Babau

Lazarus_Kreuz's page

Goblin Squad Member. Organized Play Member. 21 posts (133 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


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Sweet! Thanks for the link dude!


In Owen K.C. Stephen's blog post, he mentions that the list of items that are being asked for are:

"from one of the following categories: armor, shield, weapon, staff, ring, or rod."

However, in the rules for Round 1, it says that:

"Submission is not a specific armor, specific weapon, ring, rod, or staff."

I've got an idea for a shield, but I'm not sure if it's legal. Any chance of a clarification from a judge?


The main design decisions I found with this were the name, which CL to make it at and the secondary effect of the tentacles.

Any feedback is much appreciated.

P.S. I find it very educational to see how the judges went through the items, so much love to Neil for going through the effort of posting it all up.

Dagon’s Gift
Aura Faint Transmutation; CL 5th
Slot none; Price 1300 gp; Weight 1 lb.
Description
Created from a drop of Qlippoth blood (as can be found in a spell component pouch), this viscous black fluid causes the creature struck to twist and deform, body and mind, transforming it in to a raging monstrosity which attacks indiscriminately. While most civilised societies would see this as an atrocity, some see it as a tactical advantage.
When thrown as a ranged touch attack, any living corporeal creature struck must immediately make a DC 14 Fort save then a DC 14 Will save. Those who fail the Fort save immediately and painfully grow two barbed tentacles, which function as secondary natural attacks which deal damage appropriate for their size plus 1d3 Wisdom damage. These tentacles last for 5 rounds. Those who fail the Will save are immediately affected as though by a rage spell, and attack the creatures nearest to them for the duration of the rage. Failing the Fort save also imposes a -4 penalty on the Will save, as the pain of the deformation makes it easier to succumb to the rage.
If made from fresh Qlippoth blood (i.e. the item is finished within three days of removal) the save DC’s are increased by 2, at no extra cost.
Construction
Requirements Monstrous Extremities*, Rage;Cost 650 gp
*This spell is from Pathfinder Player Companion: Faiths of Corruption

Spells: Polymorph(S/W 6), Rage(S/W 3), Monstrous Extremities (S/W 3), Excruciating Deformation (S/W 3)


I'd like to cancel my subscription to the Pathfinder Roleplaying Game line.

While I'd love to be able to afford the Beginner's Box, it just ain't in my budget right now. I will, however, have it back up and running for Bestiary 3.

Thank you in advance.


Reskinning Euphemi as a rogue. Rolling HP for 2nd and 3rd level here.

2nd level1d8 + 2 ⇒ (5) + 2 = 7
3rd level1d8 + 2 ⇒ (3) + 2 = 5


One thing I never do in my games is tell the PC's that they can't do something - within reason. However, one thing I make very clear to any evil PC is that actions have unforeseeable consequences.

In this case, I'd let it happen - and make sure his victims are important to the plot. The next time someone wants to buy a magic item, they find that the clerk has been murdered and the store shut down, for example.

As far as tracking notoriety goes, play it by ear. If he makes no mistakes, don't punish him. But definitely have a few bluff checks on the go if he ever becomes a suspect and gets questioned.

And if he gets high profile, maybe the local law will put their best man on the case... As Phyrric Victory pointed out above.

As far as content goes, there's a good article in Dragon #300 called 'How Far Should You Go?' which provides good food for thought on how violent or 'mature' content should be handled with different groups.


Carrion Crown Spoiler:
Beheaded (from The Haunting of Harrowstone - Pathfinder #43) can be taken as familiars at Caster Level 3rd, with Improved Familiar. They're exactly what it says on the tin - animated severed heads.

I'm pretty sure it's as close as you're gonna get.


Thank you for the swift reply.

It's a pretty counter intuitive situation, but I suppose the opposite - one misfire roll and you're boned - is punishing those who use the scatter guns for what they're for. Personally, I'd wish for a rule which didn't make the misfire chance depend on the number of targets (maybe the misfire only applies on the first attack roll?), but this option is the better one of the two presented.


Stephen Radney-MacFarland wrote:
A firearm making a scatter shot misfires only if all of the attack rolls made misfire.

So does this mean the more people you get in the cone - i.e. the more attacks you make - the less chance you have of misfiring? Why does the number of targets affect the misfire chance?


Here's a build I whipped up. Couldn't think of feats to throw in at the blank levels, so any ideas would be much appreciated. Also, any ideas on equipment for the Gunman would be much appreciated.

If I missed anything, let me know.

Average dpr calculated using this thread

They are shooting against the Black Dragon stats above: AC 28, Touch 10.

--------------------------------------------------------------------------- ---------------------------------------------------------------------

Human Fighter 10 (Archer)

Str 20 (17 buy, +1 4th lvl, +2 belt)
Dex 20 (15 buy, +2 Racial, +1 8th lvl, +2 belt)
Con 14
Int 8
Wis 9
Cha 8

Equipment:
+3 Comp Longbow (+5 Str), +2 Belt of Physical Might (Str & Dex), Greater Bracers of Archery.

Feats:
1H - Weapon Focus (Longbow) [WF]
1B - Point Blank Shot [PBS]
1 - Precise Shot
2B - Rapid Shot [RS]
3 - Deadly Aim [DA]
4B - Weapon Specialisation (Longbow) [WS]
5 -
6B - Manyshot [MS]
7 -
8B - Greater Weapon Focus (Longbow) [GWF]
9 - Critical Focus [CF]
10B - Improved Critical

To hit (using Manyshot, Rapid Shot and 3 point Deadly Aim): +20/+20/+15 (+10 BAB, +5 Dex, +2 Weapon Training, +1 WF, +1 GWF, +1 PBS, +3 Enhancement, +2 Bracers of Archery, -3 DA, -2 RS)

Damage: 1d8 + 20 (+5 Str, +3 Enhancement, +1 BoA, +6 DA, +2 WS, +2 WT +1 PBS)

DPR: 2*(.65*24.5) + (.65*24.5) + (.40*24.5) + (.5*2*.85*24.5) = 61 (Rounded down)

--------------------------------------------------------------------------- ---------------------------------------------------------------------

Human Fighter 10 (Gunman)

Str 10
Dex 26 (18 buy, +2 Racial, +1 lvl 4, +1 lvl8, +4 belt)
Con 14
Int 9
Wis 10
Cha 10

Equipment:
+3 Pistol, Belt of incredible Dex (+4)

Feats:

1H - Exotic Weapon Proficiency (Firearms)
1B - Weapon Focus (Pistol) [WF]
1 - Point Blank Shot [PBS]
2B - Precise Shot
3 - Deadly Aim [DA]
4B - Weapon Specialisation (Longbow) [WS]
5 - Rapid Reload
6B -
7 -
8B - Greater Weapon Focus (Longbow) [GWF]
9 - Critical Focus [CF]
10B - Imp Critical (pistol)

To Hit (Using 3 point DA): +21/+16 (+10 BAB, +8 Dex, +3 Enhancement, +2 Weapon Training, +1 WF, +1 GWF, +1 PBS, -3 DA,)

Damage: 1d6 + 22 (+8 Dex, +3 Enhancement, +6 DA, +2 WS, +2 WT, +1 PBS)

DPR: (.90*25.5) + (.90*25.5) + (.1*3*.90*25.5) = 52 (Rounded down)
--------------------------------------------------------------------------- ---------------------------------------------------------------------

If my calculations aren't completely off, the archer does more damage per round, thanks to rapid shot & manyshot, even with the 'shooting against normal AC' handicap.

This also assumes one is using Rapid Reload and the paper charges, just so the gunman can use a full attack. This also brings the misfire chance up to 10%, which brings it's own problems.

Even if you replace the pistol with a rifle, that brings the DPR up to 60, which is on par.


overdark wrote:
It's not the GUNSLINGER, its the GUNS.

If it's the guns, then build two lvl 15 fighters - one with a rifle (or a musket, to compare advanced and simple firearms while we're at it) and one with a comp longbow - and compare the dpr. If you're so 100% sure that you're right, then show us the numbers.


Hexcaliber wrote:

If you can shoot the dragon as a touch attack, then the dragon is in range to get an attack of opportunity and a full round of attacks himself. This annihilates the whole reason to make ranged attacks over melee. Thus, a gunslinger becomes equivalent to melee fighter who hits far more often, but for much less damage and provides an attack of opportunity for his enemy.

The gunslinger is playable, but not optimal.

The majority of this discussion has been made using the advanced firearms, which negates this particular downfall.


overdark wrote:

Ok number it is, and we'll use Harsk instead since thats a little more like apples and apples.

Harsk (ranger 15) DEX 23 (+6) +4 flaming burst heavy crossbow +26/+19/+16 (1d10+4 plus 1d6 fire/17-20/x2)

Gunslinger 15 DEX 23 with +4 flaming burst rifle +26/+19/+16 (1d10+10 plus 1d6 fire/19-20/x4)

seems good so far right?

Harsk shoots at the dragon needs an 11 to hit. deals 13 damage.
Gunslinger shoots at the dragon needs a 2 to hit. deals 19 damage.

Still fair?

If they shoot at each other it's about the same (again equal gear and feats) Harsk AC 30, touch 19

Harsk needs only a four to hit now, but the gunslinger still hits 10% more often (still only misses on a 1).

What about feats? Rangers get their Combat Style feats and Gunslingers get their bonus feats too. How do they come into play? What if it was a fighter instead? How would the fighter specific feats/class abilities differ him from the gunslinger? What if he was an archer instead of a crossbowman?

Your point was that no matter the build, gunslingers are better. I don't buy that.


overdark wrote:
BobChuck wrote:

Overdark, I am calling you out.

Your behavior so far has been the textbook definition of troll.

You state your point over and over again, you dismiss all counter-arguments, and all without providing any numbers at all to back up your claim.

How the class looks on paper is important, but it's not everything. It's not even the primary thing.

You think the class is broken? You think Advanced Firearms are overpowered? Stat it up.

Show us. Prove your point instead of being arrogantly, aggressively dismissive.

Don't do it at 20th level - the game comes apart there. Don't use Mighty Composite Longbow - that's been proved to be in the top 5 highest DPRs, so it's a bad choice.

Do a Human Gunslinger (revolver + buckler) and a Human Fighter (light crossbow), both at either 10th or 15th level. Have them fight each other, and have them fight monsters with escalating CRs (level -3, -2, -1, level, level +1).

Stat it up and run the numbers or stop trolling.

Troll? Who are you Charlie Sheen. Get bent. I just gave you some numbers (at 15th level even) but I guess that wasn't good enough for you. And how do you figure a revolver matches a light crossbow, try rifle versus light crossbow. And one on one versus a crossbow fighter the gunslinger wins every time (he just hits more often, WAY more often)

Instead of just saying a gunslinger beats a crossbow fighter, why don't you start up a new thread and playtest it. You know, the whole point of the playtest. You're the only person who believes it without evidence. Personally, I can see where you're coming from - hell you may even be right - but if you don't crunch the numbers properly, you don't have a case.


overdark wrote:
Lazarus_Kreuz wrote:

Would you consider the sorcerer with a load of rays to be overpowered? At 15th level, she'll have an awful lot of low level spells, and will be dishing out a lot more damage than the gunslinger. She'll be hitting every attack, and what's more, her spellcasting ability won't shatter on a natural 1.

On the other side of the coin, if the gunslinger comes up against anything with a high dex, he's just as likely to hit as anyone else, and will do quite a lot less damage.

No the sorcerer (or wizard) balances their touch attack capability with a crap base attack.

Against an ancient red dragon - your monster of choice - it doesn't matter if they have half base attack; she'll still only miss on a 1. And she won't have to worry about range increments.

Also, if a 15th level barbarian is only dishing out 22 damage per round, something has gone seriously wrong. If you optimise the gunslinger and not the barbarian, it doesn't make for a fair comparison. (+1 to Gorbacz's post about Power Attack and Rage Powers)


Would you consider the sorcerer with a load of rays to be overpowered? At 15th level, she'll have an awful lot of low level spells, and will be dishing out a lot more damage than the gunslinger. She'll be hitting every attack, and what's more, her spellcasting ability won't shatter on a natural 1.

On the other side of the coin, if the gunslinger comes up against anything with a high dex, he's just as likely to hit as anyone else, and will do quite a lot less damage.


Gunslinger Playtest wrote:
This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold)

The gun isn't broken, it's treated as broken for other people. It's still worth nothing, even when it's tip top.

As for the crafting thing, there's nothing stopping a spellcaster from scribing scrolls, making potions or crafting any other magic items at any level as selling them for profit.

Guns are made for half market price, and sell for half market price. As for the black powder, at 4gp profit a pop, it's the same profit margin from making and selling Alchemist's Fire.

The only thing I'll say you have a point on is if you can make black powder in bulk, but then you have to find a buyer for a barrel full of black powder.

Also, if your PC honestly thinks that making and selling black powder is a better way of making money than adventuring, then they ain't exactly adventuring material.


Vital Strike requires the spending of a feat, of which Gunslingers are starved as it is. It's basically a way for Gunslingers to make full attacks with guns for which they can't reload as a free action.

As far as a comparison between Vital Strike and Dead Eye, Dead Eye does less damage more often and Vital Strike deals more damage less often.


The point lies in the fact that:

1) PC's can't just kill a first level Gunslinger and instantly get 1,000gp;

2) The upgrade costs 300gp, so they won't be able to fix it until they can afford masterwork weapons anyway;

3) It nerfs one gripe I had about the previous incarnation of the Gunslinger: that they need to spend another 1,300gp to get a masterwork - and hence magical - weapon, which is about 1,000gp extra than any other class. This allows Gunslingers to keep up with other characters with regards to mw weapons while keeping wealth in check;

4) Every class has Craft as a class skill. Has it ever been a problem in any other game that player's can make something for 1/3 cost and sell them for 1/2?

Personally, I think this was one thing that was very well tweaked. I haven't had an in depth look at it yet, but what I've seen, I don't dislike.


Just put a bid on a few of 'em. Out of interest, how much would you say it'd cost for you to ship to Ireland? Usually, it's pretty expensive depending on how heavy the product is.


I think Against the Few is a good addition. For instance, I want to pit my 8th level PCs against a horde (i.e. dozens) of zombies, but if I advance them too much, they'll be too powerful. This feat is perfect in a sense that they're dangerous in numbers, but still weak enough to be mooks.

My main concern with Against the Many is with creatures with special abilities that are on par with their primary attack methods, e.g. a dragon's breath weapon. even with the -5, it's still a hefty chunk of damage. I'd say it might work, but extensive playtesting with a a good variety of monsters would be a key element in achieving balance.

Have you used any of these in an actual game yet? If so, how did it work out?