Spooky

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Organized Play Member. 1,586 posts (8,564 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 69 aliases.


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Male LN Human Zealot 2 | HP: 24/24 | AC: 18 (10 Tch, 18 Fl) | CMB: +6, CMD: 16 | F: +5, R: +0, W: +5 | Init: +3 | Perc: +5, SM: +5 | Speed 20ft | Power Points: 7/7 Active conditions: None.

Atticus takes a half step back and drops into a lower stance, pushing the spider upwards and away from his chest with his off hand. With the space he needs he sweeps his sword upwards, combining the movement with his momentum as he rises to his feet. In one motion he frees himself from its grip and cuts deeply through. A flick of the wrist and a splatter of ichor across the cobblestone returns him to the ready stance.

Standard to attack
Replica Sword: 1d20 + 7 ⇒ (19) + 7 = 26
Crit Confirmation: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 1d6 + 5 ⇒ (3) + (4) + 5 = 12
Crit Damage: 1d8 + 5 ⇒ (4) + 5 = 9


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Male LN Human Zealot 2 | HP: 24/24 | AC: 18 (10 Tch, 18 Fl) | CMB: +6, CMD: 16 | F: +5, R: +0, W: +5 | Init: +3 | Perc: +5, SM: +5 | Speed 20ft | Power Points: 7/7 Active conditions: None.

Once he is certain the estate is secure Atticus welcomes his visitor. The garden is thriving with trees and flowers.

He does not have wine, he does not often partake. What he does have is absinthe.

also ready to move on I suppose


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Male LN Human Zealot 2 | HP: 24/24 | AC: 18 (10 Tch, 18 Fl) | CMB: +6, CMD: 16 | F: +5, R: +0, W: +5 | Init: +3 | Perc: +5, SM: +5 | Speed 20ft | Power Points: 7/7 Active conditions: None.

Atticus nods to the lieutenant and delivers his report of the days events. Shortly thereafter he takes the opportunity to slip away from the barracks.

He takes to the streets. The Korvosan night was still alive woth danger, but he intends to return to his garden for the evening and that alone outweighs the danger.

He sticks close to the buildings and avoids the main roads, cognizant of the threat that wandering rioters may pose. He ducks down an alley and stops, first struck by the lingering odor of a sewer, then by the sight of a familiar face.

"Ah, the dwarf" he says. "Mackeson, was it? You still live, then. Good, though I can see that you are worse for wear. And alone now?"


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Spooky Skeleton Scarecrow

The corpse is suspiciously silent in the face of questioning, almost evasive. It refuses to state whether or not it is clearly dead or alive, how rude.

Grim and anyone immediately around the corpse does note the large fist-sized hole in its chest cavity.

Meanwhile Sigmund starts to examine the various chemical components found in the room. They are old and murky, difficult to identify from looks alone, but Sigmund makes some discoveries nonetheless. There are quite a few bottles of clotted blood and other common medical chemicals - embalming fluid, alcohol, mercury, medical tonics. There's also a collection of dusty mechanical bits. Gears, springs, screws of various sizes and function, though all are noticeably much finer then those that were in the main workshop floor.


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Male LN Human Zealot 2 | HP: 24/24 | AC: 18 (10 Tch, 18 Fl) | CMB: +6, CMD: 16 | F: +5, R: +0, W: +5 | Init: +3 | Perc: +5, SM: +5 | Speed 20ft | Power Points: 7/7 Active conditions: None.
Quote:
"There were children in danger, and I sought to reason before I swung my blade with men attacking private property I owe a responsibility to. I will stand in defense of myself, of those this church relies on, and any who need help. Were Mackeson and I not poised to prevent them from entering you may have missed the peril altogether."

"Then prove the merit of your words - join the guard. Become the agent of lawful action that the city needs now most of all. I've already had my fill of seeing the would-heroes running rampant on the cobblestones today."

He leans his head this way and that as he thinks of something more to say. "Actions must be leavened with duty and consequence lest they spiral out of control. No one person has to take on the responsibility of dispensing justice on their own, such a weight is too great to bear. I know that men have died today because the choices I have made, though they need not have. Had they been properly tried they likely would have found themselves in the stockade - miserable, but alive. This sits heavily upon my conscious." He trails of as he becomes further lost in his own musings.

=============

Atticus moves without hesitation, placing himself between the marine and the group of youth. His sword is drawn, but not raised. He shouts to be heard over the crowd. "All peoples are hereby ordered to disperse and return to their homes by the authority of the Korvosan Guard!"


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You know what game has gone 40 years without a second edition? RIFTS


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The Wanderer…
My days in Loran seem so long ago. I sought refuge from my memories in the company of other outcasts. I fought sleep for days at a time...for when I dreamt, the visions would return. Visions of a rising red moon and the evil that came with it. Visions, memories...I couldn’t tell the difference anymore. And the evil from my visions followed me on my heels! How had he found me there? How could this broken shell of a man, barely able to carry the weight of his own wretched frame, be the burning terror which drove me to hide here?

He seemed to have beasts of his own that he was struggling to contain. He was losing.

As I watched Loran descend into chaos beneath the blood moon, I became convinced that I was truly mad. The terror, the destruction, the that I witnessed - how else could I explain them? Were these beasts from my visions, or wear they born...within the Wanderer?

Why did I follow him? I don’t know. Why do things happen as they do in dreams? But when he beckoned, I had to follow him. And from that moment, we traveled together. East...always into the East! To Yharnam!

==================================

Welcome one and all. This is a recruitment for a Pathfinder campaign based on the themes and material presented in Bloodborne. Bloodborne is an action role-playing game from the Japanese developer FromSoftware, the developers behind the popular Dark Souls series. Development began in 2012 under the working title Project Beast and although it is not developed as a sequel to the Souls games, it bears a number of similarities from the previous games. Inspired by H.P. Lovecraft and the Dracula novels, the decision to create a new intellectual property (IP) was due to director Hidetaka Miyazaki's desire to create something different and Sony's desire for an exclusive IP on the PlayStation 4.

This campaign specifically will be set in Old Yharnam before the events of the game. The Hunters and their Workshop are the largest that they've ever been. Thanks to the Healing Church and their blood ministration, Yharnam has prospered. Yet, something stirs. "Ashen Blood" continues to spread and, to the west, rumors that Loran has been lost to the sands.

I'm not looking for any specific number of players, though selections will be made in groups of 3-4. You don't need to know anything about Bloodborne to participate. The biggest stipulation with this game is that all characters are meant to be Hunters (not the PF class). Thematically, Hunters are individuals who have sacrificed some of their humanity to fight beasts. They wield complicated firearms and trick weapons and some practice something akin to "magic". The best characters are going to be the ones that fit into this image.

I have provided a player's handbook to help explain the setting and the Hunter's themselves a little more. Additionally, along with the character creation rules I have provided some additional resources for anyone who may interested in learning more about the setting.

Character Creation and Additional Resources:

  • Player's Handbook
  • The Paleblood Hunt (Lore)
  • Bloodborne Wiki
  • Bloodborne Map

  • Characters begin play at 4th level with standard WBL. We will be using the Fast experience track in this campaign. Characters generate ability scores using a 25 pt buy.
  • All common races are allowed. However, all characters are "Human" regardless of their race. This means that they look human and are from human societies, regardless of the mechanical effects of their race. There are still ethnic and regional differences between humans, so if you wish to create an "outsider" then that is perfectly fine.
  • HP is max first level, average +1 for every level thereafter.
  • Characters receive 2 traits and may take a drawback for a third.
  • Background skills are in effect.
  • This setting uses the Guns Everywhere rules. Most notably, the prices for firearms and ammunition are 10% of their listed price (including those in the handbook).
  • All paizo content is available for use, with the exception of rule changes and systems introduced in Ultimate Intrigue (though classes, new spells, feats, etc. are still available from that book). Additional third party material may be allowed on a case-by-case basis. Please note that I have provided a custom made Hunter class in the player's handbook, along with feats, traits, and equipment, specifically for use in this campaign.
  • Provide a backstory for your character. Whether they are native to Yharnam or come from abroad, its important we know something about who they are. This is also going to be the most important element of establishing your character as a "Hunter". You may be a fighter, rogue, or slayer, but what's important is how those abilities translate to the setting. Refluff things as necessary, feel free to make up information like organizations, cities, historic events as you see fit. The end result is what is important here. I will say now that some things are going to more difficult to justify then others. Full casters versus a martial character, for example.
  • Questions, comments, and feedback are welcome and appreciated. Recruitment will be open for two weeks or there abouts.


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    It's October, which means it's time for spooky stuff.

    The following is material I have prepared for an upcoming Bloodborne Pathfinder campaign.

    It includes a class, archetypes, feats, traits, drawbacks, and equipment as well as a bestiary including all of the common enemies from the game as well as two bosses and some example hunters.

    At any rate, feel free to view/save at your leisure. I will do my best to respond to comments or feedback as it appears.

    The Bloodborne Hunter
    The Bloodborne Bestiary


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    I don't really have a dog in this, just stopping by to drop off some info to say I don't know why you're bothering to use light loads as a metric. From the little research I've done it appears that medium/heavy loads don't limit flight so a Roc does appear to be able to carry an elephant.

    Also, I don't think using templates and such as a comparison is all that fair. In case you weren't aware there are statistics for baby rocs (12/19/9/2/13/11 NA +5)


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    What's the question?


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    A Bloodborne Pathfinder game to recruit in October. I have a class as well as archetypes prepared and am working on a bestiary followed by the players handbook.

    A Fate Type-Moon game using Anima, hopefully.recruiting next month.


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    28/28 HP

    Here is an example of a 5e-style background (spoilered for length):

    Sorcerer:

    A loner who left formal academia to pursue further research. Commands soul sorceries using high intelligence.

    You were identified as a potential sorcerer at a very young age. You joined an academy to unlock the secrets of the soul arts, dividing your time between a mentor and your classes in your search for knowledge. Your studies isolated you and you saw little of the outside world, much less your biological family. However, for reasons known only to you, you left the academy. What did you study at the academy and where were you enrolled? Who taught you, and how do you feel about them? Are you still in contact with your mentor or fellow students? Did you graduate? Where you expelled? Are you still enrolled and simply pursuing another experiment in the field?

    Skill Proficiencies: Arcana and either History or Investigation

    Tool Proficiencies: Alchemist’s Supplies

    Language: One of your choice, including Exotic languages.

    Equipment: A bottle of black ink, a quill, 3 rolls of blank parchment, Alchemist’s Supplies, a Book (about Arcana), a ring with the sigil of your school, a set of apprentice robes, and a belt pouch containing 10 gp

    Feature: The Sorcerer’s Mark
    You were formally enrolled in a sorcerous academy, and that alone can open doors for you. You can usually gain audience with another magic user by presenting proof of your tutelage. Furthermore, you can usually arrange lodging among other scholars or sorcerers, unless you show yourself to be a danger to them. You may also have access to resources from your school, such as a library or laboratory, or a mentor who can offer advice occasionally.

    Suggested Characteristics
    A sorcerer is largely defined by their apprenticeship and field of study. They have spent most of their lives surrounded by soul arts and in the company of other sorcerers. Sorcery is a cornerstone in this person's life, whether it is a means to an end or simply an end in and of itself.

    d8 Personality Trait
    1) I tend to talk about sorcery as if everyone understands it, and I cannot comprehend the ignorance of those who cannot.
    2) I consider my mentor to have been a font of wisdom, and have a quote from him for every occasion.
    3) The academy taught me the value of secrets, I keep them very well and have a few of my own.
    4) I have a grand soul theory that I cannot wait to tell everyone about.
    5) I am seldom seen without my nose stuck in a book or a scroll.
    6) When exposed to a new piece of magic, I can’t help but try to figure out what it does and how it works.
    7) I am extremely proud of the school I attend, and I will boast about it often.
    8) I have no patience for ridiculous superstitions about sorcery.

    d6 Ideal
    1) Magic for Magic’s Sake: I seek to study and refine sorcery, simply for the betterment of sorcery (Neutral)
    2) Greater Good: Soul arts should be used to protect and improve the lives of the common people (Good)
    3) Power: through my power I will conquer and gain victory (Evil)
    4) Tradition: I will uphold the standards of sorcery taught to me by my teachers (Lawful)
    5) Independence: I have cast off my shackles and will seek my own path (Chaotic)
    6) Spirit: I will make my mentor proud (Any)

    d6 Bond
    1) I often think of the family I left behind to become a sorcerer, I would like to see them again one day.
    2) I had a romantic relationship with a fellow student, I still love them.
    3) I am utterly loyal to my mentor, everything else comes second.
    4) I am hunting the one who is responsible for the end of my apprenticeship.
    5) I had a rival throughout my training, we still compete.
    6) I idolize a historic sorcerer, and I measure my accomplishments against theirs.

    d6 Flaw
    1) People who are superstitious of sorcery are idiots and are not worth my time.
    2) I look down on anyone who is not properly trained in the magic they wield.
    3) If my mentor calls me, I’ll abandon whatever I am doing to go to them.
    4) I can get so distracted by the mystery and wonders of sorcery that I lose sight of my goals.
    5) A scandal prevents me from returning to my place of education, and I’m trying to stay ahead of rumors.
    6) I believe the world would be better off if sorcerers ran everything.


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    28/28 HP

    Here is an example of a Pathfinder-style trait:

    Knight

    An obscure knight of poor renown who collapsed roaming the land. Sturdy, owing to high vitality and stout armor.

    You gain a +1 bonus to Fortitude saves while wearing medium armor, or a +2 bonus to Fortitude saves while wearing heavy armor.

    I will provide an example of a 5e-style background tomorrow (there's more work involved in putting that together).


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    Firearms are perfectly compatible with Eldritch Archer.

    Traditionally, Spellslinger is best done as a 1 level dip. That way you get arcane gun and you don't have to worry about any opposition schools or anything. After that people historically would go into Sorcerer. However, I would recommend going into Eldritch Archer so that you could get super named-bullet-shocking-grasp uber spellstrikes.


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    A couple of years ago they released the Darkest Dungeon movie. Law & Order also did their clumsy video game killer episode.

    It'll never stop. Really, it could be considered a normalization of the hobby. After all, it's popular enough for people to unreasonably hate it which is nice.


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    Your DM made a couple of rookie mistakes and panicked trying to find himself an out. He did kind of screw you guys over, and that's bad, but if he acknowledges he messed up then I wouldn't make a thing of it.


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    Unchained Barbarian


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    I prefer characters who have lots of tools in their tool boxs, which usually means overpowered in Pathfinder terms. Thats said, I look for consistency in power levels above all, which makes over or underpowered a secondary concern.

    I never start at level 1 when I'm running, though. I can't stand it, so everyone starts at level 3 or above usually (which can make setting up an AP a pain).


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    Yeah, I'd tell the GM to eat me.

    Anyways, the level in sorcerer will open the Raging Blood, Arcane Strike, and Blooded Arcane Strike feats for your character, that's what I'd pursue.


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    Yes. Only the best armor applies. However, keep in mind that magic armor is practically immune to sundering and so it's generally not worth the money to invest in a second suit of armor.


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    If you really want to get crazy, two levels of ninja and the extra ninja talent feat can get you acrobatics master and high jumper, which gives you a +20 bonus to jump and cuts the DC modifier for a high jump in half (which could possibly stack with dragoon). A human with fey magic can also get a 1/day casting of cheetah's spring, which gives you x10 speed on a charge, and if memory serves for every 10ft over 30 your speed is, you receive another +4 on jump checks. Combat Stamina is good if your group allows it. Boots of striding and springing grant a bonus to jumping and speed, as well as the Tribal Scars feat. For a major investment, you can buy into Vital Strike and wield a nodachi, which is a polearm and a heavy blade. You can use fighter training to qualify for martial versatility to apply greatsword feats to the nodachi, then use faithful combat for Gorum to make vital strikes at the end of a charge with your nodachi.

    Do everything, and eventually you can charge at 10 times your normal speed, jump during your charge, deliver a vital strike at the end of the charge with an additional damage bonus of 1d6/10ft you jumped with a weapon that crits on a 18-20.


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    Wizard


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    Ventnor wrote:
    Kitty Catoblepas wrote:
    Athaleon wrote:
    Why not take the principle to its logical conclusion and have players roll stats in order, roll class and archetype, and roll race too?
    Then the DM can roll for plot, NPCs, monsters, treasure, and geography. Nothing will make sense in an almost beautiful way.
    Why stop there? The GM should also roll to see what dice he uses to roll all the other things that he needs to roll.

    At the start of every session there is a roll off to determine who will win the campaign.


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    Yes, viewable Here


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    kryt-ryder wrote:
    Johnnycat wrote:
    it takes an experienced GM to balance encounters with maneuvers in mind.

    Can you elaborate on this, and explain how it's any different from 'balancing encounters with spells in mind'?

    Full disclosure, I don't 'balance encounters' at all, aside from using CR as a rough guideline.

    Nor do I.

    Pathfinder is a game that encourages players to approach combat in what is, ultimately, a very narrow scope. Most martial characters are going to be relying on their full-attacks to get their damage in. Consequently, they don't move around a lot (I'm sure this isn't news to anyone).

    Path of War, however, opens up what is essentially an entirely new action economy for initiators. Any giving discipline has at least a handful of maneuvers that allow a character to move and follow up with a big attack in the first round of combat, even at early levels.

    So this ends up coming into conflict with how Pathfinder structures most of their encounters or bestiary creatures, where they're not really able to keep up with a character who can drop a strike to close into melee first round, boost to ensure the kill, and have a counter in their back pocket for anything unexpected.

    To a lesser extent, it's the same situation that arose with Swashbuckler's parry - an active defense that can outright deny attacks is so unusual within the Pathfinder system that the dev team errata'd all access to it away so that only the Swashbuckler and for some reason the Magus would have it. Similar to why Crane Style sucks now.

    It's not all that different from balancing magic, I suppose, but it does add a second thing that GMs will need to account for. 3pp already gets a bad rap and, in my experience at least, most people don't want to put in the effort to learn a totally new system (and Path of War is definitely something that needs to be learned).


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    kyrt-ryder wrote:

    Doors-unless made of adamantine with adamantine hinges set in an adamantine wall- are meaningless to level 17+martials.

    Coolaid man style if necessary.

    Ironically, coolaid man-style busting through doors without interrupting their movement is another thing that martials can't do.


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    Quote:
    I would be interested if anyone else has thoughts on the matter. Should there be any practical difference in roles between classes. Are there any sacred cows that belong to one class that we wouldn't want others to have?

    I think so. Everyone should have their schtick. I also think too much is lost in a discussion focusing on comparison/contrast between various classes. I'm firmly in the "give fighters more tools" crowd and even I think this discussion has become inane.


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    Amulet of Might Fists with Sharding


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    Here4daFreeSwag wrote:

    Storyteller Shadow, about your recruitment for your Eberron table... would you be open to allowing stuff from Paizo's recent Vampire Hunter D Kickstarter supplement as a possible source?

    It's also fine if it's not okay for it to be allowed since it is rather focused on it's own tropes. In such case, I'd try for making a Dread character from Ult. Psionics (Kalashtar or the Half-Quori, if allowed).

    Was that supplement released to non-KS backers? I wanted to pick it up.


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    On top of that, two holy pistols is about 38,000 of a 9th level characters 46,000gp.

    Putting that aside, the character had two weapons designed specifically for slaying undead AND started within 20 ft of the enemy AND rolled a crit AND spent 5 or 6 grit. What's the problem?


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    Quote:
    ]Last time i checked they could hit always (touch ac)

    Patently false. They can hit Touch AC in the first range increment only unless they spend 1 + 1 per range increment grit for each touch attack they want to make.

    Quote:
    and with the right feats and deeds reload for free forever

    God forbid that a Full BAB class is allowed to full attack

    Quote:
    (yeah try reloading a musket at the same speed as drawing an arrow...i would love to see that but anyway... its magic right)

    Realism and Pathfinder are outright enemies and classes should never, ever be balanced alongside what a normal human may be able to do. Stop forcing unfair standards on the Gunslinger specifically.

    Quote:
    Even if by some miracle they missed, with the right feats they were still doing 2d6 per shot..at around 7 shots a round at 9 level.

    As Sundakan already pointed out, 2d6 is barely even worth mentioning as damage. That's only assuming that someone would be able to fit in all of the TWF fighting feats into a Gunslinger at level 9 to actually get 7 attacks a round.

    Quote:
    So what got nerfed?

    Gungslingers have been bad since the beginning, but most recently Signature Deed was changed to only 1/round, and most of the Gunslingers deeds were made incompatible with Signature Deed on top of that.


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    Quote:
    Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.


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    Stormydove wrote:
    I do get him to explain his stuff to me, but so far each week it's been new stuff after new stuff. I just need to know where it's all coming from.

    Ask him to provide links to material that he is using or bring a printout reference to the table.


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    Stormydove wrote:
    Johnnycat93 wrote:

    Speak with him like a reasonable adult.

    As the thread goes on someone will most likely discover that he's either outright cheating or suggest something that will easily shut him down, but nothing will be as painless or effective as simply speaking with the player and establishing the expectations of your game and your group. Besides, playing the Pathfinder arms race gets old quickly.

    Yes I hate the arms race! I do want to talk to him aside, I just need to know what to say and not make him think I want to scale him back too much or nerf him unfairly. I am sure as well he may be cheating on somethings.

    "Your character does not fit in with this game right now, maybe try [this], or you can even make a new character if you like."

    Work with him to create a character that works with your game, don't put him off and tell him to figure it out. Even if he is bitter about losing his wizard, people become more attached to something that is worked on collaboratively.

    Also, he's good at the game so ask him to explain things to you before the game starts, so you can understand what he's doing. This will help create the sense of you two as equals (because a GM who is a control freak is easy to resent). If anything, you can learn something from his that will help your own system mastery. There's also nothing wrong with having a strong character and that's something you'll need to accept approaching this. The trick is just making sure whatever character is still restrained within the group, which can be playstyle just as much as mechanics.


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    Speak with him like a reasonable adult.

    As the thread goes on someone will most likely discover that he's either outright cheating or suggest something that will easily shut him down, but nothing will be as painless or effective as simply speaking with the player and establishing the expectations of your game and your group. Besides, playing the Pathfinder arms race gets old quickly.


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    Pageview limit exceeded means that to many users are on that site. You'll need to wait for traffic to die down.

    Google is your friend.


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    Taja the Barbarian wrote:
    Johnnycat93 wrote:
    Taja the Barbarian wrote:
    So yeah, Gunslingers can do very reliable damage, and when they crit, things tend to die very quickly...
    Two nat 20's to crit in a round is the definition of unreliable.

    3 or 4 shots per round, threatening on a 19-20 (Improved Critical feat) means you should get a crit threat every third round or so on average, and going against touch AC means you are almost certain to confirm against most targets. You can't exactly guarantee a crit when you want one, but I would hesitate call them 'unreliable'.

    That being said, Gunslingers are 'reliable' in that they rarely miss, even while using deadly aim. Removing Armor and Natural Armor from the equation means most targets are easy, and having a high dexterity increases your chances of going first and removing your target's dexterity from the equation on the first round as well. When our WotR campaign started, the GS was quickly noted to 'always hit, but do little damage': Once we got to 5th level and he started adding Dex to dmg, that changed to 'always hit, and often killed the target.' Of course, mileage will vary depending on encounters: our GS actually missed all four shots a session or two ago against an incorporeal boss (poor rolls vs. an actual 20+ touch AC).

    Being able to hit frequently is one of their two only advantages, and is arguably a double-edged sword. Remember that you only get the Touch AC ability when you're within the first range increment (so 20-40 ft), meaning that anything that you don't kill is probably going to saunter up to you on its turn and introduce itself. Boohoo Gunslinger can hit a Dragon easily, but in the extremely likely event that they don't kill it they are now 20 ft away from a (in all likelihood) mildly upset dragon, which is never a good place to be. Plus, splash weapons (alchemist bombs) and a good half of evocation spells hit Touch AC and you don't exactly see pitchforks and torches handed out over those.

    You also have to blindly ignore the other drawbacks to the class: Deeds and Grit have been steadily getting nerfed to the point that they're mostly useless, with a handful being situationally useful.

    They have no built-in damage/accuracy boosters in their class; Fighters have weapon training, Rangers have Favored Enemy, Barbarians have Rage. Gunslingers have nothing (inb4 Gun Training. Tons of builds can get a statistic to damage either naturally or by picking up a Composite Longbow. +Dex isn't impressive).

    Their guns are also horrendously expensive to own and operate, even with Gunsmithing. Putting aside that the firearms are hilariously overpriced, even with crafting each shot is costing the Gunslinger 1.1 gp. God forbid you want to reload as a free action and have to use Alchemical Cartridges, because then you're paying 6 freaking gold everytime you pull the trigger. Metaphorically you may as well beat someone to death with a dirty sock filled with gold coins.

    Firearms also have no feat support, which also means that the Gunslinger has very, very little build variety. You choose either Pistol or Musket, and take that Archetype (because Pathfinder is game that punishes folks who specialize in multiple weapons so why not?). You then take Deadly Aim, Rapid Reload, Point-Blank Shot, Rapid Shot, and Gunslinger (and apparently Improved Critical). Don't do these things and you will die, do them and you will be ok but everyone with a bow or a sword is going to be better then you but still complain that you can hit Touch AC sometimes. At least your class gives you a whole 5 bonus feats over the course of 20 levels (too bad theirs nothing cool to spend them on because you don't qualify for half of the ranged combat feats and firearms have maybe a dozen dedicated feats of their own).

    The Gunslinger is one of two classes in the game whose core mechanic actively harms them (four if you count the Barbarian and Bloodrager for some reason). Your gun has a 5% chance of blowing up on any given attack, which also gives the Gunslinger the award of the only class that can fumble in the traditional sense, so you're spending a good amount of your resources keeping your own abilities from killing you, or at the very least messing with your action economy.

    But hey, at least they can hit sometimes. It's not like other classes can hit things, right?


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    Taja the Barbarian wrote:
    So yeah, Gunslingers can do very reliable damage, and when they crit, things tend to die very quickly...

    Two nat 20's to crit in a round is the definition of unreliable.


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    People seem to have a misconception that firearms are good. They're not. In fact, they're one of the worst weapon classes in the game. People also seem to over value how strong hitting touch AC is (hint: it's not).

    Lord knows why anyone would play Gunslinger past, like, level 5. If anything, I'd like to see firearms get tweaked (there's an endless amount of gun houserules. It's probably the most houseruled thing out there, next to magic) and the Gunslinger get done away with. More to the point: your houserules aren't good and I wouldn't want to play a gunslinger using them.

    Quote:
    Seeing a 9th level gunslinger gun down a 18cr lich in one round in pathfinder society play made me dislike the class even more.

    I feel like this probably didn't happen but I'm willing to keep an open mind.


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    Game of Thrones is low fantasy. Pathfinder is high fantasy.

    These things are not compatible.


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    Not very, honestly.

    Fighter is competitive with Brawler, but only if your GM allows you to access Advanced Weapon Training, otherwise pass.

    Vigilante is always good, though, for versatility if nothing else.

    I think a Brawler is probably good for you though. Take Butterfly Sting and ask your GM if you can use the custom weapon creation rules to get an exotic light melee weapon in the close weapon group with an 18-20 crit range. Play human and get the alternate trait that gives you two free exotic weapon proficiency, then TWF and crit-fish using Butterfly Sting and deliver using the x3 Fighting Fan. Also remember Piranha Strike. If you do this, I wouldn't go for sneak attack damage because it doesn't stack.

    Also seconding Path of War. Path of War makes things work.


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    1d4 light weapon means you're going to need to figure out a means of doing damage outside of the normal methods. If it were me, I'd run a Kensai Magus and blast folks with spellstrike/spell combat. If you want to focus on non-magic, life will be harder but a Fighter with the Brawler archetype is definitely worth consideration for Close Combatant and Menacing Stance (especially if your GM is reasonable and let's you use Close Combatant as Weapon Training for picking up AWT).


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    On the other hand, there is some logic in sacrificing accuracy attacks that probably would have missed to make sure you're landing the first attack (Second Chance/Improved)


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    Read or Die style Papermancer (partially possible using scrollmaster)


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    I'd also suggest looking at the Scaling Magic Items rules in Unchained, as well as the Limited Spellcasting rules to help martials stay alive. I also recommend combining multiple magic ileffects into a single item. Perhaps its just me but I think a low-magic high-fantasy setting is better served by single, powerful items rather than mounds of weak ones.


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    Seconding Superstition Human Barbarian.

    You're essentially making a Blank from the 40k universe - someone who is so out of sync with the supernatural that it just kind of rolls past them.

    Or, you could take the RIFTS route and create someone whose natural magical talent is influenced by their own stubborn disbelief, inadvertently making them a null-zone for magic.


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    ultimatepunch wrote:
    Johnnycat93 wrote:
    ultimatepunch wrote:
    Johnnycat93 wrote:

    Raise the floor, don't lower the ceiling.

    If you want a gritty realistic low-magic ruleset, don't play Pathfinder

    Nonsense. Iron Heroes was low-magic and it is basically compatible with Pathfinder.

    The Advanced Gamemaster Guide by Green Ronin had some nice suggestions on how to change the magic level of your setting. Such as only allowing casters to put 1/2 of their levels into a casting class. So a 8th level character could be 4wizard/4fighter for example.

    Or, instead of putting in the effort to finagle the rules to do something they weren't designed to do, you could just play a different game more suitable to what you're trying to do.
    You really never hack games? Why not? It is easy to do and can make the game much more fun for your group.

    I have a 60 pg document that disassembles Pathfinder to play Dark Souls.

    I'd still rather use a system other than Pathfinder, but because I play on Paizo it is immensely more difficult to find groups for games other than Pathfinder.


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    Raise the floor, don't lower the ceiling.

    If you want a gritty realistic low-magic ruleset, don't play Pathfinder


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    Nothing in the rules says that being Dead prevents me from acting.


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    Drahliana is right. HP is an abstraction. I say it is simply a measure of a characters ability to turn a fatal blow into a non-fatal one and leave it at that.

    Trying to justify it in real-world terms is a path that leads only to darkness.

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