Redcap

Caws Rorec's page

Organized Play Member. 88 posts. No reviews. No lists. No wishlists.


Grand Lodge

1 person marked this as a favorite.

I am very aware of the lack of the classic adventuring party.

I personally am a big fan of this page's theories on party dynamics.

The anvil, the hammer and the arm.

Grand Lodge

1 person marked this as a favorite.

I also forgot that the goblin's small size would effect the base damage of the pistol, so that would even further reduce the damage cause by the attack sequences (again if they actually hit with everything, which isn't likely).

If he is indeed a pistolero that would defintely put him in higher damage range especially with the signature deed combined with up close and deadly.

This would add 3d6 damage to every shot that hits and 1/2 of 3d6 on every shot missed.

In that case maybe, but as mentioned in this case of shooting that many alchemical cartridges would wind up costing quite a bit.

d20pfsrd.com said wrote:
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

3 round of combat would take you 108 gp or 144gp if he is crafting himself.

Otherwise as mentioned its 72gp or 84 gp a round. Which is pretty expensive and your party members which if always in combat will definitely start affecting your wealth by level.

Grand Lodge

4 people marked this as a favorite.

I am also having trouble seeing how the gunslinger is doing that much damage if the number you quoted is correct its hard to imagine even at that level.

Factoring in his class gunslinger 11

He should have 6 feats from levels

He should have 2 bonus feats from gunslinger.

So let us assume the gunslinger has the normal feats most people would take as a gunslinger.

Dead Aim (at his level it would be -3 on attacks for a +6 damage)
Rapid Reload (free reloading with cartridges on the pistol)

Let us also assume for whatever reason he has both barrels of his double barrel enchanted at +3 (yes double barrels function like double weapons)

Let us also assume he has a dexterity of 20 so a modifier of +5 which we would add to the damage with the gun.

Assuming he isn't using any other damage or further attacks this round then he would be doing the following damage.

1d8+14 / 1d8+14 - firing at +11 (bab) + 5 (dexterity) +3 (mw properties) +1 for size -4 for firing both barrels in same turn -3 for deadly aim = +13
1d8+14 / 1d8+14 - firing at +6 (bab) + 5 (dexterity) +3 (mw properties) +1 for size -4 for firing both barrels in same turn -3 for deadly aim = +8
1d8+14 / 1d8+14 - firing at +1 (bab) + 5 (dexterity) +3 (mw properties) +1 for size -4 for firing both barrels in same turn -3 for deadly aim = +3

Assuming he hits everything on all the hits he would be doing 90-132 damage a turn on full attacks.

This could be raised via other magic items etc, but at his base he's probably somewhere in this realm.

If you add in the two weapon fighting rules (which you shouldn't because explain reloading guns with both hands full) it gets even less likely to hit.

More realistically he maybe took rapid shot for one more attack or in this case 2 more shots with the double barreled pistol, but that would end up looking more like this:

1d8+14 / 1d8+14 - firing at +11 (bab) + 5 (dexterity) +3 (mw properties) +1 for size -4 for firing both barrels in same turn -3 for deadly aim -2 for rapid shot= +11
1d8+14 / 1d8+14 - firing at +11 (bab) + 5 (dexterity) +3 (mw properties) +1 for size -4 for firing both barrels in same turn -3 for deadly aim -2 for rapid shot= +11
1d8+14 / 1d8+14 - firing at +6 (bab) + 5 (dexterity) +3 (mw properties) +1 for size -4 for firing both barrels in same turn -3 for deadly aim -2 for rapid shot = +6
1d8+14 / 1d8+14 - firing at +1 (bab) + 5 (dexterity) +3 (mw properties) +1 for size -4 for firing both barrels in same turn -3 for deadly aim -2 for rapid shot = +1

Again assuming you hit everyone of your shots the damage would be 120 - 176

Even adding a +6 dexterity modifier item to the character it doesn't make much sense that would just change the first scenario to 108-150

and the second scenario to 144-200 damage again assuming all of these things hits, which again is very unlikely.

Also if not already stated at level 11 in a skull and shackles game of any pirate worth his weight in gold heard of a goblin gunslinger blasting people out of the water they would find a nice defense against this very fast. Im shocked you haven't run into more people wearing amulets of bullet protection or with monk body guards busting out catch arrows and deflect arrows.

Grand Lodge

1 person marked this as a favorite.

Might also consider giving him some of the more powerful item crafting feats and then having apprentices / business partners who make the other items.

Nothing says he can't be a high - ish level wizard / sorcerer who has an alchemist friend, some apprentices and a friend who's really good at making insert item here.

Also even if just one guy with all this stuff, you have to imagine he keeps the good and dangerous stuff with himself and is more then likely to use it. He might not have metamagic x, y or z, but he might have metamagic rods abcdefghi... etc on him!

My 2 cents anyways!