I'd say money can't buy everything. Even the biggest cities in a campaign have limits on the resources available. As a DM you can control what raw materials, components, and magic they have open for purchase. And finding people who can craft the items the players want may be few and far between. If your party is higher levels, have the spells, and the skills and feats to craft the items, think about time. Crafting high level magic items takes time, lots of it. If you keep the campaign active and the party moving all that money does little for them. If it's tied up in a stronghold they purchased, who's watching it while they are away? If they take it with them, they better have some impressive inter-planar holding spaces created or an airship or something to move it about. I'd say keep things active, give a limited time frame in which enemies are vulnerable. Make the campaign urgent and you should be able to balance out most of the ways to break the campaign with unlimited wealth.
Eidolon (Level 4 summoner, quadraped):
Throw a Halfing summoner on him:
So if the halfling mounts a charge and the pair pounce... What are the attacks I'm making? Does the eidolon get both weapons, plus hooves? Then the rider gets a lance attack? Does the primary bite figure into this? Or is it just weapons only from both? Also, can mage armor apply to the eidolon? They can't wear armor as per rules. Does the spells force defense count?
Skerek wrote:
I don't mind the jamming as much, but if it breaks his gun every other round that could get old. Quick clear can balance the jamming a fair bit and keeps his threat from being an every round beat down. The uncertainty makes the combat more enjoyable as it adds urgency to a round, "His gun is jammed! Quick! Before he fixes it!" Vital strike, huh? "Musket, Double-Barreled
"Vital Strike (Combat)
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total." So RAW that should be:
Spoiler:
+12-4 = +8 vs. Touch, 10' gun + 10' distance + 10' Longshot + 10' steady aim = 40' range increment, Hunter's Aim: up to 80'/60' vs. touch (with a -2 above 40'/30', Only Humans and Elves), Up to 30' point bank +1 roll, +1 damage So as a full round he can do: +8 vs. touch up to 40' at 4d12?
Yeah, that could get scary. Touch on tanks like a paladin or a plate fighter are pretty low. Though the range increments on a double musket are abysmal.
Interesting rules question on firearms, if I take the double attack with the penalty, do I sum the misfire chances and roll, roll one misfire for each barrel, or roll one misfire total for the attack? "Misfires:
It sounds like the double shot only gets a single misfire. If so, that makes the double barrel shot on a double musket a little more appealing. That means a double musket would have a -4 on roll but 2x damage and a (1-3 misfire, 1-4 cartridges) on that shot (15-20% failure.)
Still playing around with these concepts and trying to make some serviceable rank and file troops. My first shot is a Musket Axe wielding Hobgoblin soldier: Spoiler:
HOBGOBLIN VETERAN CR 3 Male Hobgoblin Fighter 4 LE Medium Humanoid (Goblinoid) Init +1; Senses Darkvision (60 feet); Perception +3 -------------------- DEFENSE -------------------- AC 19, touch 11, flat-footed 18. . (+7 armor, +1 shield, +1 Dex) hp 33 (4d10+8) Fort +6, Ref +2, Will +0 Defensive Abilities Bravery +1 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Masterwork Musket, Axe +8 (1d8+2/20/x3) Ranged Masterwork Musket, Axe +7 (1d8/20/x4) -------------------- STATISTICS -------------------- Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 8 Base Atk +4; CMB +6; CMD 17 Feats Amateur Gunslinger, Gunsmithing, Opening Volley, Weapon Focus: Musket, Axe Skills Acrobatics -3, Escape Artist -4, Fly -4, Intimidate +4, Perception +3, Ride +0, Stealth +4, Swim +1 Languages Common, Goblin SQ Armor Training 1 (Ex), Deadeye (Ex) Combat Gear Buckler, Masterwork Banded Mail, Masterwork Musket, Axe, Bullets (10) Other Gear Backpack (empty), Potion of Cure Moderate Wounds (2), Powder Horn (10/10) -------------------- SPECIAL ABILITIES -------------------- Amateur Gunslinger Although you are not a gunslinger, you have and can use grit. Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX. Bravery +1 (Ex) +1 Will save vs. Fear Darkvision (60 feet) You can see in the dark (black and white vision only). Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Gunsmithing You know the secrets of repairing and restoring firearms. Opening Volley Successful ranged attack grants +4 on next melee attack roll Tactics & Thoughts: Spoiler: Has the same tactics as early rifle troops, line up for an opening shot, then charge. Shoots from first or second range increment (40-80'), using his grit point if necessary, to get in +7 vs touch. He will stay back until a bullet hits. This is followed by a charge at +14 vs AC (+8 standard, +4 opening volley, +2 charge bonus.) It gives his opening two attacks a very high rate of success. After that he keeps in standard melee until losing around half his hit points. At which point he will retreat if able, quaffing a healing potion, reloading his gun, and repeating the shot and charge. Has dark vision, so it's best to use this against the party in areas with no light such as underground or on a cloudy night. 60' of dark vision allows for being outside the 20' of a light spell (40' low light.) This can help catch the party unawares and lead to a nasty surprise introduction into combat. Given the gun reload is a full round action, it keeps the Hobgoblin from spamming the powerful shoot and charge tactic. That could be balance, or it could be handicapping the unit... You guys have any thoughts? Buckler is awesome for this build as musket axe counts as a battle axe, and bucklers grant no penalty to shooting a firearm. This means he can shoot, and then use the musket axe as a battle axe in his main hand and gain shield bonus as well as switch back swiftly to reload. All without having to ready a new weapon.
Thank you all for the input and it's nice to see the spread of ideas and opinions on the subject. I think I'm going to steal a fair bit from around the table here and faction the goblin tribes. Maybe some aren't quite as bad as others maybe some are real jerks. Will keep things more interesting if sometimes the enemy is not always as generally painted.
BigNorseWolf wrote:
Dude, those Rogues on a stick are deadly! You swing one over the enemies head, and boom, automatic flanking and your weapon gets sneak attack bonus damage.
TarkXT wrote: Make it a part of your back story. Perhaps explain that the weapon was crafted for you by a goblin tribe you saved that was trying to live peacefully before being forcefully exterminated by the local town trying to remove a percieved nuisance. Something like that. It can work and can make for an interesting character besides. TarkXT is on to something here. You could be a great defender of the weak. What's weaker than a tribe of goblins barely scraping by? A point of two in linguistics to get Goblin as a language, some good backstory as to how you saved them and I'd let it fly. Though I may have issue with what is traditionally a small weapon being scaled up to medium size. Who knows? Maybe it was a ceremonial gift from the tribe? Makes a good excuse for something of usually poor goblin make to actually be masterwork.
Looking him over, he has decent but not high AC. Put him in tight quarters and move your enemies in from more than one side. If you can get him flanked he's down to his longsword. Have the enemies group to add cover from their allies. And the big one for this module: Gnolls have darkvision. Your ranger only has low light vision. Gnolls should be raiding at night, under the cover of darkness, cloudy skies, and all that nice gloomy ambiance. Sure a few torches and light spells will drop threat. But a few gnolls with longbows will out range your ranger on that dark night and can really throw a party into disarray for a few rounds.
Well the group has the hunt out evil bent. He's working with an inquisitor in the party who's keeping an eye on the whole affair. I guess the question now is: do you guys have any good, not ham handed, ways to encourage them to work as a pair to deal the justice? And I don't mean teamwork feats, I mean RP and skills usage. Holy headaches (Batman) aside, these are new players and I'd love to see them pick up that banner and run with pairing off to weigh, measure, an deal with the evil.
In the campaign I am currently running one of my players is a Gnomish Paladin. I love his concept of taking evil out at the knees, but I'm running into a few issues around lawful good. The party is currently up against a goblin and hobgoblin based bad. They are a threat to the local villages and cities. They set off the detect evil alarm. And gnomish society hates goblins and has a rather deadly view of how they should be dealt with. So there's a clean slate to go off and protect the realm, bisect some goblins and that should be the end of it. But what if a goblin asks for quarter and the Paladin ignores the goblinoid and kills him? Is he headed for a fall? If he's following the laws of his society, they are sworn enemies of the goblins. That leaves me a little confused on obeying laws, dealing with the threat, and where mercy would fit in to this picture.
Thanks Chris! That's not a bad idea, if I go straight gunslinger I could get vital shot and maybe give him leadership to justify a gun caddie. I may make that as an alternate design. For the moment I made a stab at a Ranger/Gunslinger mix. The idea was to get as many shots out as possible with as rapid a reload as I could get: Spoiler:
WYRMLORD SAARVITH CR 7 Male Goblin Gunslinger (Musket Master) 3 Ranger (Trophy Hunter) 5 LE Small Humanoid (Goblinoid) Init +6; Senses Darkvision (60 feet); Perception +13 -------------------- DEFENSE -------------------- AC 22, touch 16, flat-footed 17. . (+6 armor, +4 Dex, +1 size, +1 dodge) hp 61 (8d10+16) Fort +10, Ref +12, Will +5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee +2 Keen Greatsword +10/+5 (1d10+1/17-20/x2) and Ranged (M) +1 Distance Mithral Musket, double-barreled Th +12/+7 (1d12/20/x4) Ranger (Trophy Hunter) Spells Known (CL 2, 8 melee touch, 13 ranged touch): 1 (2/day) Longstrider (DC 13), Longshot (DC 13) -------------------- STATISTICS -------------------- Str 8, Dex 18, Con 14, Int 8, Wis 14, Cha 10 Base Atk +8; CMB +6; CMD 20 Feats Endurance, Extra Grit, Gunsmithing, Point Blank Shot, Rapid Reload: Musket, Rapid Reload: Musket, double-barreled, Rapid Shot, Slayer's Knack: Enemies: Humanoids (Elf) (+4 bonus) (Ex) Skills Craft (Taxidermy) +10, Fly +6, Handle Animal +5, Linguistics +2, Perception +13, Ride +19, Stealth +17, Survival +13 Languages Common, Draconic, Goblin, Infernal SQ Deadeye (Ex), Deeds, Enemies: Humanoids (Elf) (+4 bonus) (Ex), Enemies: Humanoids (Human) (+2 bonus) (Ex), Fast Musket (Ex), Grit (Ex), Gunslinger Initiative (Ex), Hunter's Aim (Ex), Improved Tracking (Ex), Pistol-whip (Ex), Quick Clear (Ex), Steady Aim (Ex), Terrains: Swamp (+2 bonus) (Ex), Track +4 Combat Gear +1 Elf Bane Alchemical Cartridge, Paper (10), +1 Distance Mithral Musket (double-barreled), +2 Keen Greatsword, +2 Mithral Chain Shirt, Alchemical Cartridge, Paper (10), Black Powder (10), Firearm Bullet (10); Other Gear Backpack, Masterwork (empty), Cloak of Resistance, +1, Pouch, belt (10 @ 0 lbs), Pouch, belt (10 @ 0 lbs), Pouch, belt (10 @ 0.0835 lbs), Pouch, belt (empty), Powder Horn (10 @ 0 lbs) -------------------- SPECIAL ABILITIES -------------------- Darkvision (60 feet) Deadeye (Ex) Deeds Gunslinger Endurance Enemies: Humanoids (Elf) (+4 bonus) (Ex) Enemies: Humanoids (Human) (+2 bonus) (Ex) Fast Musket (Ex) Grit (Ex) Gunslinger Initiative (Ex) Gunsmithing Hunter's Aim (Ex) Improved Tracking (Ex) Pistol-whip (Ex) Point Blank Shot Quick Clear (Ex) Rapid Reload: Musket Rapid Reload: Musket, double-barreled Rapid Shot Slayer's Knack: Enemies: Humanoids (Elf) (+4 bonus) (Ex) Steady Aim (Ex) Terrains: Swamp (+2 bonus) (Ex) +2 to rolls vs Swamp. Track +4 This should give him access to free action reloads with cartridges, and a nasty double/triple shot as a full round. I might replace slayer's knack with quick draw to synergize with Gunslinger Initiative. Any calls on this build? No threat, good threat, killer threat? I'm still also looking for some regular gun toting grunt builds, maybe around amateur gunslinger fighters or ogres packing siege weapons as normal weapons. Any thoughts?
I'm running a campaign following the Red Hand of Doom, and I have some players showing interest in firearms. I'd love to run with it. Spoiler:
Maybe have some of the reasoning of why the Hobgoblins are preparing for war is that they have made connections with some Duergar in the Stonehome Mountains who are supplying them with guns and siege weapons. But that brings me to the retooling aspect. Obviously lines of goblins with exploding fire javelins would be good for humor, but I want some real gun toting threats. The easiest adaptation flavor wise seems to be making Wrymlord Saarvith into some mix of Gunslinger or Ranger (Trophy Hunter.) But I worry about lowering his threat with the lack of Manyshot, no companion, and needing time to reload. Any build or tactics suggestions? How about for likewise arming the rest of the horde? |