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I am currently playing in an Iron Gods campaign and had a question about how scatter weapons work vs swarms.

Relevant Swarm Traits:
"A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells."

Scatter Weapon Quality:
"A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius."

What is the official definition of "Weapon Damage"?

This is important because there are Tech Weapons with the Scatter quality that could be encountered that deal damage other that the normal physical damage types(Bludgeoning/Piercing/Slashing)that appear to be associated with what most reference as "Weapon Damage", but I have yet to see an official ruling on this as spells and effects can also use these damage types.


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I'm playing a gunslinger in an Iron Gods campaign and we're looking for a means to deal with swarms. We have some time before going out for prep and I was looking into the possibility of a scatter firearm and Dragon'so Breath rounds, but before I commit to this I had a few questions.

Dragon's Breath Cartridge:
"This cartridge contains alchemical compounds that, when fired, produce a cone of fire instead of the normal attack of a one-handed or two-handed firearm with the scatter weapon quality. The nonmagical flame deals 2d6 points of fire damage to all targets within the cone of the scatter firearm (DC 15 Reflex save for half). These cartridges cannot be used in firearms that don’t have the scatter weapon quality. Because this ammunition forces a saving throw instead of making an attack roll, the misfire rules are slightly different. If you roll a 1 with either of the damage dice, the firearm misfires."

1. Does Gun Training affect the damage of Dragon's Breath rounds?

Gun Training (Ex):
"Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well."

2. How would the Reliable weapon enchantment work with the odd misfire mechanics of the Dragon's Breath rounds?

Reliable Weapon Enchantment:
"This special ability can only be placed on firearms. A reliable firearm is enchanted so that it is less likely to jam than other firearms. This enchantment reduces the misfire value of the affected firearm by 1 (minimum 0). This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm."


Is the Pitted bullet supposed to be Craft (poison)? All references I found for crafting poison said it falls under Craft(alchemy).

Bullet, Pitted: This ammunition is pitted with a
pattern of small pocks into which specially formulated
poison compounds can be applied. A poison compound
is a derivative of a standard toxin that is alchemically
reduced to a solid form. These can be made from
any standard injury or contact poison with a Craft
(poison) check equal to the poison’s DC + 4. The cost of
purchasing an already prepared poison compound for
the purpose of treating pitted bullets is equal to the
poison’s base cost + 20 gp.