Results of Gunslinger play test Godsmouth Heresy:
Party make-up 6 1st levels, most had already played 1 or 2 mods so the party had more than just starting cash.
Rogue 1 human
Rogue 1 human
Fighter 1 human
Inquisitor 1 halfling
Bard 1 human
Gunslinger 1 Elf
El Salka Megil ah Findeladlara
Male elf Gunslinger 1
CG Medium humanoid (elf)
Init +4; Senses Perception +3
Defense
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +1, Ref +4, Will +0
Offense
Speed 30 ft.
Melee M/W curve blade,Elven +6 (1d10+4 18-20x2)
Ranged musket +3 (1d12 20x4)
Tactics
During Combat Fires musket in surprise round or 1st round of combat, drops musket, draws sword and enters combat.
Statistics
Str 17, Dex 14, Con 12, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Traits heirloom Weapon (curve blade, eleven), Warrior of Old
Feats Quickdraw
Skills Acrobatics +1, Bluff +0, Climb +2, Disable Device +0,
Intimidate +0, Perception +3, Ride +1, Stealth +1, Swim +2, UMD +1
Languages Common, Elven
Combat Gear wand of cure light wounds (1);
Other Gear chain-shirt, short sword, waterskin
Gunslinger build, based on a desert nomad (Berber type) basically a swordsman who carries a musket. The sword is his primary weapon; musket is intended as only a one shot affair.
Shots fired and results: (SR=surprise round)
1 - Shot into darkness 19 to hit 9 damage, missed due to concealment.
2 – SR Crit confirmed, 36 damage, kill
3 – SR 13 to hit 11 damage, kill
4 – SR 19 to hit 6 damage
5 – SR ?? to hit 4 damage ignored due to +5 DR
6 – 21 to hit 12 damage, kill
7 – 12 to hit 8 damage, kill
Net results 7 shoots (77gd cost) 4 kills, 3 melee kills helping the fighter and rogues. Very expensive fighting.
Feedback from table,
damage seems a little too high,
don’t like mixing playtest with OP and
it won’t take long for the bad guys to get firearms. How many characters could survive a ranged touch attack doing 1d12 possibly x4 damage?
Players was not happy with a gunslinger “invading my medieval fantasy world” (but he went along with the play test.) Everyone agreed play testing any new character types should NOT be done in OP. After all, the play tested character will end up getting a “redo”, nerfed or buffed as needed at the end of the test, but other player’s characters won’t get that same “redo”. So if there is a problem with a play test character and that flaw causes the other players a high cost such as a TPK, or something, was it fair to the other players? I look at it the same as a software corporation testing new code in a production environment instead of a test environment. We probably shouldn’t be testing in OP since other players really don’t have anything to say when they sit down at a table but they have to live with the results regardless.
Question for you, one of the rogues would pickup the dropped musket then spend a round reloading it. After combat I would spend another round unloading it and reloading it. We thought he could reload without being proficient, it would just increase the misfire from 1-2 to +4 or 1-6 misfire chance. If we were out of combat I would reload the musket to eliminate the +4 misfire and return the misfire to 1-2. Was this correct?
I really enjoyed playing him!