Litany of Sloth says no AoO can be made. Cage enemy says any creature making any movement, even if it doesn't usually provoke, provokes. If a Paladin uses Litany of Sloth on a Guardian, and moves past the Guardian, does the Paladin provoke if the Guardian uses Cage Enemy?
CASTING
Casting Time 1 swift action
Components V, S, DF
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw no; Spell Resistance yes
This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.
DESCRIPTION
With a litany against the wages of sloth, you slow the target’s defenses. The target cannot make attacks of opportunity or cast spells defensively.
While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.
Cage Enemy (Mythic Guardian path ability):
Cage Enemy (Ex)
You can pin enemies foolish enough to face you. As an immediate action, you can expend one use of mythic power to hinder opponents until the end of your next turn. When this ability is active, any creature moving out of one of your threatened squares, even when making a 5-foot step or using a form of movement that doesn't usually provoke attacks of opportunity, provokes an attack of opportunity from you. If your attack of opportunity hits and deals damage, the creature remains in its current space and its movement ends. Alternatively, you can expend one use of mythic power as part of a charge. If the charge attack hits, the target can't move itself from its space until the beginning of your next turn (though others can move the creature).
How would I go about pricing an adamantine heavy shield?
Past posts on this topic tend to conclude that a shield is a weapon, and thus is priced as a weapon (+3000). I don't think this is a solid argument however.
What gear would a level 13 musket master need to have? I currently have the following:
Greater Bracers of Archery (DM allowed this to apply to guns)
+4 Belt of Dexterity
+4 Cloak of Resistance
+1 Ring of Protection
Jaunt Boots (15 foot 5-foot-step 3x/day)
Endless Bandolier
+2 Headband of Wisdom
Goggles of Night (60ft Darkvision)
I've got a +4 weapon (+2 & Distance & Lightning), but no special armor yet (I beefed AoO abilities to compensate).
Deadshot vest is a consideration, as it makes it feasible for me to attack up to 160 feet.
I recently joined a campaign, with the suggestion that I try out the Gunslinger. I ended up going with Musket Master, which is now level 13 with the following stats, HP, and saves:
Stats:
Str 8
Dex 26 (17 base, +2 Human, +3 levels 4/8/12, +4 Belt of Dex)
Con 14
Int 12
Wis 15
Cha 10
HP: 121
Fort save: 12
Reflex save: 18
Will save: 8
His go-to weapon is a +2 Distance Double-Barrel Musket. This can be reloaded as a free action while using an alchemical cartridge.
At a BAB of 13 his to-hit is 26/21/16 with the musket. By firing both barrels on a full attack, this becomes {22/22}/{17/17}/{12/12} with the caveat that each { } pair must be fired at the same target. The damage for each bullet is 1d12+12.
The potential damage output for the build is quite high. I bit the bullet (ha) and constructed a sample of 50,000 full-attacks against four levels of Touch AC, which you can view at this link. This accounts for auto-miss on nat 1s, critical hit threats and confirmations(and fails on nat 1s).
Even without Rapid Shot, this Musket Master can easily dish out 100+ damage per turn.
The DM has expressed his concern and I agree that the damage is quite high, but this damage is under the following assumptions:
1) The targets are within my first range increment (80 ft)
2) The targets do not get any environmental or circumstantial bonuses to AC
So my damage output in a sanitized environment is quite high. To be sure, if I get to act first against an exposed enemy I will very likely kill him. Many factors can impede the attacks however, but what are those factors? What should the DM be taking into account that would balance this gunslinger?
I can think of cover/concealment, of course. Enemies would also do well to stay out of my first range increment, which would force me to attack against normal AC or move (thus giving me only one attack via standard action). Wind Wall would be troublesome, as would magical darkness.
So youre a Musket Master, you just got grappled by a Monk and will surely be pinned next turn. What do you do?
Firearms cannot be reloaded while grappled and you cannot attack at all while pinned, so this is a desperate situation indeed.
Fortunately you have an Endless Bandolier, the Quick Draw feat, two Double Barrel Pistols (3500gp), and a buckler gun.
You have three iterative attacks, and a fourth from Rapid Shot. Can the following be done while grappled?
1) Fire both barrels of DB Musket (-4 for both barrels)(-4 shooting one-handed)(-2 Rapid Shot)(-2 grappled)(-2 due to -4 dex from grappled)
2a) Drop DB Musket
2b) Quick Draw DB Pistol
3) Fire both barrels of DB Pistol (-4 both barrels)(-4 nonproficiency)(-2 Rapid Shot)(-2 grappled)(-2 from -4 dex)
4a) Drop DB Pistol
4b) Quick Draw DB Pistol
5) Fire both barrels of DB Pistol (-4 both barrels)(-4 nonproficiency)(-2 Rapid Shot)(-2 grappled)(-2 from -4 dex)
6a) Drop DB Pistol
6b) Shoot one barrel of Buckler Gun (-2 Rapid Shot)(-2 grappled)(-2 from -4 dex)(-???)
The hope here, of course, is to kill the Monk before they can pin you. But can you actually string all of these together?
Bonus: Instead of shooting the buckler gun, could you instead do:
6b) retrieve DB Pistol/DB Musket from Glove of Storing
7)Shoot DB Pistol/DB Musket
Can Jaunt Boots, which allow the wearer to take a 15-foot 5-foot-step up to three times/day, bypass obstacles?
This question is based on the boot's construction components, which includes the spell Jester's Jaunt. Jester's Jaunt is a teleportation spell, so does it follow that Jaunt Boots effectively allow teleportation up to 15 feet away?
1) Can Jaunt Boots therefore be used to bypass difficult terrain?
2) Can Jaunt Boots be used to teleport past a 10-foot wide cavern?
3) Can Jaunt Boots be used to teleport up a 10-foot high cliff?
Thanks in advance. I have been using this site for months and it is incredibly helpful. This post is lengthy, and split into three questions.
I have a few questions regarding how my Musket Master (MM) behaves with a Double-Barrel (DB) Musket. To avoid discussion of misfires I present a level 13 Musket Master, since level 13 Musket Masters never misfire with two-handed firearms.
Feats:
Rapid Reload (Musket): MM level 1
Gunsmithing: MM level 1
Fast Musket: MM level 3
Point Blank Shot: Human level 1
Precise Shot: Level 1
Weapon Focus (Musket): Level 3
Combat Reflexes: Level 4
Rapid Shot: Level 5
Snap Shot: Level 7
Improved Crit: Level 8
Improved Snap Shot: Level 9
Undecided: Level 11
Undecided: Level 12
First, let it be noted that a DB Musket can be reloaded as a free action (technically with two free actions, I suppose).
Reloading as a Free action:
Fast Musket (lvl 3 MM):
Quote:
At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.
One-handed firearms take a Standard action to reload.
Rapid Reloader (lvl 1 MM): grants Rapid Reload (Musket) which, along with Fask Musket, drops the reload to a Move action.
Alchemical cartridges (such as paper): drops the reload one step, to a Free action.
Quote:
Alchemical cartridges make loading a firearm easier [...] a move action becomes a free action.
Question 1: Using a Double Barrel Musket during a Full Attack
Gunslingers wrote:
This musket has two parallel barrels; each barrel can be shot independently as a separate action, or both can be fired at once as the same attack.
If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on each shot. Each barrel of a double-barreled musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition.
Source
A level 13 Musket Master attacks at +13/+8/+3. A DB musket, taking the -4 to fire both barrels, effectively attacks at +9/+9/+4/+4/-1/-1. This is possible with Paper cartridges, since using them drops reloads to a Free action. Using Rapid Shot, the MM can attack at +7/+7/+7/+7/+2/+2/-3/-3. Yes, eight attack rolls.
Of course, each pair of bullets must be fired at the same target.
Stephen Radney-MacFarland wrote:
It is one action, two attack rolls. I fire as a standard action, it is two attack rolls. If I fire as part of a full-attack action, it is one of those attacks, but two attack rolls.
Stephen's above quote supports the case that eight attack rolls can be made during a full attack. There are four attacks during the full-attack action (using Rapid Shot), each making two attack rolls. Of course, if only a Standard action is available, only one attack action can be made: a single +9/+9 pair if both barrels are fired (note that Rapid Shot can only be used during a full-attack).
For simplicity, let's say the DB musket deals 1d12+10 damage upon a hit. Since each bullet is rolled independently, each bullet deals 1d12+10 damage upon a hit. Thus, each pair can deal up 2d12+20 damage; the entire attack can deal 8d12+80 (IF all hit). Each bullet also independently threatens/confirms its own crits.
Are there any problems with this?
Question 2: Dead Shot with a Double-Barrel Firearm
Dead Shot Description:
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
Unfortunately this description is ambiguous in regard to DB firearms. Does a DB Musket add just one more attack roll? Does it add three? If three, is Dead Shot resolved with all 6 die together, or as two sets of 3?
Stephen Radney-MacFarland wrote:
You can use both shots of a double barrel [musket] with dead shot. Both attacks take a -4 to the attack roll. Each shot gains each attack roll with the same effect, but with lower accuracy. (Emphasis added)
By Stephen's wording, I interpret a DB Deadshot as two independent Deadshots, each with their own set of three attack rolls and critical chances. Effectively, max damage (without crit) is (3d12+10) + (3d12+10).
The advantage of Deadshot is it's higher DR penetration and lower use of ammunition, which really starts to add up (6gp/shot to reload for free). The cost is lower total damage, the consumption of a full-round action, precluding Rapid Shot, only targeting one creature, and spending one grit (or Signature Deed if used on Dead Shot).
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.
Improved Snap Shot wrote:
You threaten an additional 10 feet with Snap Shot.
Combat Reflexes wrote:
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Thus, the MM threatens AoO within 15 feet. He can make 8 (1+dex mod) AoOs per round, though he can only target the same creature once.
With a DB Musket, there shouldn't be any issue in firing both barrels during each AoO right?
Note this errata regarding reloading between AoO:
Stephen Radney-MacFarland wrote:
Can a character with Snap Shot and Combat Reflexes make multiple attacks of opportunity with a ranged weapon, assuming that loading the ranged weapon is a free action?
Yes. As long as you can reload your weapon with a free action you can reload your weapon as part of the ranged attack attack of opportunity you are making with the Snap Shot feat.