![]()
![]()
Pathfinder Rulebook Subscriber
![]() Helaman wrote:
I think the important part here is the bolded part. You guys worked as a team. Good job. Your last shot, a powerful one, felled the BBEG. Just a good shot from an archer would have after the BSF hit him. I don't see the issue here. You yourself admit you weren't the game-changer. Edit: besides, you'd still need lachemical cartridges, which are very expensive at level 3, even crafting them yourself, to get that extra attack. ![]()
Pathfinder Rulebook Subscriber
![]() nicklas Læssøe wrote:
Actually some free actions can be taken during other actions, like talking or nock an arrow ![]()
Pathfinder Rulebook Subscriber
![]() Yeah, if you read the threads the people who claim they are overpowered produce builds that are wholly one-sided thin glass cannons and pit them against, say, a barbarian built to sunder and who chooses rage powers that don't help damage. Also, people underestimate misfires. A gunslinger can't get past misfires until level 13, which will see a mild number of games, and that's only if they take an archetype. A misfire breaks the gun, half damage, 20x2 multiplier. If you misfire again, it explodes. A build like most of the ones you see built around here with like 10 attacks at level 12 will misfire at least once, which destroys the damage you will deal. Also, most of those attacks will be at single-digit or negative modifiers with what you have to do to deal that much damage. tl;dr, No, they're not broken. Try one out in a real game and you'll see. ![]()
Pathfinder Rulebook Subscriber
![]() Starbuck_II wrote:
No, you actually need two weapons for twf ![]()
Pathfinder Rulebook Subscriber
![]() Dolomyte wrote:
Can't you only use, like 1/4 of your wbl on one item? ![]()
Pathfinder Rulebook Subscriber
![]() Maese RoD wrote:
If you read my question it was about the circumstance bonus to allow you to do that with a sling. You completely misconstrue that rule and if you can't see that, I believe we're done here. ![]()
Pathfinder Rulebook Subscriber
![]() But you don't kill my argument. You don't seem to understand how the rule works. Creating a bomb is not a swift action. The action is that you create then throw the bomb because if you don't, the bomb will become inert. Bombs don't have a 1 round lifetime, essentially they have a standard action lifetime. You don't create it as a swift, load it as a move, then sling it as a standard. Also, where do you find that "-2 circumstance penalty" for hurrying when using a sling? I'd love to see it, because I'm fairly certain it doesn't exist. The only way to get the bomb to last longer than a standard action is to use delayed bomb, but that's not part of the argument here. It's a non-sequiter. ![]()
Pathfinder Rulebook Subscriber
![]() I usually take a look at all my player's sheets before the day of the game to make sure everything is right. During the game I don't stress about it, but I like to make sure it's all correct before the game. I had a player once who I didn't check before the game and the numbers on roughly half the sheet were wrong. Some low, some waaaay to high, and the character suffered for it. ![]()
Pathfinder Rulebook Subscriber
![]() Maese RoD wrote:
Doesn't work that way. Has to be viable ammo to be loaded, and then slung. You can't load half the bomb then the next half next round or whenever. ![]()
Pathfinder Rulebook Subscriber
![]() Cheapy wrote:
If I remember, Giuseppe's was free. I downloaded it a while ago, and those 4WFG apps aren't on the app store, so that just expands the options to more people. Yay options. ![]()
Pathfinder Rulebook Subscriber
![]() The problem with the arrow example you pose, Maese, is that it's a standard action to infuse, load, and fire, so you can't give it to the rogue. It doesn't work that way. I'm fairly certain you can't load the bomb into a sling anyway, but that could be me. I don't know of any rule that would disallow it but then again, it doesn't say you can either. This combo would make a halfling bomber extremely dangerous to every scenario. ![]()
Pathfinder Rulebook Subscriber
![]() the Haunted Jester wrote:
One of those kind of already exists and it's still on the app store. It only takes into account Augment summons, iirc. I haven't used it in a while, so it may have been updated. I believe it's by Giuseppe Loranza (Don't take my spelling as right lol), I got it and it's awesome. I'm going to recommend it to a friend of mine playing a summoner in a different game ![]()
Pathfinder Rulebook Subscriber
![]() Jackissocool wrote:
Yeah. It's already there, so I'd just have them speak their base language and Terran, good idea. ![]()
Pathfinder Rulebook Subscriber
![]() Jackissocool wrote:
No wait, better idea. Myconoids can understand Annelidian but can't speak it, and their base language is w/e + undercommon? ![]()
Pathfinder Rulebook Subscriber
![]() Myconoids:
Myconoids These mushroom-folk live mostly underground, but are sometimes witnessed above ground tending to certain plants. +2 Con, +2 Cha, -2 Int. Myconoid sare stout yet generally good-natured Speed 20ft. Low-Light Vision: Myconoids can see twice as far as humans in normal light conditions. people who find themselves sticking to old ways and common knowledge. Spores (Ex): As a standard action 3/day, a Myconoid may release potent spores to daze opponents. All creatures within 10 feet of the fungimen must make a fortitude save or be dazed for 1 round. The save is equal to 10 + 1/2 the fungimen's HD + the Myconoid's Charisma modifier. Sturdy: Myconoids receive a +2 racial bonus to CMD checks against trip and bull rush. Myconoids are immune to their species' spores. Crafter: Living undergound does not leave much room for trading, Most Myconoids take up some kind of crafting for a living. Myconoids receive a +2 racial bonus on all Craft checks. Tunnel Knowledge: Myconoids live and work with Annelidians to increase the sizes and stability of their tunnels. They receive a +2 racial bonus on Perception checks involving dirt (but not rock) and can treat ground as one step better when tracking. Myconoids always treat Knowledge (Dungeoneering) as a class skill. Plant Resistances: Myconoids receive a +2 racial bonus on saves against poison, paralysis, mind-affecting effects, stunning, polymorph, and sleep effects Hatred: Myconoids find themselves training against underground terrors to protect their homes and families. Myconoids receive a +1 racial bonus on attack rolls and damage rolls against aberrations. Edit: Kirth, I didn't know there were shroom people in 3.5 (or further back), I never really poured over the bestiaries and all. ![]()
Pathfinder Rulebook Subscriber
![]() Fungimen:
Fungimen These mushroom-folk live mostly underground, but are sometimes witnessed above ground tending to certain plants. +2 Con, +2 Cha, -2 Int. Fungimen are stout yet generally good-natured Speed 20ft. Low-Light Vision: Fungimen can see twice as far as humans in normal light conditions. people who find themselves sticking to old ways and common knowledge. Spores (Ex): As a standard action 3/day, a fungimen may release potent spores to daze opponents. All creatures within 10 feet of the fungimen must make a fortitude save or be dazed for 1 round. The save is equal to 10 + 1/2 the fungimen's HD + the fungimen's Charisma modifier. Sturdy: Fungimen receive a +2 racial bonus to CMD checks against trip and bull rush. Crafter: Living undergound does not leave much room for trading, Most Fungimen take up some kind of crafting for a living. Fungimen receive a +2 racial bonus on all Craft checks. Tunnel Knowledge: Fungimen live and work with Annelidians to increase the sizes and stability of their tunnels. They receive a +2 racial bonus on Perception checks involving dirt (but not rock) and can treat ground as one step better when tracking. Fungimen always treat Knowledge (Geography) as a class skill. This is a rough rough draft ![]()
Pathfinder Rulebook Subscriber
![]() Sean FitzSimon wrote:
Instead of a falchion, I'm going to keep with the theme and give him a scimitar, maybe a large one, not sure yet. I love the idea of a skill monkey, but for my first summoner I'd like to keep it vanilla summoner. I think I'll try out the spellcasting trickster, and get him flight as soon as I can. Obviously half-elf is the best race mechanically, but I'm not sure thematically. For desert races, dwarf seems like it will work, but I don't like the cha penalty for a cha caster. ![]()
Pathfinder Rulebook Subscriber
![]() Grandmikus wrote:
No, the djinn came to him in a dream and told him the ritual of summoning a specific young djinn to his side and told him he was tasked to raise him. Keep in mind, the base Int for a biped eidolon is 7, which isn't smart, but it's equivalent to a young person. at 5, 10, 15 I'm going to add +1 to it's int score for thematic reasons. I'm playing like they're the same age but teaching each other. The summoner in question will be young and rash. But I'm looking for suggestions for evolutions that would fit the theme. ![]()
Pathfinder Rulebook Subscriber
![]() So I'm finally getting around to making a summoner. His concept is that he believes he's djinn-touched. He thinks the djinn have given him a young djinn to raise to power and bring himself to power so that eventually the djinn will look favorably upon him and raise him up as a djinn himself. Any suggestions for spells, evolutions, etc? Starting level is 3 ![]()
Pathfinder Rulebook Subscriber
![]() I was actually thinking they'd be the ones dealing with other races, so they'd have +2 Con, +2 Cha, -2 Int. Generally friendly, but not all that bright to learning outside their villages. Definitely poison immunity, I'm thinking of this:
Spores wrote:
Also, they'd use sporebearing weapons, which allow them to use their spores through a weapon attack? ![]()
Pathfinder Rulebook Subscriber
![]() Jackissocool wrote: Would the fungus folk be a PC level race? And I like the idea, because it could go both ways with fungus folk and annelidians working together of mutual benefit or as competitors for food. Although their food is in such great supply (dead plants) that competition could be irrelevant. So maybe just allies. I could throw together a PC race in a bit. It would certainly be interesting. I'm thinking a small race as a place to start? I'd believe them to be allies, the annelidians not only increase the size and habitability of the caves but also dig out dead plants from the ceiling. I'd believe the fungi-men to be the "face" of this underground civilization, benevolent and slow to rouse but ferocious when angered, valuable allies with earth-based sorcery, hefty warriors, and fine, if not unusual, cratfsmanship of weapons and armor. ![]()
Pathfinder Rulebook Subscriber
![]() Not gonna touch that one... Anyway, I like the idea of a fungi race. Maybe they cohabitate with the annelidians? Mutual economies, the annelidians are payed for soil work while the fungi-men reap the benefits by sharing the stocks of food and selling whatever's extra? Oh and they band together for defense against the delver and purple worm incursions of course. And maybe the annelidians are in charge of defending the nurseries while the fungi-men are general town guards? ![]()
Pathfinder Rulebook Subscriber
![]() Well you do get a bonus to your AC vs ranged attacks while prone. Why would reloading take twice as long? Light's are operated by a lever, heavies by a crank, so it shouldn't take any longer. Edit: Also, I'm talking about crawling away from the guy trying to beat you to death while you shoot into melee from outside said melee ![]()
Pathfinder Rulebook Subscriber
![]() Quatar wrote:
Shuriken are not ammo. They have to be enchanted one by one. Also, I second a glove like that, or something like it. Edit: Actually, nothing thrown counts as ammo. Sling bullets are ammo but a sling is a ranged weapon in the vein of a bow. ![]()
Pathfinder Rulebook Subscriber
![]() There's a player in my game whom we routinely call the Worst Ninja Ever. He's 6th level now, has no ranks in disable device, got enlisted into a foreign army trying to get to the Field Marshal, and took charge shuriken and shadow clone for his first two ninja tricks. Now those aren't too terribly bad. However his third choice was going to be forgotten trick. Guess how many ki points he had? 3. Per day. So his plan was going to be to use forgotten trick to get vanishing trick. Once. Per day. The rest of the players usually want to throw things at him. A lot. ![]()
Pathfinder Rulebook Subscriber
![]() Wow Max, that's pretty nice. I'll definitely buy that supplement once I get paid! Another thing, what about the kyoketsu-shoge in UC for a weapon? It's still technically thrown (The blade can be used as an off-hand melee weapon or thrown like a dagger, while the rope and circlet can be whipped around and swung at opponents as a bludgeoning reach weapon.) but can be used as a backup in close quarters once they close in. ![]()
Pathfinder Rulebook Subscriber
![]() Maxximilius wrote: Check the Peltast in this supplement, it is currently the only way to do a viable character throwing traditional weapons. I'd love to, sadly I don't have any money right now until my next check comes in and the peltast isn't on the SRD. @Adamantine Dragon There is a ton more out there for throwers, I'm hoping this thread will be good to discuss said ideas and get a good idea of how to make throwers. @Streamofthesky I don't see why 3e material couldn't be discussed as well. It's compatible, merely up to GM approval. I don't think far shot was nerfed, though. I think Far Shot was just implemented with different designs in mind ![]()
Pathfinder Rulebook Subscriber
![]() Adamantine Dragon wrote:
Exactly, but I think it an interesting option that shouldn't be ignored. So this is why I started the thread. The starknife is good but what about the handaxe? Higher damage die means you're doing a little more consistently but your peak damage is lower. Far Shot is still useful and you only take half the range penalties fora thrown weapon, and that is especially useful in wide spaces. Is Distance Thrower (UC 97) worth the feat? What about stacking as many attacks as possible? Even as a fighter, TWF/RS is going to hurt for a few levels. Is ranger a good way to go?
|