Holy Vindicator

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my main question is, what is the penalty to reload two hand crossbows. I know rapid reload makes them a free action but I imagine with two there is a penalty.

also I'm looking for the best class to make this with.

I was thinking either sniper rouge or crossbowman fighter, or maybe a ranger crossbow/archer combat training.

I'm looking into taking the two weapon fighting feats, rapid reload, multi shot etc etc, I'm trying to make as many attacks per round as possible.

I need a good BAB I know that much, but I think the sniper rogue's increase ranged would be great.

any thoughts


Drakkiel wrote:

thats exactly what your roomate did...he told you WHY you were wrong? my point was that you came off quite rude when you said " besidees it's not a question of who is right it's a question of how it works."....when by saying your roomate was right it gave you the answer of how it works and why

no, no he didn't. he told me how he -thinks- it works. And often times he's been wrong because, like I said before, he always protests againest any idea or character I make. he carried on because I made a Controled rage barb who used a long bow.

Who ever said "attacking/ fireing the trigger is a standard action even though reloading is a free action" that is what I was looking for.

I think your dwelling too hard on my words in this case. I mean...Came of rude? ....really? You can't interpret tone or feeling when it's written online. I don't like to use the response "it's how you choose to take it." but...what else is there?

I am sorry you took it the wrong way and I am sorry if that misunderstanding hurt your feelings.


DM_Blake wrote:
Irongega wrote:

and honestly, pullung a trigger isn't a action at all.

The part of your OP that I quoted here is where you are, mechanically speaking, wrong.

Pulling a trigger IS an action. It's an attack. Most people only get one attack per round. Making an attack requires picking a target, aiming, anticipating how that target is moving, leading him if necessary, looking for a weak spot in his armor, etc. Theoretically, in real life, in a 6-second round, I could hit a tree a half dozen times with a dagger, give or take, but that's just flailing away, making an attack against a moving defensive target is a whole other thing.

Higher level (higher BAB) combatants get extra attacks. Spells like Haste and feats like Rapid Shot can give extra attacks. Taking all these things into consideration tells you how many attacks you are allowed to make. You cannot make more attacks than this number (but you can choose to make fewer attacks if you wish).

Having a mechanic that lets you reload your crossbow as a free action does NOT change the maximum number of attacks you are allowed to make.

um...this fact was noted several posts ago...


@ Silbeg and Mage: Thanks, I prefer detailed posts to anything. saying someone or something is wrong or right doesn't help anyone understand 'why'. Thanks for taking the time to clearify .

@Drakkiel: I'm not interested in who is wrong or right I'm interesting in 'WHY' it is so. Honestly my roomate allways gets his panties in a twist whenever I come up with an idea.

his last argument, when I made a weapon adept monk and focused on the temple sword was "you can't use a temple sword and use a -2/-2 it has to be a -4/-4 because it's not a light weapon!!!" he griped about this for 2 days and kept telling me how my monk sucked and the monk themselves are gimmicky and they all suck.

after I played a game with my monk then he decided to make his own monk around the VS feat. and yes it is a cheese ball character because he gets pissed off and mad whnever he can't trip/stomp something. he carried on about how a swarm of rats and bats was, in his words "retarted", and just some dumb idea the game designers made up just to be annoying.

Then when he fought air elementals, lol, he was furious because he was so useless, unable to trip and stomp air. LAWL

I mean honestly if he wants to make a FOM monk, fine. it's a archetype. I just get tired of him bad mouthing everythign and everyone thats different then his stuff.


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Nebten wrote:
The repeating crossbow is not an automatic assault rifle. Your friend is correct. Good advice question, flagged to be moved.

who said anthing about an assault rifle? besidees it's not a question of who is right it's a question of how it works.

@Mage: I apprciate your detailed post, Honestly i'm not into those cheeze ball builds where you abuse the %#&@ out of a weapon, feat or what not. I build my guys around a concept.

my room mate on the other hand...will abuse a weapon/feat/ w/e until it rolls over and dies. he built a flurry of manuvers monk and took vicious stomp, so all he does is trip/stomp/rinse/repeat.

while where are talking about game mechanics and the assault rifle popped up. what feeats apply to fire arms? I know rapid reload and precise shot do.


1 person marked this as FAQ candidate.

I was looking up this weapon, it mentions how it holds a magazine of 5 bolts. and after firing one, another can be put into place with the reloading lever as a free action.

as I understand this, it's possible to unload the intire magazine of bolts in one attack round. seeing as how the reloading lever is a free action and honestly, pullung a trigger isn't a action at all.

I can understand that attack roll penalties would be applied in this case of fireing multiple bolts in one round. but here is why I'm trying to varifiy

my roommate (who seems to think he knows everything about the mechanitcs of pathfinder) says that, there's no way you could fire all 5 in one round if your didn't have the attack base for multiple attacks.

thats what the repeating cross bow is made for, fireing bolts in rapid succesion. I figure that needing a higher attack base is just so you can hit more accuratly rather then needing it to take multiple hits with this wepon.

may I get clearification please? thank you


There are many times when things in the additional rules will say. "everything accept blah blah is legal" or "such and such is ilegal" or "the following is not legal for PFS"

most of the time, it just says "blah blah everything on page number. feat, trait, class," without saying anything else

but thanks for the help. most of the things i created I had to change because they were not legal


it's legal to play?

thanks


I just need to know if this wizard type is legal or not, under the inner sea primer from the additional rules it mentions it but they never state if they are legal or not.

I ran 2 games with this character, not a MOV at the time. but she seemed to fit that type so well that I wanted to make her into one.

I just need to know if this type is legal for PFS, before I go threw the trouble of erasing everything and changing it.

thanks


I'm notsure who to talk to about this or where to post this really. I had pathfinder number, but I didn't know any confirmation code, Ijust asked my local gm about it.

anyway I clicked on the wrong button and now I have a different pathfinder number, I'm not sure if it really matters but if it does I just wanted to get my correctone in place.

thank you


ok so..

btw if this is in the wrong spot and it has go be moved thats cool.

..anyway, last night we played the campaign to find this bandit who stole a secpter and convince him to join the PFS.

the problem I faced was the mission I had for Oserion and the Ruby Prince. I had two missions. 1: I had to whisper in the ear of a female martial artist statue "for Glory of the pharohe" or something like that, at the statues head falls off.

and 2nd I had to find this 'Crook of the Pharohe' from the bandit, which I found at the very end of the mission, my orders where to collect and keep it or to return it for a reward.

well at the end, the GM tells me I to make a disable device check to take the statues headoff, the misson cards says I just need whisper in it's ear and it falls off. I rolled high enough on a skill I don't have *>>, and Got it's head (keep your minds outa the gutter XP)

the other one was total bull-$%!#. Cause I found the Crook, and it was disasembled. the GM told me I had to get one of the wizard/slaves to put it back together...which they were gone because I'm chaotic Good and I let them all go and gave them food.

my mission card said "bring the crook back or keep it. it can't beleft in the hands of others." It didn't say it had to be in one piece. In other words...

...I did as mission card instructed, but still fialed the my faction quest because the mission card and the gm's paper didn't agree.

my point is they need to agree. I mean I can understand if you need to make difficult skill check to do mission quests. but I think the mission cards and GM mission acomplishment paper should agree atleast enough so the player has an idea of what they should expect.

If my mission card says "whisper in the statue's ear and itwill fall off" should be just that. now if it had read "whisper in the satue's ear and the head will come loose, should it should be easier to remove it" thats another story, I can see that needing a skill check.

and the thing with the Crook, it didn't say it had to be in one piece, it just said I had to gather it, which I did. Now if it had read, "bring back the Crook, undamaged and intacted

it's not a big deal really. I mean failure is part of a mission I know. Just that the missions need fully informative.


Michael Brock wrote:


This nails my response. It is intended to be used only on creatures already perceived.

You have to be able to see the creature to instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct).

It doesn't magically advise or let you see or know there is an invisible creature or a very stealthy creature in the area and what the health and condition of that creature is.

I'm sorry to have to semi rez this, and ask a maybe dumb question but....who exactly are who?

I mean I see Campaign coordinater but I'm not sure what that means as far as an 'offical ruling' goes.


Ascalaphus wrote:
I'd say it does determine the existence and health of invisible creatures, but doesn't tell you where exactly they are in the AoE. Basically, every visible creature gets a neatly labelled health bar, some with odd signage because they're not really alive. And any invisible creatures generate health bars, but not tied to any particular square. You there's something out there and that it's way too healthy to be good for you, but you don't know what and don't know where.

thats what I'm saying. you don't have to be 'aware' of it sight wise to know it's there or know it's alive/dead/undead etc.

and as far as that "you can't pin point it's location" finding it should be just simple use of logic.

say you are looking north and you suddenly 'pick up' something with in 30 ft, which is the max distance, now say you move 1 foot back, you no lognger 'pick it up' you move 1 foot forward again, you would logically know it's 30 feet infront of you some where.

but hang oni'm gona look at the offical ruling xp


MaxAstro wrote:

Originally I was going to say that deathwatch doesn't detect constructs, but looking at the wording it actually does. So yes, Deathwatch would be able to tell the difference. That's actually... really powerful, for a first level spell.

Now it looks like deathwatch does not tell you where the creature is. So if there are 5 statues in range you just get "one construct", it doesn't tell you which statue.

I don't mean to controdict you. but the description within the spell for death watch does say "You instantly know whether each creature within the area is..."

so really it doesn't tell you, because it doesn't have to, you already know so you should know which one is which one. I notice that this one spell/ability confuses ALOT of people.

and I kinda get slightly irritated that people get to much into trying to nerf this thing because the fill it's too powerful. honestly I don't she this as being anymore powerful then haveing darkvision


this has been abit of a debate with the groupI go with, not the gms really but one of the gm/players.

I have a teifling Gunfighter ('gunslinger', I just hate that phrase, gun-slinger so I call her a gun-fighter.)

she has the soul-seer anility which is death watch at will. and as I understood it, I thought it was similer to 'detect' as well. not really as it read but as I understood it.

I'm not a rule nazi, I'm a strong supporter of the guide-line alliance (that a term I made up for people use use the rules more as guide lines) and the GMs didn't understand it anymore then I did.

so I just used it as a means to 'sense' things. but even if you can't simply detact stuff, it can save your rear in mainly situations, like when your trying to figure out is a statue is really a statue or a construct. or if that pile of dead bodies is really dead or a few are undead.

Honestly when I think about it, since i'm able to see something's 'soul' or the state it's in, I should be able to atleast 'notice' it.Not trying to get all spiritual here, but as I under stand the soul and the aura are the same thing, and the idea that "You can only discern it when your aware of it." is kinda similer to saying 'magic missle only works if the target sees it coming'


think about it like this, the mystery is to the oracle as the sorcerer bloodline powers are to the sorcerer. if you remove those powers especially the one at 20th level, you take away that which makes the sorcerer who and what s/he is.

and acually the oracle gets....oh no, your right, I just looked at the oracle, there are 10 to choose from, but you can only select 6 for the relevations...opps.

well then I guess that takes care of that...

well just so we dont make this thread a total waste, are there any just strait magic user prestigde classes?


I was looking up the rules for the spell scared oracle in the additional resources. the rules state that primal trigger, eldritch scar and trigger primal event aren't legal, prehaps because of the randomness.

also the revelation which is allows the oracle to use spell scar on every spell that deals damage, that must be not legal to, though it didn't say, but I would assume so.

I asked my local GM about it, he told me to post here, what abilites substitue those 3, or possilby four , revelations?

thank you