Bolt Ace, 20 point buy, PFSOP build help


Advice


First time poster, started reading recently. I'm due to start the Commencement scenario with a group soon, and wanted some polishing advice on my build. Also, fairly new to Pathfinder so any rules violations it whatever. Here goes!

Level 1 Half-Orc Bolt Ace

20 Point Buy:
STR 12
DEX 19 (17+2 Racial)
CON 12
INT 12
WIS 14
CHA 07

Two Traits:
Highlander: +1 Trait bonus to Stealth, is always a class skill
Devotee of the Green: +1 Knowledges (Geography\Nature), one is always a class skill. I selected Nature.

Alt Racial Traits:
Acute Darkvision: Darkvision 90 ft. Replaces Orc Ferocity.
Rock Climber: +1 Acrobatics & Climb checks. Replaces Intimidating.

Since Bolt Ace gets ANY masterwork crossbow at start, I chose a Heavy Repeating Crossbow. d10, 120'range increment. +6 attack (1BAB, 1MW, 4DEX)

Ranks in Stealth, Know(Local), Survival, Know(Nature), Perception, and Prof(Hunter)

The concept is a Chaotic Good wilderness loner who hunts for furs to trade, as well as bounty hunting when there is one available. Arrows to the Knees kind of guy, he prefers to take live bounties. He's been shunned by society his whole life, forced to live in the mountainous outskirts of his home area. Still he doesn't bear a grudge against those in the village, there have been enough ambivalent people to keep the darkness in check.

Am I good by the book? DM has approved the concept, but I may want to take him to cons or other Organized Play events. Thanks in advance! I sure hope I put this on the correct board...


What's your level 1 feat?


Rapid Reload (Heavy Repeating Crossbow)


All looks fine to me.


I'm playing now a Bolt Ace in a Jade Regent campaign, and I decided to go for a Gunslinger Bolt Ace 5 / whatever you like X

As my weapon I took the Minotaur Double Crossbow, because it is the highest damage free action reloadable weapon you can wield.

5 levels in Bolt Ace so that you can have Crossbow Training, then move to a class that will give you something more than a straight gunslinger.

I will lower Strength and put some points in Constitution.


I use the STR score to carry all my gear, and even still I'm down to basically caster armor without going into medium load. I'm weighing the advantage of a Masterwork Backpack's +1 str bonus to carry capacity, but gold is tight. We start with 150.

I'm considering swapping rapid reload out for Keen Scent, since taking a repeated makes loading another single bolt a free action, for 5 shots. If I'm reading Crossbow Mastery right, it makes reloading a free action and the class feature doesn't have the feat tax. The concept is to strike from where they couldn't see me if they tried, thanks to 90ft darkvision and 120ft range increment. Chris Crossbow (not actual name) is more of a sniper, hunting animals and bounties in much the same fashion, through high stealth. High survival, doesn't carry more than a day's ration in case hunting and gathering fails.

Alternatively, I could lower WIS to 12 and take Extra Grit, and put that 14 in CON. It would be a net gain of 1 Grit, but I'd have spent a feat to get it. Not sure about the cost:benefit ratio.

Though I'm not aiming for a completely min/maxed character, just enough to carry my weight in a mix of MM and RP party members: Strongguy McArmorface, Durid Dave and Pet, Babyman Blastysorc, and Willie Warpriest.


Also, probably an oversight, but Bolt Ace doesn't say that the target has to be aware ofthe shooter in the "modifies" text, whereas the original grit description specifies can't be unaware or more than 1\2 my HD.

Bolt Ace:
Grit (Ex): A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. This ability modifies the grit class feature.

Is this a thing, or am I noobing the reading?


Crossbow Mastery makes the time required for you to <b>reload</b> any type of crossbow reduced to a free action, but for a Repeating Crossbow, the reload is already a free action

Crossbow, Repeating

Load: As long as it holds bolts, you can <b>reload</b> it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.

For me the "loading a new case" action is not influenced by Rapid Reload or Crossbow Mastery, because is not a "reload" action.


Take the half-orc racial trait "Fey Thoughts" instead of weapon familiarity. Then you can get stealth and know:nature as class skills without using your two traits on it.

Traits vary much in power and effect, with the "add as class skill" being the most common.

The trait "Muscle of the society" would let you treat your str score as 2 higher for carrying capacity, and it will stack with a mwk backpack.


Then considering wealth by level, I could get a cartridge enchanted with Abundant Ammunition by say, 3rd or 4th level and completely skip any reloading feats. Would that be an enchant for the case of bolts or the crossbow itself? If the two are considered separately, that would be huge. The reload would be bumped down a step to "not an action" and I wouldn't have to replace the cartridge every 5 shots.

Also, the book says "a new cartridge must be loaded". When I put a new magazine into my glock I don't describe the action as loading, but as reloading. Being semi automatic, the clambering of a new round is "not an action" while the removal and insertion of a magazine can be a free action with training and experience.


Wow thanks Wonderstell. That does a lot to improve efficiency while keeping a solid RP base


Where do I find those traits?

Dark Archive

Stats look pretty good. 12 Con on a Gunslinger chasis is plenty. Expanded Darkvision was a really good pick, considering your ranged focus and sealth focus. Overall it looks pretty slick.

The main thing that I want to bring up is feats. Point Blank Shot is your gateaay to Precise Shot, which is what you will need as soon as possible. You will have to eat that -4 penalty for firing into ranged more often than you think, and when you couple that with the +4 cover bonus your allies will be granting them (again, more often than you think) things get real ugly real quick.

Positioning will be key. Try and place yourself in a spot where allies do not block any of your shots. Naturally, self preservation is a bit more important, so don't take a needless risk for a boost to accuracy.


iSqueam wrote:
Wow thanks Wonderstell. That does a lot to improve efficiency while keeping a solid RP base

Fey Thoughts is not PFS legal. It's in Heroes of the Wild, though.


I'm on my cell, so it's Hard to link Them. Try googling "pathfinder traits" and "pathfinder half orc". Then The information should be on the first website. (www.d20pfsrd.com)


What makes it not PFS legal?


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

The listing in Additional Resources is where you can check if something is legal for PFS. You would also need to own the book in paper or PDF.

As for the build, I would second the suggestion that you take point blank shot feat. Getting to precise shot as soon as possible is really important since much of the time you will be shooting into melee.


Use Archives of Nethys over d20pfsrd when building for PFS. Archives of Nethys shows a PFS icon next to PFS legal content.

However, you still should double check the Additional Resources document and Campaign Clarifications.


Thanks, and thanks. As much as I'd like to take Keen Scent(?) I understand the mechanical need for PBS. Do alternate racial traits count against the 2 trait default the book claims? I am under the impression they're legal swaps, giving up something to gain something. I have a few Drawbacks on deck just in case...


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Unfortunately, there is some confusing terminology there. Pathfinder uses the word traits in a few different ways. Although the term isn't nearly as badly overloaded as level, still it causes problems.

There are Racial Traits and Race Traits, the two are different.

Race Traits (such as Almost Human or Brute) are mostly things about the way your character was raised -- the culture and environment they grew up in. These are limited to one Race Trait. In PFS you are generally limited to two traits per character although there are a few boons that allow a third trait from a limited set.

Racial Traits (such as Ferocity and Acute Darkvision) are mostly things having to do with the mystical or physical makeup of the character. They don't depend on where the character grew up. These are exchanged for other racial traits -- you can't have both Ferocity and Beastmaster but you can have Ferocity and Acute Darkvision.

PFS does not use Drawbacks.


iSqueam wrote:
What makes it not PFS legal?

Sorry for getting your hopes up about Fey Thoughts. PFSOP is more restrictive than normal play, and most banned alternatives are understandable. Like underpriced items and magic item crafting.

But some alternatives are just going to be arbitrarily banned without PFS providing any reasons for *why* they are banned.

But hey, we chose to play by their rules so it's better to just accept it and move on.

*****

As for the alternate racial trait and the 2 trait limit from the books...

BretI explained it already. But I would like to make it clear that Alternative Racial Traits has no limit on how many you can take, just as long as you have the original Racial Trait that you'll need to switch them out for.

*****

iSqueam wrote:

I use the STR score to carry all my gear, and even still I'm down to basically caster armor without going into medium load. I'm weighing the advantage of a Masterwork Backpack's +1 str bonus to carry capacity, but gold is tight. We start with 150.

Another option to fix your carrying capacity problems is to simply drop your backpack at the start of combat (free action). Or buying an animal to carry it for you, or to ask your fellow players if they could help you.

*****

iSqueam wrote:
Then considering wealth by level, I could get a cartridge enchanted with Abundant Ammunition by say, 3rd or 4th level and completely skip any reloading feats. Would that be an enchant for the case of bolts or the crossbow itself? If the two are considered separately, that would be huge. The reload would be bumped down a step to "not an action" and I wouldn't have to replace the cartridge every 5 shots.

Sorry dude, no personal magic items allowed in PFS play. You'll need to buy your magic gear from the list of (approved) magic items.

*****

Edit: Btw, you haven't forgotten to buy bolts, have you?


IMO, it's because we like their rules we choose to okay this game over others. Organized Play is a cool concept, I like the idea. It also seems to restrict a lot of cheese in builds.

So, here are the traits I have, gotta pick just two since the drawbacks are no go. I'm drawn more to the first two.

Muscle of the Society - STR bonus out of combat
Highlander (Mountains) - Stealth class skill
Know the Land - Know(Nature) class skill
Bounty Hunter - tracking bonuses

Individually the traits at legal, but since Drawbacks aren't allowed I'll have to out two on the chopping block.

MotS solves all of my encumbrance issues by itself. I like this. Mechanically, it's great but thematically not sure if it fits.

Highlander gives me stealth as a class skill. It stays.

Bounty Hunter has some relation to concept, making it a contender. Same with Know the Land. I'm not 100 if I actually qualify for Know the Land.

Giving up Know Nature as a class skill could be concept workable, though still with skill points in it.

Thoughts?

Sovereign Court

You don't have to give up 2 of the four, it just costs you a feat, additional traits. That is assuming they are all in different categories.

One of my friends has made a pretty good go of adding a few levels of urban barbarian, and furious finish, vital strike, shocking burst, icy burst, flaming burst, double crossbow...

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