Priest of Asmodeus

Haster's page

Organized Play Member. 74 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Jimbles the Mediocre wrote:
Core Rulebook > Equipment > Computers (pg. 216) wrote:
A user capable of utilizing an equivalent spell gem with access to the computer in which such spell chips are installed can cast the related spells whenever controlling the computer and gains a +2 circumstance bonus to any skill check involving these spells.
Sorry, it looks like spell chips can only be cast from a computer held by the a spellcaster with that particular spell on her class's spell list. You may, however, be interested in the Spellthrower weapon fusion (pg. 195).

Hmm. I can see that being the interpretation, but a spell chip is a module, and in the Computers Skill rules (pg 139) it states that

"If you have access (but not root access) to a computer, you can attempt a Computers check to activate, add, disable, or manipulate any countermeasure or module"

Again, Spell Chips are modules, so, I do not think you have to be holding the computer to activate a spell chip, you could be hacking a computer connected to the infosphere on the other side of a planet and activate a spell chip via this method. The issue to me is then where does the spell effect originate? The computer containing the spell chip or the caster activating the spell chip?

The rules governing spell chips seem to be spell gems and the computer skill, from page 216:

"A user capable of utilizing an equivalent spell gem with access to the computer in which such spell chips are installed can cast the related spells whenever controlling the computer" (in this case "access" is a specific state in the computer rules to determine your level of access to a computers systems)

To sum up my thought and question:
- Spell gems allow a caster to cast a spell without using a spell slot
- Spell Gems need to be held in the hand
- Spell Chips are modules in a computer system
- In order to activate/use a module you only need to have access to the computer with the module
- you can, through various means such as hacking, gain access to a computer on another's person within sight or even across the planet through the info sphere.
- I can't find a reference anyplace that states a spell MUST originate from the caster of the spell, that spell gem is the originator of the spell effect or not, but I think it is strongly implied, even though the spell chip (to me) seems to muddy this up

Last, another fun example of how spell chips could be used, regardless of this question...If you think an enemy in an encounter has spell chips in his computer, you can hack them and use HIS spell chips against him (um, or they could do it to you...)

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OK, I suspect I know the answer here, but want some feed back.

Spell Chips, in general, are rad. I was kinda waffley on playing a Technomancer but for whatever reason Spell Chips tipped the scale for me.

So, here is the meat of my question: Where does the cast spell originate when you cast it from a spell chip? the Casting Technomancer/Mystic or the Computer that it is loaded in?

Background things:
Say my whole group has x2 miniaturized and upgraded, comms attached tier 1 wrist computers that the Technomancer bought for them all and has root access to. She has also installed multiple spell chips in them all...

Can she now cast the spells on those chips with an origination point of the chosen computer?

The shenanigans this could produce are epic, diabolical, GM confounding and just damn fun... "whats that! A grenade?" ... "No, it looks like they tossed in a data pad...OH CRAP RUN!"

Unfortunately, the details of Spell Gems, the governing item/rule seems to tell us that no, it can only originate from the caster... Someone please convince me otherwise!!!

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Hi fellow gamers.

I have posted this sheet link a few times, but this is a much newer version, with a complete instruction tab included, since the sheet is a little complicated at first glance.

Details:
This sheet is designed for touch screens and set up for a 1080 screen size. It can be used on a standard laptop w/ pad or mouse.

It does not have a class or archetype or feat database.

It is designed to AUTO CALCULATE all rolls, and does so very well. It uses a simple macro that manually operates the " calculate " function in excel. You must set, under the formla tab in excel, to manual calculation.

Basically, you fill in a quick and simple data tab and a few other details on the character sheet and then use check boxes to apply modifiers and feats like power attack and so on, then use clickable buttons to activate calculations.

So, if you use tablets and or laptops to game, this is the sheet you may have been looking for. Check it out and let me know what you think!

Google drive download link
(it gives you a Whoops! error because you can't view the sheet in google drive, but just click the download button that shows up below the whoops)

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Here is the actual, working link... =/

Excel PF auto-sheet

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Melkiador wrote:
It's a little unclear if you even need mad magic to cast spells with fervor.

Mad Magic is for casting while in a bloodrage...

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Good evening people.

I have a bit of an obsession with excel nesting. Did you know that you can nest a maximum of 64 "IF" statements in 1 cell?

Any who... I have created a few auto calculating excel sheets for touch screens and this one here is my max effort.

It is designed specifically for a 1920x1080 touch screen, though a laptop will work just fine as well. Obviously, that's a specific, if growing, group of gamers.

Regardless, I have spent about 3 weeks and many, many hours creating it and I wanted to share it for those that think they might be able to use it.

Some more details:
-If you use the sheet, set "auto-calculate" off (google can show you how)
-The sheet uses 1 macro, so you will get a security wanting most likely, this is the macro:

Sub CalcActiveOnly()
Application.Calculation = xlManual
For Each sh In ActiveWorkbook.Sheets
sh.Calculate
Next sh
End Sub

(it basically recreates pressing F9 to force the sheet to calculate)

-The Macro is activated by buttons on the sheet.

-Check boxes are used to swicth variables off and on, such as feat effects, condition effects, spell and class buffs...

-I have tested the sheet exhaustively, but its pretty friggin complicated with all the formulas, so something might be off... I dont think so though.

-the sheet is set up to be as flexible as possible, and includes natural weapons, 2 weapon fighting (.5x STR), flurry, 2 handed weapon (1.5x STR).

-If your making an archer, you can delete the sections for 2 weapon fighting, for instance, without effecting the other calculations. (save a back up first... just in case)

-It includes an Instruction tab for helpful hints.

-Generally, to avoid errors in the attack calculations, be sure to check the correct weapon(s) and feats/effects. For instance, if you have 1 or more of the 3 two-weapon fighting feats checked AND Flurry checked, the attacks wont calc correctly.

Here is the link to the shared google drive where the sheets are located. Google drive sheet location. I included a filled in sheet as well as an example.

Let me know what you think! If you find any errors, I will try to fix them, but I can't promise it will be very quick, I have 2 kids and not a lot of time... also, will entertain requests, but again, 2 kids...

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Soooo. I like sharing and giving/getting advice on character builds. So many of us do, it seems.

Here is my Half-Elf Bloodrager 1 / Warpriest 10 build. I dare you to find any flaws!

PFS build rules, but home game. 20 point buy
STATS = 16 (14) / 13 / 14 / 10 / 14 / 12
Worshiper of Kurgess

1st - Bloodrager 1
Abilities: Blood Rage(4+CON rnds 6)
Feats: Extra Rage (+6 Rounds,12 total)
Bloodline: (Draconic; 1D6+3 claws while raging, 2 attacks, full BAB)
Traits: Society Rager (+3 rage rounds 15 total) , Ancestral Arms(Falcata)

2nd - Warpriest 1
Abilities: Aura, blessings (minor, STR,Travel), free focus weapon (Falcata), orisons, sacred weapon-chosen Alignement(good)
Option: Change Society Rager to Magical Knack?

3rd - WP 3
Abilities: Fervor 1/2 lvl+Wis (3), Good Healing 1D6, swift cast self only buff
Feat: Mad Magic (cast while raging)

4th - WP 3
Feat(bonus): Power Attack

5th - WP 4
Abilities: Channel Energy, Sacred Weapon +1, Fervor up to 5
Feat: Weapon Versatility

6th - WP 5
Abilities: Ferver 2D6

7th - WP 6
Abilities: Fervor 2D6, Fervor up to 7
Feats: Bonus-Amateur Swashbuckler, Parry & Riposte (start w/ 1 panache, can up to 2), Level-Extra Panache (Start w/ 3 panache, can go up to total of 4)

8th - WP 7
Abilities: Sacred Armor +1

9th - WP 8
Abilities: Fervor 3D6, Sacred Weapon +2, Fervor up to 6
Feat: Undecided; Raging Vitality?

10th - WP 9
Abilities:
Feat: Bonus-Undecided

11th - WP 10
Abilities: Blessings (Major), Sacred Armor +2, Fervor up to 8
Feat: Undecided

Noteworthy Details:
-Falcata is a 1 handed weapon, I will normally use it 2 handed. I purchased a Light steel quickdraw shield allowing me to walk around with the extra shield AC and put it away as a swift when I need to go 2 handed. also put it back on as a swift.
If I take quick draw in the late levels, mounting and putting it away is a free action (i'm sure you can see the cheese in that w/ a sufficiently enhanced magic shield).

-Obviously, straight barbarian type early, good HP, though slightly lower than true barbarian b/c of stat need for Warpriest.

-Falcata is exotic, 1D8 - 19-20 x3. 1st level raging power attack damage is 1D8+10, Crit minimum is 33. I have crit 5 times in 2 sessions now for over 40 each. =) I killed that Wood Golumn in 1 hit, charging, raging and jumping through the air. He hit me with his AoO, but I still had 3 HP left...

-5th level I can start adding Imp. Crit to the Falcata, 17-20, though its expensive (1 Fervor / round)

-Raging Power Attack damage at 7th level is 1D8+19, +20 if +2 weapon. 17-20x3 with Imp Crit (from Fervor), min crit damage is 60

-Weapon Versatility allows me to qualify for Amateur Swashbuckler with the Falcata.

-The advantage of Parry & Riposte for the build is significant.
*I gain/recover panache with kills or crits, which I should get a decent amount of, allowing me to use, on average, 6 parry's per day(?) I suspect including the 1 free AoO per round.
*This helps overcome the normal, very low AC of the barbarian builds and adds more offense.
*Additionally for the P&R build, a high to-hit number is good to have, which I should. It stays pretty much at the levels of front line fighter. For instance, I start at +6 at first level while raging, +15 with a +2 weapon at 7th level.

-Extra rage is mandatory since I wont take but the one level of Bloodrager.
*Should Society Rager get changed out at 2nd level for Magical Knack (+2 caster level, so would be full CL. would drop rage rounds to 12). Mainly effects buff duration...

-Should I take Combat Reflexes at the higher levels filling in one of those 3 undecided feats...

-WIS is low, save DC's for my spells are low, so mostly those will focus on healing and self buff, since, obviously this is more front line fighter than spell slinger.

-CHA is not dumped b/c Amateur Swashbuckler.

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BigDTBone wrote:
Haster, help me out with some understanding? Are you suggesting that someone could cast a spell and get the full series of attacks from flurry or are you suggesting that the spell would replace one of the attacks from flurry? In either case are you taking the -2 from spell combat AND the flurry penalty or are you only taking one of those?

My reading would is that you would cast the spell and get your full series of attacks, from whichever full attack action you used. (full BAB or Flurry)

Also, yes, you would take all the penalties from whichever actions you used, so Flurry -2 and Spell Combat -2 (-4 total), though, you get that higher BAB from flurry equal to Monk levels, so that can mitigate some of the negatives here.

You would also have to contend with a concentration check, unless using a wand from the wand arcana that allows a wand to be used with spell strike.

Frankly, I think the penalties are too much for the gain over all, though perhaps at higher level the advantage gets significantly greater.

Now, all that being said, I understand my reading is the one generally frowned upon and I even tend to agree that the rules were intended to mean you get your normal attacks (from BAB ONLY) and can cast a spell all as one full round action.

I just dont think they wrote it clearly enough to be sure, used a poor example for expediency when you are also considering flurry, and have not chosen to FAQ it at all to be more clear. which is, of course there prerogative.

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GM Lamplighter wrote:

I read your argument. You're trying to use a semantics loophole to allow you to perform two full-round actions simultaneously. Yes, the language is sufficiently vague that if you take only the two sentences in isolation and forget everything else you know about the game, there is a slight grey area which makes it only 95% clear that the two can't work together. That's why we have a GM for the game.

You state that you play well "in a group", but it seems like you are coming here to get ammunition to force your GM to accept your version of things despite the fact that they've already ruled on it. Your GM is "in the group", too, you know...

I suppose I am using semantics, b/c the rules are sufficiently vague. I don't like that. I hate when rules are written by just referencing another actions example, especially when more books and rules and actions will be added later. Like in this case. Flurry and Spell combat should both be actions fully explained unto themselves.

That is likely the issue that bugs me so much about it.

No, I am not trying to get ammo, I argue this with them, with a smile all the time. And other things, and they do it too, with other things. We have been playing together in multiple systems for years.

If I read spell combat and agree that the whole thing is just a re-write of 2 weapon fighting, with the off hand weapon being the spell, then it is air tight. No problem.

I just don't see it being that clear. Though I can cave on that being RAI.

Sorry if this came off as one big troll attempt, it wasn't meant to be, I just am really frustrated by rules written like this and wanted to, as the topic said, have an argument about it.

(and by the way, Constance is a Monk 1, fight (brawler)2 and Kensai 2 with the Wand Arcana that allows spell combat with wands, but not spell strike.
She uses them to cast blur from a wand sheath (with moonlight stalker) and then has a wand of Frostbite lvl 5 (5 touches, delivered with punches as normal attacks instead of touch attacks, for an additional 1D6+5 damage and auto fatigue.

Yes, I realize I normal monk with UMD could do that too. If I could spell strike, then I could hit 3 times instead of 1 touch and 1 attack but with the additional -2 from spell strike on top of the flurry penalty to hit... its not a big deal at all.

Right now I just spell combat frostbite in round 1, get 1 free touch attack and 1 punch, they both proc frost bite, then round 2 I flurry for with the remaining frostbite attacks...

Constance is actually very effective as is with the rules for spell strike as they are excepted. and would not get much better if they changed.

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PLEASE read the my whole argument before trolling or flaming me, or even forming a reply!

Spell Combat (and maybe Spell Strike) Magus Ability + Flurry of Blows.

The overall consensus on the message boards says NO WAY. I disagree, completely.

The message board consensus is based on the idea that Spell Combat is a full round action AND Flurry is also a full round action, and as such you cannot combine them. If that were true, I would agree.

Here are the pertinent texts to see how each ability is written:

Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Flurry of Blows
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).

OK, so things to note about these 2 abilities...

Both abilities reference two-weapon fighting. Spell combat notes it is like 2 weapon fighting, which is a type of full round action (attack). Flurry of blows references, specifically, the 2 weapon fighting FEAT, which specifically only effects the penalties associated with 2 weapon fighting, nothing else.
flurry specifically notes a full attack action, spell combat notes a full round action. This, I think, just helps show how poorly written spell combat is, but is also an important difference.
Now, to the core of the problem for me...

Each of these 2 actions note that they are, effectively, full round actions. Fine, you can't make 2 full round actions in 1 round. I get that, but here is the problem, Spell combat specifically says in its description that you get to make all of you attacks... As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell. I think the wording of FULL ROUND ACTION was intentional b/c taking all of your attacks is already, in and of itself, a full round action (attack). So, spell combat is already combining 2 full round actions.

Taking all of your attacks in a round, either from 2 weapon fighting, Flurry of Blows OR BAB is a
full attack action. All 3 of these types of attacks are a full round action. period.

The conclusion MUST be that spell combat is meant to be combined with a full attack action, yes? which means all of your attacks from BAB or Flurry of Blows because they are both full attack actions.

I would not say that you can 2 weapon fight though, b/c it specifically also notes your other hand is casting a spell and is counted as a weapon.

Text from actions in combat, please note how it applies examples of how you would get additional attacks per round...

Full Attack:

If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.

CONCLUSION!: Spell Combat + Flurry of Blows is COMPLETELY ALLOWED PER THE RULES AS WRITTEN.

=)

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Hey everyone

I have been working on this off an on for a while, and made a final push recently to get it mostly done. This character sheet is made to be used with tablets, as the title says, and has 1 macro button in it to "roll" so to speak. (essentially, it calculates the sheet each time it is pressed.)

It does not work well with Ipads/phones or even Android b/c they dont yet have full excel. =( which sux, but for those of use with windows tablets and phones, this is pretty rad I think.

Check it out and let me know what you think. It has multiple tabs, and the last 2 are instructions sheets. I wont say too much, b/c I want to know if the instructions are clear enough to make sense of the thing.

Lastly, if you want to see the scripting, its mostly IF statements within IF statements galore, and its all recolored to be invisible to the right of the "data sheet" and small amount below the character sheet.

Here is the Google Drive shared link, it will look funny online, since its excel, just DL it to and open with excel.
https://drive.google.com/file/d/0BzPPLvYQtQDGSU5pbWt0akZMc0U/edit?usp=shari ng

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Little Red Goblin Games wrote:
We actually produced a gun monk archytype in our book: Tome of Munitions.

Boo. Ad attack in my thread. =(

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I previously posted my build, with some positive reception, looking for advice for a Kingmaker campaign build. I have now progressed through level 13, and I wanted to post him up again. He is pretty amazing, and if you cant tell, I am kinda proud of the build.

So, here it is:(*note, items listed and total cash value are based on what the Kingmaker campaign hands out)...

Stylistically, Fa Xian is supposed to be a mix of Spike (cowboy Bebop) and the indian from Brotherhood of the Wolf (a french movie, check it out).

Here is the build, PF 25 point buy:
Str 8
Dex 17
Chr 14
Int 12
Wis 16
Chr 8

LEVEL 1 - Gunslinger, Pistolero Arch 1 (Build req. free hand)
--Point blank Shot, Precise Shot

LEVEL 2 - Fighter, Unarmed Arch 1 (Has to be second, bonus style feat has to be a style feat (i.e. first in the tree)
--CRANE STYLE 1

LEVEL 3 - Monk, Master of Many Styles Arch 1
--CRANE STYLE 2, Rapid Reload

LEVEL 4 - Fighter Unarmed Arch 2
--Rapid Shot

LEVEL 5 - Monk, Master of Many Styles Arch 2
--CRANE STYLE 3, Deadly Aim, Evasion

LEVEL 6-9 – Gunslinger 2-5, getting, in order:
-6-Nimble (Dodge+1)
-7-MONKEY SYLE (awesome defensive utility)
-8-WEAPON FOCUS (Pistol, duh)
-9-Improved Crit, , DEX BONUS TO DAMAGE

LEVEL 10 – Wizard, Spellslinger Arch 1
--Turn spells into weapon enhancements for swift action (add distance ability usually)

LEVEL 11-12, Monk, Master of Many Styles Arch 3 and 4
--Monk AC bonus +1, Fast Movement +10’
--Ki abilities (specifically, +4 dodge to AC for 1 round)
-- SNAP SHOT (AoO's with the pistol, threaten 5’)

LEVEL 13, Gunslinger 6
--+1 to BAB, all saves and Nimble +2
--Combat Reflexes

ITEMS, again, King Maker Campaign Cash:
+6 Dex/Con belt, Monk’s Robe, Ring+2, Amulet of Nat Armor+2, Eyes of Keen Sight, Bracers of Falcons Aim, Glove of Storing, Boots of Speed, Headband of Wis+4, Resist Cloak +3, Vest of Escapes (+6 Escape Artist), Ioun Stone +1 Initiative, [bunch of wands like mage armor, shield and such, +scrolls… see named bullet…]

Points:
*20 CON with Belt, 148HP
*27 Dex (+8)
*BAB is 11 at 13th level, very good when you target touch AC 90% of the time.

*He fights defensively when needed w/ only -1 to attacks, deflects 1 melee attack a round for free (from crane 3, as deflect arrows) + whenever he deflects, free AoO… with combat reflexes this is awesome.

*Has a great AC (specially with Mage Armor) at level 5, it would be 20 (with a dex item and ring +1) base, 24 Fighting Defensivley (acrobat bump and crane bump) and thats 24/28 with mage armor.

--at 6th, add in another dodge bump from nimble

-at 13th level it is truly awesome, Dex+8, Wis+5, Monk+1, Ring+2, Amulet Nat+2, Nimble+2, Crane Style Fight Def +4, Monk’s Robe, another monk +1 : 35, 39 with Mage Armor, 43 with shield wand (Spellslinger synergy), 47 with Ki for one round… so yeah. Holy S#%$.

*Attacks at 5th level are great (I think). He only loses 1 BAB over the entire build. with every thing on, he is fighting defensively, rapid shotting and deadly aiming and at point blank:

-- +6/+6 for 1D8+5 x4, but it’s all against touch AC, and that’s awesome for most targets. (but, yes, have to be within 20' for this, thus the awesome defense)

--Attacks at 9th level hit a new level, with DEX to damage. BAB 8/3 (+16 total. 21 dex, 8 bab, point blank, magic+1, focus), so fighting defensively -1, Deadly aim -3...

-- +12/+12/+7, Vs. touch within 20', for 1D8+13 x4 (1point blank, 1 magic, 6 deadly aim, 5 dex)

--Attacks at 13th level are really, really good. You average ~100 round, ~150 with a crit. Not as good as the Barbarian or Summoner/Eidolon combo stuff, but still very good. You give up some damage to essentially be damned near untouchable.

---- +23/+18/+13 base with 1D8+10 (with only +1 enhancement to gun, though it should be+4 total now, mix and match, I like reliable, greater reliable and holy)

----Fully Buffed and going all out, standard combat set: Rapid Shot, Deadly Aim, fighting def, Haste…

------ +18/+18/+18/+13/+8 (all at touch ac at 40’- distance ability to weapon) for 1D8+16, 19-20 x4

*SAVES… at 13th level are: 20/20/17. Yes, 20/20/17.
Flexible stuff would be when to take focus/snap shot/Imp Crit/monkey style/Combat Reflexes…

The major hole for the build, as with most builds I think, is vs. CMD and grappling. Monkey style mitigates a lot of what CMD attacks can do, but you would want a vest of escape, a maxed escape artist skill and maybe some party support with a wand of grease. But you are DAMNED HARD TO HIT =-D

I DARE YOU TO FIND ANYTHING TO NIT PICK!!!

Previous Post, pre-campaign start:
- http://paizo.com/threads/rzs2otvv?Gunslinger-Monk-GunKata-build#13

Google Drive link to Excel sheets, level 12 & 13:
- https://docs.google.com/file/d/0BzPPLvYQtQDGTEJMYjBwMW1yVTQ/edit
- https://docs.google.com/file/d/0BzPPLvYQtQDGYWpfQ28xR042Rms/edit

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Whisperknives wrote:

I will never understand all these strange ways people try to get around 2 weapon fighting with pistols.

Just get a necklace of mage hand people. it can only hold 5 pounds but that is plenty to have it reload for you.

One of my friends did it by having a familiar with opposable thumbs do it.

Because those wont work...

Familiar might be able to do, but would need all the feats to do it more than 1 a round (prof with the gun -> rapid reload...) and mage hand cant do it at all:

Mage Hand
School transmutation; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lbs.
Duration concentration

*Note, the concentration duration, normally requires a move action, yes? no full attack. Or maybe its swift, have not played a caster in a while, or ever in PF.

*Further, the target of mage hand is 1 single object, so I suppose it could reload 1 gun for you? Once a round, but you still can't full attack.

*Requires a somantic component... which can't be done with hand full of guns.

*Hand of the Mage necklace gets around the somantic maybe, but see above and the "at will" still requires a standard action to activate.

=-/

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Oh, and I should include, King Maker campaign, +1 Will trait and a stickler rules lawyer non-power gaming DM.

He HATES Xian, the GunFu Monk of Irori. =-D

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So, looking for advice and picking apart of my build, just for fun; Since its already PERFECT! =-D

Anyway, stylistically, its supposed to mix Spike (cowboy... well, if you dont know, you should...) and the indian from Brotherhood of the Wolf (french movie).

Here is the build, PF 28 point buy (maybe 32... dont remember)
Str 8
Dex 17
Chr 14
Int 12
Wis 16
Chr 8

LEVEL 1 - Gunslinger, Pistolero Arch (Build req. free hand)
--Point blank, Precise

LEVEL 2 - Fighter, Unarmed Arch. (Has to be second,bonus style feat has to be a style feat (i.e. first in the tree)
--CRANE STYLE 1,

LEVEL 3 - Monk, Master of Many Styles Arch.
--CRANE STYLE 2, Rapid Reload

LEVEL 4 - Fighter Unarmed Arch 2
--RAPID SHOT

LEVEL 5 - Monk, Master of Many Styles Arch.
--CRANE STYLE 3, Deadly Aim, EVASION

LEVEL 6-9 Gunslinger, getting, in order:
-6-Nimble (Dodge+1)
-7-MONKEY SYLE (awesome defensive utility)
-8-WEAPON FOCUS (Pistol, duh)
-9-SNAP SHOT (AoO's with the pistol), DEX BONUS TO DAMAGE

So, DPS TANK? maybe.
*He fights defensively when needed w/ only -1 to attacks, deflects 1 melee attack a round for free (from crane 3, as deflect arrows)

*Has a great AC (specially with Mage Armor), at level 5, it would be 20 (with a dex item and ring +1) base, 24 Fighting Defensivley (acrobat bump and crane bump) and thats 24/28 with mage armor.
--at 6th, add in another dodge bump from nimbl

*Attacks at 5th level are great (I think). He only loses 1 BAB over the entire build. with every thing on, he is fighting defensively, rapid shotting and deadly aiming and at point blank:
-- +6/+6 for 1D8+5 x4, but its all against touch AC, and thats awesome for most targets. (but, yes, have to be within 20' for this, thus the awesome defense)

*Attacks at 9th level hit a new level, with DEX to damage. BAB 8/3 (+16 total. 21 dex, 8 bab, point blank, magic+1, focus), so fighting defensively -1, Deadly aim -3...
-- +12/+12/+7, Vs. touch withing 20', for 1D8+13 x4 (1point blank, 1 magic, 6 deadly aim, 5 dex)

So, pretty good. I kept this break down simple, assuming +1 magic weapon, +2 stat item on dex and wis. Also, HP are pretty good being mostly D10+2 and only 2 D8+2 and the saves are damned good as well, at 5th, they are 10/10/8 and at 9, they are 14/13/10

Flexible stuff would be when to take focus/snap shot and monkey style.

I would want to get the range doubling magic effect asap for the pistol touch attack at 40'.

The major hole for the build, as with most builds, is vs. CMD and grappling. Monkey style mitigates a lot of what CMD attacks can do, but you would want a vest of escape, a maxed escape artist skill and maybe some party support with a wand of grease. =-D

I DARE YOU TO FIND ANYTHING TO NIT PICK!!!