Shieldmarshal

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Are effects from magical potions (aka, not alchemical elixirs) treated as spell effects to be valid target for dispel magic. Seems either like an oversight or just not considering it at all.

Some potions just say you become affected by [spell], others, like potion of flying say you gain fly speed.

I find it wierd that some potion effects are dispellable and others would not be due to the way they are typed (especially magical flight). If anything, it is dispel magic that perhaps needs to be redone.

I hope to get some answers to quiet down the rulelawyers I might know to be an issue


Just wanting to make some musketeer NPC and then it hit me, if someone, somehow uses deflect shot against a risky reload shot, it missfires so there is nothing to deflect. Just wanted it out there as this is even more fun than dodging a bullet to cause missfire (and drow can do that)


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Here me out, firearm ace is so good that all builds my players have done includes it. Probably because the other level 1 feats feels underwhelming but it does make the game in lower levels just be "strike, reload, strike. It is also less needed as there will be martial weapon choices in comparison to crossbows. If anything, this feat belongs to the ranger or be meshed in with crossbow ace into a reload ace.

What I am trying to say is that 'fireatm ace' is too good for its own good even if the class will not use it too often due to quick draw or similar.

One pistolero build went like this @ level 4
Firearm ace
Quick draw
Running reload

Turn 1, draw 2 pistols, shoot both, drop, quick draw a MUSKET, turn 2 reload shoot reload and cue in the rotation. Mostly because of firearm ace. Considered dropping the pistols higher levels just because of runes, retraining quick draw to risky reload.

If we must have a "flat damage boost" put in point blank shot or something else but I'd rather have this circumstance bonus be a part of the guns themselves or a class feature somehow. I want the level 1 choice be a choice.

On a ranger, firearm ace would be a choice compared to its other feats.

I have done 3 short scenarions and 1 slightly longer as a GM


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Two-weapon flurry comes with the press trait. It also requires 2 (loaded) weapons to be wielded. The only way it can be used is if you start your turn wielding 2 weapons, striking once, drop, draw (without using quick draw) and then use the level 14 feat that either quick draw can do by itself or prefer to just use paired shots (level 8 feat) instead. This also skips your ability to use the pistolero deed "finish the job" so final shot is @ -10 MAP no matter what.

This can be solved with being quickened from haste or having two-weapom reload, but those are outside factors.

Pistoleros retort is not bad but abit boring and that deed could be used to perhaps allow to draw a pistol freely once a turn or allow to load 2 pistols at once. Finish the job could be a passive that kick in whenever you miss

[Edit] it could be used in melee but seems still odd to give press trait @lvl 14 without a fail effect. It has the flourish trait and can't be used with reloading strike


I like the daily preparation and some fluff around missfire (add missfire chance if wet powder etc.)

some feats though just make it inconsistent and could be easier typed such as Risky reload: reload faster but you get to roll a missfire check (dc5)

alchemical shot should be the same or even be used similar to revelation spells of the oracle, "using this action fouls the barrel and adds a missfire chance until cleaned for 10 minutes" allowing maybe even more powerful feats that keep being balanced.

Most importantly, they should just keep it consistent to avoid confusion and rolling dc 5 feels better as a risk/reward than basing a misfire upon a fail effect. The DC could even increase if using such skill on a mistreated firearm