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meh, outdated rules are just 'house rules' at many tables these days


Undone wrote:

They mentioned SLA's count as spells for qualification of feats/PRC's.

They've mentioned that items can qualify for feats if you can wear them for 24 hours.

Does APPRENTICE'S CHEATING GLOVES allow you to take arcane strike?

No, because that is a spell completion magic item. Not a spell like ability that your character has. Items can not be used to qualify for feats


So, My game group has decided to make a gimmicky party and run through rise of the rune lords for ****s and giggles. The gimmick being that everyone has to be fairly proficient with firearms (which our GM has made Martial weapons Strictly for this setting) and everyone has to have one level in Alchemist at very least.

I was hoping for some advice on progression with firearm feats as I have never played a Gunslinger before. I will also be specializing with Muskets/Rifles

What I have so far is 1st level Myrmidarch-Magus and 1st level Alchemist-Vivisectionist+Grenadier(Human) Feats:Rapid Shot and Point blank Shot. Where do I allocate my feats from here???

Also, to anyone who asks, My GM has said because of the nature of Spell combat requiring having a hand free but also granting the ability to choose to have the spell go of first or last after attacks, he says that it makes sense to think you remove your hand from the musket, cast the spell, then replace the hand back on the musket to fire your attacks.

Thanks again for any help in advance