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I'm creating some sort of druid based on Herbalism and other stuff so I'm trying to take other good spell and add to the list so...
I'm interested in the Samsaran race for Mystic Past Life and want to enter Naga Aspirant for the Aspirant’s Bond.

The problem is obviously that you need to be a nagaji for that class, I can't take Racial Heritage because
I don't start as human and I can't find anyway to count as that to take the feat. Aasimar and other can use scion of humanity to take racial heritage but that option seems impossible for a samsaran
There's another way to enter that archetype while still getting Mystic Past Life? Or maybe there's some better way to get more good spells from other list?


1 person marked this as FAQ candidate.

For the Sanctified Slayer there's any clarification about the "he DCs of slayer class abilities against that opponent increase by 1"? It doesn't work for the inquisitor abilities?


Sorry for the necro but I have a question about the Perfect scholar. The learn from failure power works only 1 time/day against the same enemy? or they mean that you can't have more than one bonus like that against the same enemy?


Well ammo cost, but you can create them at a lower price, you can just begin with a good number of them at low cost, at high level they won't be so expensive.

Reloading and damage make them specific for some classes, a random class won't do anything with a weapon like that yeah.
The range of the touch depends, with early firearms someone with reach will stop you but if you can use advanced firearm then you don't have problem. Let alone modern firearms.
The damage may be similar to other fighter but I always saw them having an advantage because at high level not every hit strike, unless you go with the firearm.

In my opinion what really is a problem is their touch attack, quite always they will use an high bab class and don't have to much MAD so I don't see why they need something like that


ProfPotts wrote:
Nodrog wrote:
Muskets, flintlocks and percussion caps did have problems, but when they worked, they worked rather effectively at the time they were available. It takes more metal to stop a musket ball than a sword or arrow.
That's really a 'yes and no' sort of a situation - firearms worked well against armour, but didn't make it pointless: the Pathfinder rules on firearms essentially do make armour pointless against them. This relates to what Malwing mentions up-thread about touch attacks: as it is the only real armour worth spit against firearms is Adamantine, for the DR. It'd be nice to see the 'mundane armour modifications' rules from the Faction Guide updated to include some sort of 'armour of proof' modification which allow that particular suit's armour bonus to work (or maybe at least partially work) against firearms touch attacks.

Yeah, I can't quite understand the logic behind the firearms of bypassing all the natural and armor bonus, if someone hit a golem of iron with a gun or with a sword they won't do nothing, I know that the mechanic of the game doesn't follow the reality but usually you can see some logic


CWheezy wrote:

Dear op,

If you think gunslingers are broken i cant wait until you get to wizards!

Well, I always played D&D 3.5 and here I was quite disappointed by them, probably you can show me some good build or something like that but as far as I saw here they are quite nerfed, almost every spell have save DC with no secondary effect, usually at high level monster have good saves, true vision everywhere...

The Boss wrote:
I played a game where guns over two barrels, had negative to hit mods, over ten ft. And it took 2 turns to reload a barrel. I did not feel significantly more powerful than anyone else in the party.

Maybe only the revolver can do this but with them you can dual wield and recharge as a free action, so until the misfire you can almost shot anything


I've seen the math you've posted for firearms, that's more reasonable and I admit that the misfire was heavily underestimated in our play (and always seen revolver with low misfire), we can say that the misfire is their miss chance rather than the attack...
For the fighter build that can finish something like that I've yet too seen, maybe in that thread I can see something


Abraham spalding wrote:
Most high level fighter builds that are consider "fairly to mostly" optimized can drop a CR equivalent or higher monster in one round, so that's not much of an argument against this weapon.

As far I know it's difficult, their attack bonus can be high but it's difficult to get every hit when the enemy AC isn't too low. Someone with firearms don't have this problem, there a few monster with high touch AC

swoosh wrote:

Firearms are actually really kind of bad. There's a reason no one uses them outside of a class that's literally built from the ground up to make them work and a reason why the 'firearm archetype' is almost always one of the worst archetypes for any class that has one.

That said, yeah, Gunslingers can do a lot of damage, but not significantly more than most of their competition and Abraham is pretty much spot on on everything.

Well, every optimized build will use only a single weapon. I speak of any decent build using them. They do quite the same damage with against touch AC, so they will get every attack.

swoosh wrote:
I also think you're underestimating the feat expenditure a bit. A fully fleshed out TWF pistol build is twelve feats out of the total fifteen that a gunslinger gets over their career. Yeah, they can make it work for less but that's still nothing to sneeze at.

Yeah, you have to take many many feats or you will take like 10 attacks of opportunity but when you get them you have everything you need.


Well, that's a thing, but even a normal revolver can do many damage. Maybe they'll lose a round but at high level even 1 round can be enough to kill many big monster. I don't know if this really balance all the good things


Yeah but it's a very """"balanced"""" way to get touch attack with all the shot


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Hello everyone, I may be bringing an old topic but as we go on I don't quite understand how can be the firearms still this strong. Usually with my group we like to do elaborate research to create strong pg, so we know the basic breaking game class or combo but firearms aren't in the same league. Even with some basic search you find that they can easily break the game (at least for use).

For example:
It's quite easy to have dexterity to the damage (trench fighter 3 or gunslinger 5, so some basic class for who want to use these weapon).
With only this you have the same damage as the meele build, dice+str vs dice+dex. They have to reload but they have many feats, class features, item to do it so it isn't a big problem, they even cause attacks of opportunity to fire or reload but as they use ranged weapon and can use the usual 5 feet step they probably won't (against normal enemy, usually we don't face only colossal monsters who would be a problem for them).
But they aren't on pair with a meele fighter because they use touch attack, even with a brilliant energy weapon you don't get on pair with them (and that's a +3). With touch AC they won't miss, they can get any penalty for deadly aim and such without problem.

But that's only the basic problem, because what I find overpowering is what you can do past this. A friend of mine really like this weapon so I've some builds, but how can be legit something like a dual wielding revolver without the disadvantage of a meele build? The damage could be on pair with a regular fighter but with touch attack and more strike. If we use the paladin build with the dual wielding is even worse.

I am exaggerating? I really can't compare them with other fighting classes, the difference is very big