Il Peccatore's page

13 posts. No reviews. No lists. No wishlists.


RSS


Avatar Unknown wrote:

First off, the BAB is only +6, not +6/+1. The +6/+1 is a secondary attack granted by having a BAB of higher than +5. A kind of weird technical difference, but it helps when figuring things out, and here's why:

the Secondly>>, the penalty applies to the first attack roll. In effect, you get a first attack at +6, a second (off hand) attack at +6, a secondary attack at +1 and a secondary (off hand) attack at +1. This effectively makes his atack bonus (not BAB) +6/+6/+1/+1

In addition there will be penalties for two weapons (there's a chart somewhere), lessened by two weapon fighting, and possibly by being light weapons. Off the top of my head I can't remember whether pistols are considered light weapons. For the purposes of the above calculations I didn't double check the chart about two weapon fighting, and presumed the pistols are light weapons (which I think effectively neutralizes the penalty). If pistols aren't considered light, then the attack sequence would look more like +4/+4/-1/-1, so he still gets four attacks, but with less chance to hit per attack.

And on a final note, without Improved Two Weapon Fighting, his attack sequence would be +6/+6/+1 (or +4/+4/-1, with the whole light weapon thing...)

In my campaign I have set out to make pistols light weapons. Mostly because there are forum posts that argue about this forever and and I just considered/grouped them with light crossbows. If this is the case, that they are light weapons, there is no -2/-2 penalty? Or is there?

Also, I am going to look like a real idiot, but the secondary attack I get for having more than +5 BAB is +1. Does this already factor in the -5 for being a secondary attack? I know this is probably attacking 101, but I have had it explained to me differently but a friend. Please clarify.

Thank you,
Peccatore


Thank you.

I have another quick question if someone can help me answer it. I am a beginning GM so sorry if this is too much of a newbie question. When my level 6 gunslinger takes Improved Two-Weapon Fighting he gets a second attack with his off hand, but this comes with a -5 penalty. Since he is level 6, his BAB is +6/+1. Would the -5 be taken off of the +6 or +1?

I appreciate the help,

Peccatore


Hey everyone,

One of my players wants to be a pistolero and so I have given him the opportunity to have two pistols of an undetermined type with two weapon fighting. All seems to be going well except I came across something about gunslingers being able to do sneak attacks? What is this about? How is this possible? Do they get an additional d6 like rogues or what? Is there a feat, or am I just mistaken? Please help.

- Il Peccatore


Hey everyone,

Most of my caster's in the past have avoided armor check penalty via magical items. I am now GMing and I need some help.

First question, as a GM, do I role to see if my player fails to cast, or does he? Either way, if there is a 25% spell failure, does that mean any time the dice roll between 1 and 25, it fails? Noob question, but I have to ask.

Second, my player is an oracle and has gone life mystery. He has also multiclassed as a barbarian. He asked me recently if he dons armor, will he receive a chance to fail his spell since his spells are divine in origin and not arcane. Any help?

I appreciate any input.

Best,
Il Peccatore


Archaeik wrote:

If the item is being worn, it requires a sunder attempt.

Normal attacks vs AC only damage the target, not their gear.

Sunder damage only damages the item. (Unless you have the Greater Sunder FEAT)

Thank you.


Archaeik wrote:
Il Peccatore wrote:
SO to clarify, If my dexterity bonus is 5 and the armor bonus granted is 6 (it's that mithral breastplate), I still factor in a bonus of 11 to my AC (5 from dex, and 6 from the armor), yes?

For this instance, yes, a mithral breastplate has a "Max Dex" of 5 (3 from the breastplate, 2 from being mithral)

It's armor check penalty should be -1 (starts at -4 for a breastplate, penalty is reduced by 3 for mithral)

edit: totally missed that it was reduced by 3 instead of 2, dunno where I got the 2

This assumes the item is non magical.

Eh, I should not have said mithral. For a regular breastplate, the max dexterity bonus would be 3. Does that mean that if my dexterity modifier was 5, only 3 points would be conferred to my AC? I did not really get the part about "paying" so any clarification would help.


Edit: blegh, you listed AC
No, it does not reduce AC/CMD, it is the price you "pay" for having AC from the armor.
(further, AC/CMD are not rolls)

SO to clarify, If my dexterity bonus is 5 and the armor bonus granted is 6 (it's that mithral breastplate), I still factor in a bonus of 11 to my AC (5 from dex, and 6 from the armor), yes?


But you don't need to actually sunder armor to do damage, correct? By just hitting the person wearing the armor, damage could be done.

Let's say someone hits for 17 damage to a player, that would be 2 damage to the armor, yes?

I really appreciate your help. I would be rather lost without it.


Archaeik wrote:

Breaking Items

The section above that also deals with this topic.

In short, determine your item's total HP; if it loses half it's total HP it becomes "broken" which has associated penalties for trying to use it.
When physical damage is done to an object, subtract its hardness from the damage done.(can be reduced to zero)
Is there something more specific?

Sorry I just don't understand how to factor an item's HP. Let's say I have a mithral breastplate, how would I determine its HP?


Hey everyone,

I really do not understand to what end an armor penalty check affects a players stats. I know that wearing armor applies a penalty to Strength and Dexterity based SKILLS. Do armor penalties, however, apply to things like dexterity bonus to ranged attacks or strength bonus on melee attacks? Do armor penalties affect AC and CMD? I'm just a little confused and need some clarification.

Thank you,

Il Peccatore


Hey everyone,

How do I determine an item's durability, or when it would break? I am unsure first, how to factor in an item's hit points and hardness, and second, in which situations would an item break? Any help would be appreciated. I've tried reading over the relevant parts in the core rulebook but I am still confused.

Best,
Il Peccatore


Thank you! This was very helpful!

Best,
Il Peccatore


Hey everyone,

I have not played Pathfinder all that often nor have I played many other table top RPGs. That being said I have been thrown into GMing for some friends with similar table top experience and I have hit a wall.

I am having a hard time understanding how to increase a weapon's damage output. I have tried to understand the size factor from Table 6-5, but that is confusing. I am also wondering if there are any feats that my players may be able to take to increase an item's damage. For example, moving 1d6 damage up to 1d8. Right now, my players are limited to masterwork editions of weapon's Table 6-4 and similar tables in the advanced player guides.

Also, I am unaware of how to provide better armor to my players. Outside of the items listed in charts and making these said items masterwork, I become generally confused on how to continually increase a player's AC. Is there a general cap on a player's AC, or line after which it is crossed players start building up damage resistance (DR)? Please let me know.

N.B. I tried looking through the message boards, but having become overwhelmed, I have been unable to continue my search. If there are already posts you know of that answer my questions, please link. I am desperate to help out my players.

Best,
Il Peccatore