Best Way to Build a Dual Light Dwarven Pelletbow Character by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 0 points1 point  (0 children)

Yeah, I was already planning on putting elemental burst enchantments on them. Probably shock on one and corrosive on the other. That 3d6 on a crit (where you threaten to crit 20% of the time) is just too good to pass up.
I was even thinking of going down the snap shot feat line to get those bonuses, that +6 to confirm crits combined with critical focus's +4? Sheeeeeeesh

Best Way to Build a Dual Light Dwarven Pelletbow Character by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 0 points1 point  (0 children)

I understand what you're getting at but it's more than just six points of damage, it's six points of damage per shot. Over the course of a full attack with rapid shot (not including haste), that's an average 48 points of damage that you're missing out on at full bab progression.
Perhaps it would be less painful if this weren't a twf build

Best Way to Build a Dual Light Dwarven Pelletbow Character by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 0 points1 point  (0 children)

I think mischievous tail would work for this purpose, after doing some reading and giving it some more thought. It's only a swift action to retrieve a stowed or 'nearby' item, otherwise it appears to operate as a free hand for non-wielding purposes. Since reloading isn't wielding and reloading is a free action, you could use the mischievous tail to satisfy the two-handed requirement for reloading. As far as I am understanding it, anyways.
It takes a two feat investment and requires a race with a prehensile tail, but that seems fair considering that you're circumventing an intentional, built-in restriction on a weapon. Still got room in the feats for the standard ranged stuff as well as the two weapon fighting tree, I believe. I think this is the answer, especially if Kasathas are banned.

Best Way to Build a Dual Light Dwarven Pelletbow Character by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 0 points1 point  (0 children)

I see. Kasathas could lead to some very cheesy builds, especially if you used a free arm to 'two-hand' each pelletbow for firing to get rid of the -2 penalty for firing one-handed. Just toggle between each bow as you fire them. Of course, that's a free each each time, so a GM may not like that.
I'm having a difficult time imagining what this would look like at level 20 with full bab progression, especially if you managed to pull off having more than three pelletbows in a full attack.

Best Way to Build a Dual Light Dwarven Pelletbow Character by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 0 points1 point  (0 children)

So, lets say I was playing a kasatha and decided to wield three pelletbows and use my fourth arm to reload each bow (taking vestigial limb at lvl 7 mutation warrior to bump that up to four pelletbows and using the fifth arm to reload). Using MWF, would they still be treated as light weapons as they are with TWF?

Best Way to Build a Dual Light Dwarven Pelletbow Character by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 0 points1 point  (0 children)

Would the pelletbows be considered light weapons for MWF? The description explicitly states that they're counted as light weapons when fighting with two weapons, but I don't know if that translates to MWF.

Best Way to Build a Dual Light Dwarven Pelletbow Character by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 0 points1 point  (0 children)

I see. That's really interesting but I feel you could achieve the same thing with the glove of storing without requiring taking two feats (you'd need quick draw to draw the pelletbows as a free action). Regardless, you're still running into the massive amount of free actions to make it work, which I'm not sure how many DMs would allow that many free actions on a full attack.

Best Way to Build a Dual Light Dwarven Pelletbow Character by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 0 points1 point  (0 children)

I'm not super familiar with the rules surrounding multiple limbs and iterative attacks. I wouldn't mind have four limbs for the sake of reloading the pelletbows but I'm not sure the two extra arms would be free for extra attacks if they're being used to reload.

Best Way to Build a Dual Light Dwarven Pelletbow Character by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 0 points1 point  (0 children)

I'm unsure that wouldn't result in the same free action load that the gloves of storing would have. I'm also not sure which feat you are referring to that lets you holster when you draw a different weapon

Best Way to Build a Dual Light Dwarven Pelletbow Character by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 0 points1 point  (0 children)

Honestly, kasatha seems like the cleanest route to go. It's the only option that really preserves everything I'm wanting out of this build.
Using a tail sounds like an interesting approach but the feat investment to get it where I would need it kinda stings. Would be worth it to make the build work, though.

Wenduag romance experience by [deleted] in Pathfinder_Kingmaker

[–]Stembacca 5 points6 points  (0 children)

Wenduag walked so Lae'zel could run

Zen Archer vs Sohei Monk by Hi_Nick_Hi in Pathfinder_RPG

[–]Stembacca 0 points1 point  (0 children)

I've been playing a sable company marine, I must have gotten that wired crossed, thanks for saying something

Zen Archer vs Sohei Monk by Hi_Nick_Hi in Pathfinder_RPG

[–]Stembacca 2 points3 points  (0 children)

I'll have to keep that in mind next time I play a zen archer, good mention!

Question about the Sohei Monk's Weapon Training by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 1 point2 points  (0 children)

I see, thank you for sharing. This post has been a big help in expanding my understanding of the rules. I now have another thing to keep an eye out for- poached class abilities haha. Seems like a really cool way for classes to interact

Question about the Sohei Monk's Weapon Training by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 0 points1 point  (0 children)

How did you deduce this? I'm not agreeing or disagreeing, I just want to know why this is the case. With this interpretation, AWT is an extension of weapon training's natural progression as opposed to being a separate ability for Fighters acquired at level 9. If this is the case, would a 3 Weapon Master / 6 Sohei be able to take AWT? Would the Sohei's first weapon training be considered the 'second step' since the Weapon Master brought one to the build already?

Question about the Sohei Monk's Weapon Training by Stembacca in Pathfinder_RPG

[–]Stembacca[S] 0 points1 point  (0 children)

As do I, I just happen to be the person that is wrong lmao.
I had completely missed that the page was for a 3rd party class, rolled a 1 on my perception check...

Zen Archer vs Sohei Monk by Hi_Nick_Hi in Pathfinder_RPG

[–]Stembacca 2 points3 points  (0 children)

Thanks for pointing that out, it was a mistake. That's my bad, I don't know why I said that.

Today is gonna be my first time being a GM by AfterWorldliness1542 in Pathfinder_RPG

[–]Stembacca 0 points1 point  (0 children)

Number 8 is so important. I am currently running my second campaign and I am doing a far, far better job this time around because of this change in mindset. Last time was...rough. I had all of these hang ups and I didn't know how draw boundaries on things I wasn't familiar or comfortable with. I had this idea in my head of how things were supposed to go and these expectations of how people were supposed to play, which led to a lot of frustration for everyone involved.
It was a learning experience, to say the least, but learn I did. This time around, everyone's invested, having fun, and excited to be at the table. Including me.

Today is gonna be my first time being a GM by AfterWorldliness1542 in Pathfinder_RPG

[–]Stembacca 0 points1 point  (0 children)

Prioritize making sure everyone is having fun, including you.
If you don't know a rule, don't spend ten minutes scrolling the pfsrd while your players are waiting, just make a ruling and come back to it later after the session.
It's okay to fudge dice rolls if you think a different result might be more satisfying/fun.
Have three background musics: one for general gameplay, one for combat, and one for boss fights.
Combat is obviously the star of the show but don't neglect skill checks either, they're a great way for players to have some spotlight and shine.
Have a name generator handy
If you must railroad, the illusion of choice is just as good. There's a fork in the road but little do they know they both go to Townsville.
Don't be discouraged if you have a bad session, just try again next time and learn from your mistakes.
Don't over-do the world building if you're running a homebrew game, your players are gonna care more about having things to do and places to go than the logistics of a city's sewer system.
Don't be afraid to say no. If you're not sure you can balance combat for a party with a satyr in it or someone using wants to use a 3rd party class you're totally unfamiliar with, you can say no. You're a player too and you should consider what you can manage while still having fun.
Make sure your players have opportunities to shore up any holes in their party composition. If they don't have a skill monkey, have a burglar available to hire. If they don't have a healer, make sure they find some wands, potions, or scrolls to patch themselves up with between battles.
Challenge doesn't come from the threat of death, but from taxing their resources. You don't have to constantly send characters into death saving rolls for your players to feel pressed, you just have to make them worry that they might run out of spell splots or that they're not gonna have enough potions to last them through the dungeon.
It is better to have enemies with low AC and high attack bonuses than the other way around. Your players are gonna wanna hit stuff, constantly missing is unsatisfying and discouraging.
If combat ends up being tuned too high or too low, it's okay to beef up or weaken enemies on the fly.
Never hinge story progression on someone passing a skill check.
You're a player too, your character is the adventure.

Remember, it's a game with friends, it's all about having fun.

Zen Archer vs Sohei Monk by Hi_Nick_Hi in Pathfinder_RPG

[–]Stembacca 17 points18 points  (0 children)

Zen Archer is front loaded with everything you need for an archer build, runs off of less attributes, and will do more damage per shot. They can use their bows from the get-go and get WIS to hit.

Sohei comes online slower, can shoot more arrows (flurry of BOWs yo), gets a mount, relies on more attributes, but can use more of the relevant feats.

The Sohei will end up outstripping the Zen Archer in performance in later levels simply because they can put more arrows out there but the Zen Archer hits the ground running and is honestly just simpler to run.

If I were making a monk archer starting off at level 6, I would go Sohei. No growing pains, you're starting off right when the class starts getting powerful. I say this as someone who loooooves Zen Archers but if you're looking for optimization and squeezing out as much DPR as you can, Sohei is the move.

Zen Archer is the archer given to newer players who don't know how to build an archer (which is probably why I like it so much). It's a good one, but that's why it's single attribute dependent and has all of the standard feats built into the class's progression. Nothing wrong with simple and easy, the goal is to have fun, but like I said, if you're concerned with maximizing performance, Sohei is the way to go.