Vital Strike with Cannon


Rules Questions

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Ravingdork wrote:
Ambrosia Slaad wrote:
Turey wrote:
...Comments? Corrections?
Well, it's not very stealthy. You're gonna need a silencer. :)
LOLZ! Is that for real!?

If I remember correctly, it's for German self-propelled artillery to keep the noise down during training/practice fire. Either there are residential areas close to the range or the sound really travels (probably both).

Edit: From the URL (duh), it's a M109 howitzer firing 155mm shells with the sound-suppressor attached.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
doctor_wu wrote:
Ravingdork wrote:
judas 147 wrote:

In which book can I find this silly cannon?

I can't find it in the old campaign setting book.
It's in the Inner Seas Guide, which was just released, as well as the Gunslinger playtest document, which can be downloaded from this site.
Silly cannon is not in either playtest document as I can see. They are just mentioned how long it takes to reload one. They are mentioned but not stated out.

Huh. My mistake.

Caineach: Get a mw backpack and you can pull it off with an 18 Strength.

Scarab Sages

Galnörag wrote:
James Jacobs wrote:


Also in the category of things I don't allow in my game?the telekinesis/pile of flaming arrows combo. BANNED!

That one is easy,

PC: I use telekinesis to launch my pile of flaming arrows
DM: You pepper your foe for the damage listed under the telekinesis spell
PC: Don't forget the fire damage
DM: I didn't, the arrows didn't activate their flaming ability, as they weren't fired
PC: But I shot them
DM: Not from a bow

PC: Show me where it says the arrows have to be fired from a bow.

DM: Uhh, they're... it's...
PC: Page 468 - activation-"by attacking with it" and "command word activation".
DM: The arrows know. They're magic.
PC: Then they should know they were intended to activate, because they're magic.
DM: ... Look, you're not going to get that damage, because it's potentially game breaking.
PC: ... *sighs* Ok. Well, I've got a great idea for a new character then. One that dual-wields crossbows and has a trained monkey for reloading...
DM: *sighs*


It's a cute idea, but easily neutralized by the DM. If you try to push the envelope on the crazy min/max stuff, you're just opening yourself up to the DM pulling out the stops, and he has a bigger bag of tricks, up to and including "rocks fall, everyone dies".

Some of the problems you could run into with this build:

If you run out of powder or shot, you're screwed.

Also, the gun crew, whether it's NPC cohorts, unseen servants, whatever, will be vulnerable to something. Dispel magic, cloudkill, attack from below by incorporeal undead, etc.

Waves of mooks, High DR, massive hit points, concealment, etc.

A door that's too narrow for your big fat gun.

And worst of all:

Any roleplaying situation that can't be solved by applying massive amounts of damage to the bad guy. (I know, what DM would stoop to that? It's practically inhumane!)

Sczarni

In my Kingmaker game, the party has basically outlawed Gnomes. Of course, that has created a Gnomish Underground Nation, intent on preserving their people & culture.

They also have steam power, sorcerers, alchemists, and access to both powder & iron.

I have a feeling a 30' tall, dual cannon wielding war machine is in their future...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
psionichamster wrote:

In my Kingmaker game, the party has basically outlawed Gnomes. Of course, that has created a Gnomish Underground Nation, intent on preserving their people & culture.

They also have steam power, sorcerers, alchemists, and access to both powder & iron.

I have a feeling a 30' tall, dual cannon wielding war machine is in their future...

Sounds like they've created Nazi Germany, except it's gnomes instead of Jews getting persecuted. How horrible. Poor gnomes. :(


Turey wrote:
Unfortunately, Shrink Item requires a non-magical item.

Dispel magic, or Extended dispel magic can buy you up to 2d4 rounds of formerly magical cannon. Cast your shrink item during that time. It'll revert to magicalness (but not size, as magic only checks qualifications upon casting) quickly enough.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
ZenithTN wrote:
Turey wrote:
Unfortunately, Shrink Item requires a non-magical item.
Dispel magic, or Extended dispel magic can buy you up to 2d4 rounds of formerly magical cannon. Cast your shrink item during that time. It'll revert to magicalness (but not size, as magic only checks qualifications upon casting) quickly enough.

LOLZ! I'm surprised I didn't think of that one!

Sczarni

Ravingdork wrote:
psionichamster wrote:

In my Kingmaker game, the party has basically outlawed Gnomes. Of course, that has created a Gnomish Underground Nation, intent on preserving their people & culture.

They also have steam power, sorcerers, alchemists, and access to both powder & iron.

I have a feeling a 30' tall, dual cannon wielding war machine is in their future...

Sounds like they've created Nazi Germany, except it's gnomes instead of Jews getting persecuted. How horrible. Poor gnomes. :(

More details available @ my campaign journal, "A Bandit King Arises!"

Basically, pre-ww2 Germany minus despotic maniac in charge. Willful acknowledgment of the need for evil choices to run a kingdom spurred most character choices.

Sczarni RPG Superstar 2012 Top 32

Caineach wrote:

19 str, Ant Haul, and Muleback Chords, and you can carry this thing on your back.

Edit: add a masterwork backpack and you only need a 17

The proper formula is cannon + portable hole = win.

You just need to place the portable hole upon a sheet hung from a wooden frame. Much easier to carry around than an entire cannon. Plus the gunpowder and ammo can be held inside to prevent accidental explosions during transport.


rrrrrrrrright, i just hang on more weight (mw backpak with more weight) then i can pick up a silly cannon?
dude, thats munchkin, just dont do yhat...
it´s silly, very
di u know a thing called "COMMON SENSE"

Scarab Sages

judas 147 wrote:

rrrrrrrrright, i just hang on more weight (mw backpak with more weight) then i can pick up a silly cannon?

dude, thats munchkin, just dont do yhat...
it´s silly, very
di u know a thing called "COMMON SENSE"

...

i reley dont wan to say this, but i have to now.
this plan is so esey. i mean, all you do is shrik the canon. thats it! how is this afective anyway? you cant contrail anything! what if i didnt want to buy the mwk bakpack? what apout doors? all you do is upgrade stranth? there is no way you can lose at levl 5! this plan is crap! its not even a plan at all! i mean look at it! in what way is this supposed to be an good idea if you can shoot stuf? all you do is press one butten the entier time! explain to me! the OP coments al totol lies! is it suppost to be a good plan? i dont even know how this idea got eny support at al!
pepole think this post is worthles.
go ahead! say it! i dont care! im just trying to make a point here!
blam this piece of crap!!!!

P.S the only reson im risponding is beacuase the thred is prety funny. but thats it!

Shadow Lodge

The 12th dwarven mobile artillery company of air defense. - "The dragon slayers"

OMG i just love the fluff of this idea. Guess i found my next character.

@to the guy who posted above me. Come on man, english is not my native language either but you could at least make and effort...

Shadow Lodge

Shame shrink item is not on the cleric list or insted of a wizard you could have a cleric as your troop's chaplain. He would perform some rituals to bless the cannon every day in the morning and before battles.

LMAO


I also realised you could put one in a portable hole might be a more practical way to move it around but they cost a lot.

Scarab Sages

Merck wrote:

The 12th dwarven mobile artillery company of air defense. - "The dragon slayers"

OMG i just love the fluff of this idea. Guess i found my next character.

@to the guy who posted above me. Come on man, english is not my native language either but you could at least make and effort...

For you, and those who didn't get the reference.

DOT DOT DOT

The Exchange Owner - D20 Hobbies

Turey wrote:
touch AC ... so take Deadly Aim ?

Those options are incompatible.

Scarab Sages

James Risner wrote:
Turey wrote:
touch AC ... so take Deadly Aim ?

Those options are incompatible.

Guns target Touch AC, but are not touch attacks, so they do qualify for Deadly Aim.

Shadow Lodge

Davor wrote:
Merck wrote:

The 12th dwarven mobile artillery company of air defense. - "The dragon slayers"

OMG i just love the fluff of this idea. Guess i found my next character.

@to the guy who posted above me. Come on man, english is not my native language either but you could at least make and effort...

For you, and those who didn't get the reference.

DOT DOT DOT

Lolz, my bad.

Shadow Lodge

Guns target Touch AC, but are not touch attacks, so they do qualify for Deadly Aim.

So, do they qualify for all the ranged feats? Is it possible to rapid shot with a cannon?

Scarab Sages

Merck wrote:


So, do they qualify for all the ranged feats? Is it possible to rapid shot with a cannon?

Well, a cannon requires a 3 man team to reload it as a move action, so I'm fairly certain it isn't possible.

But this does mean that most guns qualify for almost all ranged feats (Manyshot being the exception, as you cannot fire 2 bullets at once from a gun).

The Exchange Owner - D20 Hobbies

Davor wrote:
Guns target Touch AC, but are not touch attacks, so they do qualify for Deadly Aim.

Welcome to 'you couldn't be more wrong'


James Risner wrote:
Davor wrote:
Guns target Touch AC, but are not touch attacks, so they do qualify for Deadly Aim.

Welcome to 'you couldn't be more wrong'

You can always be more wrong.

The distinction here is rather confusing, lets cut him some slack.

Paizo Employee Developer

Davor wrote:


Well, a cannon requires a 3 man team to reload it as a move action, so I'm fairly certain it isn't possible.

Ah, but did you consider that ultimate of cheesebringers....

Readied

Action...

action...

action

I'm really not sure that the echo was necessary, but we've come to far to turn back now

The Exchange Owner - D20 Hobbies

BigNorseWolf wrote:
You can always be more wrong.

I could, but in this case I'm not.

Stephen Radney-Macfarland has already said it is a touch attack and that it doesn't work with Deadly Aim.

But I continue to see people insist it does work together.

They seem to focus on some alleged difference in the words "Touch AC" and "Touch Attack", which are identical.

Paizo Employee Creative Director

Cannons are siege engines. They're not technically ranged weapons; they're not in the same category as longbows. They're in the same category as catapults. You still use ranged attacks to resolve them, but allowing the ranged weapon feats and abilities to work with siege engines is kinda silly.

Paizo Employee Developer

James Risner wrote:


Stephen Radney-Macfarland has already said it is a touch attack and that it doesn't work with Deadly Aim.

You're on the round 1 rules. There's been an update.

Here's an excerpt from the updated firearms rules:

Quote:
Range and Penetration: Armor, manufactured or natural, provides little protection against the force of a bullet at short range. When firing upon a target within a firearm’s first range increment, the attack resolves against the target’s touch AC, but is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally (including taking the normal cumulative –2 penalty for each full-range increment). Unlike other projectile weapons, most firearms have a maximum range of five range increments.

Deadly Aim, totally legit RAW

Paizo Employee Developer

James Jacobs wrote:
Cannons are siege engines. They're not technically ranged weapons; they're not in the same category as longbows. They're in the same category as catapults. You still use ranged attacks to resolve them, but allowing the ranged weapon feats and abilities to work with siege engines is kinda silly.

But what of my dream of the awakened T-Rex Rogue army with cannons strapped to their backs, firing multiple times a round with the help of readied action reloaders? What can an insane wizard strive for if not that?

Sczarni RPG Superstar 2012 Top 32

Alorha wrote:
James Jacobs wrote:
Cannons are siege engines. They're not technically ranged weapons; they're not in the same category as longbows. They're in the same category as catapults. You still use ranged attacks to resolve them, but allowing the ranged weapon feats and abilities to work with siege engines is kinda silly.
But what of my dream of the awakened T-Rex Rogue army with cannons strapped to their backs, firing multiple times a round with the help of readied action reloaders? What can an insane wizard strive for if not that?

The kind of insane wizard that prefers to use an anklyosaurus instead, since it is easier to mount a cannon on. And uses animated objects to do the simple act of reloading. Until he comes up with breach loading cannons with caissons of infinite ammo and gunpowder and has to redesign the whole idea...

Anyways, T-Rexs are just good for armored cavalry and dragging mortars around.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

Dinosaur-mounted cannon remind me of the

STAP spoiler:
retreiver-mounted bar-lgura archers in howdahs from Wells of Darkness. Sorta like retreiver-mounted machine guns.

Scarab Sages

Alorha wrote:
James Risner wrote:


Stephen Radney-Macfarland has already said it is a touch attack and that it doesn't work with Deadly Aim.

You're on the round 1 rules. There's been an update.

Here's an excerpt from the updated firearms rules:

Quote:
Range and Penetration: Armor, manufactured or natural, provides little protection against the force of a bullet at short range. When firing upon a target within a firearm’s first range increment, the attack resolves against the target’s touch AC, but is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally (including taking the normal cumulative –2 penalty for each full-range increment). Unlike other projectile weapons, most firearms have a maximum range of five range increments.
Deadly Aim, totally legit RAW

Thank you, Alorha.

Also, while we're on the subject of insane things, what size is the ammunition for a cannon? Could you fit, say, a halfling or gnome in there?

Scarab Sages

0gre wrote:

The Gamemaster: You're going to backstab him with a ballista?

Nimble the Thief: Uh huh
The Gamemaster: With a f$!%ing siege weapon?
Nimble the Thief: Uh huh

+1


Davor wrote:
Alorha wrote:
James Risner wrote:


Stephen Radney-Macfarland has already said it is a touch attack and that it doesn't work with Deadly Aim.

You're on the round 1 rules. There's been an update.

Here's an excerpt from the updated firearms rules:

Quote:
Range and Penetration: Armor, manufactured or natural, provides little protection against the force of a bullet at short range. When firing upon a target within a firearm’s first range increment, the attack resolves against the target’s touch AC, but is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally (including taking the normal cumulative –2 penalty for each full-range increment). Unlike other projectile weapons, most firearms have a maximum range of five range increments.
Deadly Aim, totally legit RAW

Thank you, Alorha.

Also, while we're on the subject of insane things, what size is the ammunition for a cannon? Could you fit, say, a halfling or gnome in there?

Circus cannons can fire regular people, so it wouldn't be too hard to imagine regular cannons firing gnomes.

Paizo Employee Creative Director

erik542 wrote:


Circus cannons can fire regular people, so it wouldn't be too hard to imagine regular cannons firing gnomes.

That would, of course, change the cannon's damage to piercing.

Pointy hats!


James Jacobs wrote:
erik542 wrote:


Circus cannons can fire regular people, so it wouldn't be too hard to imagine regular cannons firing gnomes.

That would, of course, change the cannon's damage to piercing.

Pointy hats!

Hmm, that should make them more effective at knocking down walls. A stockpile of gnomes should be a staple in any army.

The Exchange Owner - D20 Hobbies

Alorha wrote:

You're on the round 1 rules. There's been an update.

Deadly Aim, totally legit RAW

You are 100 percent right, I was 100 percent wrong and the new Gunslinger round 2 rules are 100 percent rubbish when the old rules (as far as I was concerned) were only 80 percent rubbish.

RPG Superstar 2009 Top 32

All you need is animate object and permancy and the cannon moves itself!

Then if people get in hand to hand the cannon can start smacking people around as well.

Heck build the cannon with arms and then animate it, then it can help reload itself!

Oh and start it off as a +1 cannon intelegent that can do unseen servant at will.

With the animated arms and the unseen servant(s) it can auto reload itself! you just aim and shoot!

Liberty's Edge

Ambrosia Slaad wrote:
Turey wrote:
...Comments? Corrections?
Well, it's not very stealthy. You're gonna need a silencer. :)

For a CANNON?!?! Even Cav guys don't try that! Pretty funny, though.

Liberty's Edge

James Jacobs wrote:

This is kinda funny and cute and neat.

I'd never allow it in a game I was running though, based solely on the fact that it's silly. Of course, I'd be unlikely to allow PCs to buy cannons in games I run anyway, so that's a moot point.

Also in the category of things I don't allow in my game?the telekinesis/pile of flaming arrows combo. BANNED!

Killjoy! ;)


I love this idea, and my players hate you for giving me the tools to destroy them completely. Oh... you didn't mean for the GM to use it, too?

Aw, shucks.

Edit: If you want animated cannons, just play in the Iron Kingdoms. Plenty of animated cannons in that setting.

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