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![]() Hi, I read the thread about the August subscriptions, but I'm worried that my copy of Ultimate Equipment ran into some trouble. On August 6, I received my notification of shipping email with a UPSMI tracking number. The tracking number still shows as info unavailable. The order status link to the Paizo website shows the order was shipped via USPS Priority Mail. Is there any way to confirm the status of my order? Thanks. ![]()
![]() AvalonXQ wrote:
I might be placing too much emphasis on the greater STR bonus, but it seems like the the higher weapon damage and the extra .5 STR bonus makes this a superior TWF build. A rogue w/ two shortswords (kukris, whatever) might get more damage out of that combo, but I see no reason why a fighter w/ a decent STR score would pick any other method. I'll put some basic builds together when I get home, I'm not convinced until I see some numbers. ![]()
![]() I have been watching this thread closely, and I was hoping that someone would have a RAW counter for using an off-hand equivalent attack while wielding a two-handed weapon. I see now that there will not be one, and it makes me sad. I understand that it is 100% legal. However, it leaves no mechanical reason to use any other method of TWF. The fact that you can get the 2x total Str bonus (or 2.5x w/ double slice) is what I dislike. I know that TWF is in no way optimal, no matter how you go about it. I don't like that now 2H weapons are the king of ALL melee fighting styles. Looks like it's time for a new house rule. ![]()
![]() Wiggz wrote:
Another thing to consider is that rogues (and any other class with sneak attack) would also get to apply that damage with every hit. ![]()
![]() Mynameisjake wrote:
The problem as I see it is that what seems to be the vast majority of magus builds use the Dervish Dance feat. I understand mechanically that it ii usually a good option, I just wish there were a better choice. Maybe archetypes will help. ![]()
![]() Andrew Besso wrote:
Looks good. And yes, the concentration bonuses do stack. The trait gives a trait bonus and the feat gives an untyped bonus. ![]()
![]() Andrew Besso wrote:
Magi are lots of fun to play, I have a half-elf with very similar stats. I might suggest the Combat Casting feat and also switching to a longsword since you don't have Weapon Finesse.Other than that, looks good, should be a blast to play. ![]()
![]() overdark wrote:
Overdark, being sarcastic with someone is a one-way ticket to flame land. It shows zero respect and only serves as an attack, not a counterpoint to his or her argument. If you wish to make counterpoints, address the issues at hand. I would go on, but I'm pretty sure that ground has been covered by several hundred other posts and mine won't solve anything. I don't want this discussion to turn into another flame war. Happy thoughts. ![]()
![]() I'm guessing the Mounted Combat feat acts as, at least, a discouragement for attacking a PC's mount. Seeing as that an immediate action Ride check can result in completely negating an attack against the mount. But having never having dealt with mounted combat I cannot speak from practice or experience, I can only surmise that this would ward off most attacks on a mount. ![]()
![]() I think that until we a get solid explicit statement as to the function of double weapons, we are at an impasse. I am not convinced I cannot use one end in one hand, but there are other who do not agree and the rules seem to support both sides due to vagueness. Until we get an FAQ or Errata on this, I'm leaving it to the GM. ![]()
![]() Patryn of Elvenshae wrote:
Below is the text on double weapons from the PRD. Emphasis mine. PRD wrote:
You CAN wield a double weapon in one hand, you just have to choose which end you attack with. ![]()
![]() Wow, awesome playtest. Mr. Owl seemed to be dominating the action. I think I like this style of playtest a lot more than the arenas. Arenas seem to be all about maximizing damage output while minimizing input. These scenarios allow the Gunslinger to really be a character rather than a build. Really impressed all around. Out of curiosity how did you set this up? It seems like this would have taken a really long time to do. I'd eventually like to replicate something similar. ![]()
![]() Update When we last left our hero he was at 44 HP and staring down a Dire Tiger, let's see what happens to him. CR8- Dire Tiger Init: Steven's 18 beats the Dire Tiger's 12 Round1: Steven spends 1 grit point and uses Targeting. Steven targets the Tiger's legs uses DA and misfires.
Post Battle Care: The Tiger needs a bath. Thoughts: I took one look at the Dire Tiger stat block and wrote this fight off. I was kinda hoping he could hold the tiger off for as long possible though. Final Thoughts: The Gunslinger absolutely torn to pieces in melee. Deft Shootist helps keep his damage up, but I doubt he could keep an equal level Fighter at bay with out using all his Grit and praying a whole bunch.
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![]() Stephen Radney-MacFarland wrote:
Would it be acceptable to use a placeholder feat to continue testing TWF Gunslingers? As it stands without that feat a TWF Gunslinger seems to have a hard time keeping the bullets flying. I really appreciate you guys staying on top of all this stuff,it keeps things moving very smoothly and helps us get it right. ![]()
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![]() Maxximilius wrote:
Hmm, you are right. Don't know why I had it in my head that it was a Move action. I guess things like this happen when there is no DM around. ![]()
![]() Lvl 7 Gunslinger Playtest, Lewdburrito's Arena of Unpleasant Squishy Inevitable Death This playtest will be set up very similarly to YD's Arena Style playtests (random monsters of increasing CR, Potions, Reloading and Sideline Healing between rounds, etc.).
Note: All gun related items (firearms, ammo, cartridges) are assumed to be crafted by the 'slinger and therefore Half-Price. The purpose of this playtest is to have a highly mobile Gunslinger. I have added Rapid Shot to his feats because I find the Gunslinger tends to shine with more bullets in the air.
7th Level Human Gunslinger "Steven" 20 point buy Str: 11 Dex: 22 (17 + 2 racial + 1 lvl, +2 Belt) Con: 14 Wis: 16 (14 + 2 Headband) Int: 10 Cha: 7 Feats: 1: Rapid Reload (Pistol) 1h: Deadly Aim 1b: Gunsmithing 3: Dodge 4: Mobility 5: Deft Shootist 7: Rapid Shot Deeds: Deadeye
Class Abilities:
Equipment (23,500):
Combat Stats: Init: +8 HP: 66 (10+ 14 COn + 36 lvl + 6 Favored Class) NOTE: HP per lvl determined using PFS rules (6 hP per lvl for d10 HD) AC: 24 (10 + 6 Dex + 4 Armor + 2 Enchancement + 1 Deflection +1 Dodge)
Fort: 8
CMB: +7
Grit: 3 Acrobatics: +21 (7 ranks + 3 Class Skill + 6 Dex +5 Elf Boots) Escape Artist: +13 (7 ranks + 6 Dex) Attacks (NOTE: Iterative Attacks made possible by paper cartridges and Rapid Reload, Free action to reload each barrel) Pistol +15 (7 BAB + 6 Dex + 1 Enhancement + 1 PBS) | 1d8+8 (6 Gun Training + 1 Enchancement +1 PBS) Deadly Aim +13 (7 BAB + 6 Dex + 1 Enhancement + 1 PBS -2 DA) | 1d8+12 (6 Gun Training + 1 Enchancement +1 PBS +4 DA) Full Attack w/Rapid Shot +11/+11/+6 (7 BAB + 6 Dex + 1 Enhancement + 1 PBS - 2RS -2 DA) | 1d8+12 (6 Gun Training + 1 Enchancement +1 PBS +4 DA) TO THE ARENA!!!! --------------------------------
CR3- Pegasus Init: Steven's 25 beats Pegasus' 6 Round 1:
Round 2:
Post Battle: No care required. Thoughts: Pegasus is a chump. -------------------------------- CR4- Otyugh Init: Steven's 10 beats Otyugh's 7 Round 1:
Round 2:
Round 3:
Post Battle: No care required Thoughts: Attack bonuses way too low to hit AC 24. Touch AC 9 was nice and juicy. -------------------------------- CR5- Manticore Init: Steven's 25 beats Manticore's 16 Round 1:
Round 2:
Round 3:
Post Battle: No care required Thoughts: High AC still key. I like Deft Shootist a lot, too. -------------------------------- CR6- Giant Mosquito Init: Steven's 23 beats Mosquito's 15. Round 1:
Round 2:
Round 3:
Round 4:
Round 5:
Round 6:
Post Battle: Both CMW and one CLW brings Steven back to 45 HP. Thoughts: Mosquitos are terrible terrible things. I hate them. This again proves that even with Escape Artist ranks the GUnslinger has very difficult time with Grapples.
-------------------------------- CR7- Bullette Init: Steven's 26 beats the Bullette's 14. Round 1:
Round 2:
Round 3:
Round 4:
Post Battle Care: Last two CLW for 15 HP. Steven is at 44 HP. Thoughts: The Bullette's special leap meant it was able to keep Steven to a close quarters fight. Gunslingers excel here as do Bullettes but Flare cartridges some lucky roles and high AC saved his bacon. -------------------------------- UP NEXT! A Dire Tiger. I expect that will be a short update. ![]()
![]() Ravingdork wrote:
I see nothing in the rules saying you need a free hand to load a firearm. Besides, there could be all kinds of tricks to reload faster. Or the firearms could be breach loaders, there are all sorts of possibilities to fit the rules. RAW says it's legit. Though you are right seeing someone reloading even one of those pistols that fast would be a sight to see, much less two. Maybe if we were Gunslingers we would know their secrets :) nicklas Læssøe wrote:
Yes he is burning through paper cartridges like a madman. Cost vs. effectiveness seems to be a bit of the nature of using fancy new technology in a medieval tech level world. Though at lvl 7 the cost of paper cartridges seems to be fairly irrelevant seeing as most monsters go down in about 4 or 5 shots. But it is still more than an arrow. ![]()
![]() Arena Time! Arena is a 45 ft cube, Combatants begin on the ground adjacent to one wall with equal distance to the two walls on their sides. Their opponents begin adjacent to the opposite wall directly across of them. CR3 - Water Mephit Init: Mephit's 21 beats Steven's 14 Round 1:
Round 2:
Post Fight: Steven uses sideline CMW and is healed for 17, so is back to full 66. Thoughts: The Mephit was never really a threat, but did manage to take some hp off. The crit damage with Deadly Aim and Gun Training on a x4 is silly but satisfying. --------------------------------
Init: Steven's 12 beats Grizzly's 9 Round 1:
Round 2:
Round 3:
Round 4: Steven attempts to escape the Grapple rolling a 22 which succeeds! Steven uses Acrobatics to tumble 15 feet away from the Grizzly Bear and rolls a 23 which suceeds.
Round 5: Steven takes a 5 foot step away from the Grizzly. Steven uses a Full Attack ans uses DA. Steven rolls a 12 and hits for 18 damage. The Grizzly dies. Steven reloads. Post Fight: Steven uses on potion of CMW and heals 13 damage and uses one sideline CLW and heals 5. Steven is at 65 HP. Thoughts: Wow, the gunslinger is vulnerable to grapples. His CMB to escape is pretty awful and there isn't much he can do to damage in a grapple.
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Init: Steven's 9 beats the Golem's 3 Round 1:
Round 2:
Round 3: Steven uses a 5 foot step. Steven makes a Full Attack using DA. Steven rolls a misfire. Steven fires his Flare Cartridge and rolls a misfire. Steven fires and rolls a 14 and deals 9 above DR and destroys the Ice Golem, regaining one grit point. Post Fight: Steven uses Quick Clear to repair his guns with two Standard Actions. Thoughts: The misfires really had me worried about explosions or getting smashed by the golem. I'm going to try and work in Dead Shot into the next round. --------------------------------
Init: Steven's 14 beats the Dragon's 11 Round 1:
Round 2:
Round 3:
Post Fight: Steven uses his last sidelines CMW recovering 13 HP. He uses his last two sidelines CLW and regains 13 HP. Steven is now at 65 HP. Thoughts: Dragons are scary, the Gunslinger did well for himself though, the touch AC really saved his butt. --------------------------------
Init: Steven's 15 beats the Elephant's 11 Round 1:
Round 2:
Round 3:
Round 4:
Game Over, Man. --------------------------------
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![]() Lvl 7 Gunslinger Playtest, Lewdburrito's Arena of Unpleasant Squishy Inevitable Death This playtest will be set up very similarly to YD's Arena Style playtests (random monsters of increasing CR, Potions, Reloading and Sideline Healing between rounds, etc.).
Note: All gun related items (firearms, ammo, cartridges) are assumed to be crafted by the 'slinger and therefore Half-Price.
The purpose of this particular playtest is to run a TWF gunslinger and to test out the 7th level deeds. Now, to present our Gunslinger: 7th Level Human Gunslinger "Steven" 20 point buy Str: 11 Dex: 22 (17 + 2 racial + 1 lvl, +2 Belt) Con: 14 Wis: 16 (14 + 2 Headband) Int: 10 Cha: 7 Feats: 1: Rapid Reload (Pistol) 1h: Deadly Aim 1b: Gunsmithing 3: TWF 4b: Quick Draw 5: Point Blank Shot 7: Imp TWF Deeds: Deadeye
Class Abilities:
Equipment (23,500):
NOTE: I have no idea what to do with the extra 798gp Combat Stats: Init: +8 HP: 66 (10+ 14 COn + 36 lvl + 6 Favored Class) NOTE: HP per lvl determined using PFS rules (6 hP per lvl for d10 HD) AC: 22 (10 + 6 Dex + 4 Armor + 1 Enchancement + 1 Deflection)
Fort: 8
CMB: +7
Grit: 3 Acrobatics: +21 (7 ranks + 3 Class Skill + 6 Dex +5 Elf Boots) Attacks (NOTE: Iterative Attacks and TWF made possible by paper cartridges and Rapid Reload, Free action to reload each barrel) Pistol +15/+10 (7 BAB + 6 Dex + 1 Enhancement + 1 PBS) | 1d8+8 (6 Gun Training + 1 Enchancement +1 PBS) TWF Pistols +11/+6 per shot (7 BAB + 6 Dex + 1 Enhancement + 1 PBS - 4 TWF) | 1d8+8 per shot) TWF DA Pistols +9/ +4 per shot (7 BAB + 6 Dex + 1 Enhancement + 1 PBS - 4 TWF -2 DA) | 1d8+12 per shot That's it for now folks. I have to make some monster tables and roll some dice, but my brain feels like pudding from all the numbers I just ran. See you folks in a few hours with some results. ![]()
![]() Jadeite wrote:
The gun is only broken if ANOTHER creature uses it. The gunslinger uses it like a normal gun. Below is straight from the pdf. Quote: Her starting weapon is battered, and only sheknows how to use it properly. All other creatures treat her gun as if it had the broken condition. If it already has the broken condition, it does not work at all for others.
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![]() First off, I am digging the new Gunslinger, but some things are a little vague. I want to start playing one for PFS but there are some grey areas that need clearing up. One, there are no other crafting feats, skills, or abilities allowed as of yet in PFS, is the Gunslinger's Gunsmithing ability an exception? If not, it seems that ammunition is quickly going to become very costly for the gunslinger. Two, what are the availability and prices of firearms in PFS? The "No Guns" option seems right out. I would naturally assume "Emerging Guns" but since it isn't specified I would like some clarification. Lastly, I cannot wait to play the new gunslinger, it seems like a lot of fun. ![]()
![]() Phasics wrote:
If I am not mistaken, you can do this with the Shapeshifter Ranger Archetype from the APG.
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