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The way it reads to me, keeping the VV in your toolkit is intended to reduce the action economy aspect from 3 actions (draw > quick alchemy > use) down to 2 actions (draw from toolkit + quick alchemy > use). This way you can spend 2 actions doing your alchemy business and still have 1 left over to stride or do whatever for the majority of your playtime. Quick Bomber further compresses that down to 1 action for specific actions. ![]()
The Splash trait has different text depending on where you read it. Which one is the most up to date? GM Core - Errata issued, but no change to the Splash trait. Player Core 2 - Released recently, but possibly written before GM Core errata. Archive of Nethys - Supposedly includes all the latest errata, but might not have updated hyperlinks. The AoN one is interesting because we know they get PDFs in advance, so had access to the different Splash trait text since November 15th or earlier. But maybe they are really behind? ![]()
I think everyone but the OP is in total agreement that all things being equal, the Gunslinger is underpowered. Which can only mean that in the OP's campaign, all things are not equal. Perhaps someone tried to play a Gunslinger in his campaign and optimized more than his fellow players? Perhaps the OP sat down with the Gunslinger and found it /easier/ to make optimized choices than some other classes (who could be optimized more with better research)? In any case, I think that /dealing damage/ is the least overpowered thing that could ever happen in a pathfinder game. I would be far more concerned about someone with +38 Intimidate at level 7 changing the opinions of all my NPC's at the drop of a hat! :P ![]()
Hyperion-Sanctum wrote: That's what I thought as well but we made a Fighter with E6 with 10 extra feats and it can coinflip a CR 10 by itself Isn't that the point? Isn't a CR encounter of +2 supposed to represent a 50% chance of victory for a single party member? Aka, it consumes 100% of the resources of the character to defeat, and victory is questionable? ![]()
There have been many insightful posts on this topic, but I feel that I should add one other very simple point: Some of us just enjoy tinkering with game systems to see what kind of strange things we can come up with, and we have just as much right to enjoy the game in this fashion as you have a right to enjoy the game in whatever fashion you enjoy. ![]()
Kefler wrote: I think the combat reflexes, body guard, in harms way might be a neat chain to. If you are riding your Quadruped like a Mount, it's hard to get better mileage than the feats he just mentioned. Unless you combine them with the Mantle of Fire combination I mentioned above. There is nothing more hilarious than causing attacks to strike your mount and then punishing the attacker for his arrogance. ![]()
If you are allowing normal 3.5 feats I would recommend a Biped with... 1st) Shape Soulmeld(Mantle of Flame)
Anything that moves through the threatened area gets an AOO that checks against Large and in Charge. Anything that charges through its threatened area gets two AOO, both of which check against Large and in Charge. Anything that does attack the Eidolon in melee gets 3d6 Fire Damage. If you find yourself fighting many ranged attackers, you can exchange Hold the Line for Shield Proficiency, and Bonus Essentia for Tower Shield Proficiency if you are really desperate. Also, if you happen to be Lawful Evil your Eidolon can pick up Brand of Evil and Mark of Malbolge. ![]()
Ksorkrax wrote: What good would that be? "Hey, I went to college twice"? What are you talking about? The book states that you have to pick the Attack Trick twice if you want to attack things like undead. Are you saying that Combat Training counts as taking the Attack Trick twice? Quote: They don´t need tricks anymore since they have achieved a level of sentience where they can think on their own. That is good to hear. What page can I find the rules for that? ![]()
Rickmeister wrote:
Once you gain your second adaptation you get a second benefit. For example, you have Human(Iron Will, Lightning Reflexes), and Undead(Skill Focus - Stealth). Whenever you Adapt to Human in this example you gain BOTH benefits at the same time. Once you gain your third adaptation you get a third benefit. For example, you have Human(Iron Will, Lightning Reflexes, Great Fortitude), Undead(Skill Focus - Stealth), and Giant(Lunge). Whenever you Adapt to Human in this example you gain ALL THREE benefits at the same time. ![]()
The Oracle Revelation called Voice of the Dead is causing my head to explode. When we look at Speak with Dead we see that it has a time limit, and a limit to the number of questions you can ask. Since talking is a free action unless the DM says otherwise, the practical limit is the number of questions. Enter Voice of the Dead. You can use this ability for a number of rounds equal to your Oracle level, but there is nothing that says how many questions you can ask each round. I have no idea how this is supposed to work! Do you get a full assortment of questions appropriate for your caster level each round? Do you get one question per round, or some other arbitrary number of questions? Do you get a number of questions appropriate for your caster level then the effect ends regardless of how many rounds you may have remaining? *confused* |