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Rabbiteconomist wrote: Tarth wrote: Rabbiteconomist wrote: claudekennilol wrote: I would let them stack. Others opinions may vary. Paizo has been very silent about stacking different size-altering abilities.
For what its worth, on the PFS hunter pregen, it has that Improved Natural Attack (which is what I assume you meant by 'imp natural weapon') stacks with Strong Jaw (which is a spell that increase a natural weapon's size) and has for the tactics for the hunter that they work.
But I the beast totem claws that I see have a base damage of 1d6.. Which would give you a net total of 3d6. At 10th, the beast totem greater ability bumps to 1d8 for medium sized. It's actually 2x claw attack, I left it single for clarity. with power attack and Reckless abadon i'm doing 2x +18 | 4d6+15 and I have bite, too. How do your fellow players and GM feel? Are they cheering you or asking about it because it's perceived as a balance issue? What you have done is fairly simple and fair. Normal progression of rage powers plus 1 feat and a spell. We haven't started playing yet; The campaign starts saturday. I wanted to make sure my game math was right before I shot the build over to my DM. I like to find and get rulings on any potential issues before play starts. nothing kills the mood like the sound of pages being flipped as some one says "let me see if that's right..."
Rabbiteconomist wrote: claudekennilol wrote: I would let them stack. Others opinions may vary. Paizo has been very silent about stacking different size-altering abilities.
For what its worth, on the PFS hunter pregen, it has that Improved Natural Attack (which is what I assume you meant by 'imp natural weapon') stacks with Strong Jaw (which is a spell that increase a natural weapon's size) and has for the tactics for the hunter that they work.
But I the beast totem claws that I see have a base damage of 1d6.. Which would give you a net total of 3d6. At 10th, the beast totem greater ability bumps to 1d8 for medium sized. Precedence is always welcome!
Rabbiteconomist wrote: claudekennilol wrote: I would let them stack. Others opinions may vary. Paizo has been very silent about stacking different size-altering abilities.
For what its worth, on the PFS hunter pregen, it has that Improved Natural Attack (which is what I assume you meant by 'imp natural weapon') stacks with Strong Jaw (which is a spell that increase a natural weapon's size) and has for the tactics for the hunter that they work.
But I the beast totem claws that I see have a base damage of 1d6.. Which would give you a net total of 3d6. At 10th, the beast totem greater ability bumps to 1d8 for medium sized. It's actually 2x claw attack, I left it single for clarity. with power attack and Reckless abadon i'm doing 2x +18 | 4d6+15 and I have bite, too.
my question is do these stack?
at level ten, I have my barb doing 4d6 damage with a claw attack
1d8 (beast totem) > 2d6 (imp natural weapon) > 3d6 (enlarge) > 4d6 (belt of thunderous charge)
I'm sorry if this has been answered elsewhere, my google fu is weak this afternoon.
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Onikan22 wrote: On a side note, I am the GM in this situation. Trying to have a solid case. But I did enjoy Morphlings post:)
As a GM, I would allow it. But I would also change the damage type on the weapon to bludgeoning for the duration of the bond.
Because it's magic, and it doesn't break the game.

Strife2002 wrote: I debated with myself whether this belongs instead in the Homebrew forums, but I'm more interested in hearing advice from other GMs than showing off something I made up trying to fix what I perceived would be an issue.
I'm about to start a campaign where one player has expressed interest in playing a gunslinger. One thing that I know the gunslinger suffers from (needlessly, in my opinion) is "feat-locking." By that, I mean a gunslinger gets to start with either a pistol, musket, or blunderbuss, and will typically begin selecting feats that require they be applied to a specific type of weapon, the most common at 1st-level being Rapid Reload. Unfortunately, gunslingers don't have the ability a fighter has to replace feats, so that Rapid Reload (pistol) feat at first level becomes pretty useless the second they craft themselves a double pistol, or better yet, a revolver. Thanks to Ultimate Campaign, we now have rules for feat retraining, but they unfortunately take time, money, and the assistance of someone who also has that feat. Money is a hot commodity for a gunslinger, as it is. Anybody else experience this in their games have any advice for me or stories on how they handled it?
In any case, here's the house rule I'm proposing for my gunslingers, which is adding the following class ability at 1st level:
"Firearm Versatility (Ex) A gunslinger's training goes beyond learning how to point and pull a trigger, and she typically learns how to handle weapons that are similar in shape and size with equal ability. When selecting feats that require her to choose a specific type of weapon, such as Rapid Reload or Weapon Focus, a gunslinger instead chooses a specific category of firearm, specifically either one-handed or two-handed firearms. This doesn't apply to any other type of weapon other than firearms."
The one problem I see with this is that it makes being a fighter and dipping into gunslinger even more tempting. Another alternative is to modify the gunslinger's bonus feat ability,...
I would ask this: Why are you going to give the gunslinger more versatility than the fighter? wouldn't it be easier to let the gunslinger retrain as per fighter rules?
Or, let them have a weapon training class skill similar to what fighters have but it only applies to firearms. that way they can pick up any firearm and have some bonus for use, but the are still specialized in whatever weapon they chose from the beginning.
LoneKnave wrote: www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat
Rapid reload uses a specific wording just so you can't do this.
Non-modern firearms can use Rapid Reload+ Alchemical cartridge to reload as a freee action, however.
You could also just pull out a new gun.
so you are saying that rapid reload is actually a wasted feat, since Advanced Firearms are already a move action to load? Wouldn't, as doc pointed out, Rapid Reload lower the step from move to free? It seems that is what the rule intends.
It makes no sense that a pistol can be fired faster than a revolver.
jake westlund 98 wrote: Have Considered The Deadly Aim Feat? Or Did I Jist Miss That In Your Description? Deadly aim is included, but not listed.
Doctor Kash wrote: Tarth wrote:
I thought that Rapid reload only applied to one chamber?
From the PRD: (Source: http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/firearms.html#_adv anced-firearms)
Advanced Firearms: Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity.
That's all six shots- With Rapid Reload you're Roland of Gilead.
It's crazy, but significantly less crazy than free-action reloads with a double-barreled blackpowder pistol, which is also doable. That makes sense to me, and seems RAI. I'll take it. Doc, you rock!

Doctor Kash wrote: Tarth wrote: Okay, so here's my question...
Using a revolver, with rapid shot and speed enchant I have 5 attacks per round. So, first round I go bang bang bang bang bang! Total Damage: assume 1 target UP close and Deadly from Sig Deed, and all hits, 5d8 + 15d6 + 85 = 160 avg damage (stats provided by Anydice.com)
Second round, I Imp. Vital Strike with my last bullet, and add Up close and Deadly damage... So the damage is 3d8 + 3d6 + 17 = 41 avg damage
Then I use my move action to reload my revolver(metal cartridges, rapid reload, for move action reload).
AS far as I can make out, this is 100% RAW, but I'm wondering if there is a way to up my damage in the second round of combat?
I'm not interested in TWF, as I would rather have every single shot hit, and I'm already making my DM pull his hair out with my damage output and hitting touch AC. Also, every thing I've seen about 2 weapon fighting with revolvers has seriously contrived reload techniques which detract from the RP aspect of my character.
And... Go!
Easy. It only takes a move action to load an advanced firearm since they all work on cartridges and are chamber-loaded. Your Rapid Reload feat drops that down to a free action.
You can shoot 5 shots every round. I thought that Rapid reload only applied to one chamber?

Okay, so here's my question...
Using a revolver, with rapid shot and speed enchant I have 5 attacks per round. So, first round I go bang bang bang bang bang! Total Damage: assume 1 target UP close and Deadly from Sig Deed, and all hits, 5d8 + 15d6 + 85 = 160 avg damage (stats provided by Anydice.com)
Second round, I Imp. Vital Strike with my last bullet, and add Up close and Deadly damage... So the damage is 3d8 + 3d6 + 17 = 41 avg damage
Then I use my move action to reload my revolver(metal cartridges, rapid reload, for move action reload).
AS far as I can make out, this is 100% RAW, but I'm wondering if there is a way to up my damage in the second round of combat?
I'm not interested in TWF, as I would rather have every single shot hit, and I'm already making my DM pull his hair out with my damage output and hitting touch AC. Also, every thing I've seen about 2 weapon fighting with revolvers has seriously contrived reload techniques which detract from the RP aspect of my character.
And... Go!
There are two ways to deal with this, I think. The first way, for me, is IC. Drop an old school ring of contrariness... his character will go from being a complete jackass to a valued team player. This will also help you determine whether or not the Player is being a Dbag, or if he is just Rping a Dbag.
If it turns out to be the former, and the player still finds ways to make his character be an ass, then hit the eject button attached to his seat at the gaming table.
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