Darl Quethos

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Okay, thanks! All clarified :)


Warrick Blackstone wrote:
You can do that but you have to get your first Revelation before you can take the feat as you dont have the revelation class ability before the 3rd lvl.

Well, actually the point is choosing the revelation at level 1 (as a class dip).

Extra Revelation's prereq. is the class feature, and as I read it the oracle doesn't lose the class feature.


Hi guys!
As far as I read it, the Warsighted Oracle archetype replaces "the revelations gained at 1st, 7th, 11th, and 15th levels" but not the Revelation class feature.
So would it be possible to build a Warsighted Oracle of Lore Mystery and use the Extra Revelation feat to gain the Sidestep Secret Revelation?


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Pizza Rolls

100 g Salami or Chorizo
100 g Ham (Cooked)
100 g Cheese, ground (Mozzarella/Gouda)
75 ml Cream
plenty pizza seasoning

5 rolls or buns, cut in half

Slice and dice ham and salami, mix with cream, cheese and seasoning in a bowl. Add salt & pepper. Spread with a tablespoon on the 10 halved rolls.
Bake in the oven for about 10-12 mins until cheese is molten and starts getting crispy and brown.

Instead of 100 g you can use approx. 1 cup.


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My dog ate the interior of my company's car: damage $1600
Same dog decided to chew on balcony door in rented appartment: 800 $

55 lbs. of furry cuddlyness slipping in your bed at 5 a.m.: priceless!

Btw. my cat ate headphones a dozen, as well as power cables. Dmg already totaling over 150$

I should REALLY buy pet-food...


If it is some kind of complex dungeon I draw the whole thing out on my huge Chessex BattleMat, proceeding as the playsers are going.
If the layout does not matter, I draw just the encounter areas, if combat ocurs.
I already considered using my Descent (1st Ed.) dungeon tiles to lay out the dungeon as the players proceed.

When playing APs I sometimes print out the dungeon on a full page or two and use two letter-sized sheets of paper to cover the unexplored areas.


Oh sweet memories. I don't know, what you are up to, but here you go:

1) Dark Sun
2) Planecape
3) Eberron
4) Ptolus


Thanks for the answer! That is what I love about Paizo. You care about your customers and show it.
I picked up AP #57 now and hey! All what I wanted is in there. A map of the city an a short breakdown of important places. Just too bad I had to put down that extra money.


To be honest, I was really disappointed, that there was neither a map of Port Peril, nor a detailed descritption included. It is the capital of the whole region, a bustling pirate haven like Port Royal with some whopping 45k+ inhabitants. Actually there was more information on anything other than Port Peril (which stretched about just half a page, if you substract the illustration) in that book. I like the gazetteer style and I love the huge bestiatry and the descriptions of those small islands. This pours fuel in the fire of my GM-imagination. But the infos on Port Peril are nearly non-existent.
And why do I have to buy an adventure path supplement to get the decription that belongs into the regional gazetteer?
Like I write a travel guide on Britain: "A well, an then there is that capital city named London with several million inhabitants and a queen... let's move on to Westbrookshiretonstead"
All in all a fine product, but I am a bit disappointed.


Name: Ramon
Race: Human
Class: Gunslinger 8
Adventure: Broken Moon
Location: Feldgrau
Catalyst: Mr. Vroon
The Gory Details:
Our party decided to go directly for the tower. We were kinda ambushed by the unfriendly necromancer. Ramon was killed on Round 1 by a Phantasmal Killer spell when I missed the will save by 1. Rolled 23 when i needed 24. Botched the fort save thereafter. Well, at least I made a nice zombie.


Hi all!

Spoiler:
Since my GM and some players of my gaming group had severe problems with my Gunslinger - especially his damage output - I decided to switch to a core rulebook character. The background of our in-party-trouble is detailed in this thread.
Now I want to show them that the Gunslinger was no special "broken" class. So I will try to build a core character with an equally nice damage output. I decided on a ranged character, again, but not another one trick pony, so I will go for Arcane Archer.

I want to build an Arcane Archer to replace my current lvl 8 character in our Carrion Crown campaign. Please comment on my build and maybe you have some suggestions how I can get more bang for the buck?

Archery is very feat-hungry, so I decided to use a fighter as base class. All those bonus feats come handy and especially Weapon Specialisation is nice to have.
I chose wizard (Elemental School: Void) as arcane caster class, because I want CHA as dump stat and the INT gives some additional skill points also the spell selection is far greater. Might Sorcerer (Sage Archetype/Arcane Bloodline) be a viable choice? More Spell slots, also INT dependent, but restricted spell selection.

Our GM allowed us to use ocupations from the Tome Of Secrets. I selected "Hunter" which gives POint Blank Shot or Deadly Aim as a free bonus feat.

Human
Lvl 8
Fighter 6/ Wizard 1/Arcane Archer1

20 point buy
STR: 14, DEX: 20 (16 +2 race +2 level ability bonus), CON 12, INT 14, WIS 12, CHA 7

Feats:
Human) Point Blank Shot
Occupation) Deadly Aim
Level 1) WF (Comp. Longbow)
Bonus 1) Precise Shot
Bonus 2) Rapid Shot
Level 3) Weapon Finesse
Bonus 4) WSpec (Comp. Longbow)
Level 5) EWP Aldori Dueling Sword (or maybe Elven Curved Blade?); Weapon Training (Comp. Longbow)
Bonus 6) Clustered Shots
Level 7) Manyshot

Thats the build so far. Is Weapon Finesse/ Exotic Weapon any good? I thought it would be nice for some switch hitting. If not, I would pick up Combat Reflexes at LvL 3 and Point Blank Mastery at Lvl 5.

The next few feats would look like this:
Lvel 9) Point Blank Mastery
Level 11) Improved Crit (Comp.LB)
Level 13) Improved Precise Shot
Lvl 15) Snap Shot
Lvl 17) Improved Snap Shot

Continuing AA for all 10 levels, then switching to eldritch knight till lvl 20 (which the campaign won't sse I guess). So the char has a +19 BAB and effective lvl 10 wizard spellcasting at lvl 20.

So what do you think? Any suggestions or maybe improvements?

Greetings
Frosty


Edit: forget my complete nonsense-talk


Throw in 4 levels of Fighter for unlocking Weapon Specialization, some extra feats and no BAB-loss.
Or maybe add some levels of Rogue (Sniper archetype) for some sneak attack goodness... maybe 4 levels (giving two Rogue Talents, 2d6 Sneak Attack, Evasion and Uncanny Dodge - losing just 1 BAB). Pick up Ranged Flank to get the best out of your sneak ability...


Quote:
Either the world of the game has to adapt, to make it just as hard on you as it would be without guns or the gunslinger has to go.

I think the problem is not inherent with my gunslinger, but with the damage it deals. I could easily build a barbarian or archer dealing the same or even higher DPR. Maybe those characters could be countered less obvious (higher AC, period), but I guess I would still deal more damage than most other characters with a totally legal base class build.


Our GM really likes big groups. (I don't really agree with him there, but that is not the point...) He prefers to have 6 or 7 players at the table. And yes, he goes a long way and rewrites the encounters in the books to fit a bigger party. Last time we fought 10 werewolves accompanied by 3 of those crazy demonwolfshapechangeroutsidercasters with full healing each round, hurling fireballs. But I made the experience now that besides being fitted to our grup, the monsters are especially fitted to my gunslinger with their ridiculous touch ACs. This renders the gunslinger class pretty pointless.
Well, as stated above, I had a talk with him and mailed him a writeup of my character with short explanations of the mechanics; just how my musketeer works. (It's not rocket science!)I will see what the next playsession brings.

Edit: I've been playing for 20+ years now, DMing a lot myself, but never ran into a situation like this, where one player/character was explicitly countered. This leaves me a bit baffled and clueless. I am runnig a RotRL camapign myself atm and my players have one-hitted two main opponents from book 1 with crits. That's how crits are supposed to work in my eyes, hence the name. The players had a good laugh, felt really lucky und we carried on... No hard feelings. *shrug*


Actually we all put strong emphasis on combat encounters. The other players are also into optimizing their characters (mage, rogue/alchemist, cleric, magus, inquisitor, paladin, fighter). But obviously not all as succesful as the magus and me (The GM also has some issues with the magus' damage output *shocking grasp* but is not able to counter him in a way like the gunslinger.)
So, no, I won't underachieve on purpose and nerf my character just because I put more thought in it than another player.

Quote:
It's worth mentioning that you as a player could have pulled back when you started noticing the GM was not liking how things were playing out.

On the one hand I understand your point of view, but on the other I just did what my character is intended for: dealing damage.

I did not use any loopholes or unclear rulings. The character was not maximized beyond any reasonable limits. [Starting STR: 10 DEX: 17+2 CON: 12 INT: 10 WIS: 15 CHA: 8]
My intention surely wasn't to trash the DM's adventure. And I had the feeling that i just kept up with the monsters he threw at us.
Huge Air Elemental, Trolls and Flesh Golems at lvl 5 party; hordes of ghosts at a lvl 2 party without magical weapons, Erynnie to fight the lvl 5 party as 3rd or 4th encounter on that given day, 2 manticores at lvl 4...
Several almost-wipes and three resurrections lie behind us now. And just as we stand a better chance in those encounters (Well, I understand that one-hitting his opponents isn't fun for him... but how often do I crit?) he acts like I broke his favourite toy... Maybe I do not like how things played out now? He keeps picking on my character class (and also the magus, that is) fueled by the fighter's player. I guess the mage's player also has his fingers in there, cause each time I deal some 50ish damage a round he utters something like "Sick" or "Overpowered". But himself has no problems throwing around maximized fireballs as an evocation specialist... Ah well, maybe I should resort to some nice base class and show him how a barbarian or fighter kicks ass.....


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Quote:
Honestly, my main worry about a gunslinger in carrion crown is just how damn superstitious everyone is, and how loud the guns are.

Heh, yeah. We already played that out a bit. I used the musket in the starting scene on the Harrowstone Graveyard to intimidate the mob and settle the dispute without resorting to violence. I have been eyed suspiciously more than a coupel of times...


I haven't tweaked the character as much as I could. I did not dump my stats (exc. CHA 8); we used 20 points buy. I am using a single-barrel musket and will stick to it. So for a gunslinger I think it is quite fair.

As for the 120 dmg: Maybe my introducing statement on the firsat post was misleading, since I was level 6 at that time. (But ever since I hit level 5, getting dex bonus to my attacks, the DM looked frowning upon my damage output) I was hasted and rapid shooting, full atacking for 4 attacks. Hitting all, 1 of them crit. Damge: +1 musket (explicitly adding +1 to damage), +5 dmg from DEX, +4 from Deadly Aim, +1 Point Blank damage. That's 77 total in bonus damage, adding some above average rolled 7D12.

So far I have only scored 2 crtitical hits in this campaign (20 isn't that good) and wasted countless rounds cleaning the sooty barrel of my gun. Strangely the DM seems not to complain, when that happens...


I just had a talk with my GM and asked him: "What is the exact problem with my gunslinger?" "Touch attack."
He underestimated the power of the gunslinger when allowing it into his campaign, he said. Especially the pairing of touch attacks with high damage weapons like the musket (D12+ DEX+ Deadly Shot). He stated that he did not want to counter my char but tries to build encounters that are challenging for the group. Since the encounters in Carrion Crown are poorly balanced, he put in different monsters, applied templates or built some on his own. He does not want the one-round-killed, especially not by me all the time. As I heard between the lines, our fighter had also been nagging about my damage output behind my back. Calling my char overpowered, since he could never reach DPS like me. (On one hand he might be a bit correct but I think his character is poorly built, too.)
I offered to change the character, but my GM refused. He just wanted to check my build, to see where my soft spots are, so he could build the encounters more challenging - apart from raising the Touch AC to the sky. He hinted that now the opponents will focus a lot more on me. (That's what he usually does ;-)) Ah well...
He is not a bad GM. He puts on a great show, acts out remarkable NPCs and prepares a hell of an adventure, taking the AP and throwing in heaps of ideas to fix logical flaws, present the story more polished. He is a great narrativist, but I guess he lacks tactical finesse and knowledge of the rules. Maybe he saw my char "ruining" his story.
I told him that it is okay for me to have more challenging encounters, but I don't want to feel countered. That I am quite a one trick pony focused on combat. He has to turn different screws if he wants to fix combat and not make it boring for me and some of the others. (But I will never resort to dealing as low damage as the fighter :-P)


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Hi folks!
We're playing the Carrion Crown adventure path and I have a gunslinger as a character. Somehow my GM was pised off, after I hit level 5 and startetd dealing some decent damage.
When I scored a crit against some golem (in book 2 of the AP) while full attacking (Rapid Shot and Hasted) I dealt some 120 dmg.
That really did it for the GM. He cried out, he would never allow gunslinger in any of his campaigns again, that the class was absolutely overpowered. I told him that I needed to invest two feats to make full attacks, while almost any other class and weapon could do so freely (hint, Bowfighter) and I still had a 15% chance of misfire on each shot (1-3, musket with paper cartridges). As well as dealing damage is the only point in a gunslinger and I could easily build a barbarian, that could reach damage scores as high, when dealing a crit. He didn't listen to my arguments but at least he didn't ask me to change character.
But since then the touch ACs of all our enemies are mysteriously high. (For example the final boss of Trial Of The Beast, some crazy construct, suddenly came along with AC 29 and touch AC 20. It almost wiped our group and I just kept spamming Startling Shots, so the others had a chance to hit.) Especially our casters have problems now, since they have much lower To Hit scores and miss their touch spells all the time. My hit chances are now roughly the same if I would be using a bow.
I don't know the monsters in the AP (we're now in book 3 Broken Moon), but I have the feeling that he makes up his own creations (He has any right to do that as a GM, but I feel countered out). Crazy demon-spellcaster-werewolves with DR 10 or 15/cold iron (guess what kind of bullets are not available) with more than 70 HP that are FULLY HEALED each round if not killed in one round. And even then he was pissed about my feat Clustered Shots.
Now he has sent me an email that asks me to send him my character build so that he can be "better prepared with our opponents in the future". Don't get me wrong, as a GM he has any right to check out my character, but that mail just sent shivers down my spine.
I am on the brink of trashing my character and building some Archer type or Barbarian as this is getting less and less fun for me. Combat is the only spotlight fo the gunslinger and the GM constantly tries to take me out of the game.
What is your opinion?
What should I do?

Chers,
Frosty


Cure Light Wounds. Cheapest out of combat heal. Great if no cleric is at hand, even then the cleric can spend his precious spell slots for something mor useful than being the party Band-Aid.
I am running a group through Rise Of The Runelords and they have no divine caster with them, except a ranger. Wand of CLW was the best buy they made and it saved their a... lives pretty often.


Paladin (Divine Hunter) 2/Gunslinger (Mysterious Stranger) 8
This would be a nice combo for a divine agent.


Of course you can gain firearm proficency and grit by spending feat slots. But it's not like you're losing caster levels when getting some levels as a gunslinger. What you essentially need is "Gun Training", gained at lvl 5. This class feature gives you a damage bonus equal to your DEX bonus on each firearm attack! So we're talking 5+ more dmg per shot. As DEX is also primary attribute for rogue, you might well end up with DEX 30something in endgame, adding +10 to your firearm damage.
Go rogue all the way after that, but imho Gunslinger 5 is a must.

You lose Master Strike, 2D6 sneak attack damage and trap sense bonus (which is replaced by Deadly Range anyway) by giving up 5 lvls of rogue, but you gain 5xD10 HP, full +5 BAB, all level 1 & 3 deeds, grit points based on you WIS, as well as access to firearms and all martial weapons.
Not a bad deal im my eyes.

Adressing the ranged sneak attack, I still recommend the Sniper Rogue archetype.
Deadly Range (Ex) will increase the range of Sneak attacks for 10' every three levels, starting by lvl 3.


Ask your GM if he accepts the "Ranged Flank" feat in his campaign. This would make a gunslinger/rogue build really effective. With a little positionig you could sneak attack almost all the time.
I would aim for a gunslinger 13/rogue 7 build.
First get 5 levels of gunslinger (to get Gun Training an a huge boost in damage output) then change to rogue (sniper archetype). But check with your GM if he lets you use the "Accuracy" sniper class feature for guns, too. Build up rogue to lvl 7 (for 4D6 sneak attack) or maybe lvl 8 for Improved Uncanny Dodge, but you won't be in melee that much anyways...
And then switch back to gunslinger for the rest of your career...


And again... *yawn*
Quote UC: "Early Firearms: When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim."


My GM made me pay 3000 gp. Reckoning a "Permanecy"ed 1st level spell would cost 2500 gp + casting of "Permanency" ist seems a fair price.

Btw: It's not just paper cartridges that you can take from the pouch. Any non-magical bullet taken out will be replaced. So I made sure to put some silver bullets and pitted bullets into the pouch as well.


To solve that ammo problem once and for all get "Abundant Ammunition" (grade 1 spell) with "Permanency" cast on your pouch. That will cost 2,500 gp. Just make sure, you have all that bullets you might ever need in the pouch.
For the first few levels you might carry a longbow around since arrows aren't that expensive, you can fire more often without chance of misfire and your DEX and feats make you an expert bowman, too. Deliberately switching to your gun when fighting heavily armored opponents.


Hey Cyx!
Musketman is a good choice. I am playing a sniper myself and I am very happy with it.
Instead of
Str 12, Dex 17, Con 14, Int 11, Wis 14, Cha 10
I would go for sth like
Str 12, Dex 17 (+2), Con 12, Int 10, Wis 14, Cha 8
or maybe Str 10 and Cha 10 if you don't like dumpstats.
You have a D10 Hit Die and won't be in melee, so no real need for high Con. Dex is your friend, since at lvl 5 you get it traded in as extra damage (not to mention To Hit or AC).
You start out with Rapid Reload as feat and use paper cartridges! So even before level 3 you can shoot each round, as reloading is a mere move action. On level 3 you can bring reaload time down to a free action and use full attacks with Rapid Shot, so thats the feat to go for on lvl 3.
Point Blank Shot on Lvl 1 since it opens up all the nice feats and gives that handy +1 To Hit. And get that Precise Shot at lvl 1! It is an effective +4 boost to your To Hit.
The next to go for is Deadly Aim at level 5. (Sweet level 5! This is the time, when the other damage dealers in the party will stare at you open-mouthed. Where did THAT come from?)

So in short:
Lvl 1: Point Blank Shot, Precise Shot
Lvl 3: Rapid Shot
Stat increase Lvl 4: push Dex to 20
Lvl 5: Deadly Shot

so on lvl 5 this will make you:
+10 to Hit Touch AC (+11 within 30',) D12+5 dmg
or +8/+8 (+9/+9 within... you get the point)
or +6/+6 (+7/+7) dealing D12+5+4 dmg
ask your Wizard for Haste and Cat's Grace and that will make you a
+9/+9/+9, D12+7+4 killing machine...

Edit: Remember, playing a ranged fighter is all about positioning. Learn to get yourself into the best position to hit and stay out of melee, so AOOs won't be a problem when shooting. And make use of that good ol' 5' step!


Black Powder Inquisition is an Inquisitor archetype, not cleric. It does not give heavy armor proficiency , only 1 grit point, only lvl 1 deed, only 1d8 hp and +0 BAB on lvl 1.
I think that build would be much more feat hungry and not more efficient than sacrificing 1 level of cleric.


Thank you guys!
Since the question came up, I decided on the cleric for several reasons.

1) The GM is kinda obsessed with his "oldschool" idea, how a party has to be set up. He was really upset after the other cleric player left. (Besides that he is a fun guy.) He has been nagging how dear we need a cleric, because of healing, resurrection, channeling and all that. (And maybe he was a bit pissed about my Musketman, dealing 50something dmg per round, so he is urging me now.) I bet he expects some "Healing Domain" band-aid as a party cleric. So I decided to give him some "cleric" in his face. *evilgrin*
2) I like the character concept. It really fits the campaign with its steam-punk-esque background.
3) Full caster ftw. Cleric has a huge versatility, but I did not want to stand aside in combat or throw some stupid damage spells - wasted spell slots imho at the opponents.
4) I want it all. Channel, healing, tons of spells and all nicely wrapped in a fat mithral tank. And a decent weapon by my side.

Thanks for the hint to the "Guided" enchantment. I will be pestering my GM about that.

As stated above, the real deal about firearms, compared to other ranged clerics, is the TouchAC thingie.
The BAB progression is lame, so once you get to higher levels the cleric will hardly hit anything vs. AC (adding +5 WIS or +2 DEX to the attack won't matter then). But hitting a Balor on TouchAC 10... *sneer*
Of course the damage output will stay behind the party's fighter or the magus, but is still some nice topping.

Crafting wands will keep me from wasting my preciuos spell slots for lousy cures.

Cheers!


Hi all!
Right now my group is playing the Carrion Crown AP. So far the things have been going good and we are almost through with Vol. 2.
The only problem is, we have lost our third cleric since the start of the campaign. Two players quit the group and one player changed his character, being not happy with the cleric.
I am playing a gunslinger (musketeer) atm, and having hit lvl 6, he really dishes out loads of dmg. Now my GM urges me to pick up a cleric, since I am one of the most regular players (and probably the only one, that would go for cleric). Considering that Carrion Crown is all about undead and horror, cleric might be a good addition to the group. (By now a witch and an inquisitor are the only chars capable of healing.)

Long story short: Thinking about my options as a cleric (I didn't want to be the party band-aid) I came up with the Gun Cleric.
Gunslinger (Gun Tank) at level 1 and then Cleric. This would give me access to all armor types (wrapping up in mithral heavy armor at later levels), martial weapons and firearms. The clerics high WIS would also give me decent grit points. Since Pathfinder lacks the "Zen Archery" feat (to swap WIS for DEX on ranged attacks) the firearm's special ability to attack vs. touch AC in the first range increment will let me hit quite nicely even at later levels.

My idea is an Aasimar Cleric of Desna with Luck and Travel Domains.
Str 10, Dex 14, Con 12, Int 10, Wis 16(+2), Cha 12(+2) [20 Points]

Profession Feat: Point Blank Shot
1st level feat: Rapid reload
3rd level feat: Precise Shot
5th level feat: Selective Channeling
7th level: Craft Wand (for out of combat healing)
Equip for start: Breastplate, Heavy Shield, Pistol (Paper Cartridges)

Does this sound like a viable build?
Do you have any suggestions on feats, weaponry or maybe other building options?