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I am playing a Gunslinger with the Mysterious Stranger archetype that fights with 2 6-shot revolvers. I have the Two Weapon Fighting and Point Blank Shot feats. After LOTS of reading, it has become evident that I need to avoid fighting within melee range because firing my pistols twice per round will provoke at least one and possibly two attacks of opportunity.

Is there a way I can avoid provoking the AoO's? I don't think I can take Point Blank Master because it requires Weapon Specialization which requires Fighter 4.

Is the Sword and Pistol feat an option? Despite the title, it reads "Benefit: When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of opportunity from foes that you threaten with your melee weapon." It doesn't specify "sword", so I'm assuming if I used my Pistol Whip deed and used the butt of one pistol as a bludgeon that would could as a "melee weapon". This would allow me to club with one pistol and fire the other without provoking AoO's (I think), but will cost 1 grit/round to fight that way.

Any other ideas? Normally I plan on fighting from range, but I anticipate my GM trying to limit my effectiveness by having the enemies close into melee range and get extra attacks via AoO, so I'm trying to mentally prepare for how to counter that.

Thoughts?


In the hands of a monk, does the unarmed attack of a Monkey belt get all of the attack/dmg/special ability bonuses of the monk's regular unarmed attacks?


I am the DM, and I have a player that is playing an Aasimar with angel wings. His primary weapon is a long bow. He wants to attack ground targets while flying around overhead. Is there an attack penalty (or bonus)?

Seems to me that the herky-jerky motion of flapping your wings would interfere with your ability to aim as well as if you were standing still. Thoughts?


I am about to start a new campaign and am considering tracking the health of the characters myself rather than the players tracking it themselves. The purpose of this would be to add realism and increase immersion and tension and thus excitement.

I have a small whiteboard where I can track points behind my DM screen, so manageability for me is not a problem. My main concern is whether or not this would add enjoyment for my players in the form of added tension and realism or whether it would detract because it would add uncertainty.

I plan to try to convey a general sense of their well-being/health through colorful wound and condition descriptions such as "the blade knocked your shoulder" for a small wound and "the blade slices your thigh to the bone" for something more serious. I would also say things like "you feel about half health" or "you feel critically wounded" to give a player a general idea of their status.

I acknowledge that this adds uncertainty for the player. Do I have 1 hp left or 10? Can I afford to attack one more round, or do I need to drink my healing potion immediately? But it's my hypothesis that this uncertainty creates tension and all of a sudden makes the fight seem real and risky which results in getting a player's adrenaline pumping thus adding excitement.

If I, as a player, have perfect statistical knowledge, I can meta-game and make unrealistically informed decisions about whether or not I can afford to attack one more round or whether I have to drink that potion immediately. That seems to me to break immersion and inherently becomes a decision a PLAYER makes for a character as opposed to a decision a CHARACTER is making about themself.

But that's MY hypothesis. I'm here to here your opinions. Has anyone tried this before? Does it work well? Other thoughts?


Thank you very much. The link you provided QuidEst is very clear!

Regarding the issue of being asleep and waking sleeping characters, if a character standing guard raises alarm by yelling, does that automatically awake any characters sleeping under normal conditions, or do they need to make perception checks to see if they hear the alarm and wake?

I understand that anyone under the effect of a Sleep spell must be slapped or wounded to be woken and that takes a standard action.


Scenario:

A party camps for the night and sets watch in shifts, and all but the watcher fall asleep. During the watcher's shift, a creature that can cast Sleep as a Spell Like Ability at will sneaks within range and casts Sleep on the watcher. And he intends to continue casting Sleep until the watcher succumbs. If the watcher makes a successful save against the spell, is he necessarily alerted in some way, or does he remain unaware of the attack and thus highly likely to eventually fail his save and be put to sleep?

If he is alerted, what is the nature of the alert? Just an awareness that something is awry? A tingling of the skin? The hairs on his neck standing on end? Or something more concrete such as a realization that some magic or even the specific magic which was cast on him?

It seems logical that he would be alerted in some way, but I couldn't find it in the RAW. I found something in D&D 5E, but not in Pathfinder.

As a follow-up question, if the creature succeeds and the watcher falls asleep, is there anything preventing the creature from then performing a coup de grace on the watcher?


I have read numerous threads here discussing whether gauntlets or gloves can be worn by Monks to overcome Damage Resistance. It seems the threads boiled down to "Ask your DM". So I asked him. He said "No, gauntlets are armor and monks can't wear armor." I pointed out that gauntlets are technically listed under weapons. He still argued that they're PART of a suit of armor.

Can anyone shed any definitive light here?

And any opinions on my REAL question...

If I, as a monk, wore cloth/leather gloves (or straps) that were studded with silver/cold iron/adamantine could I overcome the DR of monsters that had such DR AND STILL DO MY UNARMED damage as a monk?


That makes a lot of sense. Just to be thorough, though...

If the rogue moves, I assume he must end his turn in cover from the summoner to maintain cover. What if he breaks cover in the first location to reach cover in the second location? Would the summoner see him between covers, or does his new roll include staying stealthy between the 2 spots of cover?

Thanks so much for the input. Your answers are very helpful!


Assume a small island (say 60' diameter) with a small hut in the center. Assume no other cover on the island other than 3 PC's (a rogue, a mage, and a summoner) in the hut and 5 NPC's (distracted by a lake monster) outside the hut.

The rogue exits the hut and "goes into Stealth". The summoner leaves the hut shortly shortly thereafter calling for and seeking the rogue. The rogue declines to "come out of stealth". The DM calls for the rogue to make a Stealth check and the summoner to make a Perception check. Rogue wins. DM: "You don't see him anywhere".

Summoner: "I call for the rest of the party to help me and I continue to search the island. He's got to be here somewhere."

Question: Can the Summoner retry the Perception check repeatedly until he finds the rogue or gives up? I mean with the limited square footage, and the knowledge that the rogue wouldn't likely leave the island, can the summoner just continue to search within practical limits?

Of course, the rogue argues that the summoner doesn't get a retry on Perception because the retry rules state "Yes. You can try to sense something you missed the first time, so long as the stimulus is still present". The rogue argues he isn't moving so there's no stimulus. The summoner argues that the stimulus is his knowledge that he just saw the rogue and that he is very unlikely to have left the island so no visual/aural/olfactory stimulus is necessary to keep looking.

We're all fairly new to Pathfinder and we're all wondering how this should be handled.

Thoughts? Rulings?