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I'm thinking of running a campaign and I would like it if people were to throw ideas to me for a world setting. Now you should know that essentially what I'm going for is that my real life players would get transported to the pathfinder world and would take the form, abilities, etc... of their characters. I'm horrible at world building and would like the help of people who are great at it.


Hmm... didn't know about all of those so that's cool. Preferably I still would rather have a physical item version, mostly because of cost reasons even if I could make the magic items. Honestly I would be fine with just a tri-barrelled musket. The reason is because as a kasatha if my at least 2 hands free, I reload as a free action.


Derklord wrote:

Do you mean the Weapon Modifications stuff? That's a pretty minor thing, mostly it's just Versatile Design, very few characters use that stuff.

Pathfinder is a fantasy game, so it shouldn't be much of a surprise that most weapon improvements are magical in nature. This is the list you're looking for, but unless houseruled, you need the Craft Magic Arms and Armor feat for that, for which you need either caster levels or the Master Craftsman feat.

Although in a pirate themed game, I would expect to find plenty of firearms and ammunition on enemies...

Well most of the things involving guns with gunslingers involve making your own ammo and guns. So making my own physical upgrades completely relies on my rolls/DM allowing it to happen. I also don't know how many of our enemies use guns as well so scavenging things off them might be harder then you think.


I would ask for a rifle but I don't want to use one considering 2 out of 5 of my teammates don't think guns should be in pathfinder (despite us being on a pirate filled with flippin cannons which are literally just massive guns) and I feel that it would be a bit to op due to how the increments and touch AC work. Magical enhancements could work considering most of my team are freaking magic casters so one of them **could** possibly enchant but knowing my DM i'm most likely going to be on my own.

My hope is that I manufacture a triple barrelled musket (reload is a free action for me) with either magical or (most likely) physical enhancements. The design i'm thinking of is almost steampunk like. Imagine a the barrel having a triangle like design with bayonets poking off the edges of them. A mechanisms for attaching and detaching modifications as needed (silencer, flash muzzle, etc.). I would also want railing for a scope. Something that may border the lines of modern is a switch that allows the gun to be changed from single fire and a single three shot.

I understand that all of this would require high af rolls and a DM to allow it but most of this is just what I hoped to END up with at like level 10 or 12 (most of our campaigns end around that level)


Well,my DM said that i'm going to have to make everything for my self (bullets,repairs,etc) and i'm wondering what I could physically make myself. Honestly, I didn't know about the game rules for upgrades in that regard, so i'll give it a look. But really I was just asking about what I could make.

EDIT-I just gave it a look and none of the listed mods for weapons are for guns. although it is possible that I looked in the wrong place.


I'm playing a gunslinger and I was wondering what kind of upgrades i could theoretically make for my musket. Please make the modifications realistic to a pirate themed session.


MrCharisma wrote:
With 4 arms you could go Two Weapon Fighting (/Improved/Greater), although your GM may not allow that with muskets.

Actually, my DM is allowing me to duak wield rifles. But the downside is that my reloading would be the standard time and zi would take a minus to hit.


I'm just going to clarify that when I asked my DM about how my race would work and I mentioned the fact that musketmasters get rapid reload on level one, he said that as long as I have my two other arms free, I would be able to reload as a free action. If you guys have a better rifle thing I could do i'm all for it. Really me being a musket master was just an idea considering they get rapid reload off rip and i'm planning on playing the long range game, with guns of course.

I do wonder if I should carry a backup rifle just in case of misfires. As I also am scared of what the DM might do to my character to nerf him, as this happens a lot to my characters in this group (past 3 got nerfed to high hell).

OH and I almost forgot, we are either starting at I believe at level 3 or 4.


This friday I am playing a pirate themed campaign and just want help making my PC efficient. My race is a kasatha and i'm rolling stats. I've never made a gunslinger before so this is a bit new to me. Besides the the race and musket master you can do what ever. Before anyone suggests changing the race, I talked with my DM and he's allowing me to reload a single musket as a free action due to 4 arms.


This friday I am playing a pirate themed campaign and just want help making my PC efficient. My race is a kasatha and i'm rolling stats. I've never made a gunslinger before so this is a bit new to me. Besides the the race and musket master you can do what ever. Before anyone suggests changing the race, I talked with my DM and he's allowing me to reload a single musket as a free action due to 4 arms.