| Joey Virtue |
We did a play test Friday night, we play tested it at 12th level. We used Epic Points buy and between 11000 gp and 120000 gp worth of items.
Human Gunslinger 12th level
Gunman
25 point buy
Stats
STR 13
Dex 20/24
Con 14
Int 10
Wis 16/20
Cha 10
AC 28
HP 125
Saves
Fort +12
Reflex +18
Will +12
Weapons Fire and Ice
+1 Flaming Pistol +16/+11/+6 1d8+11+d6 Fire 19-20 x4 at point Blank
+1 Frost Pistol +16/+11 1d8+11+d6 Cold 19-20 x4 at point Blank
(Deadly Aim worthless)
Magic Items
Headband of Wis +4
Belt of Dex +4
Cloak of Resistant +3
Handy Haversack (hold all the gunpowder and Bullets)
Ring of Protection +3
Boots of Levitate
Amulet of Natural Armor +2
Mithril Chain Shirt +3
Ion Torch
FIRE
ICE
4500 Gp for Bullets and Gunpowder
Feats
1st Weapon Focus
Bonus Rapid Reload
3rd Point Blank Shot
4th Weapon Specialization
5th Two Weapon Fighting
7th Lightning Reload
8th Point Blank Master Pistols
9th Improved Critical Pistols
11th Signature Deed Lightning Reload
12th Improved Two Weapon Fighting
Dwarf 11th level Samurai 1st level Fighter
Shogun
25 Point Buy
Stats
Str 19/23
Dex 14
Con 18/22
Int 10
Wis 12
Cha 8
AC 30
HP 175
Saves
Fort +18
Reflex +9
Will +9
Weapon
+1 Corrosive Shocking Adamantine Katana +21/+16/+11 1d10+11 +d6 Acid +d6 Electricity
+1 Corrosive Shocking Adamantine Katana +17/+12/+7 1d10+19 +d6 Acid +d6 Electricity (One handed Power Attack)
+1 Composite Longbow (+4 Str)+15/+10/+5 1D8+5
+1 Composite Longbow (+4 Str)+11/+6/+1 1D8+13 (Deadly Aim)
Magic Items
+2 Mithral Full Plate
+2 Heavy Shield
+2 Ring of Protection
Efficient Quiver (bunch of special metal arrows)
Amulet of Natural Armor +1
Cloak of Resistance +3
Belt of Physical Might +4 (Str & Con)
+2 Ring of Protection
Boots of Striding and Sprinting
Feats
Weapon Focus Katana
Iron Will
Power Attack
Weapon Specialization Katana
Deadly Aim
Greater Weapon Focus Katana
Improved Critical Katana
Greater Weapon Specialization Katana
Order of the Warrior
Human Ninja
Hanzo
25 Point buy
Str 14
Dex 18/22
Con 14
Int 10
Wis 12
Cha 16/20
Weapon
+2 Katana +11/+6 1d10+4
+1 Wakizashi +10/+5 1d6+2
+1 Composite Short Bow +16/+11 1d6+3
Magic Items
+3 Mithral Chain
Ring of Force Shield
Ring of Protection +3
Headband of Charisma +4
Goggles of Night
Amulet of Natural Armor +1
Cloak of Resistance +3
Vest of Escape
Belt of Dex +4
Boots of Elven Kind
Wands
Invisibility greater Charges x3
Silence Charges x5
Invisibility x5
Fly X4
Feats
Two Weapon Fighting
Dodge
Shadow Strike
Mobility
Spring Attack
Improved Two Weapon Fighting
Extra Ki
Ninja Tricks
Fast Stealth
Shadow Clone
Vanishing Trick
Bleeding Attack
Ghost Blade
Evasion
All three of us found the three characters were able to do what they seem to be designed to do: the Samurai was a tank who could throw heavy melee damage with one level of fighter so he could get all the focus and specialization, the ninja was a sneak attack machine he spent ki for invisibility every encounter to get his sneak attack off and throw a good amount of damage, the gunfighter (because he could load and fire all his attacks) threw out some serious damage at a high cost per encounter.
So the play test stared with the three classes and a Healbot Oracle that they had to get delivered by midnight to the “Dark lords Tower” so they come upon and old man being chased down by an Ogre Magi, so with initiative the GUNSLINGER always went first with his high dex and the gunslinger ability.
So the “old man” was an ogre magi and there were two invisible ones also hidden setting up cones of cold.
So the Samurai charged the one Oni and hit for 24 damage
The gunslinger moves to get them so he can have a touch attack, which he did all night and most of the time would only miss on a 1 but I guess that because of the monsters I chose had horrible touch ACs, the only thing all night he used his grit for was to increase the range on his touch attacks, getting I think 2 kills on the night by doing this trick and regaining the grit.
The three combat characters had set them self up for two cones of cold the evasion of the ninja shinned here so he took zero damage while the rest of the party took between 24 and 48 points of cold damage. He used his free greater invisibility and went onto sneak attack the ogre magi while missing on his two main hands he hit for 66 damage from two attacks. (solid damage for missing with his main hand)
The Samurai hit with two out of three attacks and threw down 65 damage.
The Gunslinger hit five for five for 139 points of damage one was a critical for 69 points of damage.
A couple more rounds of combat with two of the magi’s going invisible the oracle dispelling allowing the Gunslinger to fire two shots to kill it and spend his grit to extend his touch range to put some serious damage to the other oni 5 shots 5 hits for 102 points of damage
They wiped the floor with the Oni’s
The gunslinger averaged about 100 damage a round with all five hits (he was rolling well on damage his attacks were 1d8+1d6+11). The samurai averaged about 50 damage a round hitting two out of three attacks using power attack one handed and the great weapon specialization. The invisible ninja did his job with the sneak attacks. The oracle did its job after combat and healed up the party
The next encounter was with a CR 12 Purple Worm, this guy did some damage but a critical hit and a samurai challenge really hurt this guy.
He slammed out of the ground and missed on his bite the gunslinger moved into touch attack range but outside of its reach and hit a 66 point critical hit on the worm. The Samurai challenged it (we kind discussed the tactic if you have one enemy you should challenge it and he wanted to see what it could do) he threw power attack challenge and hit twice and threw 86 damage. Ninja figured worms could feel where he was at so he got his wand of fly and cast it on himself thinking it would make him invisible to the worm it didn’t work. Gunman took a 5 foot step back and took his five touch attack shots hit all five for 98 damage (starting to see a pattern here) The ninja thinking he has a sneak attack fire two bow shots at the purple worm (he never became invisible because he thought the worm was blind besides the tremor sense) so he only did like 16 damage on two shots.
Purple worm lays into the samurai the Dwarven Samurai fails his fort save to the poison sting we all laughed cause it was a only a one fails save. The Worm grapples him in his mouth and then the samurai throws another 60 some damage in his mouth and kills him while free himself.
This encounter the ninja didn’t really do anything the Challenge samurai and the starting critical put this thing down quick the oracle did its job after the combat
Our heroes make it to a gate guarded by two Stone Golems
So the Gunslinger moves up and unloads on one of the “statues” that was blocking the gate and all his damage was cut down over 50 damage from the DR but he still did 32 points of damage
The Gunslinger took 4 slams from the two golems
The ninja goes ghost and misses the golem because of high flatfooted AC that’s the thing with relying on flatfooted ac high level creatures still have good AC
The Samurai fast dismounts and charges one of the golems and crits for 62 points of damage. The gunslinger figures these things need his best bullets so he loads some of his adamantium bullets after he saw the samurai adamantium katana slice into them easily. With the right bullets he gets back to where he has been all night 5 shots 89 points of damage.
Golems hit both samurai and Gunslinger dropping the gunslinger (oracle has to do its job HEAL the Gunslinger)
The Ninja went to fighting two handed hit once and did 8 on a sneak attack (horrible roll)
The Samurai hit once on three tries but did like 40 damage.
Gunslinger fires from the ground and drops both golems
Golems are great combatants slowed down the gun slinger and (till he used the right bullets) when the creature is not soft and fleshy the ninja can have some problems (I’m sure the rogue has the same ones)
So there was a giant locked door and the Ninja and Gunslinger discussed who was going to open it the ninja won out and opened the door on the other side a Storm Giant was holding his action to chain lightning who ever opened the door, evasion saves him again, the arcs hit all the other characters,
This combat went the same way that most did except the gunslinger did his damage and took a bunch. So he has Point blank Mastery so shooting didn’t provoke AOO but loading did so him and the giant traded blows and the giant on three AOO dropped him to zero but the gunman throws over a 100 that round but took over a hundred in three attacks. Ninja damage was really good this combat hitting multiple times with his invisible sneak attacks for about 80 in two sets of attacks
So the next battle was going to be 4 fiendish T Rex I set up the battle coming from both sides I thought they were like WOTC and Huge but then I read hero lab and was thinking Gargantuan and Colossal and so we went and got then Giant red dragon miniatures then got into a discussion of how much bigger they got in pathfinder and then after about 45 minutes or laughing and putting stuff away because the players didn’t think they could beat them if they were that size. By the time we figured out our mistake we called it a night.
The next encounter was going to be two adult green dragons and both guys thought they would die to the dragons
Overall opinion
These three classes do what they are designed to do the Gunslinger throws a lot of bullets and damage with guns, the Samurai is a tank who can fight with the fighter (with his chosen weapon) and the challenge makes him great at taking on one enemy, the Ninja while he has Ki and he has the greater invisibility greater trick he throws more consistent damage then the rogue (but that’s 10th level).
The Gunslinger in 4 combats burned through 400 gp worth of gunpowder that’s a costly hero.
The Samurai should almost always take a level of Fighter to open up all the feats
Great classes that need some small tweaks
The hard part about these high level play tests is since you haven’t taken the character from first level you really don’t remember and know all the abilities and how to use them.
| Richard Leonhart |
haven't read trough it all, but greater weapon spezialization is for 12th lvl fighter, that means he has to have 12 lvls of fighter, not lvl 12 and a fighter lvl in there somewhere.
Edit: My fault, the samurai is a fighter alternate version, means he does count for prerequisites, however a samurai can't multiclass with a fighter because if this. A Samurai is actually fighter.
| Heretek |
haven't read trough it all, but greater weapon spezialization is for 12th lvl fighter, that means he has to have 12 lvls of fighter, not lvl 12 and a fighter lvl in there somewhere.
Edit: My fault, the samurai is a fighter alternate version, means he does count for prerequisites, however a samurai can't multiclass with a fighter because if this. A Samurai is actually fighter.
Eh? Samurai is a Cavalier broseph.
| Heretek |
haven't read trough it all, but greater weapon spezialization is for 12th lvl fighter, that means he has to have 12 lvls of fighter, not lvl 12 and a fighter lvl in there somewhere.
Edit: My fault, the samurai is a fighter alternate version, means he does count for prerequisites, however a samurai can't multiclass with a fighter because if this. A Samurai is actually fighter.
Samurai is a Cavalier... also it is highly probable these 1 level dips in Fighter is the result of badly worded text. The Samurais full level mostl likely is supposed to qualify him for Fighter-only Feats.
| Joey Virtue |
[
Samurai is a Cavalier... also it is highly probable these 1 level dips in Fighter is the result of badly worded text. The Samurais full level mostl likely is supposed to qualify him for Fighter-only Feats.
Thats what I thought then went back and took the one level
But that makes the samurai a solid damage dealer
Kabump
|
I just reread the Samurai, the class ability in question is Weapon Expertise:
Weapon Expertise (Ex): At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisite for feats that specifically select his chosen weapon, such as Weapon Specialization.
Relavant section bolded for emphasis. So by taking the 1 level dip into fighter, it allows him to get those "fighter level X" requirement feats, as 1 fighter/11 samurai counts as a 12th level fighter for the purposes of qualifying for feats related to his chosen weapon. As was stated, the samurai is an alternate Cavalier.