El Salka Megil ah Findeladlara
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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!
| Stephen Radney-MacFarland Senior Designer |
A few things.
One, thank you for the notes and feedback. They’re appreciated.
The OP thing is tricky. First off, people who play OP tend to play more than home gamers. We want more people to playtest these classes and give good feedback.
That said, no one likes a pushy gunslinger. I understand that some people don't like guns in their fantasy, but Golarion does have them, and has had them for some time. One of our first design goals is to make firearms more playable within the context of the campaign's story.
Lastly, you don't have to be proficient in firearms to load them. I think what you came up with is a perfectly fine houserule, and maybe we will have something similar as an optional rule in Ultimate Combat, but I don't know about adding that to the current firearm rules.
Now I have visions of the cohort that stands around and loads a gun. It seems very 18th century to me for some reason.
| Pendagast |
A few things.
One, thank you for the notes and feedback. They’re appreciated.
The OP thing is tricky. First off, people who play OP tend to play more than home gamers. We want more people to playtest these classes and give good feedback.
That said, no one likes a pushy gunslinger. I understand that some people don't like guns in their fantasy, but Golarion does have them, and has had them for some time. One of our first design goals is to make firearms more playable within the context of the campaign's story.
Lastly, you don't have to be proficient in firearms to load them. I think what you came up with is a perfectly fine houserule, and maybe we will have something similar as an optional rule in Ultimate Combat, but I don't know about adding that to the current firearm rules.
Now I have visions of the cohort that stands around and loads a gun. It seems very 18th century to me for some reason.
Stephen you didnt see my 'shane' suggestion? To have the gunslinger get a 'companion' but have it be humanoid instead of an animal and have him following around reloading? Yea yea i know there is leadership by burning a feat at 7th, but most people do not want a dozen or more mooks to go with the pie.
Purple Dragon Knight
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Quigley the Goblin-boy, standing at my side and reloading my Blunderbuss as I calmly face death down the barrel of my OTHER Blunderbuss.
I like it.
You can even shoot your mooks in the face and they will not sue you, and they will go to CNN and say, "it wasn't master's fault! we loves mastersHaliburtonzszzzz!" :P :P :P
| Odentin |
Could always enchant the gun to magically reload/repowder itself as a free action at the end of the character's turn? Probably be expensive, but it's a possible opttion. Just got to get creative.
I had actually thought of doing that. Major Creation should be able to create powder and ball. So create an enchant that does so every time the gun is cocked. Then the bullet disappears at the end of the round.
| Elghinn Lightbringer |
Elghinn Lightbringer wrote:Could always enchant the gun to magically reload/repowder itself as a free action at the end of the character's turn? Probably be expensive, but it's a possible opttion. Just got to get creative.I had actually thought of doing that. Major Creation should be able to create powder and ball. So create an enchant that does so every time the gun is cocked. Then the bullet disappears at the end of the round.
Exactly. We are in a fantasy realm RPG, why not utilize magic, even for the gunslinger (but via a second party of course). I personally think wizards and alchemist could be a gunslinger's best friends. THey were for my old group in 2E and 3.5E.
+5sword
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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 ElfEl 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, waterskinGunslinger 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, killNet 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...
Can't stand the idea of firearms in medieval fantasy. This is the reason I went away from Warhammer FRPG years ago, and I hope it doesn't take too much root in Pathfinder now! Great game a flavor...but gunslinger is for western or later period-flavor settings.