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recruiting players for a mid-level steampunk campaign
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<blockquote data-quote="Ambrus" data-source="post: 3478595" data-attributes="member: 17691"><p>Land Outcast, I like your character's background. It's an interesting idea to have your character be cursed without his regular monstrous abilities. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>NPC, did you have a chance to look over my elemental writeup? Are we to pick our gear with starting funds appropriate to our characters' level?</p><p></p><p>Also, if I can offer a few comments on your firearms feats... it seems to me that you're giving yourself added work for little reason. It'd be enough to say that firearms are <strong>exotic weapons</strong> and require an appropriate feat to use them without a -4 non-proficiency penalty.</p><p></p><p>Your <strong>marksman</strong> feat seems effectively identical to the Weapon Finesse (firearms) feat.</p><p></p><p><strong>Pistolwhip</strong> seems rather worthless since its benefit (granting a melee attack option that deals 1d3 damage and that provokes an AoO) is almost the same as attacking an opponent with a barehanded punch. Why bother spending a feat on it? Since a character already has to spend an exotic weapon proficiency to use a firearm properly why not simply grant all firearm wielders the ability to pistolwhip with damage identical to that of a club sized for their character? Non-proficient wielders receive a -4 penalty (the same for using an improvised weapon) while proficient users can make a normal melee attack roll.</p><p></p><p><strong>Snipershot</strong> sounds pretty much like it wants to be Weapon Specialization (firearms) to me. Why not just use the existing feats as they appear in the RAW and simply allow them to be taken as normal for firearms? Save yourself the hassle of trying to create and balance new feats. Just a thought. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Ambrus, post: 3478595, member: 17691"] Land Outcast, I like your character's background. It's an interesting idea to have your character be cursed without his regular monstrous abilities. :) NPC, did you have a chance to look over my elemental writeup? Are we to pick our gear with starting funds appropriate to our characters' level? Also, if I can offer a few comments on your firearms feats... it seems to me that you're giving yourself added work for little reason. It'd be enough to say that firearms are [B]exotic weapons[/B] and require an appropriate feat to use them without a -4 non-proficiency penalty. Your [B]marksman[/B] feat seems effectively identical to the Weapon Finesse (firearms) feat. [B]Pistolwhip[/B] seems rather worthless since its benefit (granting a melee attack option that deals 1d3 damage and that provokes an AoO) is almost the same as attacking an opponent with a barehanded punch. Why bother spending a feat on it? Since a character already has to spend an exotic weapon proficiency to use a firearm properly why not simply grant all firearm wielders the ability to pistolwhip with damage identical to that of a club sized for their character? Non-proficient wielders receive a -4 penalty (the same for using an improvised weapon) while proficient users can make a normal melee attack roll. [B]Snipershot[/B] sounds pretty much like it wants to be Weapon Specialization (firearms) to me. Why not just use the existing feats as they appear in the RAW and simply allow them to be taken as normal for firearms? Save yourself the hassle of trying to create and balance new feats. Just a thought. :) [/QUOTE]
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