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Malukks's page
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bigrig107 wrote: Well, first, it doesn't get anything from your Cavalier levels. No advancement whatsoever.
Your animal companion (mount) is completely separate from Leadership.
And you'd take the number of "levels" the cohort "costs", and then add the remainder on top of the base creature, adding feats and abilities as appropriate.
Gah! Oh well, I think I'll reduce myself to Monstrous Mount.
Is there a way to improve a mount's fly speed outside spells? 40 ft charges are so short...
Hello, folks. I want to create a 15th level Aasimar Cavalier. All Paizo books (except ACG) and no 3rd party, as also no PFS rules enforced.
I first thought about a dragon, but I don't have suffice levels for that. Then a Griffon or a Pegasus would do, but I'm not certain how this stuff works.
I have a Leadership score of 22, which allows me a cohort of 15th level. However, I don't get how it clashes with the Cavalier's Mount class ability - does it override it or is it another creature?
Supposing it's the former: how much of the animal companion's advancements can I give to a Pegasus, as that one has an effective cohort level of 6th. Or should I just give class levels to it? How many class levels can it has?
Also, the Pegasus has no 4th/7th table advancement, while the Griffon has. However, I fear a Griffon would have less advancements, being a creature of bigger CR.
Could you guys enlighten me on this matter?
Don't go WIS > DEX. You should talk to your DM - allowing Daring Act gives you many situations to 'be cool' (in a way that other folks will like too!) and to recover grit.
carn wrote: Combodialysis wrote:
Our DM is kinda generous with money, so I built 2 revolvers. One-hand advanced weapons already reload at move-action, and with Rapid Reload I'm at free-action. Thing is, you can rotate your left hand gun around the trigger and reload the right hand weapon (while that one put off the chamber). With pistols... that's a problem. Something to talk about with the DM.
Isn't he even more generous with the rules?
Combodialysis wrote:
I don't think about Deft Shootist because Gunslingers are already feat-starved; I rather have a lot of...
I was thinking about sword and gun vs deft shootist. Sword and gun looks less useful and requires also feats. But the feats it requires are in the Snap Shot line. Personally, I think AaO shootin' at 10 ft. is more useful than +1 AC and Mobility.

carn wrote: Combodialysis wrote: I have a pistolero, lvl 4.
Human
Point Blank Shot
Rapid Reload
Precise Shot
Rapid Shot
and the GM gave us the option to have an Enemy for a feat (and he'll use him a lot), so I got TWF
What is TWF for?
One cannot load the pistol if the other hand holds a weapon. The only thing i thought of might be 2 pepperbox pistols (6 shots each), firing 2,3,6 rounds 3,2,1 shot each (depending on level) and afterwards reloading them (spend a move action to sheath one pistol, spending free actions to reload one with cartridges, spend a move action to sheath the loaded one, free action to draw the other and free actions to load it, next round free action quick draw and be ready with 2 guns).
But before level 13 its bad due to higher misfire chance and afterwards its not that good anymore (reloading every 3rd round, so 12 shots in 3 rounds= 4 shots per round, you get that for no feats and with increased AC anyway at lev 16.)
Combodialysis wrote:
deadly aim I'll take at lvl 5
if you want to fight in melee with guns, you need the feat Sword and Pistol. but it has some steep requirements
Why not deft shootist?
Mobility qustionable, but dodge good and having 1 grit point looks like a good idea for a few other deeds.
And its better AC with buckler or shield.
And most importantly having a weapon in one hand and pistol in the other raises the free hand reload problem. I don't use pepperboxes, those things are filled with devil's trickery (aka giant misfire)!
Our DM is kinda generous with money, so I built 2 revolvers. One-hand advanced weapons already reload at move-action, and with Rapid Reload I'm at free-action. Thing is, you can rotate your left hand gun around the trigger and reload the right hand weapon (while that one put off the chamber). With pistols... that's a problem. Something to talk about with the DM.
I don't think about Deft Shootist because Gunslingers are already feat-starved; I rather have a lot of ranks in acrobatics and get out of the mess than spending the feats I could use for more damage. I already have a MW buckler :)
Talonhawke wrote: carn wrote:
Any rules stopping the gunsmith or has theGM got to do this? your GM will probably ban the class outright when you try this thus keeping yuou and anyone else form ever playing one. But it's the feat Gunsmithing that allows crafting ammo at 10% base price. Anyone can take that. Gunslingers just start with the feat

karkon wrote: I am playing the God Wizard sorta. I took bonded item instead of familiar so at least once a day I would have the exact right spell. I am a conjurer and I find summoned creatures are usually what the doctor ordered.
When we sell stuff I usually blow my share on more spells so I have a lot of spells. I also create items (not the typical god wizard thing) but I find it is very useful to make the things the party needs as once we hit 5th level the magic mart had a lot less level appropriate items. I craft items that meet character's specific need which makes them more effective long term. I don't charge extra but they usually tip me well which lets me buy more spells.
When I don't spend time crafting weapons and such I use it to make more scrolls.
I am very effective and I have trivialized some tough encounters just by casting haste and then summoning. Most of the time that is all I need to do because the extra attacks really help our martially oriented party. I often spend round just rolling for my summoned creature and keeping out of the way.
I usually don't need to use scrolls except for tough fights. I usually end the game day with about half my spells intact as I am conservative in using them and don't want to waste them on monsters that will be dead in a round or two.
That said my DM is still learning how to effectively run monsters. We have been gviing him tips on more effective monster and boss tactics. I explained action economy to him and how our 6 person party needs a few more monsters to fight each battle.
I'm playing like you, except for the crafting part (we got an adapted warlock for woundrous shenanigans). Last battle the DM put an AM field around the partial-BBEG... couldn't do much to her. I have only ONE damaging spell (Magic Missile) per se; my summons do the damage for me.
The bolded part is my focus in the game. I use haste, summons and generally stay out of trouble with invisibility; if detected, mirror image and blur. greater teleport is way strong, though :P
I have a pistolero, lvl 4.
Human
Point Blank Shot
Rapid Reload
Precise Shot
Rapid Shot
and the GM gave us the option to have an Enemy for a feat (and he'll use him a lot), so I got TWF
deadly aim I'll take at lvl 5
if you want to fight in melee with guns, you need the feat Sword and Pistol. but it has some steep requirements
Maxximilius wrote: Combodialysis wrote: even better when Pistolero archetype does let you add DEX twice (as it has no 'X' in Gun Training check board at archetypes). A bit slimy from my part, but I know this GM quite well - I'll really need every bit of help in that area. He's a 'yes GM' anyway. Oh, come on, you know it's just a mistake from the PRD, same than the True Primitive indicating it doesn't change the Trap Sense ablity when it totally does in the description.
The pistolero is already potent enough to not in addition give her twice her Dexterity on each bullet she shoots. You're truly right, but... it's an online document. Why they didn't fix it already? Shame on you, Paizo

CaspianM wrote: How is the gunslinger as a class? Is it a bit under the power curve? I'm playing as one. Started at level 3, just got to 4. I did only one attack per turn; it was kind suboptimal in damage - but I was hitting much more than my fellas. 1d8+nada hurt. At level 4 I got TWF (free feat by having an Enemy, houserule stuff) and Rapid Shot, so now sh*t's gonna get serious! Still my DPR won't be that good - until level 5. Adding DEX to damage is very good indeed; even better when Pistolero archetype does let you add DEX twice (as it has no 'X' in Gun Training check board at archetypes). A bit slimy from my part, but I know this GM quite well - I'll really need every bit of help in that area. He's a 'yes GM' anyway.
Damage and hit aside, I'm having a blast with it. I'm so used to spellcasters and melee that playing something quite different from them is very nice. I like the Grit mechanic, albeit being keyed to INT would be more useful. If you're looking for a fun class that doesn't NEED to be the best there is around, Gunslinger is my hint to ya. Of course, I alreayd like guns and military history, so playing a Gunslinger was a natural.
No, you need the feat 'Sword and Pistol' for that. Or the Fighter arquetype (Archer).
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