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4 people marked this as FAQ candidate.

The description for the "Steady Aim" deed of the Musket Master (Gunslinger archetype) reads as follows:

Quote:
At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

My question is, for how long does the bonus range last?


  • Next shot only? So the Musket Master can use it for their attack action, but it doesn't apply to attacks of opportunity during the round?
  • Until the next round? So it works for the attack action and for any AoO actions?
  • Until the musket master moves? Kinda makes sense, I guess.
  • Until the musket master changes targets? Makes a fair bit of sense based on the flavour of the deed, in that you would line up a target and then steady your aim, but there's no concept of "targeting" in the text.
  • Until the end of combat? Unlikely.
  • Forever? Surely not.

I'm guessing it's "next shot only", but I would like some confirmation.


I tried a quick search but I couldn't find if this has been asked before. I know Pathfinder has the CMB/CMD system for combat manoeuvres like tripping someone, breaking their weapon (sunder), disarming an enemy, etc., but I don't see any rule for *tackling* someone.

Tackling in this case meaning running at them, grabbing them, and pulling them down (prone), with the tackler going down (prone) with the tackled.

I'm thinking this would be a CMB check against the opponent's CMD but maybe with a bonus because, unlike trip, sunder, disarm, etc., the tackler is "all-in", that is to say even if the tackle attempt succeeds, the tackler is down on the ground as well.

I see this being useful when ganging up on someone who is trying to run; whoever manages to catch up to the target tackles them and hopefully that is enough to slow them down (since getting up is a move action) so that the rest of the pursuers can catch up.

What sort of "extra tackle bonus" would be reasonable here? +2? +4?

For example, a lvl5 fighter (BAB+5, STR+4 = CMB +9) tackling a lvl5 wizard (unbuffed, BAB+2,STR+0,DEX+3 = CMD 15) would normally need to roll a 7 or greater to perform a combat manoeuvre on the wizard. With a +2 for tackling they would only need to roll a 5. With a +4 they would only need to roll a 3.

And what about if the target is running vs. standing still? Maybe a reduced bonus or none at all if the target is fleeing directly away from the tackler?

The other question is how long does a tackle take? It seems like it couldn't possibly be useful on a fleeing target if it were a standard action, because there would be no way you can catch up. I wonder if this is closer to a charge attack, a full-round action where you move 2x your speed and then tackle.

Any thoughts?