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How would you go about making a non spell casting Explosives expert that would be acceptable using the Society rules?
I already have the background story.. just trying to figure out how to pull it off..
I Understand that he would not be very skilled at first and may not be able to afford what it takes.. but that is ok.
| Seldriss |
I remember there a variant for the dwarf rogue, in Dragon Magazine.
He had a demolition skill, climbing with levels, inflicting damage on items, structures and golems (d6s, like sneak attack).
Even if you don't use such a class variant, you can maybe build a character around this idea, maximizing the appropriate skills (crafting, disable device, knowledge/architecture, knowledge/engineering...).
Edit : I just checked, it was a variant with substitution levels, and it was Dragon #338.
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I remember there a variant for the dwarf rogue, in Dragon Magazine.
He had a demolition skill, climbing with levels, inflicting damage on items, structures and golems (d6s, like sneak attack).
Even if you don't use such a class variant, you can maybe build a character around this idea, maximizing the appropriate skills (crafting, disable device, knowledge/architecture, knowledge/engineering...).Edit : I just checked, it was a variant with substitution levels, and it was Dragon #338.
Looking for something that would work in the society rules..
May not be possible...
| Seldriss |
Understood. I don't think class variants or substitution levels are appropriate in Pathfinder Society. You'd better stay as core as possible.
But as i said, you can get close with maximized skills. Skills are often underrated.
With a little creativity and imagination, you can do wonders.
Creativity to destroy... Paradoxal but fun :)
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How would you go about making a non spell casting Explosives expert that would be acceptable using the Society rules?
I already have the background story.. just trying to figure out how to pull it off..
I Understand that he would not be very skilled at first and may not be able to afford what it takes.. but that is ok.
In case PFS at some point (season 1?) will allow 3.5 supplements, PHB2 has the feat Grenadier. The name should say enough.
Alternatively I'd favor a gnome as an explosives expert due to roleplaying and setting issues. :)
Callum Finlayson
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In case PFS at some point (season 1?) will allow 3.5 supplements, PHB2 has the feat Grenadier.
I think it's incredibly unlikely, bordering on impossible, that any non-SRD WotC material will be available. Other non-WotC, non-Paizo (eg Necromancer) material might be supported, but I wouldn't be suprised if it's Paizo supplements only.
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Deussu wrote:In case PFS at some point (season 1?) will allow 3.5 supplements, PHB2 has the feat Grenadier.I think it's incredibly unlikely, bordering on impossible, that any non-SRD WotC material will be available. Other non-WotC, non-Paizo (eg Necromancer) material might be supported, but I wouldn't be suprised if it's Paizo supplements only.
Understandable. It'd be a pity if all the piles of books would be somewhat .. unused. No matter, I believe Paizo is clever enough to develope their own supplements, and hopefully with more thought put into the whole process.
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Normally I would do it by a Craft, Like Alchemy, but though I know you can use crafts in the society to make extra money between quests, I do not think you can actually use it to make items.
| hogarth |
Normally I would do it by a Craft, Like Alchemy, but though I know you can use crafts in the society to make extra money between quests, I do not think you can actually use it to make items.
Well, it's sort of the same result in the end. Instead of crafting alchemist's fire, you "craft money" that you use for buying alchemist's fire. It's not a perfect analog, I agree.
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Dragnmoon wrote:Well, it's sort of the same result in the end. Instead of crafting alchemist's fire, you "craft money" that you use for buying alchemist's fire. It's not a perfect analog, I agree.Normally I would do it by a Craft, Like Alchemy, but though I know you can use crafts in the society to make extra money between quests, I do not think you can actually use it to make items.
Since there is Gun powder I was hoping to do something with that, but gun powder alone is not sold, only in bullets.
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Dragnmoon wrote:Since there is Gun powder I was hoping to do something with that, but gun powder alone is not sold, only in bullets.Ah...now I know what kind of explosives you're talking about.
yup...
stuff that goes BOOM!!!!!!...
Michael Gear
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hogarth wrote:Dragnmoon wrote:Since there is Gun powder I was hoping to do something with that, but gun powder alone is not sold, only in bullets.Ah...now I know what kind of explosives you're talking about.yup...
stuff that goes BOOM!!!!!!...
"Bullets"? As in, casing packed with powder, capped with projectile, ignited by a primer? I think these firearms are muzzle-loaders, which would mean that powder is carried in its own "horn", or some-such. No? Or is it a matter of how it's sold as "ammunition" instead of separate components?
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"Bullets"? As in, casing packed with powder, capped with projectile, ignited by a primer? I think these firearms are muzzle-loaders, which would mean that powder is carried in its own "horn", or some-such. No? Or is it a matter of how it's sold as "ammunition" instead of separate components?
good point... Though they don't seem to go that far into it.. But they Talk about a wad of guncotton for the revolver... mention nothing about the others.. in fact they seem to skip over ammunition all together..oops.
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There are 2 types in pathfinder.
And
The Flintlock requires you add your own Gunpowder the Percussion Caps do not.
They don't seem to go into how you get the gunpowder for the flintlocks.
Michael Gear
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There are 2 types in pathfinder.
And
The Flintlock requires you add your own Gunpowder the Percussion Caps do not.
They don't seem to go into how you get the gunpowder for the flintlocks.
Percussion caps just replace the powder in the pan that ignites the main charge to throw the projectile, so there will still be a powder horn involved. There have been a few tiny pistols that used ONLY the percussion cap to throw the ball; but they were, essentially, Derringers; they're good for point blank w/i 6 feet. Game equivalent damage would be 1hp.
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Percussion caps just replace the powder in the pan that ignites the main charge to throw the projectile, so there will still be a powder horn involved. There have been a few tiny pistols that used ONLY the percussion cap to throw the ball; but they were, essentially, Derringers; they're good for point blank w/i 6 feet. Game equivalent damage would be 1hp.
I am not a weapon expert so...
the Campaign guide says the Percussion caps uses Gun cotton.
Also it describes the loading the flintlock weapons as a taking 1 round while the Percussion Cap only takes a move action, so by that description and the description of the weapons, only the flint locks seem to be muzzle loaders.
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Also it describes the loading the flintlock weapons as a taking 1 round while the Percussion Cap only takes a move action, so by that description and the description of the weapons, only the flint locks seem to be muzzle loaders.
Are you serious? One round to load a flintlock? No offense, but who is smoking what? And loading a percussion cap as a move action?
The best most experienced (highest level) musketeers in the 18th Century could maybe get off a shot every 20 seconds (IIR).
We are talking one round to load, tamp/ram, and prime. One round. Six seconds. Each of these actions should probably take 1-round plus.
Now I understand that this is probably NOT the forum for this. But that seems inherently silly.
CJ
Michael Gear
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I am not a weapon expert so...the Campaign guide says the Percussion caps uses Gun cotton.
Also it describes the loading the flintlock weapons as a taking 1 round while the Percussion Cap only takes a move action, so by that description and the description of the weapons, only the flint locks seem to be muzzle loaders.
I am not an expert either, but I have more practice than some, and wikipedia in another tab. :)
Gun Cotton, even though the name brings pictures of cloth, is still a powder; the powder results when fine cotton or wool is immersed in 15 parts of a 50/50 blend of nitric and sulfuric acid. The resulting substance produced 6 times the gas of an equal amount of Black Powder, less flame, and less smoke.If I were playing a demolitions character, this would be my choice; although it is MUCH more hazardous to produce.
Black Powder, on the other hand, would be relatively easy to make yourself in a fantasy setting because of the proliferation of horses and beasts of burden, which urinate all over, you just need to separate the crystallized nitrogen from the "dung heaps". Charcoal is easy enough to find, sulfur may be hit and miss, add potassium nitrate from the urine and you are in business.
From a character perspective I'd go for the Craft Alchemy (black powder); DC 15=1d3 fire/1d3 sonic; DC 20=1d6/1d6; DC 25=2d6/2d6 against structures, but I'd have to make it less effective against living targets lest you have some SUPER-POWER-GAMEY ULTRA-WEAPON; perhaps by doing half damage and a low DC Reflex save to avoid the blast. I dunno...gotta go to work.
Cheers
Michael Gear
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We are talking one round to load, tamp/ram, and prime. One round. Six seconds. Each of these actions should probably take 1-round plus.
Now I understand that this is probably NOT the forum for this. But that seems inherently silly.
CJ
Fantasy: Bigger, Better, Faster, and then we loot their corpses!
Game MUST run smoothly consider the percussion cap rifle to be a paper cartridge minie ball breech loader, like the Enfield 1851. And the Flintlock is a Ferguson; which, while fragile, had a 1 round/6 seconds rate of fire.
I like that none of the "factory" guns in PFS are Masterwork until you take them to a gunsmith and pay another 600g. I also like that the factory only produces one gun per day to keep availability down and cost up.
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Game MUST run smoothly consider the percussion cap rifle to be a paper cartridge minie ball breech loader, like the Enfield 1851. And the Flintlock is a Ferguson; which, while fragile, had a 1 round/6 seconds rate of fire.
Thanks for the Education Michael. I wasn't aware of the Ferguson musket. Though, if the setting musket is a Ferguson, it should probably have better damage.
I'm just not sure that the setting has the sort of technical and scientific infrastructure required to produce Enfields. You don't get to Enfield from crossbow without huge cultural and technological advances. Sure you could say it is fantasy/magic...but that is sort of a cop-out.
CJ
Michael Gear
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Michael Gear wrote:
Game MUST run smoothly consider the percussion cap rifle to be a paper cartridge minie ball breech loader, like the Enfield 1851. And the Flintlock is a Ferguson; which, while fragile, had a 1 round/6 seconds rate of fire.Thanks for the Education Michael. I wasn't aware of the Ferguson musket. Though, if the setting musket is a Ferguson, it should probably have better damage.
I'm just not sure that the setting has the sort of technical and scientific infrastructure required to produce Enfields. You don't get to Enfield from crossbow without huge cultural and technological advances. Sure you could say it is fantasy/magic...but that is sort of a cop-out.
CJ
Cop-out, yeah, just funnin'.
Pictured in the Campaign setting are a blunderbuss pistol and a flintlock musket that looks like a French 1763. The percussion cap firearms look like models from the mid-1800's.
They cost as much as +1 weapons and more, but no cost for ammo.