Kriegsmann55's page

Organized Play Member. 27 posts. No reviews. No lists. 1 wishlist. 2 Organized Play characters.


RSS

Sovereign Court

Why does no one give any love to Imrijka? I'm sure that the green-skinned beauty of an Inquisitor would have something nice to say, or would be more than happy to have a few kind words said about her in turn.

Sovereign Court

A lovely addition overall to the ongoing Gunslinger debate if I might say so. I also enjoyed your thought of renaming the class as simply being a 'Musketeer', though in regards to what you mentioned about Porthos simply siting around and shooting, rather than doing anything else, I recommend you pick up a bayonet for the guy next time around as it'll give him a somewhat viable option in close combat. (Treating it as a short sword or dagger if handheld or as a 2 handed shortspear if fixed.)

Sovereign Court

I recently stepped into the experience of running an Adventure Path, namely Kingmaker and while usually my only experience DM'ing has been generally just making up an adventure as the PC's go along, I've done little with pre-built adventures let alone rewards for it.

My query is rather simple, I've noticed in the first book of the adventure path that the rewards, be they of EXP or of monetary/item value tends to be made in such a way that it's almost expected to be split amongst four people, is that intentional or can the same rewards be viable for larger groups of characters? I for example currently have five people in my group with the potential for a sixth or even seventh member, so would splitting the EXP gained from exploring a hex (100xp) or finishing a quest line (400 extra) as well as other monetary rewards scale appropriately for larger groups, or would a person need to alter these figures?

Sovereign Court

Don't suppose any thought had been put forth to the possibility of making torch/lamp stands like these but for square bases? Most minis i've bought from reaper and other fantasy miniature lines tend to use square as opposed to round.

Sovereign Court

Looks to be overall a good miniature, one i'd definitely be willing to pick up for my collection! However I've never been much a fan of greataxes, yet I think this mini might've also looked decent with a polearm, perhaps a glaive or halberd instead of that big ol' person-chopper there. Any thoughts?

Sovereign Court

FiddlersGreen wrote:
Cartigan wrote:
Presumably Alkenstar is also a nation where divine and arcane magic doesn't work. Which limits adventures in Alkenstar and stretches the suspension of disbelief of the absurdly priced Alkenstarrian exports of rare mundane explosives.

Actually, the fact that it can't be magically transported out of Alkenstar should make it even more valuable. I don't see anything wrong with that. In fact, it would also reinforce how the secrets of gunpowder is so well-guarded by Alkenstar-it can't be magically pilfered.

By the way, James Jacob, if you're reading this and my previous post, and decide to use this explanation in any book, I don't need any fee, but would appreciate an honourable mention! ;)

Hmm...I will however grant that adventures in Alkenstar would tend to be difficult, since it's a magic-dead-zone...

You know, that's a good point. I'm really surprised that more people haven't actually sat down and thought to themselves that "Hey, these wonderful weapons of mine that shoot balls of lead had to be transported to where I live across the entire continent, going by wagon train, to ship, to hand cart and to wherever else because Alkenstar is the only country to make them, so 'of course' they'll cost me an arm and a leg if I continue to buy them as I normally do".

Of course with the gunslinger character that I've made and been wanting to test for some time, the biggest deterrent that I've had was the previously mentioned notion of trying to craft a weapon yourself given (for example) a standard Musket's base price of 15,000 silver. I honestly think that if a Gunslinger character, a person who has used, cared for, maintained and most likely also disassembled their weapon for a long enough period of time should be able to craft another of the weapon they use at a lessened cost than what they had initially bought a weapon from Alkenstar for, perhaps 'at cost' of what it might run up in the country itself. (Mayhaps 150gp instead of 1500, therefore requiring only 50gp worth of materials?)

Sovereign Court

Jason Bulmahn wrote:

Although I appreciate the concern here, the name is just too iconic for us to change to something like "mystic assassin".

Ninja, I am afraid, will be staying.

Jason Bulmahn
Lead Designer
Paizo Publishing

this.

I mean really, everyone still complaining about it now is rather silly, considering Mister Bulmahn here has just shot the notion down.

Sovereign Court

Personally I think what you suggest could potentially be awesome. I for one would love for there to be a series of feats a person could take to acquire features of other classes, such as a 3-4 feat string for a fighter to acquire a Rogue's sneak attack or the like.

Sovereign Court

See though, these are all examples of what training there has been/was for using a firearm as a melee weapon after the weapons themselves had become commonplace, when it would be expected for a soldier to keep a hold of their firearm much in the way as they had when initially firing it and jabbing and swinging with the butt end by itself or thrusting forward with the muzzle if a bayonet was plugged/fixed.

Yet back during the time when guns were much rarer (as would be the case in Golarion and many other settings)where the weapons are few and far between, let alone not arming entire armies it could possibly be seen that most soldiers would either abandon the weapon in favor of a traditional melee weapon, or to turn the rifle over and grasp it by it's barrel to use it as a large club and to swing it almost akin to a modern day baseball bat, which of course would be far more unwieldy than to use the tactics found in later periods.

Sovereign Court

Jesse Firebaugh wrote:

Could we not make this a class ability of a Gunslinger? It seems like an unnatural rule that they're the only ones that would think of hitting someone with the butt of their gun.

It's not that they're the only ones to think of it, it's just that using muskets/pistols as clubs of varying sizes can be awkward for most people, as well as it not being the actual purpose of the weapon.

It's not to say you couldn't do it anyways! Typically most people would just use the stats for an improvised weapon with the appropriate damage die depending on size, but would incur the normal attack penalty as a result. However I think the grit ability is simply be there to 'simulate' brief moments when the gunslinger has to rely on that improvised attack to make ready his escape, by dealing the extra damage as appropriate as well as being more accurate with the swing itself, though i do believe it should at the very least be a lvl 1 grit ability.

Sovereign Court

Darkholme wrote:

Alright, I didn't read carefully enough.

There is still the problem that they won't be able to afford ammo, or to replace it if it breaks and explodes (it will happen) or if it gets stolen.

Well if you're worried about the lack of ammunition, what about the 'hidden stash' Grit ability gained from the feat of the same name? It allows you to find 3 rounds and 3 doses of powder hidden on your person per grit point spent. While the amount of ammunition isn't phenomenal that is found, it 'is' a means with which to keep a gunslinger in the fight for a time at least. And there 'are' means to repair these weapons as stated within the Craft skill's description. (1/5th the cost of the weapon in question in materials and a successful craft check)

Sovereign Court

vuron wrote:


All of those elements should be explained by what the gunslinger is doing the 23 hours and 45 minutes that he's not adventuring.

Plus maintaining your kit should be a function of the monthly character upkeep charges. Paying for groceries, a boarding house room, and getting your armor and weapons polished and cleaned should be covered by that.

I don't...

Well it's not like I meant that by doing those things that i'm describing every little intimate detail on how i polish a single link of chain from my suit of maille, but at the very least it's a mention while in camp or on the road that: "Oh, and before anything else I make to un string my bow before bed." or "During our downtime, I spend the next few hours cleaning my armor after removing it."

It doesn't need to be something 'huge', and while yes the inclusion of it in the monthly cost seems agreeable, however unless you're playing with a group of morons or undoubtedly lazy people with no attention to detail, there needs to be at least a mention of you taking the necessary steps to maintain your own equipment as mere assumptions leave wide open gaps for players to exploit.

Sovereign Court

Zombieneighbours wrote:

I actually physically LoL'ed at that. Fairly accurate historical fiction...Oh my, that brought a tear to my eye. Why Cardigan, With These epic lulz You Are Really Spoiling Us.

Anyway, the point remains. The narrative of primative firearms is that they misfire. All the game is doing is reflecting that, and the systems are set in stone at this point. GONE TO PRINT!!!!!...

Agreed entirely.

Sovereign Court

Again, inevitably it comes down to the GM and the GM's own interpretation because where these pretty books we've been handed to us to play pathfinder with are mere guidelines of how the game is intended to be played and can seemingly be altered on a case by case basis.

Sovereign Court

Heretek wrote:

So Deadly Aim can not be used with ranged touch attacks.

"The bonus damage does not apply to touch attacks or effects that do not deal hit point damage."

The general complaint at the moment is that guns can't be used since they are "touch attacks." But are they REALLY touch attacks?

It says that guns "When firing upon a target within a firearm’s first range increment, the attack resolves against the target’s touch AC."

Does that mean it's a touch attack? Why not simply say "the gun fires as a ranged touch attack" then?

Simply put, I think it's safe to say Deadly Aim is INTENDED to be used with Firearms.

This obviously doesn't fix guns, or the gunslinger, but it certainly makes them a little better.

Agreed, obviously the design creators wouldn't have included such an important ability with the class, if it's primary weapon wasn't compatible. When in doubt, it's inevitably up to the GM to decide.

Sovereign Court

On the mention of a lack of 'creativity' here, why has no one thought about the potential of a gunslinger 'rifleman' and tinkerer, one who most likely attempts to modify his precious weapon or make one from the ground up, to develop new types of ammunition (perhaps even self contained shells) or the like? When in doubt people, remember that this is a roleplaying game, and as most of these RPG's in the past, be it pathfinder, D&D, L5R and EVERYTHING in between usually states that NOTHING is set in stone, and that the rules are merely to have fun with!

Personally, when I saw the gunslinger class, I thought not of making a dual pistol fighter going akimbo style, nor a grizzled wester shooter or a drunken pirate, I immediately thought of a soldier. Imagine this: Most people forget about the 'bayonet' weapon that is featured in the APG, and although in the APG it states that the bayonet temporarily renders the weapon unable to be fired, has no one else remembered the old spike type socket bayonets that used to be affixed to old flintlock weapons? or even the knife bayonets that are even still in use today? I fully intend using the Gunslinger class as is (and still hoping for an update to it) and I will be using a rifle and bayonet combination. 'Cause even after that first shot is done, I fully intend on remaining useful, even up close.

Thank you.

Sovereign Court

Magus Black wrote:

I also agree with the OP’s well spoken statements, especially the part about increasing the critical multiplier (which is the most friendly idea yet). The one thing I’d like to disagree with is the use of the “Leap for Cover” Ability, it actually has a very good use (though obviously to take full advantage of it one needs a rifle or crossbow) it just requires some terrain.

If you have Cover it can be pretty unfair, especially if you reduce the cost to only needing to ‘have’ a point of Grit in you pool over actually using said point.

Also, since you seem pretty level-headed, I ask here if you think the way to make firearms (and crossbows too) better weapons without the need for screwy special rules is to make them the only weapons that get equipment bonuses?

Examples:
Scope: Cost: 1,000 gold (that’s the same as a Spyglass). When secured on a firearm or crossbow (requiring a successful Knowledge [Engineering] check DC5 and 10 minutes to assemble and adjust) you increase the range of the weapon by one-half, added after all other attributes that effect range (Example: The Distance weapon enchantment). When using a Scope you also gain a +4 to Perception rolls against distant targets. Removing a scope takes half the time it does to put it on: 5 minutes.

Advanced Iron-Sights: 200 gold (not set price). Improving the irons-sights of either crossbows or firearms requires the weapon to either be built with it before hand (adding +5 to the Craft DC) or be modified after construction (requiring a successful Craft [Weaponsmith] DC 15, failure means another check is required and the weapon gains the Broken condition until fixed). A weapon with improved Iron-sights gain a +2 to all ranged attacks rolls.

(Additionally: For an additional 600 gold and a successful Craft check (with a +10 to the DC) you may increase the bonus to all ranged attacks to +4)

I enjoy your concept of improving the standard sights on a firearm, though admittedly the 'advanced' Iron sights name could be replaced by simply 'Iron Sights' as most traditional firearms as they came to be known had nearly no means with which to aim with the firearm other than to look down the barrel and pray to hit.

However as was mentioned above in the initial post, the pistol whip ability definitely needs reworking, though truthfully I believe the pistol whipping and rifle butting should be an acceptable action no matter what the situation, I believe that the mechanic as it is known now needs to simply be that 'if you manage to hit an opponent successfully with the butt/handle of your firearm, you may spend one grit point to immediately make a trip/disarm attempt on your opponent without suffering an attack of opportunity.'

Would make sense, no?

@Ashiel

Also, in regards to the mentioning of the 'deadeye shot' grit ability, if I happened to have my way with it' I would allow 2 range increments for every grit point spent as well as ignoring the penalty for shooting outside your range increment in that case so long as a full round action was taken to shoot, as that could create moments of intense 'suspense' per se to await to see if that one last enemy got away or if the gunslinger managed to fell him, that or it could possibly represent the sniper taking his time to plant that one clear shot at an intended target of assassination or the like.

Just my two cents.

Sovereign Court

I just want to see a picture of the dice before I buy/preorder is all.

Sovereign Court

Vic Wertz wrote:
Kriegsmann55 wrote:
As a question, are there any plans to release a mounted variant of Alain and or his horse? I would be the first in line to get ahold of it, as in the current campaign I play in i'm often trying to get the most out of my mounted abilities.
As far as I know, Reaper doesn't have any current plans for that.

Really hope that someone will make the suggestion for it, that or for more monster types like Orcs and Gnolls.

Sovereign Court

As a question, are there any plans to release a mounted variant of Alain and or his horse? I would be the first in line to get ahold of it, as in the current campaign I play in i'm often trying to get the most out of my mounted abilities.

Sovereign Court

As far as the conflict chips are concerned, are the stats presented here compatible or even matching with those for PFRPG? or are those presented for D&D 3.5-4th edition?

Sovereign Court

Ah, alright then guys. I do appreciate the prompt responses from you all, but now it seems that I need to get myself some larger bases for what calvary 'esque' minis I have.

Sovereign Court

I've been around, playing D&D since the switch from 3rd ed. to 3.5, and during that time it was stated that Horses are 'large' creatures, yet occupy a space ten feet long by five feet wide, the standard 2x1 format on battlemats, however some times I found things to contradict this, be it in later editions (such as 4th ed) or in 'additional products' such as the animal tokens floating around that occupy a 2x2 area or one of WOTC's old D&D minis of a mounted paladin that occupied a 2x2 area. Not to mention the fact that I cannot find anywhere in the PFRPG Core, Gamemastery, Advanced Player's guide or even the bestiary that will tell me what size of an area they occupy.

Anyone out there who can give me an 'official' answer or is it all up to user discretion?

EDIT: I also forgot that there are a crap ton of Reaper minis floating out there with 2x1 base equivalences, further adding to the confusion on my part.

Sovereign Court

It's too bad that this is for southern Florida, i'm located currently in Bradenton in Manatee county, and while I've somewhat begun to run my own pathfinder campaigns I have truly been wishing to play as well in the Society but alas, there is nothing around here.