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![]() Admittedly I haven't had the opportunity to play test any of the alternative classes yet but in reading over the Gunslinger something kind of jumped out at me. The text says concerning head shots under the Targeting Deed. "Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind affecting effect." I don't know if this has been mentioned by anyone yet but this is a very mild effect for scoring a head shot on an enemy, in fact it almost stretches things beyond the level of believability. If this is how head shots are treated then a 5th level fighter with oh lets say 55-65 hit points will take an average of 6 points of damage plus Dex. modifier per successful hit with a musket in the hands of a medium sized character if the gunslinger is level 5 or above if not then the Dex. modifier is removed from damage. Lets say the gunslinger is 5th level or higher then with a Dex of 18 that damage bonus would be +4 for an average of 10 points of damage per hit with a normal un-enchanted weapon or any feats that grant damage bonuses. That fighter if he had 55 hit points could take 6 or more shots to the head before actually going down. Of course the gunslinger is not likely to spend that many grit points in a single combat to bring that fighter down (or to have that many available at 5th level). Of course the gunslinger gets the added effect of confusion for 1 round if he hits on a head shot. This makes the 5th level rogue's sneak attack with a short sword able to do more potential damage than a musket shot to the head on a non-critical hit. Here is what I propose; instead make a head shot truly something to be feared rather than something to be shrugged off, I think a successful head shot should automatically be a critical hit AND keep the confusion effect for 1 round, BUT if it is attempted during normal combat when the head is almost always in motion then it should be at -4 on the attack roll because the head is a small target, in motion. If it is a shot at a stationary target then it should be at -2 because the head is a small target but it is stationary. All other applicable situational modifiers would of course apply. Due to the fact that the head shot would be an automatic critical hit already rolling a natural 20 would not therefore allow any chance to make the hit further critical. This would make snipers (I know short range snipers due to muskets but it's possible) particularly deadly, especially at lower levels if they can hit their targets and using muskets and pistols to make head shots in close combat with moving targets would be a bit more difficult but have a nice payoff if successful. Think of all the movies that you have seen, if somebody pulls out a pistol and shoots someone in the face at point blank range it is never pretty. It isn't to easy to pull off if the target is moving but if successful the guy on the business end of that gun is usually pretty much out of the fight if not pushing up daises. Anyway just a suggestion but even if you don't go with this I still think that head shots are not quite deadly enough as they are. Charles ![]()
![]() While I am sure that this is done the same as the grapple modifier in 3.5 I always thought that the 3.5 core books were a little vague when explaining the grapple modifier in relation to the question that I am about to ask. When calculating the CMB I know that the formula is Base Attack Bonus + Strength Modifier + Special Size Modifier + any Miscellaneous Modifiers that may apply. My question is if the character in question has more than one attack per round on a full attack action do you just use the highest BAB to calculate a single CMB and thus only one Combat Maneuver is possible per round ever? Or do you calculate a CMB based on the BAB for each attack that character has per round on a full attack action? Thus allowing for multiple Combat Maneuvers per round in the case where this is possible and the character in question has more than one attack per round available? I just haven't found a clear answer to this anywhere. Charles ![]()
![]() Ok I started up a new campaign with two players playing a 10th level Sorceress and a 10th Level Fighter and me as DM running a 10th Level Rogue NPC with the party. We got into a fight in a Section of the City of Riddleport in the Pathfinder Chronicles campaign world. Well during the fight one of the players decided he was going to throw some grappling moves on a lone archer that was sniping at the party from an upper story window (that is after he had found where the archer was and got to his location)my mind immediately went to what a headache grappling had been under standard 3.5 but right there while we were playing I quickly reviewed the CMB rules and the grappling section and that fighter through that guy all over the place. The CMB rules made this encounter run very simply, quickly and smoothly. We actually had tons of fun running a grappling encounter it was one of the best combats that I had run in a while. Thank you Paizo for CMB it is really a sweet system. I used to say that Pathfinder is the real D&D now but after this encounter I am tempted to say that Pathfinder is not D&D it is ten times better than anything D&D ever dreamed of being. Charles ![]()
![]() Ok the text says the following: "Starting a bardic performance effect is a standard action.
This seems to say that while using Bardic performance that the Bard "cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands)", well it actually does say that. Then it says "Bardic performance activated with Perform (act) or Perform (dance) requires line of sight to the targets of its effects and does not affect blind creatures. Bardic performance activated with Perform (comedy) and Perform (oratory) requires the targets to be able to hear the bard, and such effects are language dependent (although the bard can activate magic items that require a magic word, such as wands, while using these types of Perform to activate bardic performance)." Um is it just me or is the text contradicting itself here? Am I misreading something, I am talking about the parts concerning the activation of magic items that require a magic word specifically. Just a little confused about this. Charles ![]()
![]() This may have been addressed before but I haven't seen anything about it. I was wondering with skills like the stealth skill that combines both hide and move silently what should we do about items and the like that give modifiers to one or the other of those skills but not to both. Like boots of elvenkind and a cloak of elvenkind, shoul;d we add both of those bonuses to stealth for a blanket +10 bonus or should we only allow a bonus to stealth for the boots when trying to use stealth to move silently and a bonus for the cloak when trying to use stealth to hide? If we divide the bonuses like that it makes it a bit harder to track on a character sheet. See what I mean? Or is there already a solution to this? Charles ![]()
![]() I was just wondering why staffs had their charges reduced to 10 charges. I see that they are basically rechargeable in a limited fashion now but I was thinking that going down to 10 charges was a bit drastic of a reduction from the 50 that is in the DMG. I was thinking that it might be better to have Staffs have 20-25 Charges to start and then let the spell caster burn as many spell slots per day as they want instead of just the one to keep that staff charged with the understanding that whatever power they use to feed t he staff is power that is not going to be available that day for casting spells, except the ones in the staff. If we put limits to the number of charges that can be added per day how about a number more like 5 or even 2. Is there something I am missing? Would this overpower things? I really don't see why because the spell caster would really just be trading off spell slots that then wouldn't be usable for that day in order to use them through an item. It is true that they could store them up in the staff but then the staff would only ever hold a maximum of 25 charges. Or we could even stay with the 10 charge limit and make it where a caster can imbue the staff with at least 2-3 charges per day instead of just one. Magic items especially staffs should give you a bit more of an edge than the 10 charge limit with the ability to only add one per day. What does everyone else think about this. Of course I am the DM who usually doesn't have much of a problem with things that others say are over powered. :) Charles |