
Barachiel Shina |
Really more stuff for any ranged builds that have NOTHING TO DO with either bows or magic. Both arrow and ranged spell builds have pretty much hit their zenith build wise since the core rulebook and everything else that has come down the pipe has either been unneeded or just further overpowered their builds.
What we need is a lot of stuff for Crossbows, Thrown Weapons, and Slings. All of these have been around since we were playing 3.5 and we still haven't really gotten anything for them save the Crossbow Ace that really allows them to function well for the players.
And firearms. Don't forget firearms. Well, for some of us that is. Maybe they can clear up Advanced Firearms rules while they're at it.

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I would like my earlier question answered skeld. :)
I don't see any new firearms or Deeds.
There is new ammo though: Reporting Cartridge & Scouting Cartridge.
And new weapons special abilities for firearms only: Dazzling and Sonic Boom.
-Skeld

Heine Stick |

Just wondering for those who have PDFs, What new Firearms (magical or mundane) are in this book? New Deeds?
As far as I can tell, there's one new magic firearm, namely the shockwave blunderbuss. No new deeds. There are two new magic cartridges - reporting cartridge and scouting cartridge. Two firearm-specific weapon special abilities - dazzling and sonic boom.

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Any new weapon properties? And, a quick synopsis please!
Lots:
Cyclonic - Shields ranged ammo from wind effects.
Dazzling - Dazzles foes along the flight path (firearms only).
Glitterwake - 3/day glitterdust on anyone in its wake.
Interfering - When a foe within your 1st range increment moves, you can make 1 AoO/rnd as though you threaten them.
Sniping - +5 to Stealth to remain hidden.
Improved Sniping - +10 to Stealth as above.
Greater Sniping - +15 to Stealth as above.
Sonic Boom - Deals +1d6 sonic damage to creatures adjacent to flight path (firearms only).
Spell Hurling - Deliver touch spells with a thrown weapon.
Tailwind - No range penalties for the first 60' of range.
Veering - Ignores partial cover; reduces target's AC from cover/soft cover by 2.
-Skeld

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zergtitan wrote:Just wondering for those who have PDFs, What new Firearms (magical or mundane) are in this book? New Deeds?...there's one new magic firearm, namely the shockwave blunderbuss.
I missed that one.

Barachiel Shina |
No new firearms, that's disappointing.
Did they confirm anything on advanced firearms? Such as whether Rapid Reload feat works with them or not? (thus reducing reload times to Free Actions) In fact, is there anything in there regarding advanced firearms?
My next question is, well, feat names and a quick-telling of what they do?

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No new firearms, that's disappointing.
Did they confirm anything on advanced firearms? Such as whether Rapid Reload feat works with them or not? (thus reducing reload times to Free Actions) In fact, is there anything in there regarding advanced firearms?
My next question is, well, feat names and a quick-telling of what they do?
There are lots of feats, so I'll be brief:
Channel Ray - Turns Channel Energy into a ray attack.
Clinging Climber [Combat] - Move action Climb check to make 2-handed ranged weapon attack while climbing.
Combat Advice - Move action to give advice to an ally about an enemy for a +2 attack bonus.
Concentrated Splash [Combat] - Forgo splash damage to adjacent enemies for +50% damage to targeted enemy.
Covering Fire [Combat, Teamwork] - Ranged Aid Another on attacks.
Directed Disarm [Combat] - Disarm an opponent, use their weapon for a ranged attack.
Distant Spell Link - Increase range of Share Spell links with allied creatures.
Exceptional Pull [Combat] - +2 to the strength rating of a ranged weapon.
Expansive Trap Ability - Traps cover a larger area.
Friendly Fire Maneuvers [Combat, Teamwork] - Ignore the ally's soft cover bonus to an opponent.
Lie low - Penalty to opponents Perception to notice you if you are prone.
Lob Shot [Combat] - Ignore opponent's Cover bonus to AC (unless they are covered from above) at the cost of a range increment.
Proxy Summoning - Summoned adjacent ally can carry a touch spell's charge for you.
Ranged Disarm [Combat, Teamwork] - Full Round Action to Disarm at range.
Ranged Trip [Combat, Teamwork] - Full Round Action to Trip at range.
Relentless Shot [Combat] - You threaten an opponent you tripped with a ranged attack until your next turn.
Seeking Spell [Metamagic] - Ranged spells can bend around corners.
Throw Back Arrows [Combat] - Use ranged ammo you just caught with Snatch Arrow as a thrown weapon.
Trick Shooter [Combat] - +2 on ranged Combat maneuvers.
Volley Fire [Combat, Teamwork] - Allies who have this feat grant one another bonuses to ranged attacks against a target.
Warning Shot [Combat] - Make an Intimidate check to Demoralize an opponent instead of dealing damage.
Weathered Warrior [Combat] - Half the normal penalties in windy conditions.
No mention of rapid reload is made within the context you're asking about (that I could find on a skim).
-Skeld

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What sorts of thrown weapon options are there?
Lots. Here are some highlights:
Juggler (Bard) and Far strike Monk (Monk) are good with thrown weapons. There are also various feats and magic item abilities that affect thrown weapons. There's also an advice section on "Close Range Tactics."
-Skeld

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This is an awesome, awesome player companion. Believe it or not, but rogues (specifically the underground chemist archetype) get a LOT of love here.
There are a bunch of goodies in here for just about any type of ranged combatant.
-Skeld

Eigengrau |
I need this book so bad right now... I just subscribed to companion books, I thought originally it was part of my Roleplaying Game subscription. Woe is me now.
Hopefully I can get the PDF expedited to me. I've got a ranged teamwork style build I was planning before hearing about this companion book AND now that I've seen how people are liking whats in it and hearing about some feats I'm desperate to get it soon. Our group has been fast tracking leveling to get to 10th level for our Mythic start and plans to go Epic past level 20. We've been averaging 1 level increases every other game session. My current character of a Kensai has been built on offense solely and has almost died in several sessions, it's been only through the grace of lucky natural 20's that he's survived thus far. Need to get a spare character ready for if I bite the farm or if I can convince the GM to let me retrain/reroll.

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Also disappointing, no new Grit feats either. That's also lame. I was really hoping for more strictly Gunslinger goodies. Guess they kinda got hosed again.
In all fairness, the book is called the Ranged Tactics Toolbox not the Gunslinger Toolbox. Also, there's a fair amount of stuff in here for Gunslingers, even some things that are exclusive to Gunslingers. More importantly, all the major ranged combat styles get something, which befits the name of the book.
-Skeld

Dragon78 |

The Juggler
weapon prof. simple and all thrown martial weapons, no shields.
Fast Reactions- deflect arrows 1st and snatch arrows at 5th as bonus feats, extra uses with these feats at higher levels. replaces bardic knowledge and lore master.
Combat Juggling- can juggle 3 or more weapons or items in his hands, doesn't grant extra attacks but can attack with different weapons as a full attack action and other advantages. replaces versatile performance.
Evasion- replaces well versed.
Improved Evasion- replaces soothing performance.

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Skeld, what are the functions of the new firearm ammuntion types you posted earlier?
Reporting - +1 paper alchemical cartridge grants the user clairaudience wherever the bullet lands.
Scouting - Same as above except clairvoyance.
-Skeld

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What kind of spells are there?
Spells:
Augmenting wall - Evo; Mag5, sor/Wiz5; creates elemental wall; adds energy damage to ranged weapons passing through it.
Bloody arrows - Nec; Ant3, Inq3, Mag3, Rgr3, Sha4, Sor/Wiz4, Wit4; adds bleed damage to target's ranged piercing/slashing attacks.
Calm air - Abj; Dru4, Sor/Wiz5, Sum4; Calms winds, disperses fogs.
Conversing wind - Trans; Brd4, Sor/Wiz4; As whispering wind, but longer duration that allows whole conversations.
Rain of arrows - Conj; Sor/Wiz8; call down a range of magical arrows.
Telekinetic volley - Trans; Mag2, Sor/Wiz2; launch ammunition (or improvised objects) at a target.
-Skeld

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Any good mundane items that are getting introduced?
My previous post was destroyed when the site went down so I'll try again.
These are the mundane items I noticed:
Weapons - Crank crossbow (heavy and light, basically a grappling crossbow), hurlbat (a type of throwing axe), url=http://en.wikipedia.org/wiki/Knobkierie]knobkerrie[/url], kunai (combat trowel), spear-sling (for slinging spears), stonebow (crossbow that fires sling bullets), throwing arrow cord (cord for throwing arrows).
Ammo - Arrows (barbed, incendiary, pronged, throwing).
Tools/Equipment - Bell tripwire trap, camo blanket, contracting rope, ear trumpet, fire wheel firework, flight grapnel, gabion, perfect ice, portable bolt trap, masterwork sentry mannequin, speaking trumpet, masterwork spyglass.
-Skeld

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Can we get a more developed information on the monk archetype?
Yes.
Far Strike Monk
Proficient with thrown weapons.
Flurry of Blows - Can only flurry with ranged weapons.
Bonus Feats - 1st: far Shot, Point Blank Shot, Precise Shot, any targeting feat; 6th: Improved Precise Shot, Parting Shot, Trick Shooter; 10th: Improvised Weapon Mastery, Pinpoint targeting.
Fast Thrower - gains Quick Draw at 1st level, Shot on the Run at 4th. Replaces Stunning Fist.
Invisible Blade - Can maintain obscured location for sniping by taking a -10 to Stealth. Replaces Still Mind.
Ki Pool - Spend 1 Ki to increase range increment of thrown weapon attack by 20' for 1 round.
Ki Missile - Spend Ki to do cool things with ranged weapons like ignore concealment, cover, throw around corners, etc. replaces Diamond Body.
-Skeld

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Oh oh oh what about the special arrows? I love special arrows more info on those ease. :)
I have a soft spot for archers and I've always loved special arrows.
Barbed - Harpoon-headed arrow attached to a silk rope. gain grapple special weapon quality. Loses 30' of range increment.
Incendiary - Gains 1 fire damage. Takes -1 penalty to attack. target possibly catches fire on a crit.
Pronged - Double v-point arrowhead. Deals damage as if it were 1 size smaller. +1 to attacks against smaller opponents.
Throwing - It's an arrow you throw, but can't shoot from a bow.
-Skeld

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** spoiler omitted **
Channel Ray projects a ray from your holy symbol when you channel. make a ranged touch attack (not required for a willing target) as saving throw as normal. The DC is 2 higher than normal and the range is 30' per die of channel.
-Skeld

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Dylos wrote:Just downloaded my copy and oh my God that bowstring. I may have to build an archer skald now.What bowstring?
I assume the reference to about the Tuned Bowstring, which is a magical bowstring that can be played as a string instrument. It's good for Bards as it enhances their Performance and allows them to "play" while using their bow.
-Skeld

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Nicos wrote:I hope the book have some good options for slings, crossbows and trhowing weapons.I think Skled already covered the thrown weapons. What abotu the others?
There isn't much specifically for slings. There is some magic ammo and there's plenty of discussion, but that's all I've seen. Crossbows get more love, mostly in the way of items and magic.
Most of the ranged options in here are generalized enough that (I think) they can apply to multiple ranged weapons.
-Skeld