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Community
General Tabletop Discussion
*Pathfinder & Starfinder
First post, with a question about customizing the Essentials Slayer
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<blockquote data-quote="Mengu" data-source="post: 5389582" data-attributes="member: 65726"><p>I'd be tempted to leave Power Strike as is because it's an important reflection of how the Slayer class works. You could either just give him a "magic" pistol, with an encounter power like you described, or give him a Theme ala Dark Sun themes, with that power.</p><p></p><p>I'd recommend against making the power too flexible with the blast/burst. I kind of like the flavor of the blast, so I'd stick with that, but either one works.</p><p></p><p>For the damage, instead of d6 damage (which is a damage roll and can get a ton of modifiers), I'd stick with a more static number like Dex Modifier, scaling to 2+Dex at 11th, and 4+Dex at 21st (or you could go with 5/10/15 damage and take Dex out of the equation).</p><p></p><p>Both the extra [W] damage, and the blast sounds like it may be a little too much (though I don't know the [W] you use for a fire arm, if it's something like 1d6, then the extra [W] is probably okay).</p><p></p><p>So if you make it a Theme power, it would look something like:</p><p></p><p><strong>Extra Gunpowder</strong></p><p>Encounter * Standard Action</p><p>Ranged weapon * Target: One creature</p><p><strong>Keywords:</strong> Martial, Thunder, Fire, Weapon</p><p><strong>Special:</strong> Requires fire arm, and double the indicated ammunition, and this attack does not provoke opportunity attacks.</p><p><strong>Attack:</strong> Primary ability vs. AC</p><p><strong>Hit:</strong> 1[W] + ability modifier damage.</p><p>Level 11: 2[W] + ability modifier damage.</p><p>Level 21: 3[W] + ability modifier damage.</p><p><strong>Secondary Attack:</strong> Primary ability vs. Reflex, all creatures in close blast 3</p><p><strong>Hit:</strong> 5 fire and thunder damage.</p><p>Level 11: 10 fire and thunder damage.</p><p>Level 21: 15 fire and thunder damage.</p><p></p><p>I added the no opportunity attack bit, because there is something extra fun about blasting someone in the face with extra gun powder at point blank. I debated about making the secondary attack an effect, rather than relying on the first hit. It may be better that way, but also more powerful, so it's up to you how much power (powder?) you want to hand to your player. If you miss maybe nothing happens, because you had a bad patch of powder or a misfire, so you can have fluff explanation either way.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5389582, member: 65726"] I'd be tempted to leave Power Strike as is because it's an important reflection of how the Slayer class works. You could either just give him a "magic" pistol, with an encounter power like you described, or give him a Theme ala Dark Sun themes, with that power. I'd recommend against making the power too flexible with the blast/burst. I kind of like the flavor of the blast, so I'd stick with that, but either one works. For the damage, instead of d6 damage (which is a damage roll and can get a ton of modifiers), I'd stick with a more static number like Dex Modifier, scaling to 2+Dex at 11th, and 4+Dex at 21st (or you could go with 5/10/15 damage and take Dex out of the equation). Both the extra [W] damage, and the blast sounds like it may be a little too much (though I don't know the [W] you use for a fire arm, if it's something like 1d6, then the extra [W] is probably okay). So if you make it a Theme power, it would look something like: [B]Extra Gunpowder[/B] Encounter * Standard Action Ranged weapon * Target: One creature [B]Keywords:[/B] Martial, Thunder, Fire, Weapon [B]Special:[/B] Requires fire arm, and double the indicated ammunition, and this attack does not provoke opportunity attacks. [B]Attack:[/B] Primary ability vs. AC [B]Hit:[/B] 1[W] + ability modifier damage. Level 11: 2[W] + ability modifier damage. Level 21: 3[W] + ability modifier damage. [B]Secondary Attack:[/B] Primary ability vs. Reflex, all creatures in close blast 3 [B]Hit:[/B] 5 fire and thunder damage. Level 11: 10 fire and thunder damage. Level 21: 15 fire and thunder damage. I added the no opportunity attack bit, because there is something extra fun about blasting someone in the face with extra gun powder at point blank. I debated about making the secondary attack an effect, rather than relying on the first hit. It may be better that way, but also more powerful, so it's up to you how much power (powder?) you want to hand to your player. If you miss maybe nothing happens, because you had a bad patch of powder or a misfire, so you can have fluff explanation either way. [/QUOTE]
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First post, with a question about customizing the Essentials Slayer
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