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Human Gunslinger 11 “Roland”
Str 10
Dex 25 (17+2 racial+2 level+4 belt)
Con 14
Int 11
Wis 16 (14+2 belt)
Cha 7
Feats
1 Dodge
1b Rapid Reload
3 Mobility
4b Deft Shootist (Grit)
5 Deadly Aim
7 Pointblank Shot
8 Precise Shot
9 Rapid Shot
11 Signature Deed (Bleeding Wound)
Gear (82,000)
Celestial Armor (22,400)
+1 Corrosive Reliable Pepperbox (19,800)
MW Spiked Gauntlet
+2 Darkwood Shield (4,557)
Cloak of Resistance +3 (9000)
Ioun Torch (75)
MW Backpack (50)
Belt of Dexterity +4 (16000)
Headband of Wisdom +2 (4000)
Ring of Protection +1 (2000)
Amulet of Natural Armor +1 (2000)
50 loads of ammo
50 paper cartridges
22 flare cartridges
Init +9
AC 33 (7dex+9armor+1nat+1def+1dodge+4 shield)
Touch 19
Flatfooted 24
CMB +11
CMD 30
Grit 3
103hp
Fort 12 (7+3res+2con)
Ref 17 (7+3res+7dex)
Will 9 (3+3res+3wis) or 12 vs Fear
Pistol
+19/+14/+9 d8+d6+8
or w/ Pointblank
+20/+15/+10 d8+d6+9
or w/ Pointblank and Deadly Aim
+17/+12/+7 d8+d6+15
or w/ Pointblank and Rapid Shot
+18/+18/+13/+8 d8+d6+9
or w/ Pointblank and Deadly Aim and Rapid Shot
+15/+15/+10/+5 d8+d6+15
It’s less impressive than the old version but I’m still calling that last one Bulletstorm.
---
CR8 – Hydrodaemon (Bestiary 2)
Roland wins initiative. Takes a 5’ step forward. Bullet storm!!!!! Three hits (13,9,16,2). Roland causes 7 bleed damage and 1 Str damage as well for a grit point. Hits cause 24 damage (71 remains) after DR.
The Hydrodaemon bleeds for 7 (64 remains). The Hydrodaemon spits its busgusting black sleep spittle at Roland. The foul mucous splats against him (18) but the tough Gunslinger resists its effects (18)! The Hydrodaemon then moves adjacent to the Gunslinger. [Ed. Note: I have no doubt that a charging glide with pounce and grab would have been better here. But ecology says they lead with spittle so I lead with spittle.]
Roland takes a 5’ step and bullet storms again. After the first two shots, one barrel is loaded with Lightning Reload and the others with Paper Cartridges. Four hits (8,11,6,10). The four normal hits deal 38 (26 remains).
The Hydrodaemon bleeds for 7 (19 remains) and launches itself into the air to pounces on Roland (13,5,4) but he cannot connect. As it turns out, it needs a 20 to hit Roland. Technically a 21 because of the Str damage. If I’d known that I’d have bled Con for sure.
Roland blasts away again (19,19,6,5) and he hits thrice for 26 damage killing the Hydrodaemon.
---
YD’s Notes: OK, so that took a little longer because Roland gets fewer shots off with Bulletstorm without a second gun. However, having that hand utilizing a Darkwood Shield tossed his AC through the roof so that’s nice.
I went over this fight in my head and it went faster when I did it that way and when I set out to write it out it took longer. That's because I forgot my pickle! If I had been using Deadshot instead of Rapid Shot I would have had a lot less damage negated by DR making the fight go quicker. So that would have been nice.
What if Roland had a Revolver? Reliable goes out the window for Keen and that would save on bullets when the crits occur, I guess. Gold cost for crafting ammo? 8.8g in bullets and 24g in paper cartridges (32.8g total) vs 90g for metal cartridges because of the lowered number of shots needed due to the Keen crit on the last round.
---
2x CR 9 – Frost Giants
Initiative will go Frost Giant 1, Roland, Frost Giant 2. Frost Giant 1 throws his boulder. Natural 20 with another 20 to confirm. 38 damage (65 remains). Frost Giant 1 moves forward 35’ to stand to the gunslinger’s left 5’ away (so as to not provoke an AoO) drawing his sword as he goes.
Roland fires at Frost Giant 1 using Deadly Aim (20,14,20) and one threat confirms (1,11). Two normal hits deal 55 and the crit deals 87, killing Frost Giant 1. Quick note: I probably would have used Rapid Shot here but I didn’t think of it when I started this one.
Frost Giant 2 throws his rock but misses the Gunslinger (15). Frustrated and wanting to avenge his slain brother, he moves to Roland drawing his sword.
Roland uses Rapid Shot in conjunction with Deadly Aim and Lightning Reload and fires at Frost Giant 2 and hits thrice (7,5,1,4) but the miss is a misfire! The shots that connect deal 73 damage (60 remains). Bleeding shot hits Frost Giant 2 for 7 per turn.
Frost Giant 2 bleeds for 7 (53 remains) and full attacks (13,10) but can’t hit.
Roland uses a Grit to clear his gun as a move action and Lightning Reload to swift action a bullet into his gun. His shot connects (3) and he deals 26 damage (27 remains).
Frost Giant 2 bleeds for 7 (20 remains). It full attacks (18,13), hitting once for 22 damage (43 remains).
Roland doesn’t use Rapid Shot this time and fires the two shots that he’d need to rip this giant up (18,18) dealing 46 damage.
---
YD’s Notes: So the really good news here is that Roland actually lived through the fight this time. That’s mostly because Roland is not using TWF and has a shield instead. Having Lightning Reload as part of normal Deed progression and cartridges allowed Roland to take a different Signature Deed for free/cheap bleeding. I definitely like that and it was fun to use.
Fun fact: you know how in the level 6 playtest I said “Misfires suck because if I rolled a 1 and a 4 in succession my gun would blow up in my face? Guess what? I rolled a 1 and a bloody 4. Luckily, the gun has the Reliable property and I didn’t remember to roll 4 shots in the round before so that chamber wasn’t loaded with a paper cartridge. But if it had been? Boom, that’s 20,000g worth of crushing despair. Well, technically just a burned Grit for Expert Loading but you get the point. And, yes, I recognize that I probably should have stopped rolling at that misfire but it seemed like a good idea at the time.
So, what if Roland had a revolver? Well, as we noted before, it definitely costs more. Additionally, without a misfire to clear, Roland would have killed Frost Giant 2 before he got a chance to actually connect with his axe. Saving myself 22 damage is certainly worth the cost.
---
Further thoughts:
So, I realized that Gun Training is awesome at 5th level and then kind of sucks for some PCs. I like Roland with a pistol. If it weren't for the feat tax and serious to hit penalties, I'd be spending my gold on another pistol, not a blunderbuss or musket. It would be nice if Gun Training had the option to get better at one gun instead of getting ok with a bunch of guns.
Startling Shot may be a little overpowered right now. Perhaps it would be better if the opponent was only flatfooted against the Gunslinger's attacks. Presumably, the fellow can still react normally when an axe is being swung at his head, right?
Next up for a Hard Difficulty encounter is no fewer than three fricken Jyoti. Wish our intrepid hero luck!
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![Red Dragon](http://cdn.paizo.com/image/avatar/Red.jpg)
Curious, why did you spend two feats and go with dodge and mobility??
They are prerequisites for Deft Shootist.
this has got me thinking of a deft shootist built who stays in short range ON PURPOSE and moves around alot in the melee.
Intriguing. wouldnt really NEED things like point blank shot/precise shot if you were always using the touch AC..... now I gotta go build it.
What I like about the build is that it does in fact give me the ability to run about freely if I like. Roland would be a great friend to a Rogue with his ability to get into flanking position easily and blind or make flatfooted opponents. Besides, Deft Shootist is worth any amount of feats. Roland v1 got his ass handed to him by AoO's. I'm glad to avoid them now.
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![Red Dragon](http://cdn.paizo.com/image/avatar/Red.jpg)
where do you get the shield from if you don't have proficiency?
Funny story about shields. When you're not proficient with them they cause you to take a penalty equal to their armor check on attacks and skills. When the armor check penalty is 0, as is the case with a Darkwood Shield, it doesn't matter if you're proficient or not. Fun stuff.
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Pendagast |
![Ezren](http://cdn.paizo.com/image/avatar/S1-Gate-to-Another-World.jpg)
I really like the mobility thing, running through the middle of combats and such, this gunslinger is a crazy feat hungry savage , it will never be satisfied, Ill never be able to comfortably take 'no name'
Here's Mine:
Dusty Bottoms
9th level human gunslinger
Str 12
Dex 20 (+2 race, +2 gloves of dex)
Con 11
Int 14
Wis 16
Cha 11
AC 22 (+1 dodge, +1 nat armor amulet, +5 Dex. +5 armor)
Feats
1 Dodge
1b Rapid Reload
3 Mobility
4b Deft Shootist (Grit)
5 TWF
7 Quick Draw
8b Improved Crit Pistol
9 Weapon juggle (from advanced feats:alchemist)
i could really use deadly aim and vital strike...
Ive got 6 mwk pistols which i use the quick draw and weapon juggle for...
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Pendagast |
![Ezren](http://cdn.paizo.com/image/avatar/S1-Gate-to-Another-World.jpg)
Pendagast wrote:where do you get the shield from if you don't have proficiency?Funny story about shields. When you're not proficient with them they cause you to take a penalty equal to their armor check on attacks and skills. When the armor check penalty is 0, as is the case with a Darkwood Shield, it doesn't matter if you're proficient or not. Fun stuff.
Yea, thats the same thing with leather armor i discovered... so I just throw it on low level elf wizards when they spend most of their time using a bow.
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Glutton |
![Kirhosk](http://cdn.paizo.com/image/avatar/PF22-11.jpg)
WoW can't believe I missed those pre-requirements for deft shootist!
The aptly named gunslinger feat from the campaign setting requires only the much better weapon focus (any firearm), bab +4, and prevents attacks from firing in melee, loses the reload protection though. Never requires grit.
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I think for the low cost of Dodge and Mobilty, two decent feats IMO, I'm ok getting Deft Shootist. As I mentioned above, with loads like flare and whatever else we get in UC, I think the Gunslinger can be effective moving a bit to help out his buddies and just taking a standard action. Not if he has to do it all the time, but if someone has to, he's a dang good choice because of his really quite high AC.
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Pendagast |
![Ezren](http://cdn.paizo.com/image/avatar/S1-Gate-to-Another-World.jpg)
Technically speaking you do not need two hands to reload a gun.
Example: The Schofield Model of 1871-75 was specifically designed so cavalry men could reload their pistol with one hand and still reign their horse with the other.
The break top design allowed expended shells to be dumped out by breaking the top open on ones thigh, then stuff the barrel in the arm pit to replace cartridges and close the chambers up and reload.
All with one hand.
'How' a gun a is reloaded is not really that significant, but it doesn't require the use of two hands to do.
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I might be wrong on the rules, but how does the character reload the gun with a heavy shield? I thought you couldn't use your shield hand for anything else with a heavy shield.
Yeah, the rules are not really specific on whether you need a hand completely free or not. If a dev comes by and says he needs a free hand I'll pare Roland down to a Buckler and AC32 instead of 33.
Edit: Dang it.
'Rixx wrote:Do you need a free hand to advance the barrel on a pepperbox? Is it possible to use a pepperbox in each hand and full attack with both of them without having to drop one to switch to the next barrel?You need a free action and a free hand to advance the barrel of a pepperbox. But there will be a feat that allows you do it with no hands (among other things).
So there we go. Roland must switch to a buckler and suffer the loss of 1 AC.
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James Bolton |
"You need a free action and a free hand to advance the barrel of a pepperbox. But there will be a feat that allows you do it with no hands (among other things)."
Wow.
There went The Kid's hopes and dreams... or, well, at least make him even more feat starved.
What's with this bloody class!?!
Why make a class so critically dependent on feats with so few bonus feats? Even one at low levels would let players play what they want early. It kind of reminds me of the lack of gish base classes in 3.5.
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jakebacon |
![Vrock](http://cdn.paizo.com/image/avatar/mountaineer_FINALCMYK.jpg)
What's with this bloody class!?!
Why make a class so critically dependent on feats with so few bonus feats? Even one at low levels would let players play what they want early. It kind of reminds me of the lack of gish base classes in 3.5.
I was mentioned that Bravery will be replaced by something else in the final version. Maybe more bonus feats would be in order?
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![Red Dragon](http://cdn.paizo.com/image/avatar/Red.jpg)
I was thinking over the Killing Stealing thread in the Discussion area and I realized the format of the Arena really overestimates the amount of Grit a Gunslinger is likely to recover since Roland is guaranteed the kill against every enemy.
Assuming that you want to keep one Grit in the bank for all the abilities which require that and another for Quick Clear or Expert Loading, that only leaves one Grit left for abilities that require it unless you invest substantially more in Wisdom than I did.
This will really reduce the ability to use those fun abilities.
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Roland lost about 60% of his HP there so he’ll take have to have his one and only Heal for the Arena here. Getting crit on really hurts.
---
3x CR9 Jyoti
Initiative order will be Roland then the three Jyoti.
Roland takes a 5’ step forward and fires with Rapid Shot (15,4,14,5). Two hits later, 26 damage is dealt to Jyoti 1 (88 remains) and he bleeds for 7 on his turn. Roland Lightning Reloads a bullet.
Jyoti 1 bleeds for 7 and fast heals for 10 for a net gain of three (91 remains). In the future I’m just going to fast heal them for 3. Jyoti 1 moves forward 25’ and uses his breath weapon. Roland passes (5) but still takes 17 damage (86 remains). Jyoti 1 will recover his breath weapon in 3 turns.
Jyoti 2 moves forward 25’ and uses his breath weapon. Roland passes again (20) but takes 18 damage (70 remains). Jyoti 2 will recover his breath weapon in 4 turns.
Jyoti 3 moves forward 25’ and uses his breath weapon. Roland passes again (16) but takes 20 damage (50 remains). Jyoti 3 will recover his breath weapon in 3 turns.
Roland is really beat up at this point. He takes a 5’ step to the left to help prevent flanking. He unloads on Jyoti 1 (12,20,10,17). Of course, the roll to confirm would be a 1. Roland’s 4 hits deal 86 damage (5 remains).
Jyoti 1 heals 3 (8 remains) and takes a 5’ step to set up a flank for Jyoti 3. He full attacks (5,3,14,8) but misses with all attacks.
Jyoti 2 takes a 5’ step to and full attacks (13,5,12,7) but misses with all attacks.
Jyoti 3 flanks with a 5’ step and full attacks (7,11,17,9) but also misses. So that was all good news. Roland’s stupidly good AC is all kinds of win.
Roland fires twice at Jyoti 1 (5,10) dealing 39 damage (-31) and killing Jyoti 1 (Because they have fast healing, they have to be totally killed before the fast healing stops, which is why it took 2 shots). The remaining two shots hit Jyoti 3 (8,11) for 32 damage (72 remains).
Jyoti 2 takes a 5’ step and casts Breath of Life because he’s a total dick. He heals 31 damage putting Jyoti 1 at 0.
Jyoti 1 still has the bleeding condition and thus only heals to 3. He stands and takes an AoO backhand for his trouble (9) which thankfully hits because of the penalty for prone. He takes 2 damage (1 remains). Now safe from AoO’s he casts Cure Serious on himself for 24 (25 total).
Jyoti 3 casts Cure Serious on Jyoti 1 for 25 (50 total). These bastards are horrid. He also heals himself for 3 (75 remains)
Roland fires again on Jyoti 1 hoping to put him down again. He hits thrice (18,1,14,16) but misfires (I hate misfires). He deals 60 damage (-10).
Jyoti 2 casts Cure Serious on Jyoti 1 and heals 19 (9 remains).
Jyoti 1 fast heals to 12 and stands provoking another AoO which misses (2). He uses Cure Serious a second time for 18 (30 total).
Jyoti 3 fast heals to 85hp.
---
Honestly it goes on like that for a long time. They each have three Cure Serious and one Breath of Life. They just heal each other while they wait for the breath weapon to come back around which is pretty much the only way they can hurt Roland.
I think I'd like to reset and just do 2 CR 10's instead for this difficulty level. 3 vs 1 is just too harsh in terms of action economy.
Edit: Oh good. Two Giant Anacondas. Time to reread the grapple rules.
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2x CR10 Giant Anaconda
Initiative will go Roland, Anaconda 1, then Anaconda 2
Roland takes a 5’ step forward and uses Targeting to shoot Anaconda 1 in the head. He hits (18), deals 18 damage (108 remains), and confuses his target. He Lightning Reloads the round he shot.
Anaconda 1 is suddenly distracted by his own tail and bites it for 19 damage (89 remains). [Note: Even though it normally adds 19 damage to an attack, by raw it only adds d8 plus Str mod.]
Anaconda 2 slithers forward 10' and attacks Roland, barely hits (13), and grapples Roland. He deals 34 from his bite and 31 from Constrict (38 remains).
Roland full attacks Anaconda 2 (taking a total of -4 in attack penalties from being grappled) and hits three times (10,8,18,2) for 61 damage (65 remains).
Anaconda 1 bites Roland with power attack (17) for 41 knocking Roland unconscious.
---
Yeah, ok, so that wasn’t really any better. Targeting was neat and it might have bought be a round but the Snakes rolled well on their attacks and I was boned.
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I'm going to reset the fight and open with a Flare cartridge on each of the Anacondas. Blind-locking them is probably a better move.
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2x CR10 Giant Anaconda Round 2
Roland doesn’t use Deadly Aim this round and fires a flare cartridge at Anaconda 1 (10) and another at Anaconda 2 (19). Anaconda 1 takes 10 damage (116 remains) and Anaconda 2 takes 8 damage (118 remains). Of the remains two shots, one hits Anaconda 1 dealing 15 damage (101 remains). He takes a 5’ step forward.
Anaconda 1 moves forward 10’ and attempts to attack the square Roland was last in but the attack misses since Roland isn’t there anymore.
Seeing the other Anaconda’s failure Anaconda 2 double moves 25’ until he comes within 5’ of Roland and can pinpoint him with Scent.
Roland takes a 5’ step away from Anaconda 2. He uses Deadly Aim and Rapid Shot this time and fires flare cartridges at the Anacondas. Anaconda 1 is blinded (18) and takes 9 damage (92 remains). Anaconda 2 is blinded (18) and takes 11 damage (107 remains). Roland hits with his last two shots (19,13) and deals 39 damage (crap rolls) to Anaconda 1 (53 remains).
Anaconda 1 moves forward 10’ until Scent pinpoints Roland. He attacks (6) but misses.
Anaconda 2 moves forward 20’ never getting within 5’ to pinpoint. Anaconda 2 uses his second move action to note Roland’s direction with Scent.
Roland takes a 5’ step directly to his left and goes for his flare cartridges again. Anaconda 1 is blinded (13) and takes 11 damage (42 remains). Anaconda 2 is blinded (20) and the crit confirms! Anaconda 2 takes 35 damage after it is halved from using a flare cartridge (72 remains). The other two shots connect with Anaconda 1 (18,5) and 49 damage is dealt dropping Anaconda 1.
Anaconda 2 moves towards the direction in which Roland was scented and Roland is pinpointed. The snake attacks but misses (2).
Roland unloads on Anaconda 2 and hits with all four attacks dealing 81 damage and dropping Anaconda 2.
---
OK, so that was much more effective. Flare-locking is costly but nasty as hell. Totally forgot to make the Anacondas bleed.
---
OK, so some thoughts for this round of the Arena.
Misfires still suck and I hate them. I cannot emphasize that enough.
Distance may be a more valuable enchantment than Corrosive. It's hard to say because the default 30' distance of the Arena might skew results.
The damage output is much better now that the Gunslinger can use Deadly Aim. I like it. Now that you've decided to make two-handed ranged weapons, will Deadly Aim get errata'd to deal 3 damage per -1 attack with two-handed firearms?
I swear I had something else for this space but it has slipped my mind. I'll remember eventually.
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To add to the observations in my last post. After I did the first fight with the Anacondas, I realized that I couldn't make a full attack when grappled because the Gunslinger needs a free hand to rotate the barrel of his Pepperbox.
If I was using a pistol could I have reloaded it with paper cartridges without that second hand to do a full attack?
The only other option would have been Deadshot since that requires only one bullet and that would have significantly dropped my damage.
---
I'll certainly give the final version of this class a fair shake but right now I think it's still a neat idea that's sort of poorly executed. Between misfires and the still relatively high cost of bullets and powder it just doesn't seem that interesting to me. The class seems better at causing status effects than shooting and a spell caster will do that better every day of the week. It took me three tries to beat a hard encounter. Kato and Sam, the Ninja and Samurai, managed it on their first try. The Magus managed on his second.
I think I'd rather play a Ranger.
I don't want to seem like a downer here. Maybe I just feel crappy because I spent a few hours tonight failing. Maybe I'll feel better about it tomorrow.
---
Also, I could run Roland through another fight for which I rolled an Elder Ice Elemental. However, Roland will just Blind lock the poor bastard and probably win. Flare cartridge can be kind of a win button.
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YuenglingDragon wrote:Bleed definitely happens at the beginning of the bleeders turn. Fast Healing is not specific but I do it at the beginning of turns anyway. Why? What does it matter?fast healing is a magical healing effect. It would instantly stop the bleed damage.
==Aelryinth
Not so. It is extraordinary.
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Aelryinth RPG Superstar 2012 Top 16 |
![Varisian Wanderer](http://cdn.paizo.com/image/avatar/Faction-varisian.jpg)
That is correct...my terminology was that it certainly applies to 'healing damage' as much as any DC 15 Heal Check or cure spell. Otherwise, you cuold have the ridiculous situation of being completely healed of the damage from an attack, but you're still bleeding from a wound that does not exist.
Ergo, the bleed damage stops as soon as the fast healing heals even 1 pt, since that's more effective then a DC 15 heal check, and equivalent to a curing effect.
==Aelryinth
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Except it doesn't. RAW is very clear on this.
A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage...
Emphasis mine, of course.
Fast Healing is neither a DC15 heal check nor a spell which cures hit point damage. Doesn't stop bleeding.
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Gruuuu |
![One part of a 2 headed troll](http://cdn.paizo.com/image/avatar/PF21-01.jpg)
Bleed definitely happens at the beginning of the bleeders turn. Fast Healing is not specific but I do it at the beginning of turns anyway. Why? What does it matter?
If he went below 0, he goes unconscious (therefor prone). Just trying to get back that action economy for Roland :(
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Aelryinth RPG Superstar 2012 Top 16 |
![Varisian Wanderer](http://cdn.paizo.com/image/avatar/Faction-varisian.jpg)
Except it doesn't. RAW is very clear on this.
d20PFSRD wrote:A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage...Emphasis mine, of course.
Fast Healing is neither a DC15 heal check nor a spell which cures hit point damage. Doesn't stop bleeding.
dude. Use some common sense.
By your ruling, you could fast heal yourself back to full hit points and still be taking bleed damage, even though the wound which is bleeding is GONE.
It's a hit point healing effect. It does the job.
==Aelryinth
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dude. Use some common sense.
By your ruling, you could fast heal yourself back to full hit points and still be taking bleed damage, even though the wound which is bleeding is GONE.
It's a hit point healing effect. It does the job.
OK, let me try this again. RAW is very clear on this. No matter how you and I might play this in our games, neither of our opinions of RAI have a place in playtests.
Besides, Roland died against the Jyoti. There's really no sense in making him die harder. With a vengeance.
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![Sharn Cutthroat](http://cdn.paizo.com/image/avatar/292.jpg)
Aelryinth wrote:dude. Use some common sense.
By your ruling, you could fast heal yourself back to full hit points and still be taking bleed damage, even though the wound which is bleeding is GONE.
It's a hit point healing effect. It does the job.
OK, let me try this again. RAW is very clear on this. No matter how you and I might play this in our games, neither of our opinions of RAI have a place in playtests.
Besides, Roland died against the Jyoti. There's really no sense in making him die harder. With a vengeance.
Well, aside from the argument, Jyoti 1 would have stopped bleeding as soon as the Breath of Life spell was used on him, so...
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Ploppy |
![Angvar Thestlecrit](http://cdn.paizo.com/image/avatar/A9-Wizard_final.jpg)
First - YD - great playtests! Always nice to read...
Question:
...
3x CR9 Jyoti
*SNIP*
Jyoti 2 takes a 5’ step and casts Breath of Life because he’s a total dick. He heals 31...
Short question: does Breath of Life work since a Jyoti is an extraplanar outsider?
I am not sure on this, since it clearly involves a Raise Dead effect (including the negative level). Perhaps that would turn the favor the Gunslinger, wouldn´t it?
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![Red Dragon](http://cdn.paizo.com/image/avatar/Red.jpg)
You know, Ploppy, that's actually a really good point. Outsiders, unless native, can't be resurrected short of Wish and the like. That is, then, a very strange spell for them to have since judging by their ecology section, they don't seem the type to altruistically go about raising the dead.
There is an argument that Breath of Life is just a healing spell that can work on something dead and possibly bring them back to life, something slightly different from the way Raise Dead works.
If there's interest, I can redo the Jyoti fight and see if they can beaten if Breath of Life is only used as a healing spell.
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ruemere |
You know, Ploppy, that's actually a really good point. Outsiders, unless native, can't be resurrected short of Wish and the like. That is, then, a very strange spell for them to have since judging by their ecology section, they don't seem the type to altruistically go about raising the dead.
There is an argument that Breath of Life is just a healing spell that can work on something dead and possibly bring them back to life, something slightly different from the way Raise Dead works.
If there's interest, I can redo the Jyoti fight and see if they can beaten if Breath of Life is only used as a healing spell.
Breath of Life DOES work on outsiders.
Supporting evidence:
- Breath of Life is not on the list of spells which cannot bring back outsiders to life (outsider creature type)
- Each of canonical "resurrect" spells contains an entry specifically disallowing raising of outsiders, while Breath of Life lists only undead (breath of life, raise dead resurrection, reincarnate)
Interpretation:
Breath of Life does not actually restore life. It is more like magical CPR performed on a comatose patient.
Verdict: You were correct.
Regards,
Ruemere
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Ploppy |
![Angvar Thestlecrit](http://cdn.paizo.com/image/avatar/A9-Wizard_final.jpg)
Breath of Life DOES work on outsiders.
Supporting evidence:
- Breath of Life is not on the list of spells which cannot bring back outsiders to life (outsider creature type)
- Each of canonical "resurrect" spells contains an entry specifically disallowing raising of outsiders, while Breath of Life lists only undead (breath of life, raise dead resurrection, reincarnate)Interpretation:
Breath of Life does not actually restore life. It is more like magical CPR performed on a comatose patient.
Yes, I admit that it is the idea of the spell. Although when reading the entry for the outsider, I am more in favor of interpreting it as superseeding the Breath of Life description:
Outsider:
...
Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
It is definitly debatable. I will make a threat in the rules forum.
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Gruuuu |
![One part of a 2 headed troll](http://cdn.paizo.com/image/avatar/PF21-01.jpg)
Really does sound kind of dull.
And you have a malfunction table. Swell.
Plus this class... I dunno it just doesn't fit with anything else. It would irritate me to have this guy and his "gats" next to my greatsword fighter.
Don't think I'll be using this.
It's only in round 2. At least we get rounds :)
It might just still come together. Time shall tell!![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
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![Red Dragon](http://cdn.paizo.com/image/avatar/Red.jpg)
Has anyone noticed that a pistol does as much damage as a club, and a rifle does more dmg then a heavy mace,PLUS has a knockdown effect?
I think I'll just grab a rifle instead of a bastard sword. Same dmg, but if I swing, I can knock stuff down, toO!
You mean with Pistol Whip? That requires a Grit point. Have fun doing that twice a day.
Bastard Swords are retarded anyway. Two hand a long sword and save a feat.
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Aelryinth RPG Superstar 2012 Top 16 |
![Varisian Wanderer](http://cdn.paizo.com/image/avatar/Faction-varisian.jpg)
Aelryinth wrote:Has anyone noticed that a pistol does as much damage as a club, and a rifle does more dmg then a heavy mace,PLUS has a knockdown effect?
I think I'll just grab a rifle instead of a bastard sword. Same dmg, but if I swing, I can knock stuff down, toO!
You mean with Pistol Whip? That requires a Grit point. Have fun doing that twice a day.
Bastard Swords are retarded anyway. Two hand a long sword and save a feat.
You can reduce the cost of Pistol Whip to 0 grit, tho, right?
Bastard sword 2h is 1-10 martial weapon, don't need a feat for it;)
==Aelryinth
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Zephyr_42 |
![Wight](http://cdn.paizo.com/image/avatar/dark_myrakul.jpg)
YuenglingDragon wrote:Aelryinth wrote:Has anyone noticed that a pistol does as much damage as a club, and a rifle does more dmg then a heavy mace,PLUS has a knockdown effect?
I think I'll just grab a rifle instead of a bastard sword. Same dmg, but if I swing, I can knock stuff down, toO!
You mean with Pistol Whip? That requires a Grit point. Have fun doing that twice a day.
Bastard Swords are retarded anyway. Two hand a long sword and save a feat.
You can reduce the cost of Pistol Whip to 0 grit, tho, right?
Bastard sword 2h is 1-10 martial weapon, don't need a feat for it;)
==Aelryinth
The feat to reduce the grit cost to zero requires you to be an 11th level gunslinger. If you want to invest that much time into the class just so you can attack and make a trip check (as a standard action) at the same time than be my guest.
also if you are using a bastard sword two-handed why not just upgrade to a great-sword?