![]() ![]()
![]() So I recently had a character come into some cash, and one of those "oh that'd be cool" items to get was the Grappler. What's odd though is it doesn't list a range for firing it standalone. I assume you can use it without mounting it to a Projectile weapon as the artwork shows a Batman-esq grapple-gun. Closest to a range I could find is a line that roughly says to throw the Grappler or to attach it to a weapon, both of which is kinda odd for a standalone device. "A grappler can be thrown as a grenade or set over the muzzle of a ranged weapon that targets KAC, in which case it has half the normal range increment of the weapon..." Is there a rule or errata I'm not aware of regarding the Grappler, or should I consider Profession: Cowboy and learn some cool rope tricks? ![]()
![]() DM Bloodgargler wrote:
Hence it being a dumb question. Still, thought I'd ask just to ask. Gonna be going with the Goreaux for their INT bonus. I'll have a MythWeavers sheet up later today when I have time to punch it up. ![]()
![]() Yea, I'm leaning towards the Cannon, despite the fact Steamwrights do not start with Firearm Proficiency (though I am still reading around about that) and like the idea of fighting more tactically and less brute-force. Toss the Turret out a distance to provide distracting fire, then hide behind the Bulwark to utilize that Cover bonus. Level 3 will open up more options for the pair, but that's not a worry right this nanosecond. I should focus on looking at the Races and less on fiddling with Class details. lol ![]()
![]() Looking at a rough-idea of a "combat engineer," using some kind of ranged weapon as my Primary invention (it between the Grenade Cannon and Thundershot) alongside the Turret and Portable Bulwark for suppression and support. I'm planning later on to get other items of course, but for level 2, splitting my Mod pool evenly between the 3 inventions, I'll have a mobile battle-wall with turret. I'm stuck on the decision for Primary, as the Grenade Cannon would be good with Proximity Mines for AoD (Area of Denial), but the Thundershot with Custom Stock gives a more versatile firearm. The main decision lays in their initial value, though I have looked at their advanced Mods, including the Grenade Cannons Mortar mod and the Thundershots Deadly mod. As a new player to this class (and universe) opinions are appreciated. ![]()
![]() I own the complete set of the Tinker books, all well worth it (when I can find a GM thats OK with 3PP) for the fun mix of the Steamwrights inventions and the Summoners wide array. Interjection recently released the Iron Clad archtype that replaces the Automata with essentially Iron Man suits. DQ's you out from going Mechgineer (giant robots) and Mechromancer (cyberzombies), but it seems rightfully suited for mixing with the Innovator Prestige class, with all it's wacky custom weapons. EDIT: Just realized we're going a bit off topic. Betting our hopeful-GM-to-be would appreciate us taking our convo off the thread. Got skype? lol ![]()
![]() So I'll be up front in saying I've only within the past month gotten the Thunderscape campaign book, so I'm new to its lore and such. That said, I'm highly interested in joining your game as a player. Would love to learn the new universe and play in something not your typical medieval fantasy game. If you'd like, hit me up on Skype (PM me for it) and we can banter some more about it. EDIT: This is NOT saying I'm new to Pathfinder in general. Merely the contents of Thunderscape. I'm a bit of an old hat when it comes to Pathfinder and am slowly falling in love with Thunderscape for it's break away from the classic sword-and-spell formula. It's a bit teslapunk, it's bit steampunk, and it's certainly a broad step from another fantasy RPG. ![]()
![]() Waiting on my next paycheck to get this, but thought I'd point something out for fun. This isn't the first time Robot Cannibalism has been introduced, though I think as a "regular" thing it's new. With the Rogue Alpha, at level 17, you get the option of cannibalizing your Beta to recharge your limited-uses inventions. I get the feeling my Swarm is going to be using the Cannibalism ability to restore itself. Still oh-so-looking forward to getting this book. @.@ Don't know how I missed it. ![]()
![]() Thought I'd ask here while awaiting on my DM to reply (only been 3 days... >.>) but it's mostly with the idea of it being in the mount would it count as being braced that's kinda in that haze in my head. We're playing in a lvl 17 campaign (first time over lvl 10 with the Tinker) so I've access to the Firearm Proficiency Invention, hence the odd question about the firearms. Way my brain argues it: on the one hand, it's in a mount without chance of it slipping and such. On the other hand, it's still being 'propped up' by only 2 legs and not a proper weighted mount or a tripod. @.@ Yea, I just wish I hadn't posted at o'dawn:30 and actually took a proper read of the thread. Surprised no one has done like a FAQ for this class yet. Might just do that if I ever have time not at odd hours of the day and night... XP BTW, thank you for the input bulldogc. ^^ ![]()
![]() So I have three quick questions regarding the Weapon Mount. 1 - Does the Weapon Mount grant Proficiency with the mounted crossbow, or do I need to also equip the Simple Weapon: Crossbow invention as well? 2 - If it DOES grant Proficiency, is that any crossbow mounted (such as a Heavy Crossbow or a Light Repeating Crossbow) or a specific 'group' (i.e. Simple Weapon Crossbows)? 3 - With the Weapon Mount, how does it affect a 'ridiculous' weapon such as the Double Crossbow (with imparts a -4 to hit WITH proficiency), the Hand Bombard (which knocks you over if not 'braced' against a wall or similar steady object), or the Double Hackbut (which has it's own mini-cart for rolling around). And while I have the post, much love to ya for making my absolute favorite class (easily outpacing the Experimental Gunslinger in the ridiculousness that I love) and for being so active on the forums. I remember months and months ago asking about how the Automata move around and deal with water (which lead to Tinkering 201 and an awesome free copy). Great times have been had with the Tinker. I've all the Tinker books except for the latest, Under the Knife: The Grafter, which I'm looking forward to getting next check. Looking forward to hearing from ya when you have a moment. ^^ ![]()
![]() Might house-rule the Rocket Arm to allow me to "invest" in extra arms to keep among my other automata parts; never know when Moar Dakka Dakka is called for. ^^ I also thoroughly love the Submersible having its air-limit. Makes investing in a Bottle of Air or a few bags of Air Crystals have regular use. If I had made a Dwarven character, I could also see him taking Profession: Mining and utilizing the crap out of the Drill upgrades. @.@ Leave a gaming baker alone long enough and you get ideas like dWARve Machine floating in his brain. You also get kick-ass food every game-night. ^^ ![]()
![]() Only reason I'm slow is... @.@ Slow living? Working on slowly collecting your products as I sell mine. ^^; Self-employment is a hard job, but worthwhile (and delicious if you're a baker like me). Still, I've been enjoying the Tinker class since I first discovered it. I normally don't plan a character lvl 1 to 20, but in the Tinker's case I did, solely to plan out the Automaton upgrades. Looking forward to lvl 16 when I can build the Iron Gnome. ^^ |