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There are ways around the many cuts as pointed out by chess pwn. Also there are ways to boost the damage but its all slightly later level. So its a painful hump to get through.
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Depending on how many people are at your table will really effect this build. In higher levels you need sneak attack to do any real damage and if there are few people at the table then it can be hard to flank. I recommend the gang up feat for help as it reduces the positioning. I remember how many times I couldn't get around to the other side of a mob due to him being backed into a wall or corner. Near the end game I went back to using just one weapon to be able to beat AC on the mobs. Depending on who you are fighting against you can improve the build a lot with brilliant energy weapon as it will then ignore armor. Course if you are fighting undead, constructs, or supernatural monsters (who don't wear armor) then the enchant does nothing as there is nothing to bypass. Also if you are not wedded to the weapon you want to use, I recommend the knife master archetype. move from d6 sneak attack to d8. as long as you are using a knife. ![]()
BretI wrote:
Thank you for that correction. ![]()
Believe me already tanking with my face on this one. :P We just added the barbarian and he's helping a lot. Pretty much could replace the ranger and gunslinger with just about anything else and notice an improvement.
I appreciate Vincent looking for an answer so I can join in the combat fun. Otherwise my fun is mostly the out of combat craziness that comes with controlling waves and weather in a pirate campaign. Lots of fun, but not as common as the stabby stabby. ![]()
Alright I gotta chime in as the cleric in question. I didn't build the cleric as a healer, just ended up becoming what happened as the party would be dead a couple times otherwise.
Issue 1. We are doing an AC as DR conversion. fights are too splatty so we are treating Armor (physical armor) as DR. This is extending fights quite a bit since a lot of our damage is being absorbed by the enemies. Unfortunately I am the only character currently utilizing this mechanic as the others have light armor classes that rely on Dex. Issue 2. Low hit points, we haven't had a chance to retrain but that will most likely come soon. Issue 3. The ranger doesn't have cure light as a spell for another two levels. So while we do have a cure light wand (made it myself) I am still the only one who can use it. Issue 4. The gunslinger and the ranger have not done much to increase their damage capability. the slinger due to multiclassing and screwing the build over, the ranger due to the pet being too squishy and weak to beat the DR system. So really their damages haven't increased much over level 1 or 2. The barbarian is currently the majority of our DPS. Last issue is that I wanted the storm and water kinda cleric powers so I took Gozreh. Most of the buffs I can offer are only to hit buffs for the party. Which being AC to DR is not an issue. So instead I need damage buffs but those are usually self or only other only. You are talking 2-3 rounds/spells to get the party going, by then its heal time. Also as it may effect a little, this is a Skulls and Shackles campaign so money has been a bit short for magic/ upgrades. Think we are now going to have enough to get the ranger an adaptive bow. ![]()
Silvanus Talimah wrote:
Sorry whats the goz mask? ![]()
@leo1925
@dead phoenix
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Well drop the stagger maybe. Its kinda an effort to make him waste time clearing the gun or forcing a misfire. Heat metal will work for rounds, he does get a save against the spell of course as he has a will save. Its one of those need a way to maybe cancel him out for a round or two so he is not constantly unloading into all and sundry. Most other options are just the standard control options.
EDIT: dont forget interposing stone walls, snatch and deflect arrows. Boundary chalk for cover, ect. Not great but options. ![]()
blackbloodtroll wrote:
Are both of these traits? Where can I find them? My party uses the settlement rules which determine what is available for sale magic item wise. So at higher levels this become invaluable as if you make the proper diplomacy check in a metropolis ALL magic items are for sale. We still use the 75% rule, but otherwise you need to wait for a random roll to bring up what you want. As such before I took it on a rogue, we were flush with cash with nothing to spend it on. all the high level stuff was beyond the city's limits. ![]()
Jeraa wrote:
Trying to get black market connections from ultimate combat. Its a low level talent so you just need the talent ability to get it. Haven't seen a way to get that sort of ability outside of rogue talent. ![]()
This is not in the regular rules but you may want to houserule it in.
Immunity to Magic (Ex) A cannon golem is immune to spells and spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
with that heat metal may make his day sad. Or just make it too hot to load without the powder being set off ![]()
Kinda odd title sorry about that. Due to a previous game I have history playing with an aurumvorax as a pet. This was in 2ed. http://paizo.com/pathfinderRPG/prd/additionalMonsters/aurumvorax.html#aurum vorax
I wanted to see if anyone knew of a way to get the actual beast, without going summoner. I don't mind if it is a higher level feat or archetype. Just figure that someone may have seen something I have not. I find a lot of the pet rules kinda messy so I might be missing some build, not to mention all the extra books out there. Please if possible it should be pathfinder and not third party material. Thanks in advance! ![]()
Vincent Takeda wrote:
Found this on another thread. see the guy with two shields in action. https://www.youtube.com/watch?v=JKv1lzePA6M![]()
Lamontius wrote:
Question, how would you dual wield? Don't you need a free hand to reload? I read about weapon cords, but see that you need a swift action to pick the weapon back up. But you only get one swift a round. Wouldn't that leave one hand without a gun? |