Gunslinger on the Shiv


Gunslinger Discussion: Round 1

Silver Crusade

Okay, so I'm starting up the Serpent Skull AP with a new group, and one of them wants to try a Gunslinger. He's looking at it like a Conquistador-type.

While I want the opportunity to play test, I'm having trouble seeing how this would work. How can he get more ammo? What good is a gunslinger that can't shoot? Is gunpowder something that can be made in the field, Captain Kirk style?

Any thoughts? Should I nix this, or is there a way to make it work?

Thanks


uriel222 wrote:

Okay, so I'm starting up the Serpent Skull AP with a new group, and one of them wants to try a Gunslinger. He's looking at it like a Conquistador-type.

While I want the opportunity to play test, I'm having trouble seeing how this would work. How can he get more ammo? What good is a gunslinger that can't shoot? Is gunpowder something that can be made in the field, Captain Kirk style?

Any thoughts? Should I nix this, or is there a way to make it work?

Thanks

My advice to you would be to explain the situation to him. Tell him that he won't be able to get regular access to towns (especially at first) to resupply. Tell him that his initial supply of powder will be all he has to carry him through level two or three or what have you. If he still wants to play a gunslinger after all that, let him -- you've fairly explained the disadvantages he'll face, and if he wants to explore the potential of a gunslinger without a gun, more power to him.

I faced the same problem when I had an player wanting to run an alchemist in Kingmaker -- I told him that on long explorations with lots of combat he would be cut off from his supplies of fragile glass vials and be far from resupply. He elected to go forward anyway.


there are 16 ship wrecks around the shiv with small amounts of treasure, some of said treasure could be powder or even pretty glass jars, at least this way it can be more rewarding scavenging the various wrecks for his or her ammo or alchemy jars and kits.
just an idea.

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uriel222 wrote:

gunpowder something that can be made in the field, Captain Kirk style?

Any thoughts?

Handwave it and have him bring supplies he "bought" in markets.

5th Level, INT 10, Craft guy takes a 10 for DC 18 which is the DC for an exotic weapon (and by precedence an exotic weapons gunpowder/bullets.)

That is 42 percent of a bullet a day or roughly 3 bullets (with gunpowder) a week.
Just handwave "you get 3 shots a week for 8 hours a day of time crafting" and be done.
Those 3 shots cost him 11 gp a week to craft that he just deducts from his gp/sp/cp he is carrying (yes I'm breaking realism.)


how do the archers get more arrows and the wizards get more spell components?

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Pendagast wrote:
how do the archers get more arrows and the wizards get more spell components?

Archers recover all their missed shots and Craft 1.54 arrows a day at a cost of 5 copper a day.

Wizard spell components pouch is an infinite supply of little bits and never need to be refilled.


James Risner wrote:
Pendagast wrote:
how do the archers get more arrows and the wizards get more spell components?

Archers recover all their missed shots and Craft 1.54 arrows a day at a cost of 5 copper a day.

Wizard spell components pouch is an infinite supply of little bits and never need to be refilled.

I dont see anywhere it says they get an infinite amount of spell components for 5gp. Thats a liberal interpretations. Archers need to actually have craft skill to do that. How many archers have you seen with enough skill points in craft fletching/bow making?

You can't recover every arrow you fire, and 1.54/day arrows will hardly keep up.


captain yesterday wrote:

there are 16 ship wrecks around the shiv with small amounts of treasure, some of said treasure could be powder or even pretty glass jars, at least this way it can be more rewarding scavenging the various wrecks for his or her ammo or alchemy jars and kits.

just an idea.

This is my suggestion as well. it makes sense, and encourages the exploration of the wrecks. (in my play through of SS the party avoids the wrecks after the 1st undead encounter, and only hits the ones named out by the NPC's for subplot progress.)

The Exchange Owner - D20 Hobbies

Pendagast wrote:

I dont see anywhere it says they get an infinite amount of spell components for 5gp. Thats a liberal interpretations.

Archers need to actually have craft skill to do that. How many archers have you seen with enough skill points in craft fletching/bow making?

Liberal or not, there isn't any other interpretation that can be derived without GM adjudication.

It takes a rule describing how a spell component pouch is depleted, otherwise the item is an infinite source.

One rank gives them a +14 if it is a class skill, which is good enough to take 10 and make arrows. Granted at +14 that is only 1.2 arrows a day.


You can get rid of the GP cost too if they do some survival checks (or other appropriate checks) to find raw components along the way. I usually allow archers to spend an hour a day making survival checks to find GP worth of raw components for making arrows. Usually something along the lines of their check x 1SP for an hour. So if they roll 14, they get 1.4GP of materials.

The only thing you need to do then is reduce the treasure given out a tiny bit to compensate to keep them on WBL.

RPG Superstar 2011 Top 4

Like captain yesterday said, there are plenty of shipwrecks to hide goodies in.

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