How does my cleric survive a gunslinger?


Advice

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The In Harm's Way feat might be useful on the mooks. It's only one attack per round, but if he's the head Cleric of course his minions are prepared to sacrifice themselves for the Glorious Leader. It does eat up three feats though, but they're just cannon fodder.

EDIT: Nevermind, this doesn't work. Aid Another specifically states melee combat, not ranged.


If you have the trickery domain, the copycat ability + plus a fickle winds might be enough to stem the tide of bullets.

You mentioned the wind was going to be strong enough to nerf fog spells, will it be strong enough to impose penalties to range attacks?

On disguise self, they could all disguise self as the same person. Makes it hard to hit the right person if they all appear to be the same, shooting through fickle wind, AND the other clerics also have copycat up. Disguise self as the party would work well, but if you do that, I'd make it appear to be it's own encounter before having everyone else appear.

In my experience, even characters who buff their saves a lot still have a weak save somewhere. The frontliner probably thinks his will save is good enough, but what about his reflex save? Any sort of battlefield control through a reflex save will probably put that character out of the fight for a while. Same goes for arcane casters and fort saves. Imo, will saves are overvalued by most players (very important, but I've seen plenty of people ignore other saves at the cost of their will), and it is probably still worth trying to stick people on their weak saves.

If you have multiple clerics, prepare similar spell lists. They can all target the same person until the spell goes off before moving to the next person.

Hope this helps! :D

Edit: I second shield other and the imbue with spell like combo. If the majority of combatants are siphoning off each other's hp, aoe healing is going to be very effective and they will last longer.


captain yesterday wrote:
What adventure path are you playing. :-)

After Ascalaphus above you mentioned Iron Gods, I'm going to be terribly annoyed if that's what this is for, as I'm a player about to start Book 5 of Iron Gods and I've been just ho-humming my way through the thread up until that point.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Protoman wrote:

What's the cleric's patron deity and domains?

Is it the same with the minion clerics? If not, what are they sporting?

Can the minion rogues be made unchained? Can they swap out two feats for Combat Expertise and Gang Up?

They are all clerics of Norgorber with the charm and trickery domains.

I was planning on making the lord of the fort an unchained rogue already, but had forgotten that I could do it to his smuggler minions as well. Will definitely be doing that.


How about using darkness instead of blindness to avoid the save? Assuming the NPCs have a way to work around it themselves.

What can be done by the rogues in way of pickpocketing? Can they steal important stuff before the encounter, since the cleric has info about the group? Can they add stuff to the PCs? It doesn't have to be delayed blast fireball tokens as in the old AD&D module "Day of Al-Akbar", but I'm sure there is other explosive stuff around.

I don't know what your clerics can do critter-wise. Can they get up a nice group of undead level-draining cronies?

I don't know where your groups saves are, but we are at level 16 now and nowhere near the level of "laughable", except maybe the pally ;) Metamagic spells with Bounce and Persistent can cause some damage, although the cleric arsenal is laughable nowadays (I remember fondly when every evil cleric was armed with Slay Living). Usually a cleric needs now some kind of melee/archer to be considered armed and dangerous.

Using the power from the Trickery domain should be good for a surprise attack, unless the encounter is set in a dungeon environment. A sudden couple of backstabs with poisoned daggers may take care of things, especially if the effect is only partially negated by a save.

Otherwise archers (and gunslingers) can be distracted by offering multiple important-looking targets to waste their actions. A horde of illusionary targets will do, if mixed with some real NPCs (even better if the PCs ignore them, being totally sure of them not being real).

Dark Archive

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Valantrix1 wrote:

There is only one solution to this problem.

...
..
.
Rocks fall, everyone dies.

You’ve painted yourself into a corner with this party.
Your entire party is well beyond its normal power level. You’ve let them get away with too much. They have from what it sounds like, the absolute optimal equipment for every encounter. For example: They all have fog-cutter lenses, they all have some sort of see invisibility, all their AC’s are through the roof, and everyone’s save is impossible to bypass.

I’d probably put your partys APL at about 3 higher than expected. All of this and you are not willing to change anything from the adventure.

Harsh reality here, but you might as well just pack it up and start over.

This seems to about sum it up... /agree

to the OP: Yeah, players should buy magic items that benefit them, but depending upon the scenario/campaign/AP, it might be over the top to make anything/everything available for purchase.

Player Face: "Greetings fine merchant! I am her to purchase 6 fog cutting lenses, 6 cloak of resistance, 6 [insert powerful stuff here and repeat]...

Fine Merchant: "Well if I had that...today would be your lucky day, and mine...but I don't. Let me show you what I do have..."

Play the game as you and the players wish...but if you find that the players are just obliterating everything, you might ask them (and yourself) if this is fun, if it is, keep going. If the majority find it isn't, then adjust accordingly.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Overlooked a 12th-level dual-wielding ranger in the fort, who ought to be good at spreading his substantial favored enemy bonuses around. Everyone in the party will be susceptible to those bonuses except for the gunslinger (the only non-human/half-elf int he party).

Apple Fetish wrote:

Yeah, players should buy magic items that benefit them, but depending upon the scenario/campaign/AP, it might be over the top to make anything/everything available for purchase.

Player Face: "Greetings fine merchant! I am her to purchase 6 fog cutting lenses, 6 cloak of resistance, 6 [insert powerful stuff here and repeat]...

Fine Merchant: "Well if I had that...today would be your lucky day, and mine...but I don't. Let me show you what I do have..."

Play the game as you and the players wish...but if you find that the players are just obliterating everything, you might ask them (and yourself) if this is fun, if it is, keep going. If the majority find it isn't, then adjust accordingly.

The PCs have Craft Wondrous Item as well as a crafting cohort with additional feats. They are also leaders of a nation. The adventure path has also been very downtime friendly. They have over a thousand pirates and a fleet of no less than thirty ships at their command.

To say nothing of their personal powers, and easy access to such spells as cloudkill and teleport. They're smart too, doing things like gassing caves/enemy fortifications before entering themselves.

EDIT: I intend to have a teleport trap spell in place, which will put the PCs in the fort's cells, which are guarded by aquatic troll barbarians. The cells will be filled with a mixture of crippled old allies (with their tongues cut out, as well as a few other choice dismemberments) along with several smugglers or Norgorber cultists disguised as prisoners, waiting for an ideal time to hurt the PCs any way they can. If I'm lucky, some PCs will make their saves and others won't, effectively splitting the party up.


Have a Forbiddance spell in effect on the expected battleground, or better yet, latter 3/4 of the battleground. No teleporting in or out of the thing for both parties but might potentially soften party up when they walk into it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Protoman wrote:
Have a Forbiddance spell in effect on the expected battleground, or better yet, latter 3/4 of the battleground. No teleporting in or out of the thing for both parties but might potentially soften party up when they walk into it.

I like teleport trap better, as it lets the enemies retain their own teleportation powers (there will be a lot of fiends about).

Also, I probably should have mentioned the party makeup long ago:

- Catfolk gunslinger 6/fighter 5/swashbuckler 1 (picaroon, pistolero)
- half-elf arcanist (school savant)
- half-elf unchained rogue 3/fighter 2/red mantis assassin 7 (lore warden, rake)
- human sage sorcerer 12
- human cleric 7/holy vindicator 3 of Besmara (cohort)
- Numerous followers that rarely fight, but are often used for scouting and guarding

It's also worth mentioning that the PCs have access to a map of the fort, as well as notes from a former fort traitor on things like troop movements within its walls. The module reflects this as an initiative bonus for the PCs. Fortunately, it doesn't really tell them what to expect in the manner of creatures, enemies, or traps. They will, however, know where the armory is, the dungeons, etc.


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How would you say the spell Magnetic Field is applied to incoming bullets/arrows?

The spell automatically affects all unattended metallic objects less than 500lbs and states the objects stop prior to striking you.

Sovereign Court

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Magnetic Field

That's a pretty hefty spell. Would stop all normal bullets, Matrix style. Requires a level 13 cleric, or a scroll.

Using Planar Ally to obtain such a scroll would be legit, I'd say. Summon any outsider with at-will teleport to fetch it for you.

Note that the duration isn't that long, so that puts a timer on your cleric's survivability. He needs to neutralize the gunslinger within about 6 rounds or he gets perforated.


Okay this is really more simple then it needs to be you are running a cleric of deceit. A charmer and trickster. Think what would a trickster do. To start with have him meet them under the guise of an ally. A helpless victim of the cleric. Someone to lull them into a false sense of security. Have two of his rogue minions also do this. During the main encounter with the villain have a fake duplicate on the throne while the party is readying for battle roll secret checks for steal attempts on the Gunslinger. Even using another's bluff to try and get him distracted. Eagle's splendor is great for that sort of them and any item to boost charisma is important. After the signal is given have the cleric or his minion toss the gun to the side away from him. Perception is important here hiding the truth until the gunslinger reaches for his trusty weapons only to find them gone. Then since he's the main draw and the rest of the party has been figured out target him and only him at the battles beginning even go so far as to have him be "knocked out" instead of killed because the Cleric wants him to appreciate what happens next. After that it's a cake walk. Without the heavy run rough shod on the others tactics they'll be in such disarray that when the big reveal happens that the cleric was the one they "rescued" it will make them realize just how well prepared he was. you can even stretch this out. Your cleric doesn't have to do a thing. He could have his minion die in his stead tricking the party only to go with them and sabotage them from the inside out. Tricksters are the best villains cause they are all about deceit.

You could also plant an arrow magnet on him and watch his face as his bullets go out and then back into him
Tee hee

Dark Archive

UMD scrolls of bullet ward and bullet shield? Doesn't sound like you're willing to mix up the minions to give 'em a caster that can just USE those spells.

Have the cleric blow a scroll of create greater undead? Gunslingers, from what I've heard (I have little practical experience with them), have a harder time with incorporeal undead due to the high touch AC.
Though, at this point the PCs probably have ghost-touch weapons, I'd imagine.

Planar ally a shadow demon or other kind of being that has tactics totally different from what the rest of her mooks are doing.
Wall of stone. Surely the PCs all have access to flight, but if it's not already active before the fight, that's several standard actions to get flight up, which wastes the better part of a round in which your own minions are not so inconvenienced.

I don't know the set-up of the room in question, but have the cleric set up a greater glyph of warding on the inside of the door. Make it a metal door, at least 1" thick, so it blocks detect magic. When the PCs have entered, have someone (probably not the cleric, if you're hiding her identity as suggested) speak the password to set the glyph off. Or, if the PCs decide to send in only part of the group to deal with a possible trap, wall of stone the doorway to split the party.

Next time there's a cave, throw a couple of low level, good-aligned captives in there with the bad guys. Make 'em feel bad for killing a bunch of innocents with their blunt tactics. Even better if you can use captives the PCs have met.

Dark Archive

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Has anyone suggested that the cleric hire a couple of sorcerers whose only job is to continually cast damp powder every round?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

The PCs don't have ghost touch weapons, but they all wield magical weapons (so, half damage vs incorporal). The PCs are all used to fighting in and around water, so the gunslinger has long since fond ways to protect his ammo pouch from moisture.

Dark Archive

How much does a scroll of Maze cost? It removed my paladin from a fight with a runelord for a while.


Half damage vs incorporeal is fine. Point is to make the fight tough, not impossible.


Ascalaphus wrote:

Magnetic Field

That's a pretty hefty spell. Would stop all normal bullets, Matrix style. Requires a level 13 cleric, or a scroll.

A 12th level cleric only needs to roll a 2+ to cast.

It's a perfectly reasonable spell for a cleric of that level to carry as a scroll, and forces reflex saves on anyone approaching within 30' carrying metal weapons/armor.

Grand Lodge

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

Dust Form is also a good option for when the field wears off. (Or more likely, is dispelled.)

RPG Superstar 2012 Top 32

Cover.

Waterfall. Buckets of water. Heavy rain. Control weather?

Tiny hut


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Ravingdork wrote:
The PCs are all used to fighting in and around water, so the gunslinger has long since fond ways to protect his ammo pouch from moisture.

Turning that on its head - how about Spark in a powder horn? Heck, even alchemical cartridges should be vulnerable to that - or do they have access to advanced firearms in this campaign?

Dark Archive

Naturally they have magical weapons at this point, but the half damage isn't too bad of a defensive ability. Plus, monsters with the incorporeal subtype are immune to crits and precision damage from non-ghost touch weapons.

Also, damp ammunition specifically targets a loaded weapon and allows for a pretty low will save, so I don't feel it's a pretty good option.


Sometimes you need drastic measures: UMD a scroll of Antitech Field

Sovereign Court

Your cleric is high enough level to access Greater Dispel Magic. Frankly - targeted Greater Dispel Magic is a great debuff to start a big fight with.

After that incorporeal might make him immune to the gun.

Grand Lodge

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why not go the simplest route that is often overlooked at high level? Disarm the bastard- Burning Disarm may not outright disarm him, but you could houserule that Burning Disarm ignites that black powder, causing more damage and a higher save to keep hold of the weapon.
You could also build a character that speciallizes in Disarming with Ranged/Ace Disarm and Directed Disarm

or an even lesser used tactic- have someone/thing steal his black powder.
Or for more hilarity- reverse pickpocket an ignited Tindertwig or Toothpick of Pyrotehcnic into his black powder.


  • An aqueos orb engulf can ruin blackpowder, but it also seems to affect advanced cartridges unless you have a dry load cartridge (I see you mention they have this protection, as I am previewing my post). Possibly even if you can't scoop him up by rolling over him (multiple times if you're that kind of GM), possibly the aqueos orb can be placed between you and you can apply a -4 penalty to shots passing through it (-2 for each 5 feet of water, orb is 10-foot diameter.)
  • An arrow catching shield wielded by an adjacent minion who's resistant to bullet damage and preferably already has a high AC. Must make sure the shield's base AC is higher than the gunslinger's firearm/bullet enhancement though. A heavy shield will cover a +2 enhancement, otherwise you might need to up to a Tower Shield which can attract up to +4 projectiles (apparently the shield still gives a +1 deflection bonus to the target even if it doesn't redirect a projectile to the shield-bearer.

    Monks would be great here, especially with Deflect Arrows, but using a shield is kryptonite to them. An ally with the Missile Shield feat would also be good, as they could deflect one ranged attack that would hit them, making them last longer and thus protect the cleric better.

  • If you truly are sneaky enough to get near the party and can find a way to handle the gunslinger's firearm for 2 rounds you can try and impart mind into it. Then you'd have about 12 hours where if they tried to attack you, that would likely lead to an item conflict, since it will have your alignment and bit of personality. Depending on what new powers it gets, it might be really interesting (it shapes itself into a dagger, it teleports to your hand from his, it flies out of reach.)


Ravingdork wrote:
So...what other options might a 12th-level cleric have? (She possesses the charm and trickery domains.)

For anyone not-obtuse (or not-stereotyped), face-to-face combat is the last option. The one that requires putting life at direct stake.

1) Prepare traps and curses. Use the average adventurer greed to own advantage.
2) Spread rumors.
3) Sow mistrust.
3) Not fighting in person.
4) Allies to do the above and more.
5) Planar allies to do the above and more.
6) Hire Red Mantis or whatever other assassins are available in your campaign.
7) Stage a false submission (if sure that the PCs don't kill surrendered foes) and have minions/allies attack at a pre-determined moment.
8) Copies, doppelgangers, illusion-covered minions/allies and whatnot, possibly to stage the submission too.
9) Challenge PCs to a game.
10) Hostages.
11) Blackmailing, aided by divination spells of sort to uncover some dark secret of any PC.

Dark Archive

Monk with unhindered shield and deflect arrows

Fighter with unhindered shield, deflect arrows, and cut from the air.

Get the cleric a tower shield to use as total cover and cast spells out the sides.


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It sounds like you're holding yourself to a double standard and its creating problems for you. You want this encounter to be more difficult than its going to play out based on your experience with your group.
You're willing to change some enemies -

Ravingdork wrote:
I was planning on making the lord of the fort an unchained rogue already, but had forgotten that I could do it to his smuggler minions as well. Will definitely be doing that.

and maybe some traps (it wasn't clear to me if this was part of the AP as written)

Ravingdork wrote:
EDIT: I intend to have a teleport trap spell in place, which will put the PCs in the fort's cells

but holding yourself hostage to the clerics book stats because -

Ravingdork wrote:
I pride myself in running modules as written, unlike other GMs who change so much at times that people begin to wonder why they invested in the module in the first place.

You're making yourself do cheetah flips trying to make the cleric live a couple rounds longer, when AC (perhaps combined with the 30%miss for wind-wall) and HPs are the easiest way to do that and its more transparent to the PCs than some of the other suggestions, which may come across as GMetagaming. That's not to say a few of the other ideas won't make the encounter more fun for the PCs, but where are you violating your personal goal doing some changes but not allowing yourself to change the base-stats of one piece of the module?


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I like to assume that any high level boss character has had the time and resources to use the retraining rules to increase his hp.


Melkiador wrote:
I like to assume that any high level boss character has had the time and resources to use the retraining rules to increase his hp.

Yes, minion's as well. adding 2hp/HD may be enough for them to last 1 more hit (perhaps meaning 1 more round). Either way, that particular target in the battle took another hit, which would have been done to the -next- one in line and thus gave the bag-guys a little more damage output themselves which may have require the PCs to use a potion or cast a spell after combat.

You've whittled down the resources w/o making that particular encounter a possible TPK.


Hi, he said he doesn't want to change stuff, probably fir thematic purposes, plz dont harangue him for it and instead offer useful suggestions.


CWheezy wrote:
Hi, he said he doesn't want to change stuff, probably fir thematic purposes, plz dont harangue him for it and instead offer useful suggestions.

Wasn't intending to give him a hard time, it looked like a contradiction in solutions vs self-imposed limits. Its easy to be so close to the problem sometimes that you don't see things that are right there.

When we're wargaming solutions in my job, we'll sometimes establish certain left and right limits on philosophical basis. If I'm brainstorming and offer solutions that seem to violate the limits I wanted or constraining the realm of possible solutions too tightly with the limits, I'd rather have someone on my team point that out and assess if either the limit wasn't what I intended, or if I was offering solutions that I didn't notice violated what I had intend the limit to do.

Its tough to do that over the net - I apologize if it came off the wrong way.


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If you can get the windspeed over 50mph, to 'windstorm' levels, regular ranged attacks are impossible.

RPG Superstar 2012 Top 32

Can an (summoned or called) air elemental do that?

Just swallow him whole with a purple worm! ;-)

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

I must ask, what do you know about the gunslinger's build?

Is he using a double-barreled cheese wedge?

If so, is he using the latest errata on those?


A 12th level ranger has access to 3rd level spells. This is the only one he needs:

Instant Enemy

School enchantment; Level ranger 3
Casting Time 1 swift action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature that is not your favored enemy.
Duration 1 minute/level
Saving Throw none; Spell Resistance no

With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.

Tactics:
Give the ranger a potion of greater invisibility or have 3 rogues go with him and cast invisibility sphere. From there, they sneak up on the gunslinger, and flank, disarm, trip, and then sneak attack him.

Pretty sure that will ruin his day.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
GM 1990 wrote:

It sounds like you're holding yourself to a double standard and its creating problems for you. You want this encounter to be more difficult than its going to play out based on your experience with your group.

You're willing to change some enemies -
Ravingdork wrote:
I was planning on making the lord of the fort an unchained rogue already, but had forgotten that I could do it to his smuggler minions as well. Will definitely be doing that.

and maybe some traps (it wasn't clear to me if this was part of the AP as written)

Ravingdork wrote:
EDIT: I intend to have a teleport trap spell in place, which will put the PCs in the fort's cells

but holding yourself hostage to the clerics book stats because -

Ravingdork wrote:
I pride myself in running modules as written, unlike other GMs who change so much at times that people begin to wonder why they invested in the module in the first place.
You're making yourself do cheetah flips trying to make the cleric live a couple rounds longer, when AC (perhaps combined with the 30%miss for wind-wall) and HPs are the easiest way to do that and its more transparent to the PCs than some of the other suggestions, which may come across as GMetagaming. That's not to say a few of the other ideas won't make the encounter more fun for the PCs, but where are you violating your personal goal doing some changes but not allowing yourself to change the base-stats of one piece of the module?

I likely will keep it relatively simple. So far I like the following:

- Upgrade the enemies to unchained rogues where appropriate (I allowed it for the party; wouldn't make sense not to do it to the bad guys too).
- Use control weather to defeat the cloud spells (conveniently in the module already; not really a change).
- Have a few smugglers and/or cultists disguise themselves as prisoners to be rescued.
- Have fickle winds and other assorted buffs in place at the start of battle; most will be generic, not gun-specific.
- Place a teleport trap in the fort.

The module makes it clear that the lead cleric has been scrying on the PCs indirectly, and also has ready access to more powerful divination spells, and so should have a great deal of knowledge about their fighting tactics and abilities.

I feel that all of the above modifications are wholly within the spirit of the module's instructions for the raid on the fort and, with the plethora of monsters and traps already in the module, might well be enough to lengthen the encounters and drain some of the PC's resources before the final encounter with the boss and his surviving minions.

EDIT: Your post was fine, despite others' desire to defend me.

Arutema wrote:

I must ask, what do you know about the gunslinger's build?

Is he using a double-barreled cheese wedge?

If so, is he using the latest errata on those?

The gunslinger dual-wields +1 pepperbox pistols, but also has a backup (standard) +1 pistol. She also has a pair of weapon cords and a glove of storing.

What was the errata? Weapon cords being a move action? I'm pretty sure we're caught up and aware of that one. It actually didn't affect his build much at all.

RPG Superstar 2012 Top 32

They all have see invisible or better.

Also, don't totally remove the gunslinger from the fight. We just had a campaign finale, and the poor barbarian got forcecaged with no save and no way to get out. None of the PCs could get him out either.

It was very boring for the barbarian, and the fight lasted about 90% of the session.

Dark Archive

The double-barreled pistol errata from ultimate equipment makes the weapon's description the following:
"This pistol has two parallel barrels; each barrel can be fired independently as separate attacks, or both can be fired at once as a
standard action (the attack action). If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imposing a –4 penalty on each shot. This is an early firearm."
Not applicable to your gunslinger, but the more you know 'cue rainbow'

On a personal level, using the glove of storing to allow you to reload two weapons as free actions feels dirty. As a GM, I would probably consider having that fall into the realm of limit of free actions you can take in a turn.


What about the Arrow magnets that have already been mentioned? I know wit Hp 5 and hardness 8 they will probably only absorb one bullet each, but that's only 600gp per missed bullet, might buy him some time, especially if the magnets are behind a wind wall and only get used up by those 70% of shots that make it through. Are there any minions around that don't have anything to do prior to the fight and can ready an action to deploy a bunch of them in front of the cleric?


Hmm, what about multiple wind walls. 3 wind walls, and you only have a 34% hit chance.


What about when they cast fog cloud and you buy a scroll of mad monkeys?

Because that's funny


I'm frankly confused how a gunslinger is the scariest thing in this party. Can you post his build?


You have the spell load out yet for the cleric?

How much loot does the npc have to spend? Planar ally seems like a must have. How about a couple Leukodaemons? A decent debuff breath weapon, interesting aura, and dispel magic at will should help. How is the gunslinger in a grapple, maybe include a Sangudaemon to try to grapple.

Did the gunslinger stat dump? You can use contagion to target his lowest stat or just hit his dex, with sickenedand and the Leukodaemon aura that gives you effectively a +6 to the DC. If a disease effect lands virulence could be a fun follow up.

Bonesplitter does damage and debuff, dust form gives the cleric incorporeal, combined with nondetection and greater invis, should give the cleric a couple rounds. Also be sure he gets soft cover from allies and use wall of stone as needed.


Why not just wet his powder somehow? Or if he is using paper cartridges a wall of stone with scrolls of arcane eye to view the battlefield. Summon monster spells to get creatures with reach and dirty trick the entire party blinding them all.

There's also charitable impulse. Which could get kind of funny.


Omg i forgot wall of stone. If you live a turn that will own him if you split them up properly


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Would you be willing to switch trickery to a subdomain and take deception. Between fickle winds and mirror image, the mischances should be enough to allow the cleric to close in melee. Maybe also she bought a cloak of displacement, minor. Those three miss chances combined would definitely be sufficient.


TriOmegaZero wrote:
Dust Form is also a good option for when the field wears off. (Or more likely, is dispelled.)

Fixed the link for your convenience.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Heretek wrote:
I'm frankly confused how a gunslinger is the scariest thing in this party. Can you post his build?

- catfolk gunslinger 6/fighter 5/swashbuckler 1 (picaroon, pistolero)

- half-elf arcanist (school savant)
- half-elf unchained rogue 3/fighter 2/red mantis assassin 7 (lore warden, rake)
- human sage sorcerer 12
- human cleric 7/holy vindicator 3 of Besmara (cohort)
- Numerous followers that rarely fight, but are often used for scouting and guarding

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