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@Azaelas Do you have proof of this? Because everybody who's posted the use of a Weapon Cord has done so according to RAW. They've posted that you do not have to switch between hands to utilize TWF and can take all attack with one hand, switch over to the other with a swift action, and take the remaining shots with the opposite hand so long as you follow the attack progression.


@Lazoth As Theomniadept has said, the Pouch of Infinite Ammunition is a magic item that is player created using the rules for item crafting. And I did misquote the price. It's not 6000gp, it's actually 4000gp at base price (CL 1 * Spell level 1 * 2000gp * 2 for duration).

And if we're at level 16, where most of the monsters a party would fight would most likely have some sort of flight, why wouldn't the gunslinger have it as well? At level 16, he would have either Celestial Armor which grants him flight once per day at a cost of 22,400gp; Winged Boots which allows 15 minutes of flight per day at 16,000gp; or, if he were willing to pay for it, the Headband of Aerial Agility +6 which, for a hefty sum of 81,000gp (or 153,500gp if he chooses to add in the +6 Headband of Wisdom), will allow him unlimited flight. And these are only three items that I can think of that grant the user flight. Sure it takes a standard action to activate them, but the HoAE can pretty much be constantly active forever because of the duration of the spell being min/level.


But what better early combat caster action is there other than "Make sure the guy who can take out all of the enemies before they can really hurt us can have his supply of ammunition"?

If I was perfectly OK with my gunslinger using a double barrel gun of any kind, sacrificing my single action (which I'm probably not going to get until well after the gunslinger has had his turn to approximately HALF the enemy forces because he is going to go before anybody else because his initiative is in the upper echelons) to allow him to CONTINUE his rampage is nothing to say the least. Combat will be over before I can get the magic out anyway most of the time.

And there's also the creation of the Pouch of Infinite Ammunition, which my current party has made use of. It costs a total 6000gp and lasts forever except in an anti-magic field. Sure it may not be able to be used in all games, but it follows the item creation rules and has its successes.


Except that a Pistolero would already be getting Rapid Reload (double barrel pistols) anyway because regular pistols are significantly worse in comparison and as stated here:

"Rapid Reloader:
At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat."

Musket Masters get Rapid Reload (MUSKETS). One can reasonably argue that this applies to ANY musket, single barreled, double barreled, and axe. It can be a moot point really.


Sorry. I've never played in a Pathfinder Society game before. All campaigns I've ever played in usually tend to go RAI rather than RAW for certain rules question such as this. So I maybe rather biased on that aspect. The "insult" was mainly pointed at the people who constantly go off of RAW even though RAI makes so much more sense. I've had to deal with these people so often that I kinda snap at points. But now that I know that it's an entirely different situation where an entire style of the game is concerned, then yeah, this is definitely something where RAW is drastically in need of a change. Sorry for the outburst.


The way I see it is like this:

All animal companions, mounts for the Cavaliers, the Paladin mounts, the Ranger companions, etc, all go off of the list created here: http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions

This is the BASE companion guide. All companions get all the abilities listed no matter what. What changes them are the particular class or archetype the companion is bonded to. Now, you can take this two ways:

A: The character class gains primary importance in changing the abilities of the companion. This means that if you're a Cavalier or a Paladin, then, technically, yes. You do not have Share Spells to trade out for the Charger archetype, thus making the archetype useless for those classes.

or

B: The archetype gains primary importance and is then further changed by the character class afterwards. This means that the Share Spells ability is first replaced by the Charger archetype and is thus no longer Share Spells. It's the archetype's ability instead, thus not effected by the Cavalier's specifications.

It's just a matter of Rules-as-Written vs Rules-as-Herp-Derp-This-is-What-the-Creators-Meant-and-it-Takes-2-Brain-Cel ls-to-Realize-That.


I believe Cavaliers will still get it. The only reason a Cavalier's mount doesn't gain the share spells ability is because the Cavalier has no spells whatsoever to make use of the ability. Just because a mount doesn't gain the ability, it doesn't mean it cannot be replaced with a secondary ability that an archetype replaces it with.


@Sintar "Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery."

The text states that it is a swift action to RETRIEVE a STOWED object from a player's possession. This is to get around the move action of having to search for the particular item in your bag. It does not comment on taking something from your own hand and placing it into another "hand" which is what a prehensile tail is. Switching hands is a free action as far as I know and from how the text is read there is nothing about it being a swift action.


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Don't forget that you can be a Tiefling with a prehensile tail that allows you to, as a free action even though it cannot WIELD a weapon it can at least hold it, shift his pistols between his tail and firing hand to free up a hand for reloading then switch hands to his second gun to repeat the process once again.


I believe you are capable of creating any skeleton/zombie variant so long as it's not specified under Create Undead, the more powerful spell. I believe the cost for creating them is double the HD per skeleton/zombie and it is listed in the monsters' description as to what you need to create it.


I've actually run a Pokemon RG game myself. It's a very nice sysytem, but there are a few balance issues.

A: Be careful at higher levels. You may want to tweek the AC values for moves at those levels, maybe giving the Pokemon a means to increase their own accuracy as later levels become a major whiff-fest and no attacks can hit because you have to beat a 9 or higher for even the most common moves. And trust me, sometimes it gets reaaaaaalllly frustrating when you or your players can't roll for crap.

B: At low levels, Pokemon can and WILL die. Even from 1 attack. My advice would be to either up the HP values (maybe HP*4 rather than *3 or make it to where they have to reach -200% of HP to die). It helps with the low levels if you're thinking of running a low-level campaign. If not, then it's not a horrible problem in the later levels.

C: Some moves, and I give all due respect to the developers as they are trying their hardest to create a quality game, are HORRENDOUSLY overpowered. The major move to stay away from is Uproar. Many Pokemon get it at early levels, but because of Gen V and many Pokemon needing a boost in the move's power to make it viable, the damage is no 5d12+14. That is enough to outright kill any and all threats in a 5 meter burst. Basically all enemies within a 5-square radius of the pokemon either dies or gets a huge chunk on their HP taken out of them. And if they manage to survive and don't flee far away enough, they're dead the next round since it continues on for 1d4+1 rounds.

Other than that, I don't find too many issues. I like the system, but it needs to be GM specific in some instances to be balanced since the community and the developers don't always seek the Pokemon balancing fixes and focus on the Trainers mostly. But I still like the system overall.


We created one of these, two so far, in my current campaign. You've missed a part of the equation.

The total cost is equal to the spell level * Caster Level * 2000 * 2 for a grand total of 4000gp

The extra x2 comes from the fact that the cost of the item is increased according to the duration of the spell. Since Abundant Ammunition is a minute/level spell, the cost doubles.


1. I'm also curious about this. The Musket master ability states that you get Rapid Reload (musketS) Emphasis on the "s" there as it makes it plural. Does that mean you have it for ALL types of muskets? Or just the single barrel?

2. This is definitely a typo. There's no reason that adding a second barrel quarters your range. In my current game, we came across this problem as well. We figured the range was supposed to be dropped by 10ft to a 30ft range instead of dropping all the way down to 10ft and pretty much making a non-range range weapon. We determined that, like the axe-musket which has the added weight of an axe on it that messes with the range, the double barrel musket has the same issue. Hopefully there will be an official ruling or errata soon.


OK, so recently in one of my games, the rules on penalties, damage, and drain have come into question and I was hoping for a clarification on the matter.

1: Penalties stack on top of each other correct? Looking up the Penalty description on the SRD states, "Penalties are numerical values that are subtracted from a check or statistical score. Penalties do not have a type and most penalties stack with one another." This leads me to believe that penalties DO stack, but, as with certain spells such as Ray of Enfeeblement, the penalty from this spell cannot stack with others of it's kind. I get that much. But it leads me to my next question.

2: If penalties do stack, can they stack on top of damage and drain as well?

I'll give an example of some of the issues I need clarification on. Correct me on anything that I get wrong.

Say a team of adventurers are fighting a band of goblins. One goblin is in particular is in trouble. He has been shot by numerous poisoned arrows arrows and has taken 4 str damage from the poison. The sorcerer of the group has summoned a Grig who has used Pyrotechnics to surround it in the choking smoke. Failing the Fort save, the goblin now has a -8 str, -4 damage plus a -4 penalty. The sorcerer then follows this up with a Ray of Enfeeblement. The unlucky goblin then takes another 5 str damage. This would total his str loss to a total 13. Now, assuming this goblin is above average in terms of str, let's say he has a 16 str, he is not knocked out just yet. On the goblin's turn, he attempts to make a fort save against the poison, fails, and loses another 1 str, total of -14 so far. Unable to fully leave the cloud this round because of factors preventing him from escaping the 40ft range, he must now make another fort save verses the smoke because he is still within the cloud. Failing once again, he takes one last point of str to a grand total of -15 str, due to the fact that penalties to ability scores cannot reduce it below 1.

Have I gotten this right? Or are there additional mechanics that I am missing?