappling people and using aspect of the beast.
For gestalt purposes, thats fine, ranger/monk. Woo.

THEN, he made a character that was warpriest monk. Which as you all know, Warpriest is a Cleric/fighter. I was a bit skeptical allowing a hybrid class used in a gestalt, but whatever.
HOWEVER, he decided to use the Sacred Fist archetype. Effectively making him a Monk/Monk. Which he did to double up on AC bonuses through wisdom. Literally giving him 20+AC, High CMD, and Good saves all around. Mind you as sensei, using his wisdom for attacks.

I had to pull him aside after a couple of sessions, telling him that that build has been under a lot of scrutiny among a lot of boards, and makes his AC and Saves near impossible for any enemies to touch him, effectively allowing him to walk through any dungeon in the current module mostly unharmed. And increasing monster's attack bonuses, or introducing monster's with higher attack bonuses would wreck the other PCs.

BUT I DIGRESS, here is where I need some advice:
He made a Paladin/Gunslinger
That he ended up retraining into a Divine Hunter Hunter/Pistolero Gunslinger.

It's not too crazy of a build, he made to pistols, and that was fine. I didn't keep track of his ammunition, if anything it was relatively mundane.

Now he is making a revolver, which I didn't have too much problems with, but now he notices the hefty price tags of having to make bullets. So now he wants to a custom Magic Item of Abundant Ammunition to counteract the hefty price of having to make bullets.

I am not a stickler about ammo count when it comes to arrows, and bolts, and stuff, but I feel since a revolver is faster to reload, and needs to be reloaded less often. So in conclusion, he will be turning lv 5 soon and will be adding his dex to to damage, etc etc.

My worries of letting such a custom magic item, is that he might find a way to abuse it, such as carrying 5 of each type of bullet (adamantine, silver, etc) and effectively going to town with mundane bullets, and skipping over the costs that he should paying for such expensive ammunition.

Secondly, he is part ranger, which already gives him access to Abundant Ammunition, which Normal Gunslingers would not have access to. So I feel more inclined to deny his request for an automatic abundant ammunition item, since his class features allow him to do so by spending the resources available to him.
I come from the perspective that I wouldn't give a wizard or sorcerer a ring of automatic shield or mage armor, since he already has such access.

So, should I make it expensive, or deny him such item?


So I am running a 3 person gestalt rise of the runelords campaign. Long story short the PC's hsve decided to spend the night in the second level of thistletop.

Here is what is ppresent:

1. Ripnugget escaped the throne battle after seeing the sheer strength of the Pc's. So he rran to the bottom level to alert nualia.

2. The players climbed with pistons and rope through the side of the fortress and also blew up the bridge.

3. They have captured orik and sweeped the second level in a clockwise motion not going into the chapel.

4. After capturing orik they decided to hole up in the room right above the tentamort lair. As a choke point for the fighter sorcerer to burst them down with fire and the other two players to pepper them with bolts.

5. I heavily forshadowed with orik while he was being interrogated that there are spooky fiendish dogs and more goblins.

6. About an hour and a half into their respite i send some goblins a yeth hound to attack. Which they defend pretty well. Then i send a couple more goblins and a commando and the commabdo seeing his friends get oblierated runs away. The party of course has a wand of cure light wounds to heal all the way back up.

So obviously these minor pokes of encounters was enough to give them proper warning to leave. However the fighter/sorceror is still brimming with spells and is pretty determined he can blow anything up. Then we have a paladin/gunslinger whose two bombs blew up. And we have an aracanist/alchemist almost all up of spells.

So is it rude to kill the party? I really dont want to. But liberally the whole fortress knows of their presence. So i was thinking nulia and ripnugget to gather all the wood and oil they can find and strew the small hallway leading to their hiding place and smoke them out or something. And have thw goblins at arms ready to pepper them with arrows with whoever comes out.

Idk. I am just at a lost here and any advice would be appreciated.