Level 11 Gunslinger in the Arena of Yet More Doom


Playtest Results: Round 1

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Human Gunslinger 11 “Roland”
Str 10
Dex 25 (17+2 racial+2 level+4 belt)
Con 14
Int 11
Wis 16 (14+2 belt)
Cha 7

Feats
1 Quick Draw
1b Rapid Reload
3 Point Blank Shot
4b Lighting Reload Deed (Grit)
5 Weapon Finesse
7 Precise Shot
8 Rapid Shot
9 Two Weapon Fighting
11 Signature Deed (Lighting Reload)

Gear (82,000)
Celestial Armor (22400)
+3 Pistol (18,300)
+1 Corrosive Pistol (8,300)
Spiked Gauntlet
Cloak of Resistance +3 (9000)
Ioun Torch (75)
MW Backpack (50)
Belt of Dexterity +4 (16000)
Headband of Wisdom +2 (4000)
Ring of Protection +1 (2000)
Amulet of Natural Armor +1 (2000)

Init +9

AC 28 (7dex+9armor+1nat+1def)
Touch 18
Flatfooted 20

CMB +11
CMD 29

Grit 3

103hp

Fort 11 (3+3res+2con+3tough)
Ref 17 (7+3res+7dex)
Will 9 (3+3res+3wis)

Pistol
+22/+17/+12 d8+10 (11 within 30’)
or
+20/+15/+10 d8+d6 acid+8 (9 within 30’)
or
+20/+20/+15/+10 d8+10 (11 within 30’)
or
+18/+18/+13/+8 d8+11 and +16 d8+d6 acid+9
I call that last one “bullet storm.” It makes me happy in a way that the Gunslinger at lower levels does not.

---

CR8 – Hydrodaemon (Bestiary 2)
Roland wins initiative. Bullet storm!!!!! Four hits (13,9,16,2,17). One grit point to entangle with the miss. Another to cause 7 bleed damage at the beginning of its turn. Hits cause 55 damage (40 remains) after DR reduces the acid gun (the other gun bypasses DR because of its +3 enhancement bonus).
The Hydrodaemon bleeds for 7 (33 remains). The Hydrodaemon spits its busgusting black sleep spittle at Roland. The foul mucous splats against him (18) but the tough Gunslinger resists its effects (18)! The Hydrodaemon then moves adjacent to the Gunslinger. [Ed. Note: I have no doubt that a charging glide with pounce and grab would have been better here. But ecology says they lead with spittle so I lead with spittle. Plus, being entangled.]

Roland bullet storms again, fighting defensively. AoO is a miss (4). Five hits (8,11,6,10,20) and the crit confirms (4). The four normal hits deal 59. The crit deal 34 damage. The Hydrodaemon is obliterated.

---

So, that was actually fun. Sad that it took until level 11 to make it fun. So making full attacks is where its at. Finally getting to be a bad ass makes the class cool. It would be excellent if we could find a way to do that earlier.

It was also pretty nice to be able to use some of the Deeds. Covering Shot is much more handy than I gave it credit for. I had forgotten just how many penalties are associated with the entangled condition. I really didn't need to use Bleeding Shot but I figured what the hell, get it in there. Luck favored my action and recovered me the grit point for that.

---

Up next is a Greater Ice Elemental. I cannot seem to do an Arena playtest without an elemental in it. And they're always hard as hell.


YuenglingDragon wrote:

So, that was actually fun. Sad that it took until level 11 to make it fun. So making full attacks is where its at. Finally getting to be a bad ass makes the class cool. It would be excellent if we could find a way to do that earlier.

Sums it all up really. Still though, nice to see a real visual of how things do turn around at lvl 11.

The real question though becomes... how would a lvl 11 Fighter Archer do in comparison? Not as flashy certainly though.

Dark Archive

As a note, I've been treating the pistol like the hand crossbow in terms of TWF. If there is great disagreement with this course, I'll trade out TWF for something else. Looking through my numbers again, the extra two shots from the second pistol had zero impact on the course of the fight so that one stands.

Heretek wrote:
The real question though becomes... how would a lvl 11 Fighter Archer do in comparison? Not as flashy certainly though.

I'd bet about the same effectiveness in this fight. The Archer gets Manyshot and Weapon Training as well as a number of additional feats. I think the Archer will be better for sure but the Gunslinger is at least close now. The Archer's additional combat ability will really show in tougher fights.


YuenglingDragon wrote:

As a note, I've been treating the pistol like the hand crossbow in terms of TWF. If there is great disagreement with this course, I'll trade out TWF for something else. Looking through my numbers again, the extra two shots from the second pistol had zero impact on the course of the fight so that one stands.

Heretek wrote:
The real question though becomes... how would a lvl 11 Fighter Archer do in comparison? Not as flashy certainly though.
I'd bet about the same effectiveness in this fight. The Archer gets Manyshot and Weapon Training as well as a number of additional feats. I think the Archer will be better for sure but the Gunslinger is at least close now. The Archer's additional combat ability will really show in tougher fights.

I am thinking the archer can punch 70.

Nevermind that is about what your guy will be averaging.

This is interesting as I had completely written this guy* off. I think the developers have to find a way to keep him alive until 11th level though.

*I was referring to the class, not the character.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
YuenglingDragon wrote:

As a note, I've been treating the pistol like the hand crossbow in terms of TWF. If there is great disagreement with this course, I'll trade out TWF for something else. Looking through my numbers again, the extra two shots from the second pistol had zero impact on the course of the fight so that one stands.

Heretek wrote:
The real question though becomes... how would a lvl 11 Fighter Archer do in comparison? Not as flashy certainly though.
I'd bet about the same effectiveness in this fight. The Archer gets Manyshot and Weapon Training as well as a number of additional feats. I think the Archer will be better for sure but the Gunslinger is at least close now. The Archer's additional combat ability will really show in tougher fights.

Hm, I can tell you what a theorycrafted archer Inquisitor with really mediocre equipment and stats would do at level 11:

AB: +20/+20/+15 ( Rapid Shot, Manyshot )
Damage: 1d8+2d6+19 = 30-120 DPR.

This is with one round of prep,though, so without casting Divine Favour and activating either the Judgement or Bane, it gets quite lower.


I would like to make a request for a special arena test - test desgined to tire out gunslinger and verify class defensive capabilities (or lack of thereof):
- two CR9 air elementals (Greater Air Elemental)
- two CR9 giants (rocks, then melee) (Giant, Frost)

Fighters and Paladins would be probably hard pressed to survive without proper AC, but they are likely to have decent AC at this level.
What about Gunslinger?

Regards,
Ruemere

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*Special Request* 2x CR 9 – Frost Giants
Note: For this fight I’m using the lower to hit based on the idea that pistols are not light. I think they should be treated like the hand crossbow but since I’m doing this for Rumere, I’ll err on the side of caution.

Initiative will go Frost Giant 1, Roland, Frost Giant 2. Frost Giant 1 throws his boulder. Natural 20 with another 20 to confirm. 38 damage (65 remains). Frost Giant 1 moves forward 35’ to stand to the gunslinger’s left 5’ away (so as to not provoke an AoO) drawing his sword as he goes.

Roland takes a 5’ step away from Frost Giant 1 and lets loose a bullet storm volley. Five hits (20,14,20,17,19) and once threat confirms (1,11). Four normal hits deal 63 damage and the crit deals 56 damage (14 remains). This is going to get nasty.

Frost Giant 2 throws his rock but misses the Gunslinger (15). Frustrated, he moves 40’ to flank Roland drawing his sword.

Frost Giant 1 plans his revenge and swings his sword at Roland. He his once (8,4) dealing 23 damage (42 remains). Roland wishes he had fought defensively.

Roland takes a 5’ step backwards to quit all that flanking nonsense. He bullet storms, fighting defensively. He fires one shot at Giant 1 dealing 15 damage (-1 remains). Frost Giant 1’s AoO misses but Frost Giant 2 connects (19) dealing 25 damage (17 remains). The four other shots are directed towards Frost Giant 2 and three hit (7,5,1,4) but the miss is a misfire! The shots deal 40 damage (93 remains).

Frost Giant 2 takes a 5’ step towards the Gunslinger and full attacks. One hit (13,10) dealing 20 damage and Roland is unconscious. He is destined for the cookpot.

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So, that's that. If I had ditched the cheaper of his guns and the Headband of Wisdom (losing one Grit and lowering his Wisdom save) I could have upped his AC to 30. He might have survived though his damage output would have suffered for it.


Impressive. This went better for Roland than I expected. I thought that action economy would quickly bring him down - instead he lasted two rounds :)

Thank you for the test.

Regarding Air Elementals, I think that Roland is going to be less effective - without criticals, and against unbeatable DR, he is going to be double-grappled within 1st round.

Regards,
Ruemere

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