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Hey all, I'm currently running an Outlaws of Alkenstar campaign and was considering possibly doing Stolen Fate as a follow up. Mostly due to one my PCs has fortune teller as a background and really likes the harrow deck.

My main concern is that my group is pretty low magic -Alchemist, Investigator, Barbarian, Gunslinger (medic), and Gunslinger (spellshot/Bard, also the fortune teller).

What do you all think? Will the lack of spellcasting be too challenging for the group?
Also, will the setting change from steam punk wild west to magical tarot cards be too jarring? Can I thread the pcs from the end of this campaign to the start of Stolen Fate?

Thanks in advance!


These look awesome.
I really hope you guys can add more classes. As soon as you have ones that match my current table, I'll buy a set.


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?


Sounds like he had 3 chances to learn a good lesson.


blackbloodtroll wrote:
Yes, within the first five range increments.

First five if it's an advanced firearm, otherwise just the very first range increment.


uriel222 wrote:
I don't think you can multi-class gunslinger/fighter. Isn't Gunslinger an alternate class to Fighter?

No. It was originally during play test but the printed version is it's own class.


Trung Bui wrote:
Can you take Signature Deed twice to have it apply to different grit features?

nope.


That's what it says under Paper Cartridge. You want to read the description under ALCHEMICAL CARTRIDGES which is the header for all the different types of alchemical cartridges including the afor mentioned paper cartridges.


Lobolusk wrote:

If I want to do a trophy hunter, that has a musket and I take rapid reload

and use paper cartridges I can still not take 2 attacks per round unless I use a Double musket correct? is it a move action or a standard action with Rapid reload.

can some body help me with the links to paper cartridges I cant find anything in the PRD saying they reduce the firing time just misfire value.

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.


Bludgeoning AND Piercing.


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:

Blast Lock deed: ** spoiler omitted **

A player has reached (or will soon reach) 3rd level in the gunslinger class. He is reviewing the new deeds available to him as part of "Utility Shot", and is asking a number of good questions. One of which is, if hitting the lock destroys it and it opens, but a miss means the lock is destroyed but jammed, can you intentionally "miss" and cause the lock to be jammed?

The obvious benefit to this is the players are running from a mob, someone closes the door behind them, and the gunslinger shoots the lock to jam it. Not a bad idea. I'm not against it. But I'm just wondering what y'all think. I don't feel it should be automatic, but I'm not sure how to adjudicate it.


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:

We are playing a tough combat campaign and i want to try something different. i was going to try out a gunslinger with the gun tank archetype.

Here is essentially what i'm having trouble with. Gun mechanics we are using early firearms only. i want to use an Axe musket. how is attack and damage calculated? is it just a dex + bab to hit and then just a d8 to damage?
any optimization advice? We are 7th level and i want to be able to take some damage to give our main 2 tanks a little help.

Sorry if these have been answered before i've been pouring through uc and the forums but the gunslinger seems to be eluding me.


Well I'll be darned. Just re-read Enlarge. You are correct sir.

Skerek wrote:
nerdorking wrote:
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.
how on earth did enlarging him help? ranged weapons(and the projectiles they fire) shrink back to the normal size when you attack


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:

Just wondering how people have dealt with playing them, having them in a party or GMing for them and if its a positive experience.

What roles do they normally find themselves in and do they synergise well with other classes?


Nope.

Kirill wrote:
One more thing. Does the gun-tank's armour ability apply to encumbrance penalties? If they don't, that seems kind of useless since you can't wear pretty much any heavy armour and be lightly encumbered unless you have an a whole lot of strength.


1. Yes
2. No
3. No (You take no penalty to attack but you can not retain the bonus to AC)
4. No but this one might be debatable
5. Yes if it's a light shield or buckler, No if it's heavy or tower.
6. No
7. You seem to have left off part of your question but I'm pretty sure the answer is no.

Kirill wrote:

I am making a Dwarven Gun-tank / pistolero for PFS play and I want to make sure all my plans are kosher.

Some questions:
1. Can I be both a gun-tank and a pistolero? (This is the most important one :p)

2. Do pistols count as light weapons when using TWF? So can I wield a dwarven war axe and shoot my pistol at only a -2 penalty.

3. If I wield a buckler, pistol and a one-handed weapon, can I attack with both weapons and still gain the buckler's bonus to AC? I think I can because the firearms sections says that I can wield a firearm with a buckler at no penalty.

4. Does the gun-tank's armour training apply to shields?

5. Can you load a one-handed firearm while wielding a shield?

6. Can I rotate a pepperbox when I am wielding a heavy shield

7. When using TWF, if you have more than 2 weapons equiped, like from a Barbazu beard or Blade boot. And if yes, can I wield 2 blade boots to do some butt-kicking for justice!

And related to the dwarven SR alternate ability:

1. Does SR affect your use of wands / potions?


Schrecken wrote:

Are there any rules in PF for how much a backpack or saddle bag can carry or is it all just done buy weight.

Ie a player wanted to know how many rations she could put in her horses saddle bags.

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:

Well I have a bard pc who appears to be able to do three(3) aid another actions a round. The pc was trying to aid another by giving an ally +6 to their attacks but the deamon moved a good 30 odd foot away.

So the aided pc moved to re attack. Do they get the attack bonus and do aid another's stack?

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 suspect that the use of "Sensei" in UC borrows heavily from the "teacher/master" aspect of the use; rather than the more correct Japanese meaning.

Actually, this makes me suspect that "Sensei" might be the monk-version of the strategist, divine strategist, holy tactician and tactician...

I like that theory.


Magicdealer wrote:

yeah, don't be surprised if you get slapped down for trying to wrap perception, heal, knowledge: everything, survival, into one skill.

I would slap that down hard.


Starglim wrote:

Speak with dead perhaps.

Depending how long ago (and by what cause) he died and who they have working for them, raise dead or resurrection might bring him back within the body-snatchers' control.

They could have stolen the body to forestall either of these, or some similar spell, that they knew good-aligned or rival evil-aligned casters would have a particular reason to use. Animating this particular body as undead would help, if this is their purpose.

He might have had some physical peculiarity that the body-snatchers want to use in an animated undead or construct, or that they want to prevent people discovering.

edit: He might have swallowed something important (and the perpetrators are just vicious or well-informed enough to steal the body, but not to cut it open themselves at the scene).

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.


TheLichthatLies wrote:
the way i understand it if you are an arcane trickster you can make some outright nasty magic missiles since you can sneak attack them

I didn't think you could sneak attack them since they don't involve an attack roll but then, maybe I'm thinking 3 ed.


I hope he is, I'm planning on playing one in our next campaign. :)


Ah. I did mean Aura of Doom. Thank you.

Mauril wrote:

Nope. A cleric of a Lawful Good god (or any of the corner alignments) will have multiple auras; one for good and one for law. There is nothing in the aura rules (that my cursory look could find) that limit you to just one aura.

Since Aura of Menace is not a spell in UM, but rather an archon ability, I assume you are thinking of Aura of Doom or something similar. Neither spell makes them exclusive of each other either.


I'm picking some new spells from UM for my cleric and two that I liked are "Archons Aura" and "Aura of Menace". My friend says I can't have have both up at the same time because "they are two different auras".

Is there any official rule that's keeping me from having both up?


Perhaps I'm missing something, but doesn't Paired Opportunist require you to be adjacent to your ally? I don't see how you can be adjacent and flanking at the same time.


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!