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Eborne1

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@Eborne1 as I understand it, to clarify (maybe): for the remainder of this combat, only the second shot is taken at -2.

The general rule, and in all cases going forward, is that Extra Shot gives you a second shot but imposes a -2 penalty to both, so -2/-2 as a standard attack action, and further modified by TWF to give you a third attack, which I guess means penalties of -4/-4/-4 if you have the feat?

Edited by The Foiler (see edit history)
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Hmm... Maybe you're right... (-6 is a little steep)

But I don't think the primary hand should be affected by using the "extra shot" mechanic with the off hand... So I'm thinking -2/-4/-4. (Revolver & Semi-Auto)

(-2/-2/-4 for this combat)

If using two semi-autos with TWF, both using extra shot, then it will be (-4/-4/-4/-4).

 

Thoughts?

 

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I think that balances better. If we're going to "realistic" then the first shot is no different than a single shot, and the penalty on the second is easily equated to the reduced accuracy of firing a recoiling weapon

Not that I'm going to take the TWF route anyway, so it won't get complicate for me unless/until iterative attacks pop up

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where I'm going twf for melee brawl cause chaos is fun, but also she's really good for sniping cause ranger is so much better in PF/3.5 then 5e.

Also, I should be able to get to the feat by 11th level. as at 4th I get Precise Shot, 5th: Rapid Shot 7th: Weapon Focus (firearms), 9th: Snap Shot and 11th gives us Sword and Pistol, unless allowed to retrain Deft Maneuvers, then I could get it at 9th.

Edited by Lunermist (see edit history)
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So, to see if have I course corrected it enough. Now is +8/+8 if I decide to shoot both guns with TWF standard -2/-6 apply (making it +4/+4) then instead of reducing 4 from an already reduced off-hand shot I just rewind and again reduce 6 from the original value (+8) like it's a new shot making it +2. Correct?

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It'll be nice if we survive to L4 and can use the supplemental stuff our gestalts get at L2. It's not exciting stuff, but I get Uncanny Dodge, a bonus to Perception and better Disable Device options

Lucky that crit confirm failed. Hopefully 6 more damage takes that guy down!

Edited by The Foiler (see edit history)
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The Archaeologist gets some more cool stuff later, but Archaeologist's Luck comes at Level 1 and that's the real meat of the archetype. I get all the good Rogue stuff pretty much - Evasion, Trap Sense, and some Rogue Talents down the line.

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6 hours ago, The Foiler said:

The Archaeologist gets some more cool stuff later, but Archaeologist's Luck comes at Level 1 and that's the real meat of the archetype. I get all the good Rogue stuff pretty much - Evasion, Trap Sense, and some Rogue Talents down the line.

True for Archaeologist but for poor brute like me, it's free TWF, more hand-to-hand stuff, extra feat (which would be naturally Greater Two-Weapon Fighting) which would make my pistol into submachinegun, with 4 shots if I'm dual wielding. I get extra AC and some minor stuff besides it. I'll be happy if I survive until lvl 4. Now @Eborne1

how 90% of your shots are touch or I'm calling shenanigans

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You know what's a fun ranged character? Divine Marksman Ranger, or Ilsurian Archer depending on your source. You give up casting and a few meh abilities to be awesome at using a bow and be able to use Favored Enemy against everything. No magic, just brutal archery.

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@Grudge I don't think you calculated your shots correctly on your last turn. You still wouldn't have hit, but if you're shooting at +8 with pistols... then I think your TWF+Extra Shot routine should've been: (1. Revolver = d20+6 /2. 9mm = d20+6 /2. extra shot = d20+4)

(You didn't add any bonus at all on your extra shot)

Anyway... those were rough rolls. But for next time.

After this combat it'll be +6/+4/+4 for you for the same routine.

 

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