Ravingdork wrote: Are there any water encounters in this adventure? Considering taking Underwater Marauder, but don't want a completely dead feat. I don't think I've seen much in the way of water encounters from my read through. There are one or two on Bonmu in book one and you certainly could easily add more since the whole thing takes place on an island and that part is written to be sand boxy anyways. I've only skimmed through book 2 and 3so maybe there's a water encounter in there that I missed.
My group is nearing the end of book 4 and it looks like they are on track to probably earn a seat on the council for each PC. My group has 6 PCs and I'm concerned that that many votes will make the "mini-game" at the start of book 5 rather silly. Any suggestions to make that part still challenging without robbing my group of their reward?
Lobolusk wrote:
Correct. Move action with both Rapid Reload and the paper cartridges. Paper cartridges are listed under the Alchemical Cartridges section which describes the rules for all alchemical ammo. All alchemical Cartridges reduce the reload time by one step.
I would pretty much follow yukongils advice. If the intent is to jam the lock simply reverse the system. A hit jams it and a miss disables it. SnowHeart wrote:
Well, the rules don't specifically say, but common sense tells me that when used in melee you use str for your to hit and damage bonus. That's how I would run it. If you want to argue otherwise and get technical, I would respond that you should then have a 30 foot range, a misfire chance, and use ammo when used in melee. As for optimization advice, I'd say don't do gun tank. The trade offs arn't all that worth it. Your increased AC probably isn't going to be all that much better then a regular Gunslinger, especially with Dex penalty s from armor and the loss of Nimble. Also keep in mind that, all though it doesn't say in the book, it's pretty much accepted that Armor Training is gained at the cost of Gun Training. Not a good deal imho. If you insist on the Gun Tank/ melee type however I'll offer a few ideas, but really you are going to have a rough go. Have a buckler, it's ac won't add when you are shooting but you'll benefit often enough, without any penalty to hit with ranged. It sounds like you plan on being a switch hitter (which will also be tough) so keep your str and dex high and make sure to get feats like power attack, and opening volley. When you get higher level consider taking the snap shot feats, it will cost you a few feats but you'll get to take ranged AoOs when guys run up to melee you and then with opening volley you'll get a bonus to hit in melee. But for real, if optimization is the goal don't do Gun Tank. Go with either Pistelaro or Musket Master. Musket master will let you use that Gun Axe you were talking about (I' don't recommend that weapon). Pistelaro will keep you close to the melee and you could use shield for an ac boost if you do it right. Good luck, and have fun. finitebees@gmail.com wrote:
Well I'll be darned. Just re-read Enlarge. You are correct sir. Skerek wrote:
I'm currently playing a level 4 Dwarf Gunslinger (Musket Master) in Carrion Crown campaign and I'm enjoying him. The first couple of levels were rough largely due to ammo being sooo expensive. But in our last session I was poppin' caps and taking names. His role in the party is pretty much range dps and a bit of skill monkey (and some comic relief on account of my role playing). I think he synergizes as well as any other range DPS. In our last game the Magus enlarged him and the Summoner hasted and he took down a flying creature the group may have really struggled with without him. Helaman wrote:
1. Yes
Kirill wrote:
Schrecken wrote:
It doesn't say in the core book. I'm unsure if there's some source book out there that goes into that. In any case I would just try use my best judgment and not sweat a relatively minor detail.
gordbond wrote:
I think technically they would still get the bonus, I would let them anyways. I don't believe aid another stacks but I'd have to pull my book up to be sure.
LoreKeeper wrote:
I like that theory.
Starglim wrote:
I was pretty much gonna say the same thing that starglim here said. They could have stole him to prevent someone else from raising him.
Ah. I did mean Aura of Doom. Thank you. Mauril wrote:
So my group will be starting a new campaign here soon and I had the idea of playing an engineer type character from Alkenstar. I've decided I will probably make him a dwarf gunslinger (especially if the final version ups his skill points). Being from Alkenstar (a dead magic/high technology area) I wanted to play up his love of science and his distrust and/or dislike of magic. So does anyone have advice on how I can play my character without disrupting party cohesion (everyone else has decided to play casters of one type or another) or having my character getting gimped (ex. no buffs or magic items)? Thanks in advance! |