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![]() As my friends know, I loved playing Psionic classes in DnD 3.5. My absolute most memorable was my human telekinetic, who ended up becoming a full-grown red dragon at the end of the campaign we were in. However, I admit to harboring an absolutely dreadful secret. I played a Soulknife, and I loved it. The Soulknife was an interesting psionic class. It had the base attack bonus progression of a cleric, but fought much like a ranger. Dual wielding was common. It was a martial class, not really having psionic abilities to use. It gained the Wild Talent feat as a bonus feat, to allow it to summon its blade (so, really just more of flavor, I guess). It had low skill gain, and was proficient only with light armor and shields. This made it more of a skirmisher, and with search, Listen, and Move Silently as class skills it made a decent scout, albeit with usually 10 Wisdom and 12 Dexterity this made him less effective in this manner. The soulknife didn't really excel in much, and in fact I think was a relatively weak class overall, as many classes in 3.5 were, but it was arguably a very interesting an unique class overall. Now, what made this class so cool was it's weapon choice: it could create an immaterial weapon of psionic energy with the stats of a shortsword, and later on with the stats of a longsword or a bastard sword. Alternatively, it could shape it into two shortsword-stated weapons suitable for two-weapon fighting. The weapon also gained an natural enhancement bonus as it leveld, and could even get some weapon enchantments as well to improve it. I'd like to see it come back. When I made mine, I treated mine similar to a Protoss Zealot from Starcraft, and I believe he was an Elans, which was as close as one could get to the Protoss race. Be that as it may, Pathfinder has a habit of really improving on and, in fact, balancing classes substantially well. I've had many ideas for improving on it over the years, and I think a class like this is something that would be a great addition to Pathfinder for it's unique flavor. With the addition of psionics, I think it is valid to consider for flavor and the unique combat style. ![]()
![]() So I'm getting tired of this issue popping up, and I've decided to ask about it and what I need to do in order to make it happen. I am trying to figure out how to port the maps form the PDFs so that I an print out the maps themselves for my players to use. Some of the maps are geometric messes and I'm tired of having to do the algebra to draw them out properly (I swear to God I have OCD or something). How does one go about doing this? I can't provide printer statistics, snce the printer doesn't belong to me. Not sure if that matters. ![]()
![]() Mistmail costs 2,250 GP. It's a standard masterwork chain shirt (250 GP), with 2,000 GP tacked on for the enchantments. If that is the case, is it possible instead to make Mistmail mithral, bringing the total to 3,100 GP, or does it count as an original item at that point? If this is allowed, can one make specific magical items in Ultimate Equipment using various materials to change the statistics and price? ![]()
![]() Location: Medieval Starship, Independence Mall, Kingston, MA
Let me preface this: I still need to talk to Jay LaRosse, the owner of Medieval Starship, and I will not be able to do that until this coming Tuesday when he returns from vacation. However, I did want to get this up as soon as possible, and for something like this even a missed week can be disastrous. However, I have been in contact with David Montgomery for this idea, and he supports it and is going to do what he can to make this a success. The basics are that Medieval Starship has had a consistent group of players for pathfinder Society every week. However, I have been looking to get more people involved, and I feel part of it might be the dates I have chosen to run on--Wednesday, after all, is not the best day of th week to run for most people. With that being said, I am working to host a weekend of Pathfinder Society for the Massachusetts area. Depending on the number of people we get will determine the GMs who will come, and what support we will get from Paizo. With enough notice, I hope to be able to get interest going early on, and to make sure that we can update Paizo as needed for what we might require. Sign-ups will be done on the Boston PFS Warhorn site as well as our store forums: http://medievalstarship.proboards.com/index.cgi I am still working out the details of what is going to happen: more than likely it will be an "open to close event" both Saturday and Sunday. I will update more as information is presented. ![]()
![]() So I've been running a sword-and-board Ranger (combat master is weapon and shield) in a few games and just put three games worth of GM credit on him. He is now level 5! I'm trying to flesh him out to make him a bit more competent. Right now my gear looks like: MW Mighty Composite Longbow +4
For feats I took: 1: Improved Shield Bash
I'm looking into feats and gear. I have 3,912 GP to spend, and I'm leaning towards a Cloak of Resistance +1 and possibly getting an item to improve my out-of-combat roles. With a +12 to Perception and +14 to Survival, I'm thinking of getting boots that improve my Stealth. I'm also torn between feats. Any suggestions? :D ![]()
![]() I'm placing this where I am because I primarily GM, and even though I've only dealt with this player as another player, I find myself wondering how I should react as a GM. I am loathe to actually call someone out for stuff so publicly, but for backstory, the original post of this post should give you an idea of what's going on. The second post is by the Venture-Lieutenant that was pretty much villainized by the OP, and I don't like that one bit. But I digress: his response is very good, and I think it should serve as an example of how one responds to detractors so publicly. Anyways, I have played with this character twice, and in both circumstances I have felt uncomfortable enough to take my leave. In one game, I left before the game really started, because my previous experience was enough that I just couldn't shake the feeling of discomfort. Each time I have seen this player play it's been "for fun" with his character, who is a were-pony cowboy character, who has his horse mash up Goodberries and feed them to you if you go down. Not as creepy. It's the obvious-if-subtle references to bestiality that have made me uncomfortable. It took months for many in my group of friends to tell one of our other friends--a furry who kept asking us, "If you could be any animal, what would it be?" and was usually followed by some animal he'd like to "yiff" with--to stop asking us stuff and creeping us out. We love him to death, but he was still creepy enough to warrant a reaction. His were-pony character transforms and heads off to the stables to be with his mount Diane. Now, when I say "obvious-but-subtle", the issue isn't because he comes right out and says, "I'm going to yiff." It's the inflection in his voice more than anything. It just runs a shiver up my spine because if creeps me out, and I know several other players have mentioned it before. The Venture-Lieutenant even mentions it in his response in that post. On top of that, I've never seen him play for credit. Both games he played for "fun", showing up randomly and taking a spot. I know in one game he refused to give up the spot because he just wanted to play (something I would not allow as a GM). He said he couldn't be asked to maintain a "new" character, and just brought his level 8 Druid down to level whatever for the scenario. I'm curious as to how to handle this should it ever come up in the real world for me. I hate being put into the position of having to go over what's proper in public and what isn't, and even as a Marine it still makes me cringe. I'm also curious as to how to deal with this person in particular. ![]()
![]() This is intended to be a bit more comprehensive a guide/FAQ dealing specifically with the Gunslinger class. The aim (pun intended!) is to help people better understand the gunslinger class as well as firearms. What is the gunslinger? The gunslinger is a class introduced in Ultimate Combat. The gunslinger is, as its name indicates, a combat-specific character that uses guns as their primary weapon. The gunslinger is a ranged combat class primarily. I’ll go into the firearms themselves in a bit, but first I want to touch on the class and its capabilities. The Ranger and Gunslinger tend to have some overlapping roles in the party: both can heal using the skill, and with a decent WISDOM modifier it’s competent. They can both scout for the party, with Perception and Survival class skills. This allows him to be a huge boon to any party he is in, as he can hunt food for the group, can minimize travel time, and can shelter the group or help it endure the elements easier. Both are also ranged combat classes (the exception, obviously, being that the Ranger can choose to be something else). The Ranger brings more to the table in terms of out-of-combat specializing for tracking and what-not, but the Gunslinger is no slouch in that regard. The Ranger, however, also gains Stealth as a class skill, while the Gunslinger must take a trait in order to have it. The primary statistics for the Gunslinger are Dexterity for hitting your target, Wisdom for Grit, with Constitution and Strength being secondary stats. Armor and Weapon Proficiency: Gunslingers are proficient with all simple weapons and all firearms (exceptions: the Musket Master archetype gains proficiency only with the musket instead of all firearms, and the Pistolero gains proficiency only with one-handed firearms. They must take Exotic Weapon Proficiency (firearms) in order to gain proficiency with any other firearms). They are also proficient with light armor (exception: the archetype Gun Tank gains proficiency with all armors and all shields, including tower shields). Weapons: A gunslinger begins play with a blunderbuss, musket, or pistol. There are restrictions on the archetypes: Musket Masters can only start with a musket and Pistoleros can only start with a pistol. In Pathfinder Society Organized Play, the double hackbut and culverin, as well as all advanced firearms are not available for use. Gunsmithing: This feat is gained for free at level 1. It allows us to buy our ammunition and powder at a reduced cost (10% of the listed amount). As long as you have one rank in [u]Craft (alchemy)[/u], you can also buy alchemical cartridges for half the listed price! Standard black powder and one bullet costs 1g1s (effectively, 90% off of the actual cost) per shot. Grit: Our resource pool, much like a monk’s ‘ki’ resource. It is used for some of our abilities. You start each day with your WISDOM modifier in grit (exception: the archetype Mysterious Stranger uses their CHARISMA modifier instead), though it is a minimum of 1. You can’t start the day with any more unless you have feats or weapon enhancements that allow you to store extra Grit. Throughout the day, you can have more Grit as long as you meet certain requirements. - When you confirm a critical hit, you are refunded 1 Grit;
Deeds: Deeds are like our class abilities. They are what define us. They can be used for many things, and in general are used for improved combat performance. They can increase our range on our weapon, increase damage output, or allow us to attempt sneaky little tricks! There are two types of Deeds: - “Spend 1 Grit” Deeds require you to subtract 1 Grit from your pool in order to use them. These Deeds are generally stronger as they are an “active” ability.
Nimble: This ability increases your AC by a set amount. At level 2, you have +1 to your armor class, and it increases by +1 for every four Gunslinger levels you have past level 2 (so +2 at level 6, +3 at level 10, +4 at level 14, and +5 and level 18). Anything that causes you to lose your DEXTERITY bonus to your armor class causes you to lose this bonus as well. Bonus Feats: Like a Fighter, we gain bonus feats at specific levels (4, 8, 12, 16, 20). These feats MUST be chosen from Combat or Grit feats. This does not apply to normal level progression feats. Firearms In Pathfinder, Firearms are rare weapons using new technologies. In Pathfinder Society Organized Play, at no time are firearms considered common enough for you to go out and buy them. As such, you must have the weapon on a Chronicle Sheet, or enough fame to purchase the weapon itself. Firearms are unique weapons. They have several benefits over normal weapons that make them excellent, but they also have some problems to balance everything out. First off, in order to use a firearm without any drawbacks that come with using a weapon you’re not proficient with, you must take Exotic Weapon Proficiency (firearms). No character may purchase a firearm unless they have the Gunsmithing feat. Firearms generally have a lower range increment than bows and crossbows, but they make up for it by being able to attack against TOUCH AC when firing with-in that range increment, without delving into weapon abilities/enchantments, deeds, or spells. This generally means you don’t need as high a roll on the die to hit your target. Also, the attack is not considered a ranged touch attack, so feats such as Deadly Aim still work with firearms! You can use a one-handed or two-handed firearm while wearing a buckler, but you still take the non-proficiency penalty if you do. Like crossbows, you can fire your firearm while prone, but you incur a -4 penalty to your attacks. Normally, you cannot load a firearm while underwater since black powder that comes in contact with water becomes useless. There are weapon enchantments that can negate this. Firearms crit on a natural 20, unless you have feats or weapon enhancements to change this. Firearms have a “misfire” chance, which will be covered in a bit. Reloading a firearm requires a free hand. In Pathfinder Society Organized Play, this translates to using a full-round action to reload a two-handed firearm and a standard action to reload a one-handed firearm. Like crossbows, reloading a firearm provokes attacks of opportunity. You may modify this penalty by taking the Rapid Reload (firearms) feat. Musket Masters begin play with Rapid Reload (muskets) as a bonus feat at level 1. Misfires All firearms have a “misfire value”, which sets a value on an unmodified die roll as to when the weapon itself “misfires”. These numbers tend to be between 1 and 3, depending on the weapon and the ammunition used (alchemical cartridges tend to increase this value). When a firearm misfires, several things happen. First, your weapon gains the “broken” condition. While it has this condition, the weapon has the following: - The weapon has a -2 penalty to attack rolls and damage.
The weapon’s misfire value also increases by 4 (so if it only misfired on a natural 1, it now misfires on a roll of 1 to 5). If you have the Gun Training ability granted by the Gunslinger class, the value increases by 2 instead of 4. When the weapon misfires, the attack is treated as having missed completely as normal. Should the weapon misfire again, the weapon explodes. When this happens, you choose a corner of the square you inhabit. The weapon emits a gout of flame as it misfires, dealing damage equal to its normal damage to everyone in the weapon’s burst radius, including the wielder. A DC 12 Reflex save halves the damage. The burst size is noted in parentheses after the misfire value on the tables found in books. A weapon that explodes is unusable until it is fixed by either a Make Whole spell, or by using your Gunsmithing feat to repair it. The weapon ability Reliable can reduce the firearm misfire value by 1, to a minimum of 0. The ability Reliable, Greater reduces it by 4 to a minimum of 0, but the weapon cannot have the Reliable ability. Alchemical Cartridges Alchemical cartridges allow for different tactics in battle, from stunning enemies to blinding them, to reloading faster. In general, these items will increase your misfire value, but are worth the risk. They are also pricey, but with one rank in Craft (alchemy) the cost is reduced by half, making them affordable early on! The most commonly used cartridge is a paper cartridge. It reduces the reload time by one whole step. So, tips? In my honest opinion, Human makes the best Gunslinger race. They get +2 to any stat, which you would obviously put into Dexterity. The extra feat at level 1 and extra skill point allows you to be a borderline skill monkey. From the Advanced Race Guide, the favored class ability gives +1/4 of a Grit point to your pool each level, meaning you have an extra whole grit every four levels! Elf offers +2 Dex, but -2 Constitution can be a real pain to work around. The favored class from the Advanced Race Guide offers you +1/3 to critical confirmation every level, to a maximum of +5 at level 15, but doesn't stack with the Critical Focus feat. Dwarf gives +2 to Wisdom and Constitution, which isn’t bad. On top of that, if you’re the go-to guy for Perception and scouting, you get a +2 bonus to seeing traps in stone floors and walls. The favored class from Advanced Race Guide gives you a -1/4 chance to misfire per level, but can’t reduce it past 1. If you have the boon, Goblin offers the same favored class ability as Elves get, but they get +4 Dexterity, -2 Strength and -2 Charisma. What makes them awesome though is the feat Goblin Gunslinger, which allows you to start with a medium weapon at level 1, and you don’t take any penalty for using an outsized firearm! So, a sample build for human at level 1: STR: 12 DEX: 18 CON: 12 INT: 12 WIS: 14 CHA: 9
The trick to this build is focusing on keeping people alive via out-of-combat spotting, as well as giving you the ability to have a day job roll with a Craft skill that also doubles at saving you money for alchemical cartridges! When in-combat, the melee can do their job, and you can do yours without worrying too much about penalties. It is assumed at level 1 that you have the Gunslinger as your favored class, and that you spent that point in skills instead of hit points. I hope this FAQ will help people understand a bit more about Gunslingers and firearms in general. Any questions, feel free to e-mail me at FaheyUSMC@gmail.com. ![]()
![]() And unfortunately, the solution is not "more cowbell". One of my "friends" has been a loyal player at our PFS night. However, after a spat this past weekend I've drawn a line in the sand. I won't go into what happened, but I don't want drama to occur. Because I feel like him showing up and playing would prove he's simply using me for personal gain, I'm curious as to if I can prevent a player from playing, as vindictive as it might seem. I want to make a point, and the only way to do so, sadly, is at the game night. ![]()
![]() It's not an issue of tossing a weapon and killing another PC. Players intentionally screwing over other players at the table via preventing tactics, or ruining their faction missions exists, and it's easily PvP. When a GM authorizes this to happen, to ignore someone who is trying ot say, "Hey, let me do my job here" so someone else can bash open something needed for a faction mission, there's a problem. I just walked away from a group that had intentionally prevented me from completing my faction missions. Both of them. I walk away with no prestige, despite having done quite a bit of the work needed to complete the entire quest. So everyone walks away with 2 PP, and the guy who worked his ass off the most, and wasted almost 500 GP in assets to do it for the party, will barely make up what he lost. But according to the GM, that's fair. I requested no chronicle sheet, because the GM and two players in particular had tried to troll me. The GM intends to give me one anyways, and so I will be locked out as a player from a scenario in which I gave, and got nothing in return. Half the charges in my CLW wand: gone. Several alchemical items: gone. Opposing faction missions--one of which makes no sense form a g!+&*!n LORE perspective--ruin a game, alongside the intentional jackassery of players and GM alike. The only way I could have possibly walked away with 1 PP was to light people on fire. But that's frowned upon. ![]()
![]() Good afternoon everyone! My name is Patrick and I am the liaison for Medieval Starship in Pembroke, MA. I am just posting this to inform people that we are working on getting a [b]consistent[/i] day for Pathfinder Society going every week! At the end of July the store will be moving from it's current location in the Christmas Tree Shoppe plaza to the Independence Mall in Kingston. The store is scheduled to have it's re-opening Saturday 03 August 2013. We will be having a Pathfinder Society session (or several!) that day! I will be looking to use Warhorn to inform people of what's coming up, and will be working with Don Walker to get things going. Safe travels all! ![]()
![]() Concerning Buccaneer, I found this. Of note is Brock's answer: Quote:
Now he's had almost three months to explain this, and he hasn't done so. While I accept that he probably has other things to take care of, writing out a post doesn't take very long; in fact, it should be rather simple to explain the reasoning behind a ban. If you can't explain it succinctly, then you can't explain it at all. In short, the above seems like they don't have an explanation, and so they are pulling the 'rank' card. The card that people use when they want you to follow their orders, not question them, and have no reason to explain. As for Feral Child, the best I can determine is that it's banned because it's illiterate (because you need to be able to "report" on your adventures). If this is the case, then why isn't the entire Barbarian class banned for this same reason? ![]()
![]() As a mustang Marine officer, I understand the necessity for teamwork and coordination in order to overcome obstacles. I understand the necessity for open lines of communication and dialogue between people so the mission can be accomplished with the minimal amount of risks. My gunslinger and ranger both act like some part of the military--both acting as forward scouts--and they do that well. My knowledge in real life bleeds into my characters in a way that makes them almost realistic in many ways. From calling commands and strategy to acting like the good soldiers (Marines, I refuse to believe they are soldiers!) they are, they almost seem like they could be straight out of a war movie. As a GM, I don't really change much. My group, however, has had a problem recently--really, since they started--of lacking communication. Since day 1 (and I have reiterated my policies to the group just to be safe) I have stated the following: 1.) If given the chance, I will allow Mr. Murphy to poke in his ugly head. If you don't know what Murphy's Law is, it is this: "Anything that can go wrong, will go wrong,and at the worst possible time." If you give me half-hearted actions constantly and you aren't thinking things through, more often than not in some way it isn't going to go according to how you want it to go in your head (example: my best friend and I are avid Order of the Stick readers. OotS is based on DnD 3.0/3.5/4.0. One of the earlier comics had the party "prepare actions" which were vague. The triggering action was the leader saying he would trip the first person to come near him, and the party almost killed an ally because of it. During one of the first campaigns, my friend said he was going to trip the first person to come near him. I asked him if he was sure, and there was inflection in my voice for a reason. He said yes. The cleric ran to heal one of the party members and ran through a threatened square. I told him to make the trip attempt. My friend understood what was going on and did it.) The intent of this is to get the team to work together more than just go Rambo on everything. 2.) I prefer some roleplaying in my scenarios, because I enjoy the immersion. As such, I want them to work as a party, but to stay in character as much as possible. Obviously, I can't fault people for not wanting to, but I enjoy it, and so do many of my players. 3.) If there's a question about the rules, feel free to ask. If I don't know, I'll tell you. If we can't find the answer in a reasonable amount of time, I'll make something up, we can check on it later and keep the answer in our heads for the next time it comes up. Now, I am by no means an incredible GM. In fact, one of the things we've had happen lately is I don't even see the scenario beforehand, I might get a few moments to read the beginning, and I look as I continue to go along. None of my players have had a problem with it--in fact I get a lot of compliments when I do it. However, recently we've had a few things come up. In one of my earlier campaigns, the druid released Obscuring Mist to the detriment of the party (it had quite a few people). I decided that the druid acted without a thought for anyone, and so Mr. Murphy would make his first appearance. During the encounter, if someone went running through the Mists I would have a person they ran by make a Perception check, with a DC of 15. If they failed, I would have them roll an attack against that person's full AC (I assumed they wouldn't be flat-footed, since they knew enemies were around). Because of the small area and the Mists, I didn't even give melee full vision. One attack was made, and the players complained about this effect. I finally relented when they started complaining about "additional effects not on paper" being added to their spells, making them "unreliable". I reminded them that I had said acting before thinking would have consequences, and this would be their only warning. I removed the penalty. A few games ago, however, I tried to put my foot down about a beneficial effect. In a fight, a few enemies were approximately 30' up on a wall. While a few of the PCs were fighting them, the SUmmoner cast Enlarge Person on the barbarian. The rogue was on the barbarian's shoulders while he ran around using reach to hit the bad guys. One guy was at range away from the barbarian's melee attack, however using the Raging Hurler rage power he could throw something. The game was paused because the rogue wanted to know if he'd get a sneak attack bonus since it would be "death from above". I consulted a few books and determined that there were no actual rules for this tactic, and so I would allow him full sneak attack damage. However, he would have to take falling damage, plus the damage that normally occurs with the Raging Hurler ability since he was not an actual item. In essence, I would allow him to attack with both weapons, full sneak attack for both attacks, and the mob would also take the Raging Hurler damage. I would even treat the attack as catching him flat-footed, since seriously, noone expects the Roguedoken. However, the rogue would take the Raging Hurler damage as well since he was not an actual object, and because they could not position themselves for him to land on the wall he'd have to fall the full 30' and take 1d6 falling damage. I denied him the reflex save because I was giving them a huge damage boost and figured they'd accept the terms. They did not and complained about that not being in the rules. I did, however, put my foot down and state that what I was doing was not in the rules either, so it was either my way or the highway. They accepted my terms. I don't like to play the GM Card. I like to reason out what I do, but I'm getting annoyed with the arguing if something isn't in the rules and negatively affects them, but if something's not in the rules and benefits them, if I throw on conditions of my own to balance it out they will complain about that, too. It seems like they want their cake and want to eat it, too. As a GM, how does one handle an issue like this? ![]()
![]() I'm requesting a rules clarification for the Feat "Reckless Aim". Reckless Aim allows you to take a -1 to your AC for a turn to provide a +2 competence bonus on all your attacks until the beginning of your next turn. The other portion is that on a natural 1, you automatically hit an adjacent threat to your intended target (read: one of your allies gets shot). The question I have is: Using Reckless Aim with a firearm, a natural 1 (normally) results in a misfire, which is an automatic miss. Does an ally take the hit (if applicable) and the weapon gains the "broken" condition, or does the misfire happen normally? ![]()
![]() I am looking to play at a place tomorrow (Sunday) and noticed the place has a list of people playing (not names). It says there are two DMs available and twelve players and they are "waitlisting". From what I understand, this means that they have twelve players guaranteed and you're pretty much SOL unless one doesn't show. I was under the impression from several other GMs that if you show up it is on a first-come-first-serve basis so long as your character meets the requirements for the campaign. Is it valid to "reserve" a spot a week or two in advance assuming it is legitimate Pathfinder Society? ![]()
![]() This thread is dedicated to common questions associated with the Gunslinger class, as well as the various archtypes (including the Musket Master, Pistolero, and Gun Tank). Questions that are asked later i will do my best to provide an answer to, and will also allow others to answer as well.
Q: I am not a Gunslinger. Can I still use a firearm in Pathfinder Society? A: No. Pathfinder Society does not allow you to buy firearms, ammunition, black powder, or alchemical cartirdges unless you possess the Gunsmithing feat.
Q: Pathfinder Society strictly forbids crafting traits and feats from being used. What is the point of Gunsmithing? A: Gunsmithing is important because it serves three purposes, and all three tend to be rather important. 1.) It allows us to upgrade our initial "battered" weapon into a Masterwork weapon for 300g. This is the only time the Gunsmithing feat allows us to modify our weapon. 2.) It allows us to provide repairs in the field. It is necessary to do so because if the weapon ever became broken, we'd be gimped for the rest of the scenario until we made it back to Absalom and were able to seek out an armorer to fix our weapon. 3.) It allows us to purchase new firearms, as well as ammunition, powder, and cartridges. We do not get a discount on buying a new weapon, but we do get discounts on ammunition and cartridges.
Q: How do I resolve my attacks? A: Firearms resolve attacks against an opponent's TOUCH AC, so long as it is with-in the first range increment. Keep in mind this is NOT considered a "ranged touch attack" for the purposes of feats and abilities, such as Deadly Aim, so these feats and abilities do work as normal with a firearm. Past that first range increment, if you do not have the ability to resolve your attack against the targets touch AC (such as a grit ability or an item such as the Far-reaching Sight), you resolve the attack against the normal AC of the target, incurring all the normal penalties for attacking a target outside that range increment. Touch AC for most creatures is generally lower, making your attack more likely to hit.
Q: What is a misfire? A: A misfire occurs when the natural roll of the d20 is with-in the weapon's "misfire range". For example, a musket has a misfire range of 1-2. If I were to make a roll on a d20 and it came up as either number, the weapon immediately "misfires", the shot missing the target even if it would have made the hit after modifiers are applied. The weapon now has the "broken" condition, increasing he misfire range by two (in this case, my new misfire range is 1-4). If the weapon has the broken condition, is nonmagical and misfires again then the weapon explodes. When the weapon explodes, you choose a corner (in general, your GM will probably make you choose the corner closest to the target you were engaging) and a burst occurs with a range of what is found in the weapon's "misfire" category (for instance, the musket has a range of 5 ft.). Anyone caught in that burst (including you) must make a DC 12 Reflex save for damage against the explosion. A weapon that explodes is no longer usable and gains the "destroyed" condition. Damage is calculated based on the weapon's damage rolls (the musket in this case is 1d12). Do not add any other modifiers, such as Deadly Aim or your training ability. If you have a magical firearm, this does not apply. Your firearm is only "wrecked" condition, meaning the weapon cannot fire until you repair it. There is nothing I have been able to find (if someone else has, please add that here!) that tells you what the rules are to repair it, but based on the vehicle description it takes a day's worth of work and 10g worth of materials to repair 10 HP on the vehicle, so I would make the assumption that this applies to Society as well for firearms. In general, as a level 1 Gunslinger you have access to the deed Quick Clear, which allows you to clear the broken condition from your firearm if it was gained through a misfire as a standard action.
Q: What is grit? A: Grit is a resource similar to the monk's "ki". It is used to activate many deeds, though others also are more "passive". Passive deeds are, "If you have at least 1 grit point" abilities. When using active grit abilities, you subtract 1 grit from your starting total and use the ability. Gunslingers start each day with Grit equal to their Wisdom modifier (or Charisma in the case of the Mysterious Stranger), plus any other abilities (such as items or spells/abilities). The minimum you can start with is 1 (so if you have 8 wisdom, you still have 1 grit). Your grit cannot be more than your Wisdom modifier unless an item or ability says otherwise. You can regain grit in one of two (or three) ways. 1.) Confirming a critical hit with a firearm. This does not happen if the creature is incapacitated, helpless, or is otherwise unaware of your presence. Also, if the critical strike is made against a target that has fewer hit dice than your Gunslinger level, you do not restore the grit. 2.) Making a killing blow against a hostile target. 3.) This is an optional rule, and Society does not appear to prevent GMs from using it. If you are to make a Daring Act (a Daring Act is considered a stunt that has little probability of success and is dangerous) and succeed, you restore a grit point. In general, it is best to maintain 1 grit in your pool, unless the final grit is critical (such as clearing a misfire) or will restore it with the shot.
More questions are always welcome, and I will gladly answer them as I can! Happy hunting, Gunslingers! ![]()
![]() As the resident Gunslinger for the group, I've become the go-to guy for our Perception-based checks, and I'm also the Survivalist and "Heal b&&!&", having maximized my capabilities in all three skills while also having Stealth and Acrobatics. Basically I am the group's sniper: a Musket Master archtype meant for long-distance fighting. I've been looking through the Ultimate Equipment book for item ideas, and having 4,000g to work with I've decided to go for items equivalent to Bracers of Falcon's Aim. For those who don't know, it provides a permanent "Aspect of the Falcon" spell while they are worn, without the transformative effects. It provides +3 to Perception, +1 to ranged attack rolls, and your bow and crossbow critical threat range becomes 19-20/x3. I am wondering if the spell itself was modified so it could help Gunslingers (I haven't found anything), and if not is there an item equivalent to the bracers for the same amount. ![]()
![]() I've recently become one of the GMs for my local gaming shop for PFS. I asked to see character sheets of the characters because I like to make sure everything is in order before I start campaigns. Old habit for 3.5, I Suppose you could say. Understanding that a character is supposed to start at 10 in each stat and has 20 points to spend at character creation, I looked into one of our characters who is playing. He is a cleric who is a necromancer, and I looked at his stats. They seemed off, so I checked his items and he doesn't seem to have items other than an Amulet of Natural Armor +1. Nothing that affects primary stats. His stats read as such (at level 4): STR 13
I made the logical assumption that either Dexterity or Wisdom was brought up to 15 and the other to 16. Then, he used the Half-Elf +2 stat boost on one the "15" and used the level 4 stat point on the one that was "16". Even taking that into account, the math seems to indicate he used a 28-point buy system. At this point, I am assuming his states were bad from the start, and I am wondering what to do concerning this character. Do I void his chronicle sheets because of this, or what do I do to rectify this glaring issue? ![]()
![]() I currently play in a local Pathfinder Society group that is very, very random in how it shows. I am looking to play in a more consistent group, either Pathfinder Society or a regular Pathfinder campaign. I have to use public transportation, so any place near a T Station or T bus stop is preferable! Please leave a response here, or get in touch with my on AIM or Yahoo!. AIM: ardentxofxmind
Thanks! ![]()
![]() I recently rolled a Gunslinger (Musket Master) for our Pathfinder Society campaign. At the end of the first session, we had earned 417 GP each. I decided to use the downtime to upgrade my weapon to a masterwork weapon, which requires 300 GP and 1 day of work in order to complete. When I told my GM this, he said I couldn't because according to him everything must be done during a session. He also said, as the DM, that between the sessions there would be one week where we were not on quests or anything, so it kind of seems silly. This seems to me to take the concept of gunsmithing, as well as my ranks in Profession (brewer) and throw them out the window, making them pointless. Can someone clarify on this? Is my DM right, or is he misguided? (cross-posting from my other thread in the wrong section) ![]()
![]() I recently rolled a Gunslinger (Musket Master) for our Pathfinder Society campaign. At the end of the first session, we had earned 417 GP each. I decided to use the downtime to upgrade my weapon to a masterwork weapon, which requires 300 GP and 1 day of work in order to complete. When I told my GM this, he said I couldn't because according to him everything must be done during a session. He also said, as the DM, that between the sessions there would be one week where we were not on quests or anything, so it kind of seems silly. This seems to me to take the concept of gunsmithing, as well as my ranks in Profession (brewer) and throw them out the window, making them pointless. Can someone clarify on this? Is my DM right, or is he misguided? |