Having GM'ed more than I ever want to, and will continue to do so in the future, I know my players are going to get themselves outside the written rules. They are going to choose scene options I could never prepare for. Experience as a GM lets me choose 1) is what they are asking even possible, 2) what sort of action should it be, and 3) where do I set the DC. Those situations, this sort of granularity won't help. That said, I don't want to have the "Does that enemy have cover from you?" or "What do you mean I cannot mount the barbarian?" conversation at the table every week. If they are going to set a rule on something, it should be clear. There will be plenty of times when the monk wants to ricochet bounce himself off the allied skeleton's head to get behind an enemy. Give the players a world that consistently makes sense, and they will continue to have fun doing non-sensible things in it.
Classic Monsters Revisted, pg 42 wrote:
I tried to copy the image of the whole block but it wouldn't paste. Edit for more info: According to PFS Additional resources, this is one of only 2 things legal for player use in the whole book. The other is a bull rush feat.
As a design challenge, 2 friends of mine and I set out to build crossbow users for PFS and all bring them to the same table. We all came back with Minotaur Double Crossbow builds. I submit mine to you for evaluation. It does not, in fact, fire less arrows than a Longbowman. MDXB Build:
Human Double Crossbow Inquisitor Str 9
HP: 12
Init: +6 (4 dex, 2 trait) Traits: Reactionary, Magical Knack (Inquisitior) AC: 18 (10 + 4 Armor + 4 Dex)
Skill Points: 7 / level (5 at level 1 and 3) Class Skills (level 1) - Acrobatics, Bluff, Climb, Craft, Handle Animal, Heal, Intimidate, Know Engineering, Know Local (1), Perception (1), Profession (1), Ride, Sleight of Hand, Survival (1), Swim Non Class Skills - Knowledge Religion (1) Level 1 Bolt Ace: Point Blank, Rapid Reload (Minotaur Double Crossbow), EWP (Minotaur Double Crossbow)
Level 1 gear: MW Minotaur Double Crossbow (0g, 18lbs), Leather Lemallar (60g, 8lbs), Potion of CLW (50g, 1lbs), Bolts x20 (2g, 2lbs), Weight at light 30, Weight cost 28, Money spent 112g Level 2: HP+ 8, BAB +0, Fort +2, Ref +0, Will +2, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells Level 1 (Divine Favor, Shield of Faith), Travel Domain (+10ft move), Studied Target +1 Level 3: HP+ 8, BAB +1, Fort +2, Ref +0, Will +0, 3 skill points, Rapid Shot, Bonus Feat: Crossbow Mastery Level 4: Dex+1 HP+ 8, BAB +1, Fort +1, Ref +0, Will +1, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells (Cure Light Wounds) Wis to Init Level 5: HP+ 8, BAB +1, Fort +0, Ref +1, Will +0, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells (Bless), Precise Shot, Coordinated Shot Level 6: HP+ 8, BAB +1, Fort +1, Ref +0, Will +1, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells Level 2 (Bloodhound, Lesser Restoration), Level 7: HP+ 8, BAB +0, Fort +0, Ref +0, Will +0, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells (Align Weapon), Studied Target +2, Bane, Weapon Focus, Level 8: Dex+1 HP+ 8, BAB +1, Fort +1, Ref +1, Will +1, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft),Spells (Resist Energy), Filadating Fire, Retrain Weapon Focus into Clustered Shots Level 9: HP+ 8, BAB +1, Fort +0, Ref +0, Will +0, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells Level 3 (Channel Vigor, Daylight), Study as swift, Sneak Attack 2d6, Deadly Aim Level 10: HP+ 8, BAB +0, Fort +1, Ref +0, Will +1, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells (Communal Resist Energy), Weapon Focus Level 11: HP+ 8, BAB +1, Fort +0, Ref +1, Will +0, 7 skill points (Know Religion, Know Arcane, Know Local, Know Planes, Know Nature, Perception, Spellcraft), Spells (Heroism), Shake it Off, Open Feat
It fires 2 arrows at level 1, 4 arrows at level 3, 6 arrows at level 8, and 2 more arrows whenever I have Haste, which I get personally though Channel Vigor at level 9
Thanks for the correction on Spell Specialization. I will amend the character accordingly. The point about being too deadly for others to have fun is a good one. Especially if I am trying to sucker my friend into playing more. I've had my eye on playing an alchemist for a while now anyway. I'll just roll one of those up and stick this sheet in reserve in case I need to fill a table. |