Madame Ivanja

Lexica Rose's page

48 posts. Organized Play character for Zero Crossing.


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Thank you! Sorry, yes I was asking if they stacked.

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Can a level 2 story summoner with the harrowed summoning feat draw three cards and apply the bonuses and a template to a summoned monster?

Quote:

Harrowed Summoning

Benefit: When you cast a conjuration (summoning) spell or use a spell-like ability to summon one or more creatures, you can draw two random cards from a complete harrow deck you own. Doing so adds both a somatic component (if the spell does not already have one) and a focus component (the harrow deck) to the spell, but does not increase the spell’s casting time. For the duration of the spell, each summoned creature gains a +4 enhancement bonus to the corresponding ability scores of the drawn card’s suits. If both cards are the same suit, each summoned creature gains a +6 bonus to that ability score instead. If either card’s alignment is a true match for the summoned creatures’ alignment, the duration of the spell is doubled, while drawing an opposite match halves the duration of the spell. If both a true match and an opposite match are drawn, the spell’s duration is unchanged.

A creature summoned in this way is distinctly altered by the cards drawn. Its physical appearance ref lects the visual elements of the cards (for example, a creature summoned with The Publican might have only one eye). The creature’s personality is also inf luenced by the cards, but not so much as to alter its alignment (for example, The Snakebite might summon a creature that likes to gossip)

Quote:
Summon Arcana: At 2nd level, a story summoner can use a complete harrow deck he owns as an additional focus component for his summon monster spell-like ability. When he does so, the summoner draws a random card from the deck and applies a simple template to the summoned monster based on the card’s alignment: celestial (any good), fiendish (any evil), resolute (any lawful), or entropic (any chaotic). If a card has more than one alignment—such as a lawful evil or chaotic good card—the summoner can choose which template to apply to the summoned creature. This ability allows a story summoner to summon and command creatures normally prohibited by their alignment. This ability replaces bond senses.

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Thank you guys so much! Adding mike to my search did wonders!

Heck ya! Time to bring the Harrow to life!

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Hey Gang!

I have a question about what is legal in PFS with a real Harrow deck. I picked up a harrow handbook and a harrow deck and set to making a new pfs toon.

I was using hero lab with the harrow handbook, iswg, etc. selected. I was looking at Harrowed and Harrowed Summoning, among other aspects of harrowing, and most of it is not pfs legal in hero lab. Did I miss an extra box? Like "true harrow deck"?

Harrowed summoning is the only feat on page 14 and its legal. It dose require a prerequisite feat of Harrowed, (inner sea wold guide)..... not legal? Or is it legal because I have a true harrow deck?

I might be just supper confused with all the lawyer talk about owning a real deck.

PFS resource wrote:

Pathfinder Player Companion: Harrow Handbook

Note: The Harrow deck, and any use of it with archetypes, bloodlines, orders, equipment, feats, hexes, masterpieces, mysteries, spells, or traits, may be used if it is an actual Harrow deck. Any alternative means to simulate the Harrow deck usage, such as a normal deck of cards or dice, is not legal for play. Archetypes: the archetypes on page 7, 13, 15, 22, and 24-25 are legal for play. The Harrrow vexed spellblight is not legal for play; Bloodline: the bloodline on pages 28-29 is legal for play; Cavalier Order: the order on page 18 is legal for play; Equipment: all equipment on pages 30-31 is legal for play except snakebite dagger; Feats: all feats on pages 14-15 and 19 are legal for play; Hexes: all hexes on page 15 are legal for play; Masterpieces: all masterpieces on page 21 are legal for play; Mystery: the mystery on pages 26-27 is legal for play; Spells: all spells on pages 9 are legal for play; Talents: all talents on page 20-21 are legal for play except grig jig.
Quote:

Pathfinder Campaign Setting: Inner Sea World Guide

Domains: Scalykind and Void domains; Equipment: all weapons, armor, and adventuring gear on pages 290–293 with the following restrictions: No character may purchase a firearm unless she possesses the Gunsmithing feat and firearms are never considered Always Available. The Harrow deck may be used if it is an actual Harrow deck. Any alternative means to simulate the Harrow deck usage, such as a normal deck of cards or dice, is not legal; Feats: all feats on pages 284–289 except Eye of the Arclord, Fortune Teller, Hamatulatsu, Harrowed, and Shade of the Uskwood. For the Cypher Magic feat, replace the Scribe Scroll prerequisite with Spell Focus; Gods: All gods listed in the tables on pages 229, 231, and 234; Languages: all languages on page 251 may be learned via the Linguistics skill; Magic Items: goz mask, unguent of revivification, wayfinder, zoic fetish; Prestige Classes: Harrower, Hellknight, Low Templar; Note: to use the abilities from the Harrower prestige class, only a Harrow deck may be used. Any alternative means to simulate the Harrow deck, such as a normal deck of cards or dice, is not legal; Races: All human ethnicities are legal except Azlanti, humans begin play knowing all listed languages for their chosen ethnicity as racial languages; Spells: all spells on pages 294–297 except harrowing, extraplanetary teleport, and teleport trap

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I WAS at this table.
I do have a few things to add.

I know this is going to come off as upset (If it dose not please reread it again out loud and use an angry voice, imagine Sam Kinison)

We were at a party for the Society, being social. You carry your two-handed sword out at a party's?

A few people at the table (OP as well) are the "push it till its broken" and when you call me on it I am going to argue with you until I get my way. FYI- It's not fun to play with you people.

Even when rulings were made at that table by our GM aka our VC, two players were saying "NO thats not what happened". OP included. I saw this two times at the same table. (Remember when you were going to walk off the table because you got charmed and told to drop what you had in your hands, you dropped the two-handed sword and argued about why you would not drop your equipped shield (he has 3 arms) and would not give your current AC with out the shield to the GM when he asked for it?)

Items were being pulled out of no where...they were not on a character sheet or an inventory list. And the V.C. in question let that slide... with the OP, and he knows it. (Hows that 11 con damage?)

5. A few people were upset after this game due to the "rules lawyering" during, before and after each combat..

This is a ROLE PLAYING GAME stop the insanity with the "Rules Lawyering" "Pushing it till its broken" I have less fun when you are at my table.

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Lots of great info here for new and old players.

Thanks Pain Lord!

Dot.

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Come to Reno Nevada

No softballing it here.

I can count 4 + weeks in a row we had more then one character death at the table. One night was a TPK in the first 15 minutes of the game.

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Lexica lays her hand across the hilt of her gun "I'll make you famous." she says with a wink.

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Doug, It started out as something that I wanted to know as a player and very quickly became a part of Lexica, it fits who she is.

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I track everything as well.

I don't use a computer. I have a journal that I keep each session by date and what character/scenario I played. Along with all my adventure notes. Click on my name and you can see some of the stats that I track. Its neat when you are talking about a past adventure and have all the notes with it.

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I have been removing the condition from both barrels, not just the weapon. I would rather play it so each barerel is broken vs the gun its self. A GM could rule that because I am treating the weapon as being broken only once on a double misfire that the second barrel misfire would explode my gun.

The best advice is to work it out with the GM before you roll at the table. See how they want treat double misfire's.

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I too have been playing the way that Trollbill explained. The attack is the same action. It seems to be the "norm" with out a offical response on how we should be reading/playing it. And yes you should be removing the broken condition from both barrels.

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@OP

If I read what you are saying correctly you would like the cost of the materials not to be included in the over all cost of the weapon?

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@Trollbill

The issue with Mysterious Stranger is that you give up

Quote:
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Thats huge. Also the gunslinger has to play more with positioning then most other classes.

There are other ways to get the missfire chance down.
Load normal ammo for first shots in battle
Lucky Weapon
Reliable Weapon
Slate Spider

@Eric

Very Very True. As long as you are not going gang busters on the double barrel, reloading 3 to 4 shots a round should not be an issue with most GM's. Its when people take advantage of the double shot when it gets nuts. I use "Both Barrels" only after a move action or as an AoO. Never as part of a full round action.

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Seraphimage wrote:
Also, I was reading up the reload rules on a pepperbox. I need to use one cartridge per barrel according to the pathfinder SRD. Does that mean that I need to use six standard actions to reload my pepperbox, or is it just one standard action to reload the whole thing, but expend six cartridges in the process?

Yes, you are right that would be six standard actions.

You should check out

Quote:
Pistol, Double-Barreled: This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a –4 penalty on each shot.

and

Quote:
Alchemical Cartridges: An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.

add in Rapid Reload

Quote:

Rapid Reload (Combat)

Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.

Prerequisites: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).

Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.

Now you can fire 2 shots as a standard action, and reload as a free action. The -4 to each shot is not going to affect you as bad as a gunslinger. The touch AC on most bad guys is very very low.

Click on my name and you can see the feats that I have been using. I don't miss unless I roll a 1 or 2. Crit for 68 Min damage and 96 max.

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@Kazaan
I too remember some posts a while back on this subject. I can't seem to find it right now. Someone not roll a nat 1 on search?

@Slamy Mcbiteo
The pistol training for pistolero should have replaced Gun Training for Gunslinger.

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Ssalarn wrote:

I was looking for something with decent skills a la relatively high INT who could get decent damage out of fighting with a one handed weapon.

Since Pistols are one-handed piercing weapons and work with the Duelist's abilities, this seemed like a fun way to get an extra 5 damage per shot and a collection of cool abilities. Plus, I figured Canny Defense would help bump my AC faster and better than just Nimble by itself.

I don't think that you can use pistols. They are Ranged weapons that use B & P ammo. I could be wrong.

Quote:
Canny Defense (Ex): When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

This one for sure says that it needs to be a melee weapon.

Maybe someone else might have a better idea if gunslingers and duelists "stack" well. From what I am reading though you are going to have to give something up for the other.

I still am sticking to my "guns" make a smart gunslinger and RP it as a duelist.

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Level 9 PFS Pistolero. Click my name and you can see what feats I took. I need to update it for level 9, Imp Snap Shot. Pure gunslinger hits hard and offten.

Quote:
Precise Strike (Ex): A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll.

So level 7 you will get a +1 to dmg

Quote:
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.

Level 5 Dex mod to dmg

Quote:
Pistol Training (Ex): Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a pistolero never misfires with a one-handed firearm.

Pistolero even better + to dmg

I would skip the Duelist. From what I read they need piercing weapons for most of the abilitys. Go gunslinger all the way and you will get more bang for your buck.

RP the Gunslinger like a Duelist.

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"I got ten on the fish! What? They are both fish? The one in the purple trunks then. They both have purple trunks? If I can't tell them apart how do I bet on them? Fine the one on the left. Whos left? My left. What kind of tavern did I wander in to?"

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Quote:
Tattoo: The cost of a tattoo depends on the quality, size, and number of colors used. A coin-sized tattoo in blue ink that will blur over a decade may cost 1 cp, a hand-sized one in black ink that won't fade costs 1 sp, and a tattoo covering an entire back takes several sessions and costs 10 gp. Each additional color costs as much as a single tattoo of its size.

Its in the APG. Lex has a few of them.

edit: Sorry at work..don't tell my VC!
2nd edit to fix first edit....again don't tell my VC!!

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Congratulations, Christie!

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Do you know what feats the cleric is using? And what the heck is that 3d6 weapon?

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Storyist wrote:

Hey, guys,

I was wondering if you could help me out. I just started DMing Pathfinder again after doing 4e for a while. I have eight players - a rogue, a fighter, an oracle, a paladin, a witch, a barbarian, a gunslinger, and a magus. It's this last player that I'm having a problem with.

The guy playing the magus is a power gamer and has gone with the Dervish Dance feat build. The entire group is currently level 4 and will be level five after next game. The rest of group has a more casual style of play, so they haven't done as much research or planning as the magus. The problem this creates for me is how do I combat the magus without wrecking the rest of the players?

Anyone have any good suggestions?

Thanks,
Storyist

I know a bit off topic, I was just glad to see that it was the Magus and not the Gunslinger. :0)

I have never played a Magus, but I do play with one (crit build) we are level 9+ now. I have to add my vote for more encounters. Or mix them up a bit, front load the encounters.

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Darkwolf117 wrote:

^ If you mean Dead Shot, I disagree. It lets you up the damage dice a bit, but adding a 1d8 to the mix for every attack that would hit is a lot less awesome than adding 1d8+12 (made up the numbers randomly).

Unless you're talking about something else or I'm misunderstanding Dead Shot, but it looks a lot less useful than an actual full attack in most cases. I think clustered shots sounds like a much better way to deal with DR.

I do agree with you Darkwolf.

Yes Dead Shot, thats it!

The only times that I use that deed is for DR (only if I am not packing something to over come it and its bugging me)or if I am worried about misfires and my gun exploding. "The gunslinger only misfires on a dead shot if all the attack rolls are misfires." Sometimes less damage is better then none. Its not great but it can help in a pinch.

I don't think that DR is a big enough deal to spend feets on it. With ammo options and magic weapons.

and 1D8+15 is what I am shooting :0)

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Skip Clustered shots. You get a dead that will allow you to do the same thing with grit, Dead Eye. A few less points of damage every now and then will not slow you down.

Take a second look at Snap Shot and Imp Snap Shot. I think you will get more bang for your buck. With Combat Reflexes you will get AoO shots off on anything that moves into your 15 foot range.

Deadly Aim is your bread and butter, Do not skip it!

You can check my profile and it will give you an idea of what a level 8 gunslinger might look like. I do very decent damage with out feeling its over the top.

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It's a balance. As a fighter that just happens to be what they are good at. 32 AC for me. do you know what makes me cringe? When I hear the Gm say "Will save!".

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Hawkwen Agricola wrote:


Hey Lexica,

Yeah, I think you have been reading it wrong. You can buy any masterwork item/weapon/armor. You cannot upgrade a mundane item to masterwork. You have to sell the mundane item back at 50% cost and then buy the masterwork item, unless you cast Masterwork Transformation on said item. That is what you are allowed to have only one of. The main times MW Transformation is handy is if you want to upgrade an Heirloom Weapon from the Trait, or you don't want to spend the 300+ gp and you have access to the spell.

Hope that helps

Right on! I can work with that answer Hawkwen. Thank you for the explanation.

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Kyle Baird wrote:

Q: I have a non-masterwork greatsword (50 gp). Can I upgrade it to a +1 weapon?

A: Normally no. Items can not be upgraded to masterwork quality unless you pay for a masterwork transformation spell from Ultimate Magic on the item. (pg 26) Please note, you are only allowed to have one item with this spell that carries over from session to session. Once an item has been enchanted to be a +1, it does not count against the one masterwork transformation item allowed per character.

Hey Gang!

Bahamutkotd is having a discussion with me. I quoted the info that I have been working off of. The way that I have read it is that you can only have one item at a time that can be of masterwork until you upgrade it. Maybe I have been reading this wrong?

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brvheart wrote:

Mending Paste? Let me J-B Weld my musket!

OK, Gunslingers are supposed to be able to make their own bullets, but UE does not list a price for lead? What are they supposed to make them from? The wagon wheels have wheel weights?

From UC

*Firearm Bullets - 1 gp

UC wrote:

Gunsmithing

You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour's worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

The "Crafting" would be with normal firearm ammo, 1g each, you can do it cheeper and that would be the "making of your own ammo".

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andersen wrote:

I am wondering if there is an official pfs ruling on this scenario:

I fire both barrels of my double pistol, one misfires and the other hits-- do I still get to roll damage for the hit or does the misfire automatically negate both attacks?

One shot is an auto miss. (misfire)

The second one hits.

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Caderyn wrote:
Both shots are simultaneous, which means you get the 1 misfire + 1 hit (and the misfire chance is not raised for this 2nd shot), however remember if you get 2 misfires your weapon explodes (and this would apply instantly to a double barrelled weapon if both shots misfired)

Because "Both Barrels" are fired in the same action, even if you roll two 1's the gun will not explode, the misfire penalty does not have the opportunity to stack with the other shot. It gains the broken condition (misfire +2) for the next attack. If the next shot falls in the misfire value and it still has the broken condition then the gun would explode.

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As a level 8 Gunslinger I do have a few points to add in.

First few levels are tough for Gunslingers.
With alchemical rounds and Rapid Reload life gets better.
Pick up a Double Barreled pistol AS SOON AS YOU CAN!
Deadly Aim is another MUST HAVE.

At Level 8 I can hit almost everything as long as I don't roll a 1 or 2. Only Monks give me some issues.

Min Damage at Level 8 with 3 shots = 48
Max Damage at Level 8 with 3 shots = 69
One crit = 60+

And to the OP:

Holding back on his Gun and his gunsmithing kit is just wrong. Did you make the casters in the group wait until they could aford spell books and componets before they could learn to cast magic?

He could have "found" the gun and kit in some back ally in the trash. It is a battered after all and is not useable by anyone else. Heck add some flavor in and say that each day he has to make a craft check to see if its usable that day, or maybe the misfire chance is higher with a bad roll. Let the Gunslinger be a Gunslinger!

/rant on

A lot of GM's don't like guns because they feel that they don't "fit". If thats the case then tell your players that they cant play that class. Don't break it and then say it's broken and "force" them to play something else.

/rant off

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Poor nosig,

You are never going to get this back on track.

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Andrew Christian wrote:
Choosing a Deity to worship has mechanical benefits (access to traits, feats, & spells)

Do you gain the ability to use the favored weapon of a Deity with out spending a feat?

Edit: Like Calistria's is a whip, if I worship her do I gain the ability to use whips?

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Thank you Cheapy and Nefreet!

Quote:
There's no general rule that bonus feats ignore prereqs.

Thats the bit of info that I was missing.

You guys rock!

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Hey Gang!

I have a question that came up last night. I thought that I had my head wraped around the answer last night but I am even more confused after reading some more.

If the Prerequisites for a feat are,

Quote:
Prerequisites: Grit class feature or Amateur Gunslinger feat, Dodge, Mobility.

and

Quote:
Grit feats interact with the gunslinger's grit class ability or the grit granted by the Amateur Gunslinger feat, usually by adding to her set of deeds. Sometimes these feats increase the number of grit points a character has or how that character regains grit points. Gunslingers can take grit feats as bonus feats.

Do I need to have the Grit class feature, Dodge and Mobility to take that feat?

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Will Johnson wrote:
and even one in Reno, Nevada.

We would love to have you back!

Edit: We are rocking the PFS here in Reno, 5 days a week! Go Scott!

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While running "The Devil We Know" part 4

Lexica "You should not have brought a club to a gun fight!"

Rolled double 1's and my gun exploded. Epic Fail

We all had a great time though!

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Lance Corporal Lexica Rose reporting for duty Sir!

Yes Sir, Freedom and Democracy at all costs.

You can count on me Sir.

Freedom shal ring out of the end of my barrel.

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I had a friend retire his character last weekend. He is unable to play anymore and this was going to be his last adventure. When we got to the last boss fight we were given a choice that if someone stayed forever the rest of us could leave. He quickly accepted the offer. This option was not written into the adventure, and it cought the GM off guard. A ton of knowledge checks later to see if he would make a good companion. He passed all of them with flying colors, Bard (archaeologist). He is forever going to be watching over us.

We will miss you Monte!

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LazarX wrote:


You really can't flurry with a pistol unless you're talking about using the blunt end as a mace. There's that reloading problem to consider.

I don't think that the pistol used in that fashion would work. Flurry has to be with a monk weapon if I am reading it right. And the grit feat Pistol Whip says that you can use it as a blunt object as if you were proficent with it while spending the grit. As clubs are simple weapons and most classes are proficent with clubs I would think that using a gun as a "club" is not something most can do. I very well could be wrong though....

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Don't forget the feat deft shootist (grit) so you do not take an AoO every time you reload if you are going to be in melee range.

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This is my first gunslinger, and I do have to agree with you about the damage output. I am only level 6 right now but I have noticed that I can keep up with most Barbs and out damage (single target) the rest of them.

I have been playing the Double Barreled Pistol "special" as two attacks on a standard action only, if I get a full round action I do not use the "both barrels" at the same time function. GM's that I have played with agree with me on the way that it functions.

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roll4initiative wrote:
Lab_Rat wrote:

Only 3 scenarios?

It's my 6th PFS character. Turned out I just had too many issues running a gunslinger. I spent too much time looking up the gunslinger rules at the table and having trouble understanding the firearm rules. Not fun.

Don't give up on the gunslinger!

I don't think you gave it enough time, gunslingers have a little more of a curve with rules for fire arms with misfires and guns exploding (My Fri GM loves when I get the broken condition, he has had the pleasure of seeing one gun so far explode, I got a high five for that one) and ammo cost for the good stuff. Work the 20 ft range (pistol) and you will hit almost everything you come across by about level 3. At level 4 I have a +11 to hit touch. Add a Double barreled pistol 2 shots every round, even with a -4 its hard not to hit.

Lexica~

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Hey all!

Quote:
Pistol, Double-Barreled: This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a –4 penalty on each shot.

How dose misfire work on two barrels? Would each barrel have a chance based off the roll, or would one misfire affect both barrels? Would two misfires on the same roll (both barrels fired at the same time) explode the gun?

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Hey all!

I play in PFS and need to know if the Gunsmithing feat allows me to repair my battered pistol once it exploded? :0)

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Quote:
Equipment: No firearm sized Large or larger is available for purchase. The double hackbut and culverin on Table 3–4 and advanced firearms on Table 3–5 and are not permitted in Pathfinder Society Organized Play. No character may purchase a firearm unless she possesses the Gunsmithing feat and firearms are never considered Always Available; a character must possess enough Fame to purchase any firearm not found on a Chronicle sheet or granted by a class feature. All ammunition except metal cartridges may be purchased.

Ok so as a gunslinger I get the first pistol for free and gunsmithing lets me get a MW for 300gp. Would I be able to upgrade my battered pistol to +1? Or is the "never considered always available" going to prevent me from doing so?

Liberty's Edge

Quote:
Equipment: No firearm sized Large or larger is available for purchase. The double hackbut and culverin on Table 3–4 and advanced firearms on Table 3–5 and are not permitted in Pathfinder Society Organized Play. No character may purchase a firearm unless she possesses the Gunsmithing feat and firearms are never considered Always Available; a character must possess enough Fame to purchase any firearm not found on a Chronicle sheet or granted by a class feature. All ammunition except metal cartridges may be purchased.

Ok so as a gunslinger I get the first pistol for free and gunsmithing lets me upgrade it to a MW for 300gp. Would I be able to upgrade my battered pistol to +1? Or is the "never considered always available" going to prevent me from doing so?