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I wonder if duelist with 3 or more arms (e.g. alchemist discovery - vestigial arm), may have weapons in two hands and forgoe attack from one hand to benefit from his parry class ability and still be able to benefit from crane wing and riposte feats as his 3rd hand stays free?
And if its possible, then can duelist make attack opportunity (from crane riposte feat) after he failed to parry incoming attack, which anyway missed him by 4 or less?


So arcane trickster is able to deal 1d10+7d6 dmg from any distance, and
with proper rouge talent, make him bleed for 7 dmg per round until poor guy find some healing potion or healer ?
That's kind of scary..


Well, i assume that for arcane trickster sniper googles are "must have", so his sneak attack isnt restricted by range anymore.


Fireball doesn't require an attack roll either, and arcane trickster may add sneak attack damage to it :]


I was lately thinking about bard with arcane trickster prestige class, so i checked those few bard spell's which do dmg, and among them is nightmare spell.
http://www.d20pfsrd.com/magic/all-spells/n/nightmare
So question is, if arcane trickster can add sneak attack to this spell?
I assume that sleeping target is flat-footed, and arcane trickster cap stone ability allows to add sneak damage dice to all spells which deals damage against flat-footed targets, but in case of this spell it just seems wrong ;]


Well, fire 5 shots from 1st revolver, 1 shot from 2nd - 1st round, then opposite - 5 shots from 2nd revolver and 1 from first - 2nd round. Use swift action to enchance 1st revolver with "dancing" ability, reload 2nd revolver - move action, cast some spell from 2nd revolver - standard action, grab dancing revolver - free action - 3rd round. In 4th round use same method to reload 1st revolver, and cast another spell. And you are fully loaded ;], but it requires a lot of spells per day though. Dancing has 4 rounds cool down, so its good to save one bullet in revolver and use Dead Shot deed. I am aware that dancing "can only be placed on melee weapons", but DM should allow you do that, whats the diffrent between floating dagger, club or pistol?

Was thinking about pistolero 11/1 spellslinger/1 sorc/7 eldricht. On 11th gunslinger level buy signature deed and use it with "up close and deadly" - free 3d6 dmg for each succesfull revolver hit. And use spells mostly for "mage bullets", and to use somehow standard action while reloading. In total have 17 spells per day, so its enough for about 20 rounds of combat. Biggest flaw is low caster level - 10 with magical knack trait, and low level spells, though still can use some dmg spells (like dragon breath/lighting bolt) or turn invisible, or cast for one bullet while reloading "named bullet" spell - and use this bullet for dead shot deed - this is quite awesome. Feats in spell penetration might be usefull though..


Impromptu sneak attack range restriction a little bit ruins my build ;/
I'll think about replacing arcane trickster with eldritch knight then, maybe try to combine it with some two weapon fighting (2 revolvers for example). With rapid shot shot it gives 6 shots per round, boost dmg it with some feats (deadly aim for example), add dex bonus from gunslinger gun training, though it lowers attack bonus a lot, but spellslinger may provide +5 enchancment which negates deadly aim and rapid shot penalties, for enemies with damage reduction or when low on ammo use Dead Shot or spells. That may work ;] Thanks

Was thinking about taking mysterious stranger (use char instead of wis, +char bonus to all dmg rolls for one grit), but then i'd have to reach level 9 with gunslinger to get gun training, it will result with droping eldritch knight level to 9 and sorc to 1, so only lv10 caster :( (12 with magical knack trait). And anyway have to figure out way to learn arcane level 3 spells without proper caster class levels...


Cap. Darling wrote:

How do you get sneek attack further than 30 feet away?

I am not sure what you want this character to do. Your Spell casting will be little and late.generally it is a good idea in a point buy game to Pick all tha stats to the level you want then and then only advance the one you want highest in the end. That way you capitalise on the fact that the level up stat gains dosent Care about point value.

Sniper Googles - ignore range restriction for sneak attack, quite expensive though (20k gold) - thats why craft wondorus item feat., well i wanted to make a good ranged gun striker, though normal lv. 20 gunslinger has similar dmg to level 7 one. Multiclassing him with spellslinger provides some nice bonuses (better range/dmg/ignore concealment/enchancment bonus from mage bullets), and he is more universal on battlefield - if he meet oponent with dmg reduction, he can use spells.

Claxon wrote:
John McCow wrote:
Yup i am aware of that, but arcane trickster requirement is sneak attack +2d6.
I don't know what all deeds you have, but you could always drop a level or two of gunslinger and then you can supplant with the sorcerer and snakebite brawler levels.

Dead Shot dead is gained at lv7 gunslinger, its crucial ;]


Yup i am aware of that, but arcane trickster requirement is sneak attack +2d6.


Oh, yeah snakebite brawler should be better then assassin, thanks :] Though assassin is better to rolepay, suits more to gameplay style.


So i've seen a lot of combinations of mixing spellcasters with guns but most of them to work had to focus more on either martial or magic combat. The Arcane Gunslinger is good at both (not perfect though). I hope that no one already posted anything similar to him ;D.

Nad Ilztril
Drow: Gunslinger (mysterious stranger) 7/ Rogue 1/ Assassin 1/ Wizzard (spellslinger) 1/ Arcane Trickster 10

My rolls (standard) / 15 point buy:
Str 10 / 7
Dex 19 / 18
Con 10 / 10
Int 12 / 14
Wis 12 / 9
Cha 15 / 15
(+4 via level progression)
BAB +16

Traits: Magical Talent - Mage Hand, rich parents
Feats (11): rapid reload, weapon finesse, point blank shot, rapid shot, desperate evasion (gunslinger level 7 feat), extra grit, arcane armor, critical improved, craft wondorus item, skill focus: survival, eldricht heritage: orc bloodline
Gear: +1 Rifle or +1 Musket with far reaching sight, sniper googles, +1 pistol or revolver, +1 rapier

So what exactly he can do?
For example snipe target from 160 feet - 1st increment (rifle range 80 feet x2 from spellslinger's "distance" mage bullet) dealing with Dead Shot deed: 5d10 + 7d6 sneak + 15 (focused aim deed), (4d10 +12 if your DM wont let you add rapid shot to total potential attacks number), and you roll d20 five times, with crit chance 19-20, so there is quite high chance for crit :] If enchance gun with "shocking burst", we get: 20d10 +8d6 + 3d10 + 15 on crit!
Oh, and your target is flatfooted and denied of armor bonus to AC, and you even dont need to be hidden to sneak attack him (impromptu sneak attack from AT). Whats more you can try assassinate him, though Fort. DC 15 isnt hard to fail, but always something. But attack like this is costfull (2 grits), but no worries, Arcane Gunslinger is 11 lv. caster, disintegration? maybe once per day only, but quite deadly 22d6 + 7d6 (sneak attack) + 29 (orc bloodline) and if you chose to have just one arcane gun you get x3 on crit, but i preffer to have two arcane guns. Besides this, he can turn invisible, throw darkness, use variable mage bullets, shot cone/ranged touch spells from his gun, teleport and all the cool stuff that every proper Arcane Gunslinger should have :]

Please let me know if you have some ideas to upgrade this character, or if you noticed some mistakes.

How i was able to chose Arcane Tricster as prestige class, with just one wizzard level? - Drow starts with Darkness spell like ability (level 2 arcane spell) + trait Magical Talent (mage hand spell like ability), wasnt sure if its possible but i checked on Paizo FAQ, and it is 100% legal :]. If you wont like to play evil drow, you may chose for example elf (look for traits with lv.2+ sp), and replace assassin with master spy.