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:
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.
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:
Quote:
I WAS at this table.
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.
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.
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.
@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.
@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.
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:
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.
Ssalarn wrote:
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.
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.
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!
Storyist wrote:
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.
Darkwolf117 wrote:
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)
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.
Hawkwen Agricola wrote:
Right on! I can work with that answer Hawkwen. Thank you for the explanation.
Kyle Baird wrote:
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?
brvheart wrote:
From UC *Firearm Bullets - 1 gp Gunsmithing
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).
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".
andersen wrote:
One shot is an auto miss. (misfire) The second one hits.
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.
As a level 8 Gunslinger I do have a few points to add in. First few levels are tough for Gunslingers.
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
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
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?
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!
LazarX wrote:
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....
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.
roll4initiative wrote:
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~
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?
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?
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? |
