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It’s what I was thinking likely would be the case.
Thanks, all!


Just trying to figure out if it’s even possible within the confines of the game itself. As I don’t want to do things that would be wasteful for the groups time I’m with.


That’s what I was thinking.
The only weirdness is concealment and total concealment. I am also of the thought it is meaning any concealment, so it should work like cone for a spell as it’s effecting an area... which goes along with burst effects. This is another reason I thought to ask. Discussion makes me think of other things. It should work just like spells for burst effects because it’s effecting an area and not just a target creature or the like.

I just kept getting caught up on the line of sight thing for ranged weapons (feel very silly for that.)
I think they should adjust that part where it says concealment in scatter weapon quality for people that might have the same initial issue as I did. It’s an area effect and shouldn’t be stopped except by total cover.

Ok.
Thanks, mates!


Isaac,Scatter shot isn’t a save, it’s an attack role for the scatter shot which you do an attack roll for all in the cone and doesn’t missfire unless all the attack rolls misfire. I think you’re thinking dragons breath ammo which is also a cone but is a reflex save/1’s misfire.

Quantum, so you are saying it would ignore total concealment because it’s a cone? As said I know you normally can’t shoot a ranged weapon if you don’t have line of sight. Which is why I am trying to figure out by the rules if firing as a cone would still be allowed.


1 person marked this as FAQ candidate.

Ok. I know with firearms, or really ranged weapons, you can’t shoot if you are blinded/it’s complete darkness where you can’t see because you can’t draw line of sight.
My question is if you are using a dragon pistol, or other scatter shot firearms, with a scatter shot to do a cone instead of a normal ranged attack, are you still allowed to do the cone attack even if you can’t draw line of sight?

If that’s confusing. Can one make a cone scatter shot attack with a firearm if you are blinded/can’t see?


thejeff wrote:
Spike_Rs wrote:

True for the case if one-handed firearm reloading is supposed to be a free action normally if you have both RR and Alch Carts.

It just seems odd to me that they wouldn't change that one line to only say two-handed firearms can only be free action reload once per round if you have both. Especially how then it would make it more useless with Musket Master's deed Fast Musket. Why I stated early firearms for this topic, because they clarified for Advanced Firearms with Rapid reload.

But for Society Organized Play it is allowed to do free action normally if you have both RR(specific firearm) and Alch Carts?

Absolutely.

The problem is word count. Starting to list all the exceptions bloats quickly. For little purpose, since all they'd be saying is it doesn't do anything beyond what you can already do.

It does seem to give two-handed firearms a free reload, even without both (or one & Fast Musket), which is technically useful.

But, they do it all the time for errata to clarify things, such as when something like this issue gets brought up.

But that is true on the part of no Alch Cart. Like below quote. Which like below says about no Alch Cart even for one-handed firearm. But still weird using stated wording for them both for only allowing once per round if you are allowed to do it free if you have both normally to get free reload with one-handed firearm.

Swordjockey wrote:
Also it let's one reload a round be done without using a cartridge reducing miss fire. So a miss fire only on a 1 on the first to third shot based on if they are two weapon fighting. It is also for the occasion that a one handed gunslinger needs to use a two handed firearm.

That is true on not using Alch Cart. And for if you had a second gun and then dropped it so you could then be able to reload the main one-handed firearm.

But it still seems weird to state it that way when they seem to try to avoid, or fix it when something like that comes up/being pointed out. Maybe because of this topic thread they may adjust that line. Which then that would make it clearer for those who think it doesn't work that RR and Alch Carts give one-handed firearms normal free action reloading.
and then why still not state it better as you would most likely have both RR and Alch Carts if you're doing one-handed firearm anyways. Level 11 is already so late in the game when you would already be free action reloading before then with a one-handed firearm... ehhh.

But also, this was about trying to make more clear that RR & Alch Carts do give free action reloads and not about Lightning Reload being usless. I just want to make that clear. lqtm

Also, "lqtm" = laugh(ing) quietly to myself.


True for the case if one-handed firearm reloading is supposed to be a free action normally if you have both RR and Alch Carts.

It just seems odd to me that they wouldn't change that one line to only say two-handed firearms can only be free action reload once per round if you have both. Especially how then it would make it more useless with Musket Master's deed Fast Musket. Why I stated early firearms for this topic, because they clarified for Advanced Firearms with Rapid reload.

But for Society Organized Play it is allowed to do free action normally if you have both RR(specific firearm) and Alch Carts?


That's a completely different sentence than the one for only being able to do it once per round as a free action.


It doesn't cost a grit to do it, though. You just need to have a grit.
Like with the Deft Shootist grit feat. Doesn't cost a grit but you need to have the one grit.

It just seems odd that they wouldn't make the clarification when they call out having both still only allows once per round with the weapon, instead of saying, "If you have both you can only free action reload once per round with a two-handed firearm."

Why not make the distinction for that part if it was meant to be done as a free action normally for one-handed firearms if you have both?

I thought the double barrel reloading was stated that way because they don't want you doing the same free action twice in a row.
Meaning twice in a row like:
1:shoot both barrels at once.
2:reload barrel as free action.
3:reload barrel as free action.
4:shoot both barrels at once.

They have pretty much made clear that doing the same free action right after having just done that same free action is not allowed.


I have been looking for a better answer on this.
I have been trying to figure out to see if normal free action reloading of a 1handed firearm can be done.
I have seen arguments for both sides, which against is usually just that it's too OP, but I haven't really seen anyone talk about the wording from 11th level Gunslinger Deed Lightning Reload. (I have seen the FAQ they did for Advanced Firearms making Rapid Reload make reloading an Advanced Firearm, like the Revovler i.e., to a free action reload from move action reload.)

Rapid Reload and alchemical cartridges seem to give one-handed firearms the ability to be reloaded as a free action in RaW thought.

However, Lightning Reload states that if you have both Rapid Reload and Alchemical Cartridges you can only reload a single barrel for free once. It seems to call out, based on the wording, that even having both they can only reload as a free action once.

Lightning Reload (Ex): At 11th level, as long as the Gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round. Furthermore, using this deed does not provoke attacks of opportunity.

If it was meant to be done as a free action plainly if you have both Rapid Reload and Alchemical Cartridges, then why does the Lightning Reload deed say that even if you have both (Rapid Reload & Alchemical Cartridges,) you can only reload a single barrel of a one-handed firearm as a free action once per round? As it does not call out just two-handed, it just says the weapon, which implies one-handed & two-handed firearms.

I'm honestly just trying to find out for Society Organized Play (but I didn't really see a rules section on Society, only in the normal Pathfinder boards here,) and it seems just enough contradictory to merit that you aren't supposed to be able to reload as a free action normally for early firearms (seeing how they specifically FAQ'ed Rapid Reload for Advanced Firearms.)


From everything that I have seen in the FAQ. It looks to me like

Your off hand is in use any time you off hand is in use...

If your GM allows it (this is dependent on how many free actions they allow and if you have quick draw,) you can do the below.
say you have quick draw and TWF & ImpTWF
full attack as such using just BAB of 11 and the off hands are light.
9/4/-1 for primary
8/3 for off-hand
You can use a bow while using a buckler.

Your primary attacks are with the Bow so you don't take the attack penalty on the bow attacks, but you lose the bucklers AC bonus... but your off hand/non-bow attack is taking the -1 penalty to attack.

Goes like this.

1st primary with bow
Quick draw a light weapon with off-hand
First off-hand attack, drop light weapon, grab arrow
2nd primary with bow
Quick draw new light weapon
2nd off-hand attack with new light weapon, drop light weapon, grab arrow
Last primary attack with bow
Quick draw new one handed weapon, or drop bow and Quick draw a melee two handed, so you can threaten for Attacks of opportunity before your next turn (and your off-hand is only being used if you are using your off hand, and the Buckler is still having lost its bonus AC but you only take the -1 to attack for the AoP if you are using the hand that has the Buckler on it.)

This is 7 (or 8 if you dropped bow for a two handed weapon at the end,) free actions before your next turn.

Does that help?

If you have more than two arms/hands I am pretty sure you no longer have the ability to TWF but instead now have to take multi-attack or something like that.....


1 person marked this as a favorite.
Ronin101 wrote:
Wolfwood82 wrote:

I agree that it would have to be a contested roll.

I disagree that it should be flat out disallowed or discouraged in any way shape or form from the GM or any other player in the group.

Their CHARACTERS might have issues if you are caught.

Reason being, this kind of thing adds an element to the group dynamics. If you are caught but the group values you enough, they let you live and just make sure to watch you more closely, or have you empty your pockets.

I personally would not care if you played your character the way you wanted to. It is entirely possible you as the player wish to play out the thief, but later might have a sudden attack of guilt and decide to confess everything and pay give back what you took... Most of my characters would laugh, the get distracted by something that looks big and mean and fun to kill.

The Avengers don't always play nice with each other. The group "rogue" person is usually the least trusted party member anyway, there is absolutely nothing truly stopping you from having your fun.

Completely agree with this. The way I have always seen it is you have to be able to separate the things that happen in the game from the things that happen in real life, if you are playing with someone you don't like you can't go and kill their character just because you don't like the player. It's like using meta-knowledge, if the party in the case doesn't know the OP is pre-looting the corpses and not telling the party what he found, even if the player's know that it is happening they can't do anything about it.

Personally I would punish players for using meta-knowledge more than the person who is playing out his character and doing what his character would. Also as a GM you should stay out of party interactions, the only time you need to step in and disallow something to happen is if the arguments are leaving the table, and the other thing that people need to understand is that different groups play the game completely differently. Some groups are the...

I also agree with this, but only for an Evil or Chaotic Neutral alignment Character. I wouldn't imagine other alignments would be down for doing that. Maybe an excuse for CG alignment if no one else is around, but not while companions are actively around you. (compelled good or neutral characters though because of some mysterious reason where they get tempted.... like a drawback that sometimes kicks in, maybe. maybe. but that would really be pushing it.) Hilarious for a group of all CN and/or Evil characters. Everyone trying to do it at times... You get caught the other players take an item form you as punishment.

One: Only small type items and no taking 10 or 20 on the SoH check obviously. Like daggers, rings, potions, headband, maybe a short sword or a belt. Belt could be pushing it as the time intensiveness of the nature of trying to get it off (maybe give a bonus to the companions' perception check if allowing that while companions are around when trying to get something like that.) That being for active group around you. If you are alone and find stuff, you could go after bigger things if you are able to put it somewhere, like a bag of holding for instance. But be careful with that as that is a bit more labor intensive(noises being heard.....,) and could increase your chances of being caught by a returning companion. Getting caught while you were by yourself can try to make an excuse with teh DM doing both your Bluff check if you are lying, or Diplomacy check if the item they see you are putting away you were actually going to let them know about, and their Sense Motive check and then the DM saying whether they believe you or not.

Two: If you are doing this in a current and/or ended combat area where others are, they will probably start to wonder why you are staying so far back and not doing anything except huddling over by the dead bodies. Sure, there are ways to get around this. Say you are hurt and are searching the body for a heal potions. That being said because as players you don't have to tell someone how far down you are exactly in hit points (they could do a perception to see how you look,) but exact numbers is technically metagaming. When doing this type of thing there will be opposed perception checks, but honestly according to the written out rules of the books, that roll is to be done in secret by the GM.

Three: If you get caught, something bad may happen to your character by the other players' characters... If that Character ends up being removed from play for some reason because of being caught. Would probably make a consequence be that you had to then play a character with the opposite alignment before you could go back to that alignment again. Gotta be consequences for having got caught......

Four: Completely viable thing to do by a CN or Evil alignment character.

Five: Be far easier if the rest of the group headed on if you were still looking around for hidden rooms (this actually happened in a campaign I was in. A friend, who is quite more duplicitous than I, and I who were both CN alignments stayed back to finish looking around the room. Others went on to the next couple rooms. WE searched, found a secret room. We split everything between ourselves as it fit for the characters... lqtm.) Definite added elements to group dynamics and story within the group.

Six: Already stated this but if they are around, definite perception checks, but done by the GM with penalties, because of all the stuff going on, or bonuses if nothing is going on or another players "Character" is suspicious. etc.

Seven: Most metagaming would be frowned upon. If a player just starts going I am gonna stay with the Thief because the player knows he is stealing, something could happen to the metagaming character.
I say most because probably one would be doing a lot of secret messages with the GM. If you get caught because you are constantly sending secret messages to the DM, that metagaming would be ok to me but that would translate to a bonus on their perception rolls to catch you because that would be in game and only metagaming by the GM, which is ok. lol. But as said if they try to catch you "lifting" the dead body or such because the player thinks you are stealing and not the Character actually suspecting/figuring it out, something would happen to the metagaming character.

If you don't agree with allowing this, One thing you should do as a DM/GM.

One: If you aren't cool with the idea, don't allow evil or chaotic neutral player characters. That would solve everything. As those types of alignments can do just that. Or just don't allow it even if you allow CN or Evil alignments

Just some of my thoughts. and my apologies if it is a bit winded or confusing.


Spike_Rs wrote:
YawarFiesta wrote:
ZappoHisbane wrote:

So I've got a question along these lines, though not directly. When I saw the new Shield Master feat I immediately thought that it would be fantastic to have a viable sword-and-board TWF fighter.

Then I realized the catch. Unless you want to deal with nasty penalties, you're stuck with a light shield up to level 10. At level 11 though, the Shield Master feat lets you disregard all those penalties which means you're going to want to switch to a heavy shield, to make the most of it. But what about all the resources you've already sunk into that light shield? You're left with limited options as far as I know:

* Keep it, and suck it up.
* Sell it for 1/2 price.
* Hope the DM drops a heavy equivilent in your lap.

So, I don't suppose anyone knows of a legal way to upgrade an existing (and presumably already magic) shield physically, from light to heavy?

Can you just make board and knife? I mean Heavy Shield in main hand light weapon in off hand.

Humbly,
Yawar

As a fighter when you gain a BCF you can switch out a previous BCF for another CF as long as it is not being used as a PreReq for another Feat.

But also yeah, one could do that "Main hand Heavy Shield and use light weapon in off-hand, as you can Shield Bash with either primary or off-hand.


Diego Rossi wrote:
Slaine777 wrote:
Archaeik wrote:
I addressed this before. A Dread Wraith should have no issue pinpointing living creatures in the range of its lifesense (they would still benefit from concealment however). But yes, it is a wrinkle if the ghost doesn't have such specials.

I'm not sure that lifesense would help it in this situation.

Quote:
Lifesense (Su) The creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Quote:
Blindsight (Ex) This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
Quote:
Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

Bolding mine.

I could be wrong but I think being in the wall blocks line of effect even for incorporeal creatures.
Lifesense don't help at all against a ghost. It is not a living creature.

I thought they have been talking about the "ghost" having lifesense to know where the player's character was when it attacked from a wall/floor?


zza ni wrote:

you don't really have to see the target. if you know it's there (by other means such as termor sense\scent\some1 else seeing it and telling you etc) you can take the shot and the miss chance of 50% of not seeing it.

then again if you also pick up(or use the temp feat agbility of a braweler) the perfect style feat and the following wind feat (need also quick draw, but a shield champion should have that on the basis that shields are also it's weapons).. then you can add seeking to the shot and even ignore the miss chance ;)

True. I guess what I should have said is "knowing target is there or sense that spot" as several "sensing" abilities/feats and someone telling you, allow you to know the target is there.

Quickdraw? Where we're going we don't need... Quickdraw.
That's why you have the Throwing Shield equipment upgrade ;{D>


cjtSparhawk wrote:
DM_Blake wrote:
cjtSparhawk wrote:

Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it.

The latter part "and the conditions under which you will take it" is the relevant part. If a GM doesn't automatically interpret you saying "when X happens" as "when my character notices X happening", or make you rephrase it as such, then that is just bad GMing.

I'm not sure you're aware of which section of the rules this is in.

This is not the "GM Interpretation" forum and it's not the "Pretend It Says Whatever You Want" forum; it's the "Rules Questions" forum. Calling someone a bad GM because they read the rules and follow them is a little harsh, don't you think?

Your suggestion to interpret wording that does not exist might be a good one, and I completely understand where you're coming from, but you simply cannot, in a "Rules Questions" forum, accuse people of bad GMing when all they want to do is understand the rules.

So make your house rule. In my post that you quoted I predicted that you would, and that you wouldn't be alone in doing so. But be careful with the "bad GM" labels when YOU"RE the one talking house rules in a "Rules Questions" forum.

In the spirit of not starting a forum flame war, can you please link to rules to define "The Conditions under which you will take it" ?

I think he is talking about the part where you are saying "If a GM doesn't automatically interpret you saying "when X happens" as "when my character notices X happening", or make you rephrase it as such, then that is just bad GMing."

Because if one says "when he attacks me" it means "When he attacks me" and you are saying that a GM should switch what you are saying to "When I see him attack me" or ask you to rephrase the readied, but doesn't is bad GMing. The issue with that is the readied action condition is stated "When he attacks me" and you are saying that the GM should just change that or ask you to change that, and if he doesn't it's bad GMing. When the condition is being said. "When he attacks me" which is a condition to take the readied action.

To be quite honest the GM doing whatever he wants is within the confines of the game because the game allows the GM to do whatever he wants, viewed as correct etiquette or not. Now a Good GM will say, "Well this is happening because that's what I want to happen." in a calm, nice voice, and with a gentle smile. A Bad GM will say, "This is happening because I want it to. MWUUUAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA HA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!" while twirling his handle bar mustache (imaginary or not,)and then you and the rest of the players have to find a way to vanquish the evil GM where he stands.
;{D>


Yeah, TGMaxMaxer, I just looked at the class ability.

The issue I had is if it is a full wall blocking line of sight. I guess the issue stems from how are you directing the ricochets. Actually.... I just answered my own question in my head while typing this. lol. Obviously, you have to be able to "see" somewhat, line of sight, the target (intended square/5foot box for an invisible target.) Similar to the Ricochet Shot grit feat for Gunslingers.

I apologize on that. lol


A Two-weapon Warrior does not NEED to have Two-weapon Fighting as a feat to use his abilities. All the class abilities of the Two-weapon Warrior archtype can be used without the use of the Two-weapon Fighting Feat.

You used Two-weapon Warrior as part of a rant about a class having abilities without having a feat free that makes them do what they are supposed to do. The fact is that a Two-weapon Warrior does not NEED to have Two-weapon fighting Feat to use it's abilities, unlike the other ones you are saying. Pretty much I was informing you that you used an archtype class, to prove a point, that actually doesn't lend anything to your argument compared to the other ones that do.

It's quite funny that you don't see that.


and a Two-weapon Warrior CAN use his abilities without having Two-weapon Fighting feat.


YawarFiesta wrote:
ZappoHisbane wrote:

So I've got a question along these lines, though not directly. When I saw the new Shield Master feat I immediately thought that it would be fantastic to have a viable sword-and-board TWF fighter.

Then I realized the catch. Unless you want to deal with nasty penalties, you're stuck with a light shield up to level 10. At level 11 though, the Shield Master feat lets you disregard all those penalties which means you're going to want to switch to a heavy shield, to make the most of it. But what about all the resources you've already sunk into that light shield? You're left with limited options as far as I know:

* Keep it, and suck it up.
* Sell it for 1/2 price.
* Hope the DM drops a heavy equivilent in your lap.

So, I don't suppose anyone knows of a legal way to upgrade an existing (and presumably already magic) shield physically, from light to heavy?

Can you just make board and knife? I mean Heavy Shield in main hand light weapon in off hand.

Humbly,
Yawar

As a fighter when you gain a BCF you can switch out a previous BCF for another CF as long as it is not being used as a PreReq for another Feat.


@Komoda, but isn't that ability just so you can make that hit surface the new origin square of the attack?

But could you do so if you had three iterative attacks? a to b to c when there is blocking material between A & C but not between A & B and B & C?

I am guessing not because line of sight issues? or that the person would still get cover but you could still hit them? but the OP's Q made me think about it.


Imbicatus wrote:
Spike_Rs wrote:

The two-weapon fighter's abilities aren't tied to having two-weapon fighting feat as a PreReq.

If anything, the Two Weapon fighter actually has an up on two weapon fighting as they don't need to have two-weapon fighting to do any of their exchanged class abilities.

If they don't don't mind having the accuracy of a commoner, yes.

True that they still have some negatives to attack if they don't have Two-weapon Fighting Feat but they can still do it and are better at it than someone who doesn't have Two-weapon fighting feat at all because of their class abilities.

The Shield Champion can't use at all it's class ability of having Shield Master feat unless it meets the PreReqs of it. Which can be done by using Martial Flexibility timed duration class ability, or by getting the PreReqed feats through actual feat progression by level or Bonus Combat Feat class ability.


So honestly the Two-weapon Fighter is the exact opposite to what you were trying to make a point for.


The two-weapon fighter's abilities aren't tied to having two-weapon fighting feat as a PreReq.

If anything, the Two Weapon fighter actually has an up on two weapon fighting as they don't need to have two-weapon fighting to do any of their exchanged class abilities.


You stated something about a class not having a feat to do something that anyone can basically do.

I stated a reason why they don't have the feat free. I didn't have to elaborate anything more to be quite frank about it.


For number 4 I would agree with Driver_325yards
The basic Shield Bash damage of the shield is increased with Shield Spikes.
Even though the Throwing Shield's damage when thrown is not modified buy Shield Spikes, because it is no longer a Shield Bash, the melee Shield Bash damage is and that's what is being referenced by Throw Shield class ability. But the range increment is referenced because the Throwing Shield is still a Shield and has a range increment of 20 feet, so you use that for range increment.

Something that caught my attention though is: How does the Bashing quality work with the Throw Shield class ability?
I have figured that the "acts as a +1 weapon" doesn't work because it's not being used to Shield Bash, and the Bashing ability specifically calls out when doing a Shield Bash for that. I think that the increased size damage works because it doesn't state that it has to be used as part of Shield Bash. Just that it is considered to be a weapon of 2 size categories larger (in regards to it's damage.) But it does state at the beginning of Bashing that the shield with this ability is designed to Shield Bash....


Two things.

1. According to the slots section for items there is only one slot for a shield. Doesn't that mean you can only wield one shield? So, you wouldn't be able to hold two shields at the same time.

2. Shield bashing can be done as off hand or primary. FAQ http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9r3w


My last thing on my last comment brings a thought to me.

Seeing how Throw Shield is not a ranged Shield Bash according to the ability in ACG. The bashing quality's last statement about the shield is considered a +1 weapon when being used to "bash" doesn't apply to a thrown shield used with the Throw Shield class ability.

But does the increased size damage still work with a thrown shield? I think it does.

I know that shield spikes do as they are specifically mentioned in the Throw Shield class ability.

But does the increased size damage from Bashing quality work with a thrown shield with the Throw Shield class ability?

This might just be me reading into it too much. but even so it would just go to more to the bad wording/writing of the ACG.


Kazaan wrote:
Rushley son of Halum wrote:

Again, you're not listening. I'm talking about a feat that you get as a bonus feat for the archtype that doesn't even operate except in specific circumstances, and which you don't even meet the perquisites for.

Shield master is a shield champion bonus feat. But you can't use it unless you yourself use a feat to pick up shield slam. Neither of which work at all unless you're flurrying apparently.

Do you still really not see the issue here?

Name one other archtype or class that gains bonus feats that they can't even use unless they take other feats. In this case im referring the need to take shield slam, which im not even sure I can.

Well, Two-Weapon Warrior comes to mind. All of their abilities revolve around two-weapon fighting; but they don't actually get any TWF feats as bonuses at all. All their class abilities rely on two-weapon fighting, but you must take the feats as either fighter bonus feats or normal feats. So the Shield Champion needs to take Shield Slam in order to use his Shield Mastery which is given as a bonus. So what? A Roughrider Fighter needs to provide their own mount. They don't get a free mount like Cavaliers despite the archetype being designed around mounted combat. What about the Savage Warrior archetype? It revolves around natural weapons which you must provide either by race or by some other class's ability (ie. Druid). Not every archetype is going to hand you everything on a silver platter; some require you to BYOB. We're used to bonus feats being granted "without prerequisites", but in this case, they apparently determined that the combination was too strong for their view of the class and, so, required you to meet the prereqs in order to get the bonus feat; in essence, you're only saving a feat slot, not the necessity to satisfy the prereqs.

any one can two weapon fight without having two weapon fighting feat. All TWF feat does is improve your ability to fight dual wielding.

Kaisoku wrote:


It's weird. It's giving you a bonus feat, but you need to pick up at least two other feats that were never implied prior to 11th level as being needed.
In fact, the ability that it's from gives the effects of shield bashing by throwing your shield around. The point of the ability is to not keep the shield on you, tossing it around. Doing your class gained ability implies not getting Improved Shield Bash, since you won't have the shield on you when bashing with it.
Then at 7th level, you get to bull rush (and others) with it, obviating the need for Shield Slam.

But at 11th level, you get the Shield Master feat... but only if you had spent your feats on getting feats that your previous abilities from Throwing Shield effectively replaced the need for?
It's unintuitive, it doesn't follow any other bonus feat methods (getting a line of abilities that replace the need for the normal feats, then get a bonus feat in that same ability that now requires the feats?).

The TWF aspect was already acknowledged by Rushley as not the issue, mechanically and thematically it works.

The problem now is that the archetype is awkwardly built. It's not that it doesn't logically fail at functioning (like the original prone shooter), but that it's an awkward bait-and-switch bonus.

If you didn't read ahead on your class, you'd have to wait at least until 13th level to pick the extra feat needed (grab improved shield bash at 11th, shield slam at 13th).

It's... awkward.

Also, the 7th level ability with shield throw doesn't have anything to do with shield Slam feat. You can't make sunder, bull rush, trip and such normally as a ranged attack. You can with normal melee attacks. This ability allows you to do so as a ranged attack instead of as a melee one.

Shield slam allows you to do a bull rush in addition to the shield bash attack you did. Normally you could only bull rush in place of a melee attack, but not melee shield bash attack and get the bull rush.

The 7th level ability allows you to be able to do Bull rush and the such as the ranged attack.
Shield Slam allows you to hit with a bull rush for free after you have hit someone with a shield bash (normally you would need to make a bull rush attempt in place of the melee attack.) So you get both with shield smash.

Being able to throw your shield with the throw shield doesn't negate the hindrances you get with fighting with your shield. You are still using your shield to attack.

Throw Shield ability allows you to throw your shield. It does damage like Shield bash but it isn't a shield bash attack (according to how it is written in ACG.)


Gauss wrote:

Spike_Rs, necro much?

Also, according to this FAQ the Paizo Devs have decided that starting language acquisition is retroactive. Ie: You get extra starting languages anytime your intelligence goes up.

That FAQ I didn't see. I was looking for somehting and this is one of the ones that popped up.I don't really look at dates so I didn't know it was from that long ago. I am gonna alter my response to show what you posted. ={D> Thanks.

And i missed the one where the guy had said FAQ lol, there was a lot to read and I missed his and like the three or four around it. It also says in the FAQ that you don't get bonus skill points. A lot to read through and sometimes we miss things.

Once again, thanks for pointing that out. i really should start looking at dates and be more careful with making sure I read all the responses.


The bonus languages "edit" I was informed by the kindly Gent below has been amended as per the link he showed and in which I am putting here now http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qos

The Headband hardcodes the specific skill (the bonus skill points you get from having a now higher Intelligence, which are bonus skills talked about on pg.555,) so it's easier to keep the listing of your now new skill points and don't have points in a bunch of different skills that you would then need to keep track of. Spells are easy with being removed so there is no reason to keep them jotted down. You lose a spell slot for a spell level, you choose a slot from that spell level's slot for the spells you still have available to cast.

It really isn't that hard to understand.
You remove the headband, you lose the bonus skill points (which are linked to a specific skill stated by the headband which are the bonus skill points talked about on PG 555,) and any spell slots given.


It's correct. But you would have to be a lvl 16 Human Fighter though to get this feat and have already taken Martial Versatility.
They knew that certain weapons are in more than one group. It appears at most a weapon could belong to two weapon groups (whatever group and then monk. it appears to be only <insert weapon group> and monk weapon group.) but just because a weapon belongs to two weapon groups and you can use the feat with them doesn't mean you are proficient with them. you would have to take even more feats which would then waste a feat for something else. meaning yeah you could take exotic weapon prof: some monk weapon to get it to be used with all monk weapons but you just had to waste a feat for it. In this case Temple Sword is an exotic weapon and you would have to take it as a feat reducing the amount of useful feats you would want to take. In this case three feats.

All in all, it would come down to what your DM decides on this one. If I were to DM I would allow Martial Mastery to work with more than one weapon group though because you would have to waste a feat spot to get it to work without negatives and the fact that you would need to be a level 16 human fighter and have already taken at least three other feats to even use it with proficiency.
Most games I have played we didn't get to go passed level 15 anyways in the campaign before we finished.
But I am not sure if I would allow gestalt characters though as they can be too powerful in certain combinations. Like monk fighter being able to flurry of blows with with a temple sword getting all the bonuses because you could take all the feats without worry because you get all the bonus feats from a fighter and all the bonus feats from a Monk...


Page 101 of Ultimate Combat has a table for the DCs of Firearms. I think it's for use when the GM introduces firearms and the players don't have Gunsmith Feat yet.

As Gunsmith feat allows you to make and fix firearms with no roll and same for ammo (Alchemical Cartridges you need 1 point in the Craft (alchemy) skill, though.)


@ArmouredMonk13 - You don't pick a specific weapon with Snap Shot, though. It just says with a Ranged weapon that you have Weapon focus with.


@Nate Lange - That was my thinking on it. I was wondering what others would say and I think it may be a split between "it would work" or "you would need to take MV on Snap Shot(SH)" but if it is deemed I would need MV on SH. I would just want to take Martial Mastery (MM) then, in that case.

I still want to know what others think on that interactivity on those feats.

@Vritra Not if I want to use a combination of three or more Firearms.
Then I could take MM and any additional feats that specify A weapon then work on all weapons in that weapon group.


1 person marked this as FAQ candidate.

I was actually wondering about something with Martial Versatility/Mastery. Does anyone knows if Martial Versatility used on Weapon Focus (Pistol) to make it work with all firearms would then allow Snap Shot (from Ultimate Combat,) to be used with all firearms?

Snap Shot (Combat)

With a ranged weapon, you can take advantage of any opening in your opponent’s defenses.

Prerequisite: Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.

Benefit: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.
http://www.d20pfsrd.com/feats/combat-feats/snap-shot-combat