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Okay, thanks guys, I think I've made my decision, and I'm gonna focus on being a gunslinger, might multi-class into something like sniper rogue or weapon master for a few levels, or maybe just take a 2 level dip into paladin to gain smite evil's ability to penetrate all DR, but not get too much of a damage/to hit boost.

This was all really helpful!


XMorsX wrote:

Did you check Shieldmarshal? It can give you the sheriff flavor without the code of contract.

Other than that, 5 lvls of Pistolero of Musket Master are enough, deadly shot and targeting shot do not synergise will with smite evil, as the latter increases the attack and the damage bonus of your iterative attacks, so you will want to make as many of them as possible. With oath of vengence you will not run out of smite evil too (eventually at least, as with every multiclassing build it takes a while to set up).

Myst. Strang. 1 / Pala x comes online faster, but then you never take Dex to damage. It all comes down to what lvls will you play your character.

If you go up to 5th-6th lvl, just take the Holy Gun archetype and call it a day.

If you intend to reach up to 12th-13th lvls, you should probably go Myst. Str. 1 / Paladin X, so that you obtain all the class features of Paladin in time (lots of smits, weapon bond or domain powers etc.)

If you are going to play all the way to lvl 20, going pistolero or musket master 5 (I prefer the latter) / Paladin X will be your best bet. You might feel your first few lvls of Paladin are a bit lacking, but overall you will become more effective in the long run.

I have no idea how high we're going, we're playing sandbox golarion, so we COULD eventually go to lvl 20 if we're lucky/smart enough! And I think I might even go straight/mostly musket master as that would simplify everything terrifically well. I THOUGHT that gunslinger/paladin would work well and compliment each other, but I think the weapon style just half-fits, or sticks together in some places, but not others. Any ideas on things like feats? Other races I could consider?


Ahh, okay, I thought that the smite evil replacement would just take a signature deed feat to fix, but a bunch of other good deeds(deadly shot and targeting, namely) take full round actions, which are still powerful, but can't work in concert with smiting shot in that situation. I'm now thinking more of a sniper (high damage shots/long range) and am thinking of using a musket to do it. I'm also considering a few more levels of gunslinger in order to snag those two deeds, because honestly those are a massive turning point in my power and versatility.

Oh, my DM is helping me too, I just wanna be comfortable with how my character/his class/the power progression fits together. :3 Sorry if I'm being picky~


Ahh, okay, thanks guys! I re-read the holy gun alternate and it actually does look pretty close to what I want! The only things I'm really conflicted with now are that I can't use deeds until late levels, and I kinda cringe at the thought that for the first little while I'll only be able to use smite evil on a single attack sporadically in combat but with a slight damage boost, and not detect evil at all. :(


Hi, I was wondering if anyone could give me a second oppinion ideas on building a multiclassed mysterious stranger/possibly pistolero/paladin half-elf. I'm hoping to play him in a session, but I'm having doubts on the effectiveness of the multiclassing and whether or not both pistolero and mysterious stranger can apply at the same time. I was thinking gunslinger 5 paladin the rest, focusing on being a mid-range heavy damage dealer and general badass, but I'm also considering being a full gunslinger, as being a paladin WILL end up giving me lots of juicy buffs and evil-fighting supernatural bits, but multiclassing with a paladin, and being a mysterious stranger(something I did mostly to reduce MAD and fit better with being a paladin, but also for a few cool abilities and flavour points) are making me second-guess my choices, as I actually lose a lot of gunslinger abilities that would be awesome to have, and are(at least in my mind) on par with the ones I'd otherwise get from the multiclassing dickery. Oh, also the paladin code and alignment, that's also a terrible barrier to my Clint-Eastwood potential and a factor in my considering straight gunslinger.

Any thoughts? What do?


SmiloDan wrote:

WARSMITH

BAB: +¾
Good Saves: Fortitude and Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Craft, Disable Device, Fly, Intimidate, Knowledge engineering, Knowledge nature, Perception, Profession, Ride, Spellcraft, Survival, Swim, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier

Warsmiths are proficient in all simple and martial weapons, all armors, and shields (but not tower shields).

LEVEL ABILITY
1. Arcane Strike, Bomb 1d6, Craft Arms and Armor, Enchanted Armor, Enhancements
2. Discovery, Enchanted Armor (+1)
3. Bomb 2d6
4. Discovery, Enchanted Armor (+2)
5. Bomb 3d6
6. Discovery, Enchanted Armor (+3)
7. Bomb 4d6
8. Discovery, Enchanted Armor (+4)
9. Bomb 5d6
10. Discovery, Enchanted Armor (+5)
11. Bomb 6d6
12. Discovery, Enchanted Armor (+6*)
13. Bomb 7d6
14. Discovery, Enchanted Armor (+7*)
15. Bomb 8d6
16. Discovery, Enchanted Armor (+8*)
17. Bomb 9d6
18. Discovery, Enchanted Armor (+9*)
19. Bomb 10d6
20. Discovery, Enchanted Armor (+10*), Forged Intellect

Arcane Strike: At 1st level, the warsmith gains Arcane Strike as a bonus feat.

Bomb (Su): As the alchemist special ability. Alchemist and warsmith levels stack when determining the base damage of a multi-classed character.

Craft Arms and Armor: At 1st level, the warsmith gains Craft Arms and Armor as a bonus feat, even if he does not meet the normal requirements.

Enchanted Armor (Su): Beginning at 1st level, the warsmith possesses a suit of enchanted armor that he has built. This armor is masterwork. While wearing his enchanted armor, the warsmith gains a number of bonus hit points equal to his warsmith level multiplied by his Intelligence modifier. At 2nd level, the warsmith’s enchanted armor gains a +1 enhancement bonus; this bonus increases by +1 at 4th level and every 2 levels thereafter. At 4th level, the warsmith may choose to add a special armor ability worth +1 in place of increasing its enhancement bonus by +1. Upon gaining an additional...

Sorry for being a bit off-topic everyone, but that class is awesome. Is it from anywhere or homebrewed or what, cause I go to pfsrd for most of my knowledges and can't find that there or anywhere else on the net! Also, armour training cuts short mid-sentence if you didn't know that already, just curious as to what it says because the info here could be complete and balanced enough that my GM would let me play it, just gotta ask him really! Also, do you have to pay for the special abilities you aquire, or is there one suit of armour you don't have to pay for, but the others you pay for everything in full, or what? That part wasn't that clear to me.


My GM does use xp, but he does it like this.
1. He awards xp for sessions that have been mostly rp, not even important story-driving rp, if our characters have been doing cool/weird/a
stuff or getting to know each other or generally interacting then we get a bit of xp so the session doesn't leave us without some kinda progress level-wise.
2. He awards xp at the end of the session, and we add it to our character sheets.

Personally I don't mind the system, but some of the stuff here sounds really cool! I'll talk to him next time I get a hold of him and ask about it! :3


Drachasor wrote:
williamoak wrote:

Yeah, I guess we're getting philosophical;

As for the wax golem, it's pretty clear that without direct control, it will try to kill it's likeness since the OP seems to want to make it look like him, it's not just a safety measure, It's essential.

Yes, well, you avoid that by modelling it after someone that doesn't exist. Like a fictional brother. Then you treat it as such when it gains sentience. It should want to stay and be the brother. Theoretically. Up to the DM, of course.

Exactly, also, seeing as there's a large possibility this golem will think it's alive, imagine how freaked out it would be if it took a heap of fire damage and started melting like a candle?


williamoak wrote:
Mwahahaha!! wrote:

I have created an account purely for the purpose of replying to this thread. In response to wiliamoak's "One thing you shouldnt forget is that unless you upgrade it frequently, the golem will NOT grow with you." That is not true, as it says here:( http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-wa x )That when it gains sentience it gains the ability to take levels in classes, with the ability to gain more. Essentially it would function as a weird Nth character in your party at that point, albeit with awesome construct traits like invulnerablility to most magic and could gain its own xp, have its own alignment, so on/so forth. I'm not sure about scaling HD though, as the wax golem starts with a certain amount of HD, and I don't know whether it would gain HD from its class levels or simply stay at that same amount.

Anywho, just wanted to reply because I was thinking the same thing, but think about this for a second as well... Wax golem shield gaurdian becomes a synthesist summoner. OWO

Yeah, I dont think a GM would allow that. While a sentient golem CAN gain class levels, I cant see a GM allowing you to have your Nth character without at least the leadership feat. Then again, there is NO precedent for a player having a sentient golem; the text is written with the belief that the wax golem is acting independantly. In any case, there simply isnt enough precedent about dealing with sentient constructs.

Yeah, that makes sense. Although, as far as sentience vs shield gaurdian control, I think that in order to make a sentient wax golem do something it didn't want to would there would need to be a battle of wills, but the wax golem itself might see you as it's creator(possibly parent) already, so the amulet is only really useful as a safety measure if that's the case. I dunno, this whole thing is really up to the gm, by creating a wax golem you're basically entering "do androids dream of electric sheep" territory, and this whole philosophical issue has been explored in literally thousands of books, such as Frankenstein.


I have created an account purely for the purpose of replying to this thread. In response to wiliamoak's "One thing you shouldnt forget is that unless you upgrade it frequently, the golem will NOT grow with you." That is not true, as it says here:( http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-wa x )That when it gains sentience it gains the ability to take levels in classes, with the ability to gain more. Essentially it would function as a weird Nth character in your party at that point, albeit with awesome construct traits like invulnerablility to most magic and could gain its own xp, have its own alignment, so on/so forth. I'm not sure about scaling HD though, as the wax golem starts with a certain amount of HD, and I don't know whether it would gain HD from its class levels or simply stay at that same amount.

Anywho, just wanted to reply because I was thinking the same thing, but think about this for a second as well... Wax golem shield gaurdian becomes a synthesist summoner. OWO