Pipefox

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Organized Play Member. 47 posts. No reviews. 2 lists. 3 wishlists. 1 Organized Play character.


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Geruvurrda wrote:

So did a quick look around, on the building and modifying constructs page, under the construct modifications header, it says a construct must be inanimate or nonfunctioning to be modified, so you won't be able to work on yourself sadly :(

I unless...you were to use a simulacrum of yourself :D maybe buying them items to boost the relevant skills, that or find someone you trust, and is capable of performing the modification

As far as how many constructs you can control, that would be between you and the gm, giving an order is a free action (look at druids and animal companions)

While their is no hard limit to how many free actions you can take, the gm is free to cut you off when he feels like it, however, your being a mental link, he hopefully won't limit you to what you could say in a 6 second span, more what you can think...maybe work out a mechanic with him, that lets you issue a number of orders based on intelligence, like 2 per modifier, or some such

That being said, you should be able to control your body while giving said orders.

Also golems do not have will, but that doesn't make them dumb, they will seek to perform your orders "to the best of their ability" so if you tell them to kill something, they should use the tools at their disposal to get the job done, this will be up to your gm (being NPCs, you give an order, then he controls the specific action)

But if your golem has a mega-death cannon arm of Doom, he will use it, unless perhaps he also has a mega-death sword of doom- and the target is in melee range.

Same goes for special abilities, if you tell a mithril golem to chase someone down, and they lock themselves in a room, it won't bother breaking down the door, it will just use it's ability to turn liquid, and slip underneath.

Goloms can do a lot without constant orders too, a simple order like "protect me" and that golem will follow you around, and lash out at anyone who sells to do you harm, without any need for further orders

Or, if you know your in enemy...

any information is welcome :)

the arm cannon really depends on the DM being willing to let me take salvage from other constructs, the annihilator robots tail cannon would be AMAZING given it does 20d6 fire and elec damage in a line so i dont need to hit AC, Unicron just shoots (unicron being a HEAVILY MODIFIED quintessece golem

i did figure out a way to build a golem that my character can inhabit, costs 195000 gp, but its a medium mithral golem, so....its interesting to say the least
backstory for the character is that his biggest and best creation Unicron accidentally stepped on his body and killed it, the mithral golem just kinda standing there looked like a good body to use given his original is paste now

if the DM doesnt lilke it, 16500 for another mind link, and i keep the android body

and with an int score of 24(+4 from a certain book) Beep is very smart and mentally capable


HammerJack wrote:
I think you put this in the wrong forum. You got pathfinder second edition advice, not 1st edition advice.

i reposted it in the right one, sorry, the delete option isnt showing up for me


Ok, so im building a clockwork adept (link at bottom) that has many golems
its for a lvl20 game for our groups bored DMs, so the number and modifications to the golems also determines the number of golems my adept can build (it heavily depends on the starting gold and level), he is building them, its cheaper and i can mod them....a lot.....

starting lvl 20 + 1 mythic tier

each golem, will be mindlinked (if possible) to the adept, or at least the current body he is possessing at the time, how quickly can he issue orders to each golem as needed, what kind of action is that (free, swift, move?), and can he still make actions of his own in the body he is in (hoping for three humanoid golems and 5-10 adamantium wasp swarms) like casting spells or firing a built in weapon system (in the case of one golem a large arm cannon)

in combat do i need to order golems to use spell like abilities or do they just use the most basic attacks to fight, or do i control them on my turn just following the directives given (attack that, defend that ect ect) using whatever they are equipped with.

how many golems can i build exactly and still control in one turn with mindlink, if indeed it changes the speed in which i can control the golems

the reason he jumps bodies is because his main golem crushed his old meatsuit by accident, but hes a level 20 clock work adept, so he jumped into one of his golems and thats his body now, he can jump around if he can touch another one

also, can an android character modify himself?

https://www.d20pfsrd.com/classes/3rd-party-classes/storm-bunny-studios/cloc kwork-adept/


Ok, so im building a clockwork adept (link at bottom) that has many golems
its for a lvl20 game for our groups bored DMs, so the number and modifications to the golems also determines the number of golems my adept can build (it heavily depends on the starting gold and level), he is building them, its cheaper and i can mod them....a lot.....

starting lvl 20 + 1 mythic tier

each golem, will be mindlinked (if possible) to the adept, or at least the current body he is possessing at the time, how quickly can he issue orders to each golem as needed, what kind of action is that (free, swift, move?), and can he still make actions of his own in the body he is in (hoping for three humanoid golems and 5-10 adamantium wasp swarms) like casting spells or firing a built in weapon system (in the case of one golem a large arm cannon)

in combat do i need to order golems to use spell like abilities or do they just use the most basic attacks to fight, or do i control them on my turn just following the directives given (attack that, defend that ect ect) using whatever they are equipped with.

how many golems can i build exactly and still control in one turn with mindlink, if indeed it changes the speed in which i can control the golems

the reason he jumps bodies is because his main golem crushed his old meatsuit by accident, but hes a level 20 clock work adept, so he jumped into one of his golems and thats his body now, he can jump around if he can touch another one

https://www.d20pfsrd.com/classes/3rd-party-classes/storm-bunny-studios/cloc kwork-adept/


that is something imma work on, for now and android (apparently warforged are not a thing in pathfinder, but androids are) clockwork adept or sorcerer with the nanomachine bloodline

since the testing for the ideas will be done in lvl 20 one off games, i have a s**%load of options, even a carrier type brawler golem with a particle cannon

or some other insane s#*+, idk, ill think of something crazy, ill post it here when i do test it


avr wrote:

Sure, you can possess an object or construct up to large size with object possession, or up to gargantuan with greater object possession.

The whole line of those spells is on this page.

If the object or construct is hollow you can even be inside it while possessing it, mech pilot-style.

holy s*~* thats cool...

just saw loveXdeathXrobots
probably not viable, but could the possession work in reverse? the big mech killing machine is possessing the human looking droid body as a method of talking and properly using charisma based skills?

imma try to use the idea you just gave, but the reversal would be an interesting idea on its own

for the episode name
sonnie's edge
that was probably the coolest plot twist ever


avr wrote:

Something that size is outside PFs scale for characters or monsters. The largest thing it handles (other than simple terrain) is vehicles like ships which can be larger than even the largest monster. There are at least a couple of 3rd party ways of handling mechs though, one of them might suit you.

It is possible to possess objects in standard PF which can make for smaller mechs, see here.

so i guess after that would be just more or less possessing the mech like a warforged?

i didnt exactly mean something that big, more in the large-huge range


i like to play enormous characters, its an interesting challenge i think

so...i had the idea to try to make a character for some lvl20 one off games my and i friends play at times

I wanted to make a character about the size of Metroplex from transformers, he is appropriately called a Titan class transformer, he quite seriously turns into a small city, or a Star-destroyer sized star-ship the smallest i have seen him be would have had Optimus prime about ankle height to him
If you are familiar with him cool if not, hes massive, has massive weapons, and short of something like a meteor hitting him, he is almost unstoppable

Note i said size, or at least something like that, not actually the character
a balance of size and weapons would be cool

i was toying with the idea of an artificer Warforged that instead of building the Mech suit or golem outside himself, he just adds to his own body

kinda mystified as to how i would replicate missiles, a macro-cannon, and a MASER.....was thinking just oversized guns that shoot magic effects

any ideas would be helpful, as the artificer thing is literally a rough idea

big tanky brawler construct with some boom capablity, that probably turns into something, probably a gargantuan tank or static fortress


went warrior poet, might use the crusader idea later, but the end results were a 31 Ac and a +15 to BAB

and a 50ft move speed with magic boots

spring attack, feint, and mobility to round out the moving around while cutting you idea

i think he came out pretty good tbh

im aware he doesnt have flurry, but he can go to lvl 30 with my DM so, i can still work to it


i am trying to make a kitsune samurai with monk levels, currently lvl 8 starting, flurry of blows isn't necessary, but i would like to use it

no i do not start with enough gold to make the excuse to run and get the blade of the sword saint

any ideas would be helpful, thanks :)

the archetype i was thinking of for the samurai was sword saint
as for monk............well hes a kitsune, so without a way to use flurry of blows right out, the one that just gives me a bunch of magic tails is nice, or one with some kind of lifesteal, i think hungry ghost did that, idk ill look


i get the feeling whoever organized this information in the book and webpage, wasnt very good at it
thanks guys

took me an hour to figure out what psychic focus was and how to get it
i couldnt even locate the specific disciplne lists


you did, i admit, the DM rushed the game start while i was finishing my psion
so he really only had the basic energy power types and mind thrust

ty btw, i figured the DM was railroading whatever he was doing


could i use bend reality to dispell an effect
bring someone back to life, or reattach a head for example before they die, die

delete a door that cant be moved otherwise

that kind of stuff


i am very confused about something
if each discipline for psions locks said psion to using a specific power list

what the hell powers can a generalist psion use?
all of them?
none of them?
i have looked for quite a while, none of the early powers would follow the rules as i read them...that being the generalist cant use other discipline powers, when apparently there is no generalist power list.


how does bend reality function?
it sounds like limited wish


blahpers wrote:

Assuming d20pfsrd is citing Knights of the Inner Sea correctly, a pipefox counts as 4th level for the purposes of Leadership. While the linked table is for monstrous companions, the creatures on that table that also appear on the "Monsters as Cohorts" table appear at the same effective cohort level, so it should be fine. Don't worry about CR at all.

Start with the stats used in the pipefox Bestiary entry. When it gains enough experience to take it to "5th level", advance it by a class level. Upon taking its first level in a PC class, apply the appropriate stat modifiers for a monster taking a PC class level (+4, +4, +2, +2, +0, and –2, in a manner that benefits the creature).

You could instead choose to advance it via racial hit dice instead of class levels, but that's less straightforward.

literally found that rummaging around for something else, and did exactly this


im making a pipefox as a cohort for a character, and i have run into an impasse, what do i do about his ability scores.....

how do i roll them?
how do i advance them?
is a pipefox really CR2?
if i get nothing here im going to figure something out

the DM okayed class levels for the little bigger, he's a psychic/abomination


hmmmm, interesting
thank you :)


Ok, so the basic question is, can a psychic character project his spells through someone else, are there rules for it, cause i have some ideas for homebrewing it

the basis for the idea is that i have a samurai with a pipefox cohort with class levels, 17 of them, he hides in the samurai's clothing during a fight and casts from inside a pocket on the inside of his upper back

the idea is that the pipefox (which is blind and uses a wondrous item to "see" somewhat with blindsight, so he could cast something like a fireball without actually being "present" so to speak) is linked psychically to the samurai, through the link the fox can cast certain powers through the samurai, like a ray spell from an eye, or something like that, the drawback being the directed spell can only go where the samurai is facing

EDIT: does casting psychic spells require hands?

P.S.
are there any feats that can boost AC by abusing a VERY high dexterity modifier?
the team pGamer couldnt think of any, figured id ask here

yes i have dodge already


Not technically a character in another DMs game, more of a shenanigans character, and a project I'm building

I don't wish to make him too absurd, but this race is getting "plotted" into his history as he is fairly high level, the idea is that he was, for lack of a better term, he is fused with one of these dragonkin by accident, my idea was that he was traveling the planes and he passed through one in someway that he took part of the original dragonkin's form and vice versa


OKAY here goes
I am making a character that has telekinesis as a form of at will ability, he gets it either from mythic rules or epic rules I forget where but that matters little.

Are there given rules for telekinetic combat?
If so, if I got the mechanics right tokair will have a telekinetic lift weight of just over 2000 pounds

Can I launch more than one item at leathal speeds
Can I use multiple wands, or similar items?

Also to any DMs how would you translate this race into Pathfinder rules

DRAGONKIN PLAYER CHARACTERS
Dragonkin characters possess the following racial traits.
— +8 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom,
+2 Charisma. Dragonkin are powerful creatures that derive
great abilities from their ancestral tie with the dragons.
—Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, lifting and carrying
limits twice those of Medium characters.
—A dragonkin’s base land speed is 20 feet. It has a fly
speed of 40 feet (good).
—Natural Attacks: A dragonkin is proficient with its claw attacks, which deal 1d6
points of damage each. If it uses a claw as
a secondary weapon (along with a
weapon held in the other hand), it
takes the normal penalties for
two-weapon fighting.
When making a full attack
while airborne, a dragonkin
character may also make
two additional attacks
with its rear claws at its
full base attack bonus
(with a –5 penalty if
also attacking with a
weapon).
—Dragonkin can
use detect magic at
will as a supernatural ability, as a sorcerer whose level is
equal to the dragonkin’s HD.
—Racial Hit Dice: A dragonkin begins with seven levels of monstrous humanoid, which provide 7d8
Hit Dice, a base attack bonus of +7,
and base saving throw bonuses of Fort
+2, Ref +5, and Will +5.
—Racial Skills: A dragonkin’s monstrous humanoid levels give it skill points equal to 10 × (2 +
Int modifier). Its class skills are Spot and Listen.
—Racial Feats: A dragonkin’s monstrous humanoid levels
give it three feats.
— +7 natural armor bonus.
—Automatic Languages: Draconic. Bonus Languages:
Common, Dwarf, Gnoll, Goblin, Orc.
—Favored Class: Barbarian.
—Level adjustment +2.


Garretmander wrote:

Also, I believe you are asking a pathfinder question, and this is the starfinder forum.

You can extrapolate from the tables, but neither system goes beyond 20. Pathfinder has mythic tiers, but that's somewhat different.

oh my s&~&....you are right....my bad >.<

ty


Do my ability scores keep going up after level 20?
i made a lvl 20 sword saint samurai/lvl 10 Bushi

at level 20 i should have 5 ability score boosts
do i get more for being ten levels higher?

do i get more feats?
i looked a bit and couldn't find anything, figured i would knock some trees and see what falls down


Derklord wrote:
keyton777 wrote:
not all enlarging items mention that they change your damage output

Actual size increases automatically increase your unarmed damage, without need of an explicit statement. The gauntlets aren't an actual size increase, though. First, they only increase a small part of your body, meaning they would only affect unarmed strikes made with your fists no matter what, and second, why should they increase your unarmed damage? A punch's power comes from muscles in your arm and upper body, larger fists would actually lower the pressure per area, decreasing the damage done.

Belafon wrote:
3. You can only increase damage from one size increase and one “effective” size increase (“damage as if it were X size categories larger”) effect. This would be two actual size increases.
Here's the corresponding FAQ.

hes not a fish or something.....unless looking like a human doesn't make you automatically humanoid


If anyone cares, i play tested the monk with colossal hands

i killed a hekatonkheres
in one flurry of blows >.>


Derklord wrote:

Giant Fists Gauntlets don't say anything about increasing unarmed strike damage.

Anyway, check out the FAQ.

but they do increase the size of my hands

the DM is using them that way, i initially read it that way too, but it does increase the size of my hands two steps
not all enlarging items mention that they change your damage output

just that they make you or part of you bigger


Ok so, i made a large race, and i'm using it with the monk class, because the game is starting out at lvl20 i got a pair of wondrous items to use with the monk
specifically, the juggernauts pauldrons, and the giants fist gauntlets.
One makes me huge, the other makes my hands colossal

what would my unarmed damage be?
i have seen it up to huge at 6d8, but wouldn't the dice advance a dice up one at colossal? or would it stay at a d8

if one, that should be 12d8
if the other, i guessed at several d10 or a few d12, dont have an exact number yet, figured i would drop a bottle message

The race creator is here
https://www.d20pfsrd.com/gamemastering/other-rules/creating-new-races/#
Incarnate Golem
outsider (take your pick)
+4str, -2 dex, +4 con, +2 wis, -2 int, -2 cha
large
spell resistance 11+ character level
damage reduction (maxed out the choice)(dr 10/ outside type based)
moon touched damage reduction (DR 5/silver)
fast healing 10
natural armor +6
reach

yes, its intended to be a bit overpowered, its for a dungeon crawl


Heather 540 wrote:

Sorry that your game ended like that.

For the stat boosts, the standard option is +2 to a physical score like Str, +2 to a mental score like Int, and -2 to any other score. All of the Core Races have that option except for humans and half humans. They have the Human Heritage Option, which is +2 to a single score at character creation.

Here's a link to the d20 site's section on creating custom races. Link

i actually found an android App that has the race creator in its book list

of which is fricken huge for a free app
master work tools: pathfinder reference
i got enough in front of me on there to do virtually what i please


Dasrak wrote:
Heather 540 wrote:
A friend helped me work out the race points so I could keep it balanced.

Keep in mind that race points are a rough guideline at best. It's very common to end up with something too high or too low in terms of RP.

keyton77 wrote:

str +2

con +2
dex -2
cha -2

I'd be very cautious about a Str/Con combo because that locks them into a very specific kind of build that they're well-suited for.

keyton77 wrote:
skills, and other additional racial features are as human normal

It's unclear what you mean here since humans have a lot of racial features. Specify exactly which of the following you mean:

* 30 ft move speed
* medium sized
* starts play speaking common
* Humanoid (Human) subtype
* bonus feat at 1st level
* extra skill point at every level

I think what you mean is the first four points, but if this is just a better and more physically-inclined version of the human race, that's generally not good design.

keyton77 wrote:
if applied, natural armor +!

+1 natural armor is a fairly normal racial bonus.

keyton77 wrote:
metal heating would add a 1d4-1d6 boost of damage done with a unarmed attack, i didnt use it, but i had it go up with the characters constitution score, worked in my head, never made a table for it

Adding a damage boost to unarmed strike is completely useless for most classes, but would be exceptionally strong on a Monk. Racial features that only work for a single class are generally a bad idea. Try to think of a way to apply this more generally. Giving access to the Scorching Weapons feat chain, as Sideromancer suggests, is a very good idea.

he is a monk, that being said i was trying to work the race into other classes, at the time while i was doing it the GM i had basically lied me out of the game, claimed he went on a trip and came back early to discuss my removal without me there, only reason i know is because my brother was present and essentially made the GM look about as big of a coward as he really was and left, i don't think that group went on for much longer running on one guy as the other three were close friends and family of mine, so i stopped crafting the class because...well i didn't want to think about it for a while

but the scorching weapons feat chain ill look into..that sounds like a really good alternative

and i'll work on the ability scores to help it branch out more


Dasrak wrote:
It's hard to give feedback when you haven't specified how this will work. What does the metal heating do? What does the metal skin do? What sort of racial attributes and other bonuses will you be providing?

sorry, typed it out after i got home from work, was a bit tired


Heather 540 wrote:

Dasrak is right. You need to be more specific. It'll help if you write down everything about your race with the racial points. Like size, languages, speed, and abilities.

I actually made a custom race for a game I want to run. A friend helped me work out the race points so I could keep it balanced. For example, a +1 Natural Armor trait is 2 points. A base speed of 30 is zero points. When I added it all up, it came to 12 points, which is fairly comparable to the 10 points of the core races. I made a couple of alternate traits as well so players will be able to pick what they like best.

(I even created a custom feat that only that race can take. Making sure that was balanced was hard too.)

ooooo neat......one of my players asked about making a dragonball race useable, hes our only healer, so he wanted a way out of being a cleric or spending all his gold on healing items


just got home from work, sorry about that


sorry, ill just type what i have

Vulshok

str +2
con +2
dex -2
cha -2

strong and durable, but not flexible
also, kinda like the Klingons in star trek, not very friendly, the metal growing directly from their skin also does not help with being social outside their home mountains

skills, and other additional racial features are as human normal

if applied, natural armor +!

metal heating would add a 1d4-1d6 boost of damage done with a unarmed attack, i didnt use it, but i had it go up with the characters constitution score, worked in my head, never made a table for it
the heat from the metal could translate up a metal weapons handle if it got hot enough, too hot and eventually it starts burning the Vulshok doing it though if they haven't got the body for it yet

had a few ideas about fire magic as they use what amounts to fire magic to heat the metal to start with

beyond that, thats all i had at the time


I was curious as to everyone's opinion on Player made races, or GM made races

I took the residents of the Magic the Gathering books based in Mirrodin, the people with metal growing from their skin.
In particular i made a Vulshok monk for a game, i balanced it out based on what a basic Vulshok could do, metal skin, the ability to channel red mana into the metal and heat it up, but beyond the weird, they are humans, well, sub/ab/demi human.

with reasoning, a basic Vulshok would have a lvl adj. of +1 with the metal heating

the metal skin isn't all over, mostly on the fore arms/legs, and from the head and partly on the shoulders, with a mild stretch it could be argued they have a minor armor buff

What do you guys have, if you have any, i also appreciate any feedback on my idea


mdt wrote:

Have you considered using the Bear from the Druid animal companion as the base, instead of a grizzly bear?

At 4th level they get a full grown brown or black bear. This is a medium sized bear with the following stat adjustments in bear form :

Str +8
Dex +2
Con +6
Wis +2
Cha -4

Obviously Int wouldn't change between forms. It get's a +2 natural armor, rage as a barbarian (6 rounds per day, added onto the barbarians raging, I'd guess), scent, and low-light. Much less powerful than the grizzly, but also a medium sized creature.

A grizzly is a CR 4, I'd say a brown/black bear is a CR 3 with 4 hit dice. And probably a 2 with the hit die gone.

That'd make your lycanthrope black bear guy with one level of barbarian a CR3, one hit-die creature. So he'd be ok to let in with a group of 3rd level characters (per the bestiary). He'd only have one class level of hit dice, but, that would be 12+con+1 for favored class, call it 16. That's not bad for a 3rd level character, and survivable, he'll just have to be more careful than the average barbarian. Then again, having 5 or 10/silver DR helps a LOT. I'm assuming he's a born, so that should be 10/silver. That makes him surivable if nobody knows what he is.

umm the int, wi, and cha stats dont change, just the physical ones, the brain stays the same......how the cha stays i dont know, you would be reaaallly intimidating at 9ft tall with pointy teeth, and a mack truck for a body though


Tacticslion wrote:

I'm coming off of two days of fever, and I'm not always updated from 3.X to PF, but I'll try and help you out as much as I can.

keyton777 wrote:

are there limits on what animal you can use for a lycanthrope??

also, im a little confused by the math for two pc types:
lvl 3: direlion/oread (natural lycanthrope) barbarian : lvl 2/+1 = lvl 3

lvl 7: diretiger/oread (natural lycanthrope) druid (lion/tiger shaman): lvl6/ +1 lycanthrope= lvl 7?

i would think that a wereelephant would make a pretty bada** tank, or even a weremammoth, i was just wondering about the CR, and the animals you can choose

and on a side note, are magical animals out?

So, to answer your questions in order:

1) Yes there are limits on what animals you can use for a lycanthrope; that limit is the creature type "animals", and they must be within one size category of you. For example, as a Halfling, I could be a werewolf (medium size), a were-monitor lizard (medium size), or a were-badger (small size), but I couldn't be a were-lion (large size).

2) The CR has nothing to do with the type of animal you can choose, only the size and creature type.

3) If by "magical animals" you mean the creature type "magical beast", then yes: you are prohibited from making any lycanthrope from a "magical beast" (so, for example, you can't have a were-Pegasus, or a were-owlbear). If you mean "magical animals" as "an animal that has a spell applied to it" the question is irrelevant, and thus also, effectively, "no" - you don't imitate a magical spell with lycanthrope, you only overlay the animal (plus elements of the lycanthrope template) as a template onto the base creature.

To reiterate:

A lycanthrope must be a humanoid of some kind or another (the bestiary gives a decently large list of humanoids in the back, and all the base player races are humanoids). That humanoid is called the "base creature".

The template applies the benefits/stats of one creature with an animal type (again, a nice, large list at the back...

actually, yes thanks :)


.....huh, so magical beasts are allowed >.> cooool


are there limits on what animal you can use for a lycanthrope??

also, im a little confused by the math for two pc types:
lvl 3: direlion/oread (natural lycanthrope) barbarian : lvl 2/+1 = lvl 3

lvl 7: diretiger/oread (natural lycanthrope) druid (lion/tiger shaman): lvl6/ +1 lycanthrope= lvl 7?

i would think that a wereelephant would make a pretty bada** tank, or even a weremammoth, i was just wondering about the CR, and the animals you can choose

and on a side note, are magical animals out?


what animals can i use for lycanthrope?

in 3.5 you could use any meat eating animal, from a bear to a ape.


nicklas Læssøe wrote:

I would say no and no.

But if you were large u would get a -4 penalty to fire the small dubble hackbut anyway.

Why not just use a large dubble hackbut (they give 6d6 dam compared to 2d10 for the small one, thats 10 more average). You can then either run around with the cart, or simply not bother placing it and just fire anyway. If you just fire the gun you take the similar -4 penalty and you drop prone, but because being prone gives you no penalty to firing a gun, you can just lie on the ground firing it all day long. So it would save you that first full round action and allow you to crawl around and move the position of the gun, for the cost of a -4 penalty to attack rolls.

All in all not a bad substitute, depending on the situation.

the DM is throwing lots of little enemies at us and the squishies in the back tend to get mobbed too, so i wanted my guy to be able to just back up without the hassle of un...packing(?) his gun.


keyton777 wrote:

dont hack my head off, but.

does that exception only work with the med hackbut and a large creature? it didnt say what size the gun had to be, ie. large creature using med hackbut, can run around all day long, but wouldnt the same applie to a med chara using a small hackbut a stil retain his mobility?
the sizing is the same for both and a small hackbut is considerably lighter than a med one.
so as i see it, A+B=C
does it work that way then?
it doesnt specify, then again the rules dont normally do that, so its either a loophole, a rathe interesting loophole, but still, or is a closed off roadblock.

and to the modifying bit, why couldnt i?
whats stopping me from doing that, a few craft/profession rolls should do it, if i pay for the resources and spend the time to do it, i mean the character is a gunsmith guns are his thing, if he had an idea, shouldnt he be able to implement his idea to improve how his chosen gun works?

the DM is throwing lots of little enemies at us and the squishies in the back tend to get mobbed too, so i wanted my guy to be able to just back up without the hassle of un...packing(?) his gun.


Eridan wrote:
PF SRD wrote:
A Large or larger creature can fire a double hackbut one size smaller than it is without its mounting ...

That is the only exception to use a double hackbut without a cart etc.

1) No you cannot.

2) No by RAW (no rules for upgrading a firearm) and I dont allow machine guns in my game. Ask your GM.

i didnt exactly mean a machine gun, sorry it sounded that way O.O

RAW?


ok, so i had this idea a few nights ago, and i was wondering, in the pathfinder ultimate combat, it states for the doublehackbut:

"a large or larger creature can fire a double hackbut one size smaller than it is withours mounting as a normal two-handed weapon and without the danger of being knocked prone, but take the normal size penalties"

the one size smaller bit hangs on me, does that only mean for a medium hackbut, and a large critter.
if so, then a medium character IE my musketmaster should be able to reasonably use a small doulbe hackbut as essentially a but musket, or a long range sniper rifle, or in my case either a grenade launcher/big scary fricken gun, the idea makes perfect sense to me, does it to you guys?
also, to anyone wondering why im not using a normal hackbut, i like my characters mobile in combat, sitting still makes me antsi.

the game is a homebrew one, and i was looking for a little imput from other gamers really, i like the idea and want to see it spread a little

ALSO on my idea list.
would i be able to modify said hackbut into a cartridge accepting gun, and add more ammuniton? they did it with double barrell shotguns way back when, oh oh , and adding one more barrel, or a magazine like a 40mm grenade launcher.
and b4 u ask, the DM has allowed advanced firearms in the game, the other gunslinger has a set.


dont hack my head off, but.
does that exception only work with the med hackbut and a large creature? it didnt say what size the gun had to be, ie. large creature using med hackbut, can run around all day long, but wouldnt the same applie to a med chara using a small hackbut a stil retain his mobility?
the sizing is the same for both and a small hackbut is considerably lighter than a med one.
so as i see it, A+B=C
does it work that way then?
it doesnt specify, then again the rules dont normally do that, so its either a loophole, a rathe interesting loophole, but still, or is a closed off roadblock.

and to the modifying bit, why couldnt i?
whats stopping me from doing that, a few craft/profession rolls should do it, if i pay for the resources and spend the time to do it, i mean the character is a gunsmith guns are his thing, if he had an idea, shouldnt he be able to implement his idea to improve how his chosen gun works?


one: if i have my gunslinger(musket master) use a small double hackbut, do i need to use the cart/tripod/doohickey

two: would it be possible to modify the weapon later-on, like adding a revolver like cylinder, probably like a pepperbox, thereby increacing the number of shots, and converting the weapon to cartridges like the advanced firearm the revolver


umm sry for the doulbe post my comp stuttered if the moderator would please :)


well, could you reasonably weild a small one around without the wheels on it? its only 2d10 dmg thats still considerable
that and you would still incurr the -2 to hit