The Gunslinger : DRP Hell on Golarion


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Ok so a few things

Spoiler:

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Now let's get into your Barbarian. By your build while raging he has 161hp. In order to get his 3 AoO he has to be attacked first. A quick look at the CR 11 monsters, pick one. Elder Elemental? 120 damage in one round after DR. Cloud Giant, your barbarian is dead after one round, and that's BEFORE the rage drops.

Just so we're clear if your damage after DR is the opposing monsters HP + Con score it's effectively equal Infinity. Same as to hit. There's only "I hit on a 2" and "I don't hit on a 2".

Secondly said gunslinger is dead from 1 full attack from nearly every dragon while the barb has DR6 (2 after CoAGM which triggers before the opposing attack)

Lastly the Elder earth elemental as an example is dead before a single full round and can inflict no more than half the barbarians HP but you would know that if you weren't being intentionally difficult. Your gunslinger's damage against this elemental requires multiple rounds to kill it and you die before it does. Keeping in mind it must be in range to charge you thanks to your touch AC requirements. You also fail to do full damage thanks to 40 points being removed for DR. Your DPR against the EEE after DR 10 is 82 which adds to 164, 4 short of killing it in TWO ROUNDS.

Quote:
The to hit modifiers you posted are also when the Barbarian isn't using Power Attack or Dazing Assault so he's doing a whopping Weapon+20+1d6 Damage. Add Power Attack and Dazing Assault. With those penalties added in your to hit is 22/17/12.

You are flatly wrong.

Quote:
To hit 32/32/27/22 and 32 on all AOO's. (12/7/2, Str 13, Weapon 4, Reckless Rage 4, Ioun stone 1, Weapon focus 1, Haste 1, 1 Urban barb Power attack -5)

While It's true I don't use dazing assault there is no need to do it if my average damage is 2x lethal for a monster 4 CR's above me. In fact if you want to you can drop it. It's a trap feat and I spent exactly 10 minutes building the above.

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It's a level 5 Spell, 9th level caster. At 9th level there are tons of ways for a caster to stop melee attacks. It's a crap argument.

About 2/3rds of which are solved by true seeing. The caster must defend himself in such a way because the barb will inevitably force his way adjacent unless the caster teleports far away.

Quote:

33k on a gun and it destroys your barbarian.

4 attacks 5% miss chance (+16/+16/+11/+6) on all of them and they each do [B]1d8+17 +3d6[B], with a zero chance of misfire.

Using these numbers (we'll give you the AC of 9 to be generous on the last iterative) Yields a DPR of 132.09. My barbarians DPR PRIOR TO USING COME AND GET ME is nearly double your gunslingers. If I used dazing assault I'm still ahead by a lot.

Just so we're clear 50% of 36 is > than 17.

You don't seem to care that your damage is literally 1/3rd the barb's bonus. You only care about the to hit. For reference 5% (The increase +1 in to hit) is better than to 1 point of damage at 67 damage.

TLDR: If you're worried about damage worry about system mastery levels. If I spent actual time scouring for upgrades I'm sure I could add 40+ DPR easy. Gunslingers do GOOD damage but they are in no way capable of competing for #1 after weapon chords have been nerfed. Even archers (OTHER than bow barbs) tend to not be able to compete for #1 without animals, mounts, or other conjured creatures.

Lastly I will note if you're allowed to use weapon chords pre nerf the gunslinger is broken DPR wise and crushes the barb. Using that item prenerf will crush the barbarian.


Undone wrote:
Lastly I will note if you're allowed to use weapon chords pre nerf the gunslinger is broken DPR wise and crushes the barb. Using that item prenerf will crush the barbarian.

How does the weapon cord make a difference again?

Musket Master can have reloading down to a free action by level 3, (alchemical rounds, rapid reload, special ability per class that stacks with rapid reload, no really), so I assume it's something else?


ElementalXX wrote:

-If i can make 3 attack and i use double musket i can make up to 6 attacks at a penalty.

-If i use one double pistol i can make up to 4 at a penalty.
-If i use 2 double pistols i can make up to 5 attacks, i can make up to 7 if i have Improved TWF and Greater TWF.

All fo this attacks apply the normal madifiers such as precision damage or sneak attack and enchantments.

Note: You need shenanigans to be able to use twf with pistols.

Lirianne, Pathfinder Gunslinger

Funny that Paizo's only official Gunslinger miniature is dual weilding pistols. LoL

/twocents


Jodokai wrote:


The difference is in my 30+ years of gaming, I've seen this abused exactly ZERO times. In the last 4 years I've been playing Pathfinder, every gunslinger I've ever played with created this issue. In the former, it's an abuse. Everyone knows it's an abuse and people do it for that. The gunslinger creates problems just by playing the character the way it was made.

Wizards are hard, and gunslingers are easy. Also it is a gentleman's agreement not to ruin your game with wizards.


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Undone wrote:
Ok so a few things

I'm not the only one being being difficult.

As far as me being "flatly wrong", take it up with Hero Labs. That's what it came out to when I inputted your data. I'll post the Stat block if you'd like to see it.

If you look at my gunslinger I did it in 5 minutes and took some things no one would really take. If I really wanted to prove my point I could have used a tiefling with a tail and double barrel pistols, which removes the need for weapon cords. I mean take out Reckless Aim and add cluster shots get the rest of your magic items a +6 belt of DEX, a couple of Ioun Stones and you can double barrel attack every attack. That makes the damage 2d8+40+6d6 for 4 attacks that comes out to 8d8+160+24d6 for an average damage of 280 and that's going to be EVERY round.

Your Barbarian's damage depends on full attacks and 3 AoO per round. Do you know how often that actually happens? Very rarely, if ever. I have a friend who plays a Ranger Archer in PFS. She's 9th level so that means 24 pre made scenarios assuming no modules. In those 24 scenarios she has NEVER been hit by an attack. No monsters have ever targeted her. She's an archer she stands in the back and makes full attacks every round. When I play with her I usually use my Invulnerable Rager Barbarian. She out DPR's me by MILES because she can full attack every round, where I rarely get to. She actually doesn't use all of her attacks sometimes so other people can join the fight. I can't imagine the damage she'd do if used touch attacks and got to add her DEX to damage.

That's where all your formulas are wrong you can't factor in how many more times a gunslinger will full attack more than a melee fighter, and it's A LOT. Consider this: How many threads start with "The Barbarian is ruining my game" and compare that to the Gunslinger threads.

At this point I realize we're never going to agree. I've played with gunslingers and know the damage they do, and how broken they are. I played through Kingmaker with one, and I was a stereotypical Kensai Magus. No one ever complained about my damage, just the gunslingers.


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How does the weapon cord make a difference again?

Double barreled multiweapon chords allow for excessive attacks I believe I can't remember the full list of how but it allowed for drastic excess of attacks per turn.

Quote:
As far as me being "flatly wrong", take it up with Hero Labs. That's what it came out to when I inputted your data. I'll post the Stat block if you'd like to see it.
Quote:
To hit 32/32/27/22 and 32 on all AOO's. (12/7/2, Str 13, Weapon 4, Reckless Rage 4, Ioun stone 1, Weapon focus 1, Haste 1, 1 Urban barb Power attack -5)

12 + 13 + 4 + 4 + 1 + 1 + 1 + 1 = 37 - 5 is 32. Basic math. Hero labs is not known for it's accuracy and should never be used. I always hate when a player tells me they made their guy in hero labs because there are so many problems with it.

Quote:
Your Barbarian's damage depends on full attacks and 3 AoO per round. Do you know how often that actually happens? Very rarelyYour Barbarian's damage depends on full attacks and 3 AoO per round. Do you know how often that actually happens? Very rarely

We must be playing very different high level games. In addition the build can be rewritten to be better with beast totem line, refreshing rage with a better item exct. It happens nearly every round in my games. In fact I'd say the barbarian hit CaGM cap in 7/10 rounds of combat at high level.

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I have a friend who plays a Ranger Archer in PFS. She's 9th level so that means 24 pre made scenarios assuming no modules. In those 24 scenarios she has NEVER been hit by an attack. No monsters have ever targeted her.

So you have GM problems. The monsters should know just like casters the back line is more dangerous than the front and choosing not to target archers is just poor tactics for int 12+ creatures. With the exception of the zen archer if a large creature ever get's adjacent to you you I'd love to see your DPR.

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That's where all your formulas are wrong you can't factor in how many more times a gunslinger will full attack more than a melee fighter, and it's A LOT. Consider this: How many threads start with "The Barbarian is ruining my game" and compare that to the Gunslinger threads.

Because I am not referring to the barbarian in general. I am talking about the barb at high level play. The lower level barbs will be less impressive then gunslingers after dex to damage. This is because the barbs the king of DPS simply on account of CaGM. At level 12+ the normal barb (again I was lazy and forgot to add beast totem) will get a full attack basically every round and get about 3-4 AOO's a turn between unexpected strike and CaGM.

Quote:
At this point I realize we're never going to agree. I've played with gunslingers and know the damage they do, and how broken they are. I played through Kingmaker with one, and I was a stereotypical Kensai Magus. No one ever complained about my damage, just the gunslingers.

In actual practical games gunslingers do good damage but again I think our definitions of broken vary widely. You think killing a target a turn is broken. I consider it the mandatory benchmark for full BAB classes. The gunslinger always hitting is also why GM's complain because it's automatic and GM's don't like all monsters having barbarian AC.


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FrozenLaughs wrote:
ElementalXX wrote:

-If i can make 3 attack and i use double musket i can make up to 6 attacks at a penalty.

-If i use one double pistol i can make up to 4 at a penalty.
-If i use 2 double pistols i can make up to 5 attacks, i can make up to 7 if i have Improved TWF and Greater TWF.

All fo this attacks apply the normal madifiers such as precision damage or sneak attack and enchantments.

Note: You need shenanigans to be able to use twf with pistols.

Lirianne, Pathfinder Gunslinger

Funny that Paizo's only official Gunslinger miniature is dual weilding pistols. LoL

/twocents

Paizo's iconic fighter two weapon fights with a bastard sword. They aren't met to be optimal.

Shadow Lodge

Abraham spalding wrote:
FrozenLaughs wrote:
ElementalXX wrote:

-If i can make 3 attack and i use double musket i can make up to 6 attacks at a penalty.

-If i use one double pistol i can make up to 4 at a penalty.
-If i use 2 double pistols i can make up to 5 attacks, i can make up to 7 if i have Improved TWF and Greater TWF.

All fo this attacks apply the normal madifiers such as precision damage or sneak attack and enchantments.

Note: You need shenanigans to be able to use twf with pistols.

Lirianne, Pathfinder Gunslinger

Funny that Paizo's only official Gunslinger miniature is dual weilding pistols. LoL

/twocents

Paizo's iconic fighter two weapon fights with a bastard sword. They aren't met to be optimal.

I always tought he used a longsword+shortsowrd, his weapons are not that big.

Funnily, the fighter iconic does use TWF and has above average stats in order to make it work (higher than point 20) and qualify for feats

Lirianne iconoic does not use TWF at all nor it uses double pistols. Which is funny considering EVERY depiction of her is using Double pistols and TWF. Seriously I dont know how paizo expected players didnt want to emulate the iconic, is so conterintuitive. Anyway one of the devs said lirianne used both weapons in order to make iteratives with them and not reload, but then i ask myself why lirianne didnt just used alchemichal cartridges... sight...

Shadow Lodge

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Jodokai wrote:
Undone wrote:
Ok so a few things

I'm not the only one being being difficult.

As far as me being "flatly wrong", take it up with Hero Labs. That's what it came out to when I inputted your data. I'll post the Stat block if you'd like to see it.

If you look at my gunslinger I did it in 5 minutes and took some things no one would really take. If I really wanted to prove my point I could have used a tiefling with a tail and double barrel pistols, which removes the need for weapon cords. I mean take out Reckless Aim and add cluster shots get the rest of your magic items a +6 belt of DEX, a couple of Ioun Stones and you can double barrel attack every attack. That makes the damage 2d8+40+6d6 for 4 attacks that comes out to 8d8+160+24d6 for an average damage of 280 and that's going to be EVERY round.

Your Barbarian's damage depends on full attacks and 3 AoO per round. Do you know how often that actually happens? Very rarely, if ever. I have a friend who plays a Ranger Archer in PFS. She's 9th level so that means 24 pre made scenarios assuming no modules. In those 24 scenarios she has NEVER been hit by an attack. No monsters have ever targeted her. She's an archer she stands in the back and makes full attacks every round. When I play with her I usually use my Invulnerable Rager Barbarian. She out DPR's me by MILES because she can full attack every round, where I rarely get to. She actually doesn't use all of her attacks sometimes so other people can join the fight. I can't imagine the damage she'd do if used touch attacks and got to add her DEX to damage.

That's where all your formulas are wrong you can't factor in how many more times a gunslinger will full attack more than a melee fighter, and it's A LOT. Consider this: How many threads start with "The Barbarian is ruining my game" and compare that to the Gunslinger threads.

At this point I realize we're never going to agree. I've played with gunslingers and know the damage they do, and how broken they are. I played through Kingmaker...

you cant reload with a tail, most problems of teh gunslinger come from poor knowledge of the basic mechanics of the gunslinger


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Jodokai wrote:
Undone wrote:
Ok so a few things

I'm not the only one being being difficult.

As far as me being "flatly wrong", take it up with Hero Labs. That's what it came out to when I inputted your data. I'll post the Stat block if you'd like to see it.

If you look at my gunslinger I did it in 5 minutes and took some things no one would really take. If I really wanted to prove my point I could have used a tiefling with a tail and double barrel pistols, which removes the need for weapon cords. I mean take out Reckless Aim and add cluster shots get the rest of your magic items a +6 belt of DEX, a couple of Ioun Stones and you can double barrel attack every attack. That makes the damage 2d8+40+6d6 for 4 attacks that comes out to 8d8+160+24d6 for an average damage of 280 and that's going to be EVERY round.

Your Barbarian's damage depends on full attacks and 3 AoO per round. Do you know how often that actually happens? Very rarely, if ever. I have a friend who plays a Ranger Archer in PFS. She's 9th level so that means 24 pre made scenarios assuming no modules. In those 24 scenarios she has NEVER been hit by an attack. No monsters have ever targeted her. She's an archer she stands in the back and makes full attacks every round. When I play with her I usually use my Invulnerable Rager Barbarian. She out DPR's me by MILES because she can full attack every round, where I rarely get to. She actually doesn't use all of her attacks sometimes so other people can join the fight. I can't imagine the damage she'd do if used touch attacks and got to add her DEX to damage.

That's where all your formulas are wrong you can't factor in how many more times a gunslinger will full attack more than a melee fighter, and it's A LOT. Consider this: How many threads start with "The Barbarian is ruining my game" and compare that to the Gunslinger threads.

At this point I realize we're never going to agree. I've played with gunslingers and know the damage they do, and how broken they are. I played through Kingmaker...

It has been my experience that when one person says X is broken and someone else has no problem with it the main difference is table playstyle.

PFS also does allow GM's too much room for strategy.

I have seen smite evil/paladins(particularly archerdins), full casters, summoners, and so on get complaints as if they were the worst things ever, and Paizo never should have made them. Others have no problems with them, even when optimized, even without using house rules to hold them back. "Broken" is subjective 99% of time.

Kingmaker is a terrible example to use since many hexes have only one combat per hex if you play directly by the book.


ElementalXX wrote:
you cant reload with a tail, most problems of teh gunslinger come from poor knowledge of the basic mechanics of the gunslinger

This is true but not the only issue.

None of what said barb does is questionable. The barbarian is just always functional while the gunslinger is more limited and can't do anything about the fickle winds spell.


ElementalXX wrote:
you cant reload with a tail, most problems of teh gunslinger come from poor knowledge of the basic mechanics of the gunslinger

No but you can switch hands as a free action. The poor knowledge of basic mechanics isn't mine.


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wraithstrike wrote:
Kingmaker is a terrible example to use since many hexes have only one combat per hex if you play directly by the book.

What does that have to do with a gunslinger? That should have made my Kensai Magus seem even more powerful. Not only that, but the Gunslinger should be at another disadvantage because Kingmaker has a lot of wide open areas, more chances to get out of the first range increment so many people say is an actual limitation.

Undone,
Why are my GM's poor for not going after the back line, but yours are brilliant for letting the bad guys fall for the come and get me trick every time? You'd think the bad guys would figure it out after the first couple of times, but you get 3 a round? And remember I'm playing PFS, so my GM's come from all over the world, how many different GM's do you play with? I ask because I bet I have a greater cross section of GM's than you, making my experiences more like what would actually occur.

You keep bringing up 1 spell show me a single published enemy with that exact spell, and I'll start to see your point. How about a first level spell that can completely stop your barbarian: Create Pit. What about a 1 silver piece item forcing your barbarian to one attack per round: Caltrops.


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Quote:

Undone,

Why are my GM's poor for not going after the back line, but yours are brilliant for letting the bad guys fall for the come and get me trick every time? You'd think the bad guys would figure it out after the first couple of times, but you get 3 a round? And remember I'm playing PFS, so my GM's come from all over the world, how many different GM's do you play with? I ask because I bet I have a greater cross section of GM's than you, making my experiences more like what would actually occur.

Because my back line is permanently flying, mind blanked, and invisible at level 12 often with lead lined clothing to prevent detective spells. You're back line is on the ground, visible, and have little to no defensive abilities. I play with just under a dozen GM's (About 10 regularly) and about 8 of them challenge the back line regularly after tier 1-2 (Which challenges exactly no one). Risen from the sands is a good example of this. Basically around here most GM's actively seek out more difficult adventures to run.

Quote:


You keep bringing up 1 spell show me a single published enemy with that exact spell, and I'll start to see your point. How about a first level spell that can completely stop your barbarian: Create Pit. What about a 1 silver piece item forcing your barbarian to one attack per round: Caltrops.

1) Create pit has a saving throw, can be flown over, and can be jumped.

2) Fickle winds has no saving throw, no defeat condition, and has no skill to bypass.
3) See 1 for caltrops.

Lastly if you're only using published adventures anything that requires an actual response other than "Beat it to death with base stats" generally is equally problematic. Dominate Person, command undead, and animate dead all destroy the game on a fundamental level. I dare you to try playing APs with a necromancer who animates/commands undead while he gains ever growing armies. Such is the limits of adventure paths and PFS. In any home game the evil wizard can scry on the episode of the week and see that a gunslinger is destroying one side and hand out scrolls.


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Jodokai wrote:
wraithstrike wrote:
Kingmaker is a terrible example to use since many hexes have only one combat per hex if you play directly by the book.

What does that have to do with a gunslinger? That should have made my Kensai Magus seem even more powerful. Not only that, but the Gunslinger should be at another disadvantage because Kingmaker has a lot of wide open areas, more chances to get out of the first range increment so many people say is an actual limitation.

Undone,
Why are my GM's poor for not going after the back line, but yours are brilliant for letting the bad guys fall for the come and get me trick every time? You'd think the bad guys would figure it out after the first couple of times, but you get 3 a round? And remember I'm playing PFS, so my GM's come from all over the world, how many different GM's do you play with? I ask because I bet I have a greater cross section of GM's than you, making my experiences more like what would actually occur.

You keep bringing up 1 spell show me a single published enemy with that exact spell, and I'll start to see your point. How about a first level spell that can completely stop your barbarian: Create Pit. What about a 1 silver piece item forcing your barbarian to one attack per round: Caltrops.

Kingmaker also has a good number of enemies(animals) such as tigers that do not have a counter to ranged attacks.

Basically Kingmaker is an easy AP. You might get bad luck and roll up some trolls on the random encounter chart at level 1, but for the most part I don't think what gunslingers do in Kingmaker is going to do much to prove how powerful gunslingers are.

Once again you bring PFS GM's in to this when they are pretty much playing with their hands tied so their tactics won't be that different, or they should not be according to what I see in the PFS section.

I am not saying the gunslinger is weak. I am sure they do good damage since I had one in a game, but I have never seen a build that is broken.

I think the problem is GM's not willing to adjust tactics for new classes, or a class not meshing with their playstyle, much like the witch giving some GM's a hard time.


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Undone wrote:
Because my back line is permanently flying, mind blanked, and invisible at level 12 often with lead lined clothing to prevent detective spells. You're back line is on the ground, visible, and have little to no defensive abilities. I play with just under a dozen GM's (About 10 regularly) and about 8 of them challenge the back line regularly after tier 1-2 (Which challenges exactly no one). Risen from the sands is a good example of this. Basically around here most GM's actively seek out more difficult adventures to run.

Yeah you didn't really answer my question. What you're telling me is that all 10 of your GM's allow their bad guys to fall for "Come and Get Me" every round so that your Barbarian gets 3 AoO a round?


ElementalXX wrote:
you cant reload with a tail, most problems of teh gunslinger come from poor knowledge of the basic mechanics of the gunslinger
You don't reload with the tail, the tail holds one of your pistols so that you have two hands free to reload with. The details depend on the specifics of your tail: example, a tiefling with prehensile tail, quick draw and grasping tail has a routine like this:
  • start with main-hand pistol in hand and off-hand empty
  • fire main-hand pistol, free action reloading with off-hand which is empty
  • free action drop main-hand pistol on the ground
  • free action draw off-hand pistol
  • attack with off-hand pistol, reloading with main-hand which is empty
  • swift action recover pistol from ground with tail, holding it in tail
  • ROUND 2
  • change handedness, so that the hand currently holding a pistol is your main-hand
  • make main-hand attacks, reloading with off-hand which is empty
  • free action drop main-hand pistol on the ground
  • free action switch grip on off-hand pistol so that it is no longer held in your tail but is in fact in your off-hand
  • make off-hand attacks, reloading with your main-hand which is empty
  • swift action recover pistol from ground with tail, holding it in tail
  • ROUND 3+
  • repeat round 2 sequence until combat is over


Jodokai wrote:
Undone wrote:
Because my back line is permanently flying, mind blanked, and invisible at level 12 often with lead lined clothing to prevent detective spells. You're back line is on the ground, visible, and have little to no defensive abilities. I play with just under a dozen GM's (About 10 regularly) and about 8 of them challenge the back line regularly after tier 1-2 (Which challenges exactly no one). Risen from the sands is a good example of this. Basically around here most GM's actively seek out more difficult adventures to run.
Yeah you didn't really answer my question. What you're telling me is that all 10 of your GM's allow their bad guys to fall for "Come and Get Me" every round so that your Barbarian gets 3 AoO a round?

We don't have 10 high level games, we have 2. The two GM's don't really have much in terms of options because everyone is as I said capable of incredible retaliatory actions (Snake fang, come and get me) defended to the point of being unable to be targeted (Earth elemental earth gliding, invisible/mindblank/flying).

When everyone has "It's a bad idea to attack me or you can't" you have to pick one bad thing where as attacking a gunslinger is more or less always a viable option.

Quote:
swift action recover pistol from ground with tail, holding it in tail

Just as a note the tiefling tail does not allow holding anything it can only retrieve items not hold them. It's right there in the ability. It can only do exactly what it says.

It also cannot retrieve an item from the ground based on RAW.

Spoiler:
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Shadow Lodge

Jodokai wrote:
ElementalXX wrote:
you cant reload with a tail, most problems of teh gunslinger come from poor knowledge of the basic mechanics of the gunslinger
No but you can switch hands as a free action. The poor knowledge of basic mechanics isn't mine.

Last time I checked a tail is not a hand, i may be wrong tought.

_________________________________________________________________

Cnetarian thats a fine trick indeed however it does require a generous interpretation on the dms part.

cnetarian wrote:


swift action recover pistol from ground with tail, holding it in tail
Grasping Tail wrote:
Benefit: You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person as a swift action.

As such i guess is possible if your dm is ok with that if he considers a firearm "a small object", in which case if the whole world explodes because of the gunslinger i dont think it would be the players fault.

Funnily trought said interpretation you could theretically hold a gargantuan greatsword with your tail.


It doesn't matter because no part of that statement is accurate.

You can't by RAW retrieve anything from the ground with a tiefling tail.
Small objects is not really a one handed weapon but you might get by with it.
You can't by raw hold anything with your tail.


@cnetarian's drop pistol idea
Not bad for only two free actions. That is a tactic that is not hard to stop, BUT as a GM we don't want to impede on a player's fun too much.

This however is a problem a GM faces, and why some call certain things broken. They don't want to say "don't do that", but at the same time if the ____ is allowed it messes up their table.

When that pistol is on the ground it is an unattended object. AoE's by the rule damage anything in the area. Most GM's just don't track every little thing because it is not normally worth the trouble. Rather than say ____ is broken because you(general statement) don't want to put in extra work to deal with it, just don't allow it or admit it is not good for your group. I am sure there are other ways to deal with this. No, I am not advocating shutting down a character every time he is in combat just because you find a weakness, but for boss type fights, making him struggle is not a bad idea IMO.

Speaking for myself: As a rule of thumb I don't allow anything that I would feel bad seeing done to a player's character.

Disclaimer: I am not saying cnetarian's idea is broken or that the gunslinger is. I am only stating it shows proof of playstyle issues more than the gunslinger being broken.

Also many "broken" things that can be handled even if it makes our(GM's) jobs more difficult. Of course it does not help that everyone's idea of broken is not the same and how we view the game is based anecdotal evidence.
Broken to me is examples:
*will be a problem at a majority of tables<---across the board broken such as Pun-Pun(well not this bad, but you get the point)

*can't challenge this character without being so difficult as to kill the rest of the party. <---This is broken by playstyle/table. If at another table this character may fit in.

So instead of just saying "OMG it's too much", you(general statement) should probably just say, this is no good for my table. If you think it is too good for almost anyone then say why.


I did not see the post saying you can't pick things up off the ground with your tail. :)


wraithstrike wrote:
I did not see the post saying you can't pick things up off the ground with your tail. :)

The vast majority of gunslinger issues (AFTER THE ERRATA!) are from ignoring/misreading rules.

The listed gunslinger build is dwarfed by what I posted as a barbarian.

The gunslinger is, much like the magus, very good when it's working but it's still not top in potential output or even practical output.


flexible tails that can be used to carry items.


Undone wrote:


12 + 13 + 4 + 4 + 1 + 1 + 1 + 1 = 37 - 5 is 32. Basic math. Hero labs is not known for it's accuracy and should never be used. I always hate when a player tells me they made their guy in hero labs because there are so many problems with it.

Actually the opposite is true. Humans are way more fallible than Hero Labs is.

Grand Lodge

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Advanced Race Guide wrote:

Grasping Tail (Tiefling)

Your tail becomes more useful.

Prerequisites: Tiefling.

Benefit: You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person as a swift action.

Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate them with your tail (other than to put them in your hand).

Shadow Lodge

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At this point is pretty clear the gunslinger CAN be broken, by using very specific options, not reading the rules or not enforcing the rules such as misfires. Implying a class is broken because of the existance of very specfic combinations is taking it to the extreme.

It would be like saying "All wizards are broken" because sacred geomtry exists.


There are several archetypes which can completely avoid misfires at higher levels. I guess when I saw a Pistolero cut loose with 14 attacks in a single round for over 500 damage maybe it just gave me a bad impression of the class.

Either way I feel like touch attacks in general are a troublesome aspect of the game. I don't think that making it a little tougher to hit high AC monsters with them would really disenfranchise casters since they have a lot of other powerful options anyhow. Presumably the high BAB Gunslinger would still be able to score hits pretty easily unless you were taking a lot of attack penalties to overload your damage output.


Oh man, I do something totally wrong. I have a DPR of only 50 vs. AC 20 and 70 vs. AC 15. With a Rifle (advanced Firearm) and Deadly Aim/Rapid Shot and Weapon Focus and a Dex of 22. At Level 11. I'm such a bad gunslinger... *sadface*


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So was looking over the thread for the new Ranged book that just came out, check out the new weapon property in that book:
Cyclonic - Shields ranged ammo from wind effects.

There goes 3/4 of your argument right there.

As far as your barbarian, did you notice that the Cloud Giants had 15' reach? So all it would take is two of them to kill your barbarian. You charge the first one (we'll assume you have the charge lane and Beast Totems) and let's say you kill him. The second one pummels you from 15' away with his two normal attacks, and then when you go after him, he hits you with an AoO and you're dead. Meanwhile the gunslinger has unloaded 280 points of damage per round for a total of 560 points. So you see you're Barbarian just got owned, and it's not like I set up some unusual situation that could never happen. 2 monsters with reach is all it took. Your barbarian got 1 single full round action before he DIED. I didn't use some crazy tactics and even assumed the giants third iterative attack would miss, which it probably wouldn't given the barbarian's AC with come and get me. You complain about a wind spell negating a gunslinger (and even that's gone now), reach KILLED the barbarian.

I'm pretty much done here, you guys don't want to see it cool. It works in your games, great, but you're the minority. Look around at all the threads complaining about Archers. Gunslingers do everything archers can but use touch AC's, so they never miss, and do DEX to damage.


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Jodokai wrote:
I'm pretty much done here, you guys don't want to see it cool. It works in your games, great, but you're the minority. Look around at all the threads complaining about Archers. Gunslingers do everything archers can but use touch AC's, so they never miss, and do DEX to damage.

Lets be honest: I call BS. I play a frigging gunslinger and I cannot outdamage the barbarian. As said two posts earlier: I get to only 70 DPR, even against an AC of 15! And I do not pull my punches there...

Against AC 10, assuming RS and DA:

Attack: +14/+14/+9/+4 (BAB +11, Dex +6, Rifle +1, Weapon Focus +1, Rapid Shot -2, Deadly Aim -3)
Damage: 1D10 + 14 (6 from DA, 6 from Dex, 1 from Rifle +1, 1 from Weapon Training)

So, average damage on every hit ist 19.5. Against a AC of 10 (highly unlikely) I hit every shot but the last with a 95% success rate and this one with a 75% success rate. The DPR formula puts me at 21 pts per damage for the first three attacks (because of the high crit modifier) and 17 pts for the third attack.
Added, this is around 80 damage.

At Level 10, our barbarian did something like 2D6 + 22, average is 29 pts of damage. With an attack bonus of +20. And with pounce, he often has a full attack. If he is not put down by a crit, he does around 60-70 damage per round. With two attacks.

So, from my game experience: The theoretical damage of my level 11 gunslinger is lower than the actual damage of a level 10 barbarian, even considering a very low touch AC.

And add to that the high probability of getting shafted with a Save or Suck. The lowest save of my barbaric friend is higher than my highest save (Ref 17 vs Ref 16).

But hey. Gunslingers are so OP. I'm sure that I am just a bad player with no amount of system mastery. Sure.


Jeremias wrote:

Lets be honest: I call BS. I play a frigging gunslinger and I cannot outdamage the barbarian. As said two posts earlier: I get to only 70 DPR, even against an AC of 15! And I do not pull my punches there...

Against AC 10, assuming RS and DA:

Attack: +14/+14/+9/+4 (BAB +11, Dex +6, Rifle +1, Weapon Focus +1, Rapid Shot -2, Deadly Aim -3)
Damage: 1D10 + 14 (6 from DA, 6 from Dex, 1 from Rifle +1, 1 from Weapon Training)

You're probably getting point blank in there too for +1 to hit and damage.

Jeremias wrote:
So, average damage on every hit ist 19.5. Against a AC of 10 (highly unlikely)

The bolded part you stopped being honest. Look the the CR 11 monsters. The vast majority of monsters have a touch AC of 9 or less, but okay, I'll give you a 10

Jeremias wrote:

I hit every shot but the last with a 95% success rate and this one with a 75% success rate. The DPR formula puts me at 21 pts per damage for the first three attacks (because of the high crit modifier) and 17 pts for the third attack.

Added, this is around 80 damage.

With point blank it's an 80% and 1d10+15 You're going to hit with 4 shots 80% of the time and that will average 82 points of damage.

Jeremias wrote:
At Level 10, our barbarian did something like 2D6 + 22, average is 29 pts of damage. With an attack bonus of +20. And with pounce, he often has a full attack. If he is not put down by a crit, he does around 60-70 damage per round. With two attacks.

Why is his to hit 6 points higher than yours? The only difference should be your Rapid Shot gives you an extra -2 so, assuming same building style he'd only be +2 compared to you. Power Attack is -3 so that equals deadly aim, where are the bonuses he's getting you're not? And if you look, your average damage is 82, his is 60-70 and that's IF he gets a full attack.

Jeremias wrote:
So, from my game experience: The theoretical damage of my level 11 gunslinger is lower than the actual damage of a level 10 barbarian, even considering a very low touch AC.

First, I've already proven that isn't true 82 vs. 70. Even that 20% of the time you miss on your last shot, you're still getting an average of 65.5 damage.

Second, what happens when the baddie is in water? What about rough terrain in front of the baddie? What if the baddie has reach? All of these screw the barbarian, but have absolutely no effect on you.

Jeremias wrote:
And add to that the high probability of getting shafted with a Save or Suck. The lowest save of my barbaric friend is higher than my highest save (Ref 17 vs Ref 16).

Again why are his saves better? A gunslinger gets high Fort AND high Ref, a Barbarian only gets high Fort.

Jeremias wrote:
But hey. Gunslingers are so OP. I'm sure that I am just a bad player with no amount of system mastery. Sure.

It's kinda what it's sounding like.

Shadow Lodge

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Jodokai wrote:

So was looking over the thread for the new Ranged book that just came out, check out the new weapon property in that book:

Cyclonic - Shields ranged ammo from wind effects.

There goes 3/4 of your argument right there.

As far as your barbarian, did you notice that the Cloud Giants had 15' reach? So all it would take is two of them to kill your barbarian. You charge the first one (we'll assume you have the charge lane and Beast Totems) and let's say you kill him. The second one pummels you from 15' away with his two normal attacks, and then when you go after him, he hits you with an AoO and you're dead. Meanwhile the gunslinger has unloaded 280 points of damage per round for a total of 560 points. So you see you're Barbarian just got owned, and it's not like I set up some unusual situation that could never happen. 2 monsters with reach is all it took. Your barbarian got 1 single full round action before he DIED. I didn't use some crazy tactics and even assumed the giants third iterative attack would miss, which it probably wouldn't given the barbarian's AC with come and get me. You complain about a wind spell negating a gunslinger (and even that's gone now), reach KILLED the barbarian.

I'm pretty much done here, you guys don't want to see it cool. It works in your games, great, but you're the minority. Look around at all the threads complaining about Archers. Gunslingers do everything archers can but use touch AC's, so they never miss, and do DEX to damage.

Did you notice all Ghost monsters touch AC is higher than its flatfooted AC? So all it would take is one of them to kill a gunslinger.You attack him and he s#%%s on you. The second one attacks from 20' away with his two normal attacks, and then when you go after him, he charges you and you're dead. Meanwhile the Barbarian can have up to 24/- dr s#%*ting on the ghost wimpy atttacks. So you see your Gunslinger just got owned, and it's not like I set up some unusual situation that could never happen. One ghost is all it took. Your Gunslinger got 1 single full round action before he DIED. I didn't use some crazy tactics and even assumed some undead have death attacks or magical abiltities. Your complain about the gunslinger being too powerful, a GHOST KILLED the gunslinger.


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ElementalXX wrote:
Did you notice all Ghost monsters touch AC is higher than its flatfooted AC? So all it would take is one of them to kill a gunslinger.You attack him and he s+$+s on you. The second one attacks from 20' away with his two normal attacks, and then when you go after him, he charges you and you're dead. Meanwhile the Barbarian can have up to 24/- dr s%$$ting on the ghost wimpy atttacks. So you see your Gunslinger just got owned, and it's not like I set up some unusual situation that could never happen. One ghost is all it...

Okay I accept your challenge, you go through and count all the monsters that are incorporeal, and I'll count all the ones who have reach, then we can determine which is more common.


Jodokai wrote:


Okay I accept your challenge, you go through and count all the monsters that are incorporeal, and I'll count all the ones who have reach, then we can determine which is more common.

I assume you mean reach and combat reflexes since reach means diddly jack.

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You're probably getting point blank in there too for +1 to hit and damage.

Or the monster could be 50 feet away at the start of the turn. Where's your damage now?

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The bolded part you stopped being honest. Look the the CR 11 monsters. The vast majority of monsters have a touch AC of 9 or less, but okay, I'll give you a 10

Sorry the forewarned wizard has shield, haste, a dex of 20 with a belt for init, his init score is a bajillion higher than yours and goes first. His touch AC is likely in the 20s.

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With point blank it's an 80% and 1d10+15 You're going to hit with 4 shots 80% of the time and that will average 82 points of damage.

.8 * 82 = 65.6

The barbarians average 70 is higher.

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Second, what happens when the baddie is in water? What about rough terrain in front of the baddie? What if the baddie has reach? All of these screw the barbarian, but have absolutely no effect on you.

What if every barbarian/chargepouncesmash character that's ever in my party get's air walk?

You keep asking what if it has reach for the barbarian when if it has reach for the barbarian it has reach against you. What do YOU do when it sunders YOUR gun? "IT NEVER HAPPENS" Then it might be a GM issue because ignoring options to exploit the weaknesses of a class tend to make the class OP. News flash if it's flatfoot REACH DOES NOTHING. If the barbarian is wielding the dwarven dorn and/or permanently enlarged REACH DOES NOTHING.

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Again why are his saves better? A gunslinger gets high Fort AND high Ref, a Barbarian only gets high Fort.

Superstitious is equal to good save progression on it's own.

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But hey. Gunslingers are so OP. I'm sure that I am just a bad player with no amount of system mastery. Sure.
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It's kinda what it's sounding like.

Don't feel bad man gunslingers aren't op there's only a small set of low system mastery GM's/players who think they are. A gunslinger without an animal/undead/pet/exct cannot compete for number 1. A barbarian can with rage lance pounce come and get me but still doesn't take the #1 slot so I wouldn't be worried about either class.

Shadow Lodge

Jodokai wrote:
ElementalXX wrote:
Did you notice all Ghost monsters touch AC is higher than its flatfooted AC? So all it would take is one of them to kill a gunslinger.You attack him and he s+$+s on you. The second one attacks from 20' away with his two normal attacks, and then when you go after him, he charges you and you're dead. Meanwhile the Barbarian can have up to 24/- dr s%$$ting on the ghost wimpy atttacks. So you see your Gunslinger just got owned, and it's not like I set up some unusual situation that could never happen. One ghost is all it...
Okay I accept your challenge, you go through and count all the monsters that are incorporeal, and I'll count all the ones who have reach, then we can determine which is more common.

You know "ghost" is a templte right? And so is "Giant", the comparison would have no point


Jodokai wrote:


You're probably getting point blank in there too for +1 to hit and damage.

Nope. I stay out of 30 foot range. In the last fight we had, I had for one full round (out of 8-10) PBS.

Jodokai wrote:


Jeremias wrote:
So, average damage on every hit ist 19.5. Against a AC of 10 (highly unlikely)

The bolded part you stopped being honest. Look the the CR 11 monsters. The vast majority of monsters have a touch AC of 9 or less, but okay, I'll give you a 10

I don't really have time to look up lists. From my experience with Touch AC I considered it to be higher, but OK. Maybe I was wrong. Still it's really not unreasonable to suspect my enemies to be wary and use some kind of spell. In the last fight, three of five enemies had the opportunity to use spells... (The Lamia from Book 3 of RotRl and a few cronies)

Jodokai wrote:


Jeremias wrote:

I hit every shot but the last with a 95% success rate and this one with a 75% success rate. The DPR formula puts me at 21 pts per damage for the first three attacks (because of the high crit modifier) and 17 pts for the third attack.

Added, this is around 80 damage.

With point blank it's an 80% and 1d10+15 You're going to hit with 4 shots 80% of the time and that will average 82 points of damage.

Still no PBS. And are you really debating about two points?!

Jodokai wrote:


Jeremias wrote:
At Level 10, our barbarian did something like 2D6 + 22, average is 29 pts of damage. With an attack bonus of +20. And with pounce, he often has a full attack. If he is not put down by a crit, he does around 60-70 damage per round. With two attacks.

Why is his to hit 6 points higher than yours? The only difference should be your Rapid Shot gives you an extra -2 so, assuming same building style he'd only be +2 compared to you. Power Attack is -3 so that equals deadly aim, where are the bonuses he's getting you're not? And if you look, your average damage is 82, his is 60-70 and that's IF he gets a full attack.

As said, he pounces often. For his attack roll, I would say it is a combination of this three things:

Rage Strength (+2)
Better Weapon (no need for a "reliable" enchantment) (+1)
No Rapid Shot (+2)
And probably something else. I only now that he added 20 on his die roll. And with this player, it is to 99.9% legit.
And you didn't read the part about him being level 10. I compared a level 11 martial to a level 10. He will get greater rage, a third iterative, etc. He will get a lot stronger when he has leveled up.
Jodokai wrote:


Again why are his saves better? A gunslinger gets high Fort AND high Ref, a Barbarian only gets high Fort.

He is superstitious. Like I said. Great Saves. And don't forget, he has 150% of my hitpoints...

Jodokai wrote:


Jeremias wrote:
But hey. Gunslingers are so OP. I'm sure that I am just a bad player with no amount of system mastery. Sure.
It's kinda what it's sounding like.

Nope. I have a very high system mastery. I was being ironic. I play PF since 2009 (as GM and player) in a weekly game.

I have a low tolerance for people who try to tell me how OP some martial is when I have seen firsthand what the spellcasters can do. Or when I see how easily the barbarian would crush me. Or, or, or.


Undone wrote:

....8 * 82 = 65.6

The barbarians average 70 is higher.

By 4.4 points. Now factor in the number, very HIGH number of times the barbarian can't full attack, versus the number of times, very FEW number of times a gunslinger can't full attack. You can't really factor that can ya? That's what I'm talking about.

You're not reading: Yes your barbarian kills one. Great you got one, yay you. However the other giant with reach, kills you before you make a single attack against him. Your come and get me doesn't do squat against someone you can't hit. In the first round, when it's the giants turn to go, you're most likely dead. IF you want to assume a +12 iterative can't hit your crap come and get me AC, then it will take until round 2 when your barbarian tries to attack the second monster and gets hit with an AoO. You're raging killing DPS'ing barbarian got 1 full attack in an encounter with 2 CR 11 monsters before he DIED. I can totally see how powerful that build is o_O

And again, you can all blame it on poor gm'ing, but I can use the exact same argument. If your GM's can't stop a charge, they're poor.

ElementXX,
Okay to be fair we'll leave templates out. You count all the monsters that are incorporeal, and I'll count all the ones with reach, as written in the bestiary... If it isn't starting to dawn on you how ridiculous that argument is you're not trying.

Jeez fellas, I'm the only one arguing but I'm not making this crap up. LOOK AT THE FORUMS. People are ALWAYS complaining about how powerful archers are. It's one of the most powerful builds in the game because you can always full attack. If you are actually playing the game like you say you are, and you haven't noticed this, you're not really playing the game.


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By 4.4 points. Now factor in the number, very HIGH number of times the barbarian can't full attack, versus the number of times, very FEW number of times a gunslinger can't full attack. You can't really factor that can ya? That's what I'm talking about.

I've not brought this up but it comes up a lot. The gunslinger vs regular ac is a joke. It never hits on a 2 at that point your DPR is extremely low.

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You're not reading: Yes your barbarian kills one. Great you got one, yay you. However the other giant with reach, kills you before you make a single attack against him.

And how in the infernal hells does the gunslinger not die or get his gun broken? Besides at 200-300 HP with DR 7+ a giant shouldn't be able to 1 round the barbarian.

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IF you want to assume a +12 iterative can't hit your crap come and get me AC, then it will take until round 2 when your barbarian tries to attack the second monster and gets hit with an AoO. You're raging killing DPS'ing barbarian got 1 full attack in an encounter with 2 CR 11 monsters before he DIED. I can totally see how powerful that build is o_O

We'll assume 2 fire giants vs a CaGM barb which is a CR 12.

One dies from a charge. The other attacks you (We'll assume you're not permanently enlarged even though you likely would be.) The other does (we'll assume everything hits automatically) 9d6 (31.5) plus 72 for 103.5 average damage. -6 overall after factoring in DR and CaGM means 97.5 damage. Your HP assuming rage and half+1 HP pool is 161 meaning you survive round 1 and kill him round 2. IF knowing he has reach you decide not to CaGM you instead take 85.5 and may have AC at ~20 for the iterative hits.

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And again, you can all blame it on poor gm'ing, but I can use the exact same argument. If your GM's can't stop a charge, they're poor.

Not really no.

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Jeez fellas, I'm the only one arguing but I'm not making this crap up. LOOK AT THE FORUMS. People are ALWAYS complaining about how powerful archers are. It's one of the most powerful builds in the game because you can always full attack. If you are actually playing the game like you say you are, and you haven't noticed this, you're not really playing the game.

Confirmation bias. People think the gunslinger is op and post gunslinger is op but the barb doing his job is never considered op because people expect the barb to hit like a truck. Heck I've seen rogue and fighter are OP threads. The actual op classes are basically the summoner and full casters. Everything else tends to be reasonable.


Undone wrote:
Not really no

Great argument. Ironclad, if completely wrong.

Let your barbarian be Enlarged, that gives him a 10' reach, and still not enough to keep from getting pummeled without being able to do a darn thing about it.

The Gunslinger isn't dead because he's got distance, the giants are too busy killing the barbarian, and when they're done with the barbarian he'll just use his no save automatically works confusion spell, or his no save, no CMD, automatically works trip attack.

Assuming he doesn't have any extra items he'll easily have a 20 WIS by this level (14 to start +6 headband) gives him 5 Grit. 4d8+80+12d6 per giant outta kill them both in 2 rounds. That's a single double barrel pistol: 1d8+20+3d6 per shot, they each get 4 of those from two attacks, spends a grit point on each. He'll use 4 grit in two rounds, still have one, kill them both, get two back and only be down 1 until he destroys the next thing the party comes across.

Now before anyone gets confused, I'm not talking about the gunslinger called shot trip, I'm talking about the Pistolero Twin Shot Knockdown deed.

Yeah people forget about that a lot. They do so much damage they don't need it very often, but gunslingers are also the best trip and disarm artists in the game too.


A lot of GMs forget the effects of cover. +4 AC for having someone or something even slightly in the way means you are now looking at an AC of 13. If it's not within your first range increment (and burning grit like crazy on Deadeye), you are looking at more range penalties.

Speaking of Deadeye. You burn 1 grit per range increment you want your touch AC attack to go over... per attack.
Signature Deed would allow doubling your Touch AC range as long as you have 1 grit, but even then it's still only 40' max with one-handed weapon.
Grit is not a huge resource to burn.


Kaisoku wrote:

A lot of GMs forget the effects of cover. +4 AC for having someone or something even slightly in the way means you are now looking at an AC of 13. If it's not within your first range increment (and burning grit like crazy on Deadeye), you are looking at more range penalties.

Speaking of Deadeye. You burn 1 grit per range increment you want your touch AC attack to go over... per attack.
Signature Deed would allow doubling your Touch AC range as long as you have 1 grit, but even then it's still only 40' max with one-handed weapon.
Grit is not a huge resource to burn.

Seeking, Improved Precise Shot, both take care of cover. Not that it really matters, compare a 25 Regular AC to a 9 touch AC. You could have 4 of your party members all blocking your shot and you'd only be down to the same hit chance as them. Being SAD and full BAB, you'll probably still hit more often... and of course that's worst case scenario.

In my experience fights are rarely over 30' let alone 40'. With party members blocking charge lines, and having automatically working trips, there's really no danger. Not to mention when you can pump out 280* points of damage per round every round, you'll get most of the kill shots and make your grit up in no time.

*So you know I'm not exaggerating: 1d8+20+3d6 per shot = 35 damage per shot. 4 shots with rapid = 140. + 4 shots with the double barrel = 280


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The Gunslinger isn't dead because he's got distance,

If he's got distance he's hitting real AC. Not the touch ac you worship.

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Let your barbarian be Enlarged, that gives him a 10' reach, and still not enough to keep from getting pummeled without being able to do a darn thing about it.

Suddenly the poor fire giant ends up dead prior to its last iterative because it's HP is too low to survive 60x3. It also has only a 45% chance to make the dazing assault save. Meaning it should never get a full attack based on math.

So 20 wis is the minimum to equal superstitious at 12 unless you're human and FCB Then you're just out of luck because your wis will not be high enough. The gunslinger has inferior saves.

Quote:
*So you know I'm not exaggerating: 1d8+20+3d6 per shot = 35 damage per shot. 4 shots with rapid = 140. + 4 shots with the double barrel = 280

It's funny because this is still significantly below my posted DPR.


Undone wrote:
If he's got distance he's hitting real AC. Not the touch ac you worship.

Not at 30' it's not. You see 30' is greater than the giants 15' of reach.

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Suddenly the poor fire giant ends up dead prior to its last iterative because it's HP is too low to survive 60x3. It also has only a 45% chance to make the dazing assault save. Meaning it should never get a full attack based on math.

Except not, because the reach is 15', I was using a cloud giant.

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So 20 wis is the minimum to equal superstitious at 12 unless you're human and FCB Then you're just out of luck because your wis will not be high enough. The gunslinger has inferior saves.

Great, so we'll drop STR to 9, CON to 12, and make his WIS 16, now he has a 22... and oh yeah, he's only spent 33k on a gun and 36k on a belt, that gives him plenty for a cloak of resistance, and you've noticed I'm not using Haste at all right?

After the 3rd round when you're dead it is MUCH higher.


Jodokai wrote:
Undone wrote:
If he's got distance he's hitting real AC. Not the touch ac you worship.
Not at 30' it's not. You see 30' is greater than the giants 15' of reach.

And it's base movement speed is not 15. so it can be adjacent to you if you can touch AC shoot it.

Jodokai wrote:
Quote:
Suddenly the poor fire giant ends up dead prior to its last iterative because it's HP is too low to survive 60x3. It also has only a 45% chance to make the dazing assault save. Meaning it should never get a full attack based on math.
Except not, because the reach is 15', I was using a cloud giant.

Or the barbarian can just use a reach weapon and it still works. Again based on math it loses to the barb.

Jodokai wrote:
Quote:
So 20 wis is the minimum to equal superstitious at 12 unless you're human and FCB Then you're just out of luck because your wis will not be high enough. The gunslinger has inferior saves.
Great, so we'll drop STR to 9, CON to 12, and make his WIS 16, now he has a 22... and oh yeah, he's only spent 33k on a gun and 36k on a belt, that gives him plenty for a cloak of resistance, and you've noticed I'm not using Haste at all right?

Because you haven't bought a haste item and still die to the full attack from said giant.

Jodokai wrote:
After the 3rd round when you're dead it is MUCH higher.

Fortunately there is no second round and you never made it to the second if the giants get within 20 feet of you which they will, often.

On another note how are giants difficult? Want a real target? An ice devil is closer to actually tough. It's first round vs the gunslinger is teleport directly above it (Or charge to the square above it). It's init is pretty good so against the gunslinger it's 50/50 or 60/40 for the gunslinger. If the ice devil goes first it readies teleport from 200 feet away. It can ice wall the gunslinger layering it so he has to burn a ton of attacks trying to get around it to find the permanent image excet. All the while the gunslinger is one round from being killed. The barbarian however if ambushed by such a creature will likely kill trivially as he's not made of glass.


I used giant because it was a typical monster found at CR 11. I will say again, the Giant doesn't get close because he's prone. Remember automatically succeeding trip attacks Pistoleros get? 20' away, out of reach of the 15' reach, puts both giants on their butts and takes half their hit points away, second round does the same thing... except he doesn't need to put them on their butts because their dead. Gunslinger didn't take a point of damage.

What if the giants go first on your Barbarian? There's 6 shots to the face you just took and you're dead before the battle begins. Gunslinger's AC is higher than yours and the Giants, so no problem for him... It really starts to suck for the very limited melee barbarian MUCH more than it does for the RANGED Gunslinger when we play the "What If game" but really that's all we're doing at this point. You will never see reason, that Ranged will get more attacks than melee (I really thought that was pretty straight forward for anyone who's actually played the game) and you just want to argue.

As a final thought, the reason people don't bat an eye when the Barbarian hits like a tank is because he rarely gets to do it. Full attack actions and pounces are so hard to come by with any regularity people cheer when it actually goes off. The reason people hate ranged so much, is because it ALWAYS goes off.

Shadow Lodge

Jodokai, you are not getting the point. I mocked your example because you deliberately set a completely convinient set to make a barbarian look bad. First considering said barbarian is fighting 2 CR 11 monsters completely ALONE with complete disregard of any strategy. This is a DEADLY CR 13 encounter vs a 11 level PC.
Second you assume the barbarian WIL NOT have any way to deal with reach, will be a vanilla Barbarian with no optimization or high DR.
But also the comparison is AN OPTIMIZED GUNSLINGER.
You are comparing a schrdinger gunslinger who is also a pistolero and a musket master, has range , damage , ignoresmisfires, doesnt multiclass, has good scores and enough system mastery and you are comparing to vanilla barbarian.


Jodokai wrote:
I used giant because it was a typical monster found at CR 11. I will say again, the Giant doesn't get close because he's prone. Remember automatically succeeding trip attacks Pistoleros get? 20' away, out of reach of the 15' reach, puts both giants on their butts and takes half their hit points away, second round does the same thing... except he doesn't need to put them on their butts because their dead. Gunslinger didn't take a point of damage.

Two CR 11's is a difficult encounter for any equal level PC. As for tripping it doesn't work if they have levitate precast.

Jodokai wrote:
What if the giants go first on your Barbarian?

They charge, get 1 hit and then both die. Combat over.

Jodokai wrote:
As a final thought, the reason people don't bat an eye when the Barbarian hits like a tank is because he rarely gets to do it.

Your barbs may just be terrible.


Just one little thing to add: Pistols don't have Touch AC at 30 feet. You have to burn grit for every shot.

Quote:
*So you know I'm not exaggerating: 1d8+20+3d6 per shot = 35 damage per shot. 4 shots with rapid = 140. + 4 shots with the double barrel = 280

So you would need either 8 grit (unlikely) or you have to take Signature Deed which means your enemy will have cover (because no IPS). At least in my group we use cover. A lot.

And 8 shots without a misfire? The probability for that is 27%. Not very likely.

Quote:
As a final thought, the reason people don't bat an eye when the Barbarian hits like a tank is because he rarely gets to do it. Full attack actions and pounces are so hard to come by with any regularity people cheer when it actually goes off. The reason people hate ranged so much, is because it ALWAYS goes off.

Really? I would say this is not the case... In our last fight the barbarian had around 3-4 full attacks in 4-5 rounds. And the enemies were not grouped together or something like that. He used two pounces. In the same time I had as many full attacks.

That said: I still don't get how this fictional pistolero could reload all his pistols. cnetarians routine wouldn't work with me (a pistol really doesn't count as a "small object"!).


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Jeremias wrote:
Just one little thing to add: Pistols don't have Touch AC at 30 feet. You have to burn grit for every shot.

Point Blank Master takes 2 feats (or was it 3?) to be able to shoot without provoking. Alternatively just roll Musket Master, Rapid Reload, and Paper Cartridges for iterative attacks at range 40.

I'm only half-following this thread so I don't know how much that affects your argument. Last I checked the math still favored a barbarian with a two-handed weapon because Power Attack and Holy Cow I Am A SAD Class.

Jeremias wrote:
Really? I would say this is not the case... In our last fight the barbarian had around 3-4 full attacks in 4-5 rounds. And the enemies were not grouped together or something like that. He used two pounces. In the same time I had as many full attacks.

If the barbarian isn't making full attacks it's often because he's killing things in 1 hit. And the bigger the critter (and the crappier their touch AC) the more likely it is to have an ocean of HP that a barbarian can chew through on full attack actions. Even if he didn't get pounce for some inexplicable reason.

Jeremias wrote:
That said: I still don't get how this fictional pistolero could reload all his pistols. cnetarians routine wouldn't work with me (a pistol really doesn't count as a "small object"!).

It should. Pistols are pretty small (4 pounds) and if you get THAT limiting on the tail's usage it becomes a completely useless ability. I don't wanna do that, prehensile tails are fun plot devices. Switching your tail back and forth to hold each pistol as you reload is a bit ridiculous, but so is reloading as a free action in the first place, so you have to roll with it.

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