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“More than doing a breakdown of how it works I don't know how we can convince him.”

This is the wound that pains my brain

I tried pointing to the editors note online, specifically saying that you lose it flat footed because it replaces your Dex...tried arguing “Do you see how that almost directly says it since flat footed is another condition of AC?

He said that he has precedence from the Monk. Where it specifically mentions that the Wis bonus applies to touch and Flat-Footed. But I responded to that by saying that is an entirely different bonus that still applies to flat footed so they have to specifically mention it.


I’m just some guy but my knee jerk reaction is to say no, you can not bypass UMD as to do so for a wand (spell trigger item)requires your class to be able to cast that spell. When you take that trait and rogue talents they allow you to cast them as spell like abilities.


I completely agree that it should not need clarification or a ruling. Which is why I’m sad that a “Paizo official” person won’t likely take the time to answer.


So to be upfront I am completely dumbfounded by my GM’s call.

The Oracle’s sidestep secret says that it replaces your Dex with your Cha when calculating AC.

My GM has ruled that the Cha modifier does NOT count towards my touch AC...because this would have been specifically mentioned on the ability if they intended for it to be that way.

My argument is that he is completely not getting how AC works in that touch and flat footed ACs are based off of AC, with touch being a condition that makes you lose your armor bonuses and flat footed a condition that makes you lose your Dex bonus.

I told him that I would accept his ruling since he is GM, but that he is wrong.

He says that if I can get a rules person from Paizo to say that (what I have argued) is correct, that he will then accept that’s how it works.

Again, seems really obvious to me and I’m dumbfounded by his call.

Any chance a rules person would take the time to respond to this?

Thank you much,
Pathfinder for life!


So I’m playing the Heel.

Anyone have any cool ideas of things I can do?


Lelomenia wrote:
Slim Jim wrote:

Regards Holy Gun paladin: note that Smiting Shot applies only to a single attack (i.e., the way it worked in 3rd edition), whereas regular Pathfinder paladin smite applies to the opponent until they're dead. So, you're going to need phenomenal amounts of Grit in order to unload as much smiting attacks (as opposed to instances of declared smite) as a core paladin.

The one thing Smiting Shot does have going for it is that there's no apparent restriction to applying double-damage to evil dragons, undead, or outsiders with multiple attacks in a full-attack (as well as getting even more extra damage from charisma bonus) so long as you have grit to fuel it, whereas regular paladin only gets doubled pally levels to damage on his first successful attack per round.

Unfortunately, Grit is determined by wisdom, which is the high-charisma paladin's classic dump-stat. Idea: Gunslinger1/Paladin[Tortured Crusader]X multiclass; then you'll be a wisdom-based paladin with good strength and probably mediocre dex who's in plate armor. You use a pepperbox versus short-range targets having a lot of natural armor. (You'll want Far Shot, among other widgetry increasing range-increments.) Since your dex is lame, you don't bother going to Gunslinger5, but also don't need much attack-bonus anyway when you're a full-BAB smiting with a weapon targeting touch-AC.)

smiting shot is a standard action; it basically does nothing useful unless you are a high level Paladin that happens to be staggered.

Mysterious Stranger is a great one level dip, as you can get dex to damage with just one level. Although with 14 dex, that’s not such a big deal. Those are pretty unfortunate stats.

Mysterious Stranger is CHA to damage not DEX, so that works pretty well and I think I'll do just one level in Gunslinger.


As far as the special options, our 0 level started out in the “real world” using modern rules, so that’s how things are a bit whacky. There’s a feat in there that lets you find any skill from anywhere...that’s how I did the forgotten trick. And him allowing the use of the same pool was definitely just him being cool.

It’s all straight pathfinder now.


Sorry yes the drinking to get +4 to the next d20 roll must have been the cavalier I was looking at doing possibly in place of the fighter. Stacking up drinking perks.

The Buccaneer and Con...I was thinking I could get a Com item to allow more grog.

The deadly aim gives -2 to hit and +4 to damage, so that with the +4 to hit I thought would work well together.

The fighter bonus feats are hard to ignore...


My intelligence modifier is crap. Tis the first reason I was looking at Buccaneer, it changes the mod to cha for gunslinger.

Str 15
Dex 14
Con 10
Int 10
Wis 9
Cha 18


I am currently 2nd level (kinda 3rd since we got a 0 level)

Both levels have been taken as Paladin (Holy Gun)

I am wanting to multi class and here is what I am thinking:

3rd level - Ranger (Divine Marksman)

4th level - Gunslinger (Buccaneer)

5th level - Gunslinger (Buccaneer)

So my character is a gun user. I am focusing on ranged attacks but I am also the main fighting type in the group (me plus a cleric, rogue and sorcerer)

The ranger gives me medium armor back that I lost with holy gun, and also gives me +1 bab which I am wanting to keep each level. Also that archetype gives a feat at first level that gives me a +4 to hit with ranged for spending a move action.

The Buccaneer is to open up my grit points...so my 0 level gave me a ki pool (the gm allowed me to use a feat to get the ninja trick forgotten trick basically giving me 2 ninja tricks per day) and my gm allowed me to draw from it for either ki or grit (my grit from holy gun would have only been 1).The buccaneer would separate the pools and I'd have both a ki and grit pool. Also that archetype gives a cool ability at second level to drink as a move action and get +4 on the next d20 roll.

I plan on taking fighter levels as well in the future.

I also plan on riding a mount...a fighter archetype gives both mounted combat and skill focus ride at first level.

Do my plans sound decent? Would other options in the next few levels be better?

I plan on taking deadly aim for my 3rd level feat and then vital strike at 5th.

Any suggestions, opinions or comments are welcome. Thank you.