20th level Gunslinger vs 4 Ancient Gold Dragons


Gunslinger Discussion: Round 2

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RPG Superstar 2009 Top 32

Who wins?

the EL of the 4 dragons would be an EL of 24, which is a tough fight for a full 20th level party.

Our gun slinger has the following built options
Dex 30 (easy to get at 20th level)
True Grit on Lighting Loading, and Stunning Shot

Feats: Rapid Reload, Point Blank Shot, Rapid Shot, Far shot, Leadership (15th level rogue cohort), improved init

Trait: reactionary

Weapons: Advanced firearm Revolver +1 steadfast gun, speed (+8 weapon); Dagger +1 dueling (stays in sheath just want the +4 init)

Init: +20 (+10 dex, +4 improved init, +2 reactionary, +4 dueling weapon)
cohort has similar build for init but only has +14 to init.

Combat is about to being, say the gunslinger challenged all 4 to a dual
4 Ancient gold dragons look at this human with a gun and a kobold cohort nearly pissing himself. The dragons almost feel sorry for them.

Init is rolled, all 4 dragons get natural 20s!!! so they go on 19, gun slinger and cohort roll a 1 and gunslinger goes first cohort last.

Round 1:
Fires 6 shots (vs touch ac of 5 since they are within 100’) can hit each one at least once all Stunning Shots (0 grit cost, no save stunned)(has the 5th + 6th shots just in case he rolls a 1 to hit), spends 2 grit on one of them to do con bleed just for fun.
Dragons stand there stunned
Cohort runs up next to first dragon.

Round 2: lightning loading (0 grit cost) fires 5 shots stun locking the dragons again
Dragons stand there stunned again.
Cohort using dastardly finish coup de gras the first dragon.

Round 3+: Rinse and repeat Dragons NEVER GET TO GO, they are stun locked. They will either die from gun shots or die from coup de gras. Either way Gunslinger Wins.

The dragons have 0 chance in a fair face to face fight. They have to get the drop on the gunslinger. Once the gun slinger can go it is all over.

Any creature that is not immune to crits is a walk in the park for the gunslinger. As long as the gun slinger can survive the creatures one standard action surprise round he wins. Wins with ease most of the times as well.

I think the stunning shot should have some sort of save. Even if you do something like even if you are save you are staggered at least the creature gets some action and not stuck in a stun lock.


yeaaa, good catch. Havent really looked at 19th/20th level. A specific build could theoretically do this.

Not sure if the need for stunning shot is even there, considering you already have targeting, seems semi redundant.
19th level should get something else.

Dark Archive

OgeXam wrote:
Any creature that is not immune to crits is a walk in the park for the gunslinger. As long as the gun slinger can survive the creatures one standard action surprise round he wins. Wins with ease most of the times as well.

This is ridiculous. First of all, anything you do at level 20 gets a little funky unless you're one of the crap classes. Second, this only works if your GM is nice enough to let it.

Try it again with 12 Ancient Green Dragons that are 200 ft away. See how well you do when all they do is use Flyby Attack and never let you be within 100ft.

Hell, just try it with 12 Ancient Coppers, pissed because you killed their Gold friends. They don't even have Flyby Attack but they're sure to mess you up.

Same CR in both cases but when you don't have enough shots to stun lock everybody you'll still get your butt handed to you. Whatever parts of it they don't eat, anyway.

Dark Archive

Pendagast wrote:

yeaaa, good catch. Havent really looked at 19th/20th level. A specific build could theoretically do this.

Not sure if the need for stunning shot is even there, considering you already have targeting, seems semi redundant.
19th level should get something else.

How would Targeting make this redundant?

Sovereign Court

Ooooooh gunslinger mechanics... You so silly!


it is spending a grit to apply a condition, it just seems like exactly the same thing ie a head shot to confuse or a head shot to stun. seems like the same ability, just boosted.

good point on setting it up so all the dragons are in range and ready, set, go.

arena theory isn't playtesting.

there is also alot of contingencies, including contingency to take into account. As ancient dragons dont get to be ancient unless they are prepared.

but in the case of giants or something else that is a melee monster and would have to get close, this could very well work, so the point is still there.


YuenglingDragon wrote:
OgeXam wrote:
Any creature that is not immune to crits is a walk in the park for the gunslinger. As long as the gun slinger can survive the creatures one standard action surprise round he wins. Wins with ease most of the times as well.

This is ridiculous. First of all, anything you do at level 20 gets a little funky unless you're one of the crap classes. Second, this only works if your GM is nice enough to let it.

Try it again with 12 Ancient Green Dragons that are 200 ft away. See how well you do when all they do is use Flyby Attack and never let you be within 100ft.

Hell, just try it with 12 Ancient Coppers, pissed because you killed their Gold friends. They don't even have Flyby Attack but they're sure to mess you up.

Same CR in both cases but when you don't have enough shots to stun lock everybody you'll still get your butt handed to you. Whatever parts of it they don't eat, anyway.

I'm not sure that "lol your combo is easy beaten up by 12 ancient dragons" is an actual argument.

Dark Archive

But Targeting is a full round action that targets one enemy. It is nice but not nearly as good as Stunning Shot. Which is appropriate since SS is a 19th level ability.


PEW PEW PEW! You're dead!

I think the Gunslinger has as many game-breaking opportunities at 19/20th level as any self-respecting spellcaster.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

Similar hijinks are possible with Stunning Assault. Like this (STAP spoiler). Several creature types are immune to stun. Put that same lvl 20 gunslinger up against 4 CR 11 dread wraiths and he's going to have real problems.


You can't coup de grace a stunned creature. Stunned creatures are not helpless, they just can't act and have a lower AC.

Ancient Gold Dragons have anti-magic field for 25 hours a day (they have Extend Spell and 5 8th level slots that are basically worthless most of the time) and DR 15/magic. You won't be able to harm them except on a crit, and your cohort certainly won't either.

You're just as likely to miss as you are to crit.

All it takes is one dragon not getting stunned to ruin your day. They move faster than you do and are easily able to grapple you. Once you're grappled, you're utterly screwed.

Dark Archive

Kaiyanwang wrote:
I'm not sure that "lol your combo is easy beaten up by 12 ancient dragons" is an actual argument.

Because?

My point is that an encounter with the same CR offered by the OP can be drastically different if there are simply more than 6 or 7 opponents.

This is a valid argument. Anyone can design a situation where their PC shines. If I can easily design an encounter which pulps the same PC, I don't think there's a problem. This isn't a video game where you can pull just the bad guy you want to fight at the time. The GM is there to challenge you and this build is not harder to challenge than any other and easier than some.


Stunning Assault forces a save and is melee. Is not quite the same.

Now, maybe Tanner Nielsen made a point, but the ability should not be understimated.

Dark Archive

Zurai wrote:
You can't coup de grace a stunned creature. Stunned creatures are not helpless, they just can't act and have a lower AC.

His cohort (I didn't even go into how cheesy Leadership is) has Dastardly Finish.


YuenglingDragon wrote:


My point is that an encounter with the same CR offered by the OP can be drastically different if there are simply more than 6 or 7 opponents.

This is a valid argument. Anyone can design a situation where their PC shines. If I can easily design an encounter which pulps the same PC, I don't think there's a problem. This isn't a video game where you can pull just the bad guy you want to fight at the time. The GM is there to challenge you and this build is not harder to challenge than any other and easier than some.

The game is based on attacks and defenses. Stun is a powerful condition to inflict, many eneimes are immune but a lot of high end foes (classed humanoids, dragons, outsiders) are not.

I think that an ability able to make trivial a lot of high level enounters if less than 5 foes are faced is not OK. Dragons have miss chances and stuff if needed, but nevertheless an high level PC can bypass those too.


YuenglingDragon wrote:
Zurai wrote:
You can't coup de grace a stunned creature. Stunned creatures are not helpless, they just can't act and have a lower AC.
His cohort (I didn't even go into how cheesy Leadership is) has Dastardly Finish.

Ah, moving goalposts. How fun.

Also, you have to be wielding the dueling weapon to get the initiative bonus from it.

Oh, another problem: how are you hitting touch AC at 100 feet? The revolver has a range increment of 20 feet. You'd have to be spending 4 grit each shot on the Deadeye deed to hit touch AC at 100.

Dark Archive

A few points:
1. Advanced Firearms are obviously broken. If you're going to make a point about the gunslinger, use basic firearms instead.
2. Advanced Firearms have no misfire chance, so if you are going to use them, they don't need to be steadfast.
3. Advanced Firearms can be loaded as a move action, with Rapid Reload, they can be reloaded as a free action, so you could just as well use a rifle.
4. The point you are trying to make is valid. It also applies at 19th level, just take Signature Deed (Stunning Shot) as a feat and also work basic firearms.
5. Make the weapon distant, probably the best enchantment for guns since it doubles the range at which they make touch attacks.

Dark Archive

Zurai wrote:
Oh, another problem: how are you hitting touch AC at 100 feet? The revolver has a range increment of 20 feet. You'd have to be spending 4 grit each shot on the Deadeye deed to hit touch AC at 100.

Page nine under Advanced Firearms, they hit against touch in their first 5 range increments.

Zurai wrote:


Ah, moving goalposts. How fun.

Lol. Playtests are a barrel of laughs, huh?

Sovereign Court

Off Topic to Zurai:

Totally off topic, but your Serpents Skull group under Navior are wondering where you got to, reckon you can drop them a courtesy post?


YuenglingDragon wrote:
Zurai wrote:
Oh, another problem: how are you hitting touch AC at 100 feet? The revolver has a range increment of 20 feet. You'd have to be spending 4 grit each shot on the Deadeye deed to hit touch AC at 100.
Page nine under Advanced Firearms, they hit against touch in their first 5 range increments.

Ah. Then, yes, refer to Jadeite's point number 1 above. Advanced Firearms are an optional rule and have been specifically pointed out as not being intended for use in standard campaigns.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Zurai wrote:
YuenglingDragon wrote:
Zurai wrote:
You can't coup de grace a stunned creature. Stunned creatures are not helpless, they just can't act and have a lower AC.
His cohort (I didn't even go into how cheesy Leadership is) has Dastardly Finish.
Ah, moving goalposts. How fun.

It's not a moving goalpost. He said it in the initial post.

OgeXam wrote:

Round 2: lightning loading (0 grit cost) fires 5 shots stun locking the dragons again

Dragons stand there stunned again.
Cohort using dastardly finish coup de gras the first dragon.
Zurai wrote:
Also, you have to be wielding the dueling weapon to get the initiative bonus from it.

Agreed on this point, though he could go for cheese and say it was "dueling armor spikes" instead.

Scarab Sages

Jason Nelson wrote:
Agreed on this point, though he could go for cheese and say it was "dueling armor spikes" instead.

That would be a funny fight! BLOOD BOWL!


I would call this an edge case.

Still, I would have to suggest Stephen seriously consider adding a save to Stunning Shot.

Stun locking is pure action denial. You can't even attempt to do anything as opposed to still getting an action with a trip lock or confusion lock (see Targeting).


Freesword wrote:

I would call this an edge case.

Still, I would have to suggest Stephen seriously consider adding a save to Stunning Shot.

Stun locking is pure action denial. You can't even attempt to do anything as opposed to still getting an action with a trip lock or confusion lock (see Targeting).

What about a very high DC save (say BAB +Dex +Wis modifiers)? Could be this a good compromise?

How high could go the DC of a 19-20 level Gunslinger?

Dark Archive

Kaiyanwang wrote:


What about a very high DC save (say BAB +Dex +Wis modifiers)? Could be this a good compromise?

How high could go the DC of a 19-20 level Gunslinger?

With that formula? About 40.


Kaiyanwang wrote:
Freesword wrote:

I would call this an edge case.

Still, I would have to suggest Stephen seriously consider adding a save to Stunning Shot.

Stun locking is pure action denial. You can't even attempt to do anything as opposed to still getting an action with a trip lock or confusion lock (see Targeting).

What about a very high DC save (say BAB +Dex +Wis modifiers)? Could be this a good compromise?

How high could go the DC of a 19-20 level Gunslinger?

Overkill.

Standard save like the Death's Shot: 10 + 1/2 the gunslinger’s level + the gunslinger’s Dexterity modifier

Personally I would replace Dex with Wis since these are Grit based abilities and Dex is already a borderline super-stat (AC, reflex save, initiative, several skills, and ranged attacks).

Dark Archive

Jadeite wrote:
Kaiyanwang wrote:


What about a very high DC save (say BAB +Dex +Wis modifiers)? Could be this a good compromise?

How high could go the DC of a 19-20 level Gunslinger?

With that formula? About 40.

Could you really get Wis and Dex to 30 and still have the gold left over for other needful items?


Jadeite wrote:
Kaiyanwang wrote:


What about a very high DC save (say BAB +Dex +Wis modifiers)? Could be this a good compromise?

How high could go the DC of a 19-20 level Gunslinger?

With that formula? About 40.

Hurr. CR 20 Gold dragon needs a 17. Balor an 11. Pit Fiend and Tarn Linnorm a 16.

Dunno.


Zurai wrote:


Ah. Then, yes, refer to Jadeite's point number 1 above. Advanced Firearms are an optional rule and have been specifically pointed out as not being intended for use in standard campaigns.

But what is a Standard Campaign ??

3 Musketeers or earlier (dark ages) i agree, would not use Advanced Fire Arms.

Wild West, Modern, or some Steam-punk, would use Advanced Fire Arms.

............

But in a world were Wizards fly and toss fireballs from wands like rain; Druids change into elementals and dive under the earth to except death; Fighter fight with flaming swords of fire that burst in explosion on crits for extra damage; Ranger shooting magic bows with arrows that are hit for Cold/Acid/Flame/Sonic +4d6 elemental damage; rogue vanish from sight with invisibly cloaks & sneak attack with magic poison daggers, etc etc etc...

In a Standard Fantasy Campaign your going to tell the gunslinger = Guns can not become advanced, gunslinger can not have revolvers, and you can wizards that make a magic golam that moves on its own, but can not make a single non-magical weapon like a gun become improved into an Advanced Firearm like a 6 shot revolver.

...........

What i am trying to say is, once you allow guns in your campaign, Then the Players are going to want them to improve into more advanced forms. So they can get more shots off, better range, lower misfire chance if not get rid of that outright.

Once firearms enter your game world, then your game world will change.

Dark Archive

YuenglingDragon wrote:
Jadeite wrote:
Kaiyanwang wrote:


What about a very high DC save (say BAB +Dex +Wis modifiers)? Could be this a good compromise?

How high could go the DC of a 19-20 level Gunslinger?

With that formula? About 40.
Could you really get Wis and Dex to 30 and still have the gold left over for other needful items?

With a starting dexterity of 20, a gunslinger can reach 36 by level 20. With a starting Wisdom of 16, he just needs 8 more points.

A tome of understanding +2 costs 55k, a manual of quickness of action +5 137.5k. A headband and a belt +6 cost 36k each. That's 264.500 gp. A 20th level character has a WBL of 880k, leaving him with more than 600k to spend on other things.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Perhaps I'm missing something, but using Deadeye affects *AN* attack, so attacking these 4 gold dragons with touch attacks at 100-foot range would cost 16 grit points per round, since it's 1 point of grit per range increment, so each shot he takes costs 4 grit points. The stunning shot is free because of true grit, but Deadeye isn't (at least not with this build).

Since his max grit total is equal to his Wis bonus, he'd either need a WIS score of 42, or need to have, say, and 8 Wis and have taken the Extra Grit feat six times.

For one round of super-deluxe touch attack super-stunning, after which the dragons would annihilate him since he'd be out of grit for the day.

Dark Archive

Jason Nelson wrote:

Perhaps I'm missing something, but using Deadeye affects *AN* attack, so attacking these 4 gold dragons with touch attacks at 100-foot range would cost 16 grit points per round, since it's 1 point of grit per range increment, so each shot he takes costs 4 grit points. The stunning shot is free because of true grit, but Deadeye isn't (at least not with this build).

Since his max grit total is equal to his Wis bonus, he'd either need a WIS score of 42, or need to have, say, and 8 Wis and have taken the Extra Grit feat six times.

For one round of super-deluxe touch attack super-stunning, after which the dragons would annihilate him since he'd be out of grit for the day.

Page nine under Advanced Firearms, they hit against touch in their first 5 range increments.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

YuenglingDragon wrote:
Jason Nelson wrote:

Perhaps I'm missing something, but using Deadeye affects *AN* attack, so attacking these 4 gold dragons with touch attacks at 100-foot range would cost 16 grit points per round, since it's 1 point of grit per range increment, so each shot he takes costs 4 grit points. The stunning shot is free because of true grit, but Deadeye isn't (at least not with this build).

Since his max grit total is equal to his Wis bonus, he'd either need a WIS score of 42, or need to have, say, and 8 Wis and have taken the Extra Grit feat six times.

For one round of super-deluxe touch attack super-stunning, after which the dragons would annihilate him since he'd be out of grit for the day.

Page nine under Advanced Firearms, they hit against touch in their first 5 range increments.

Aha, missed it in the fine print. I looked at revolvers to see if there was something in there for them specifically but didn't think to look at advanced firearms in general.

Very well then, carry on. Nothing to see here. :)

RPG Superstar 2015 Top 8

OgeXam wrote:

Who wins?

the EL of the 4 dragons would be an EL of 24, which is a tough fight for a full 20th level party.

Your build is excellent in theory, but in real high level campaigns, this kind of thing is par for the course. There are just too many counters, and counter counters that you are not accounting for. For example, why don't the gold dragons have spells up? Displacement? Improved Invisibility? Not to mention spells that might protect the dragon from stunning. Contingency?

Of course, a real high level character would have counters to the dragon's spells, and the dragon would have counter counters.

In high level games, planning is *everything*. What if a single gold dragon, hiding behind a cloud, projected an image and used it to cast power word blind on a gunslinger?


moon glum wrote:
OgeXam wrote:

Who wins?

the EL of the 4 dragons would be an EL of 24, which is a tough fight for a full 20th level party.

Your build is excellent in theory, but in real high level campaigns, this kind of thing is par for the course. There are just too many counters, and counter counters that you are not accounting for. For example, why don't the gold dragons have spells up? Displacement? Improved Invisibility? Not to mention spells that might protect the dragon from stunning. Contingency?

Of course, a real high level character would have counters to the dragon's spells, and the dragon would have counter counters.

In high level games, planning is *everything*. What if a single gold dragon, hiding behind a cloud, projected an image and used it to cast power word blind on a gunslinger?

The point was that in order for the dragons to stop this one guy they have to start burning resources. That makes this guy better then them. If my wizard can kill your paladin with his staff then my wizard is better then your paladin even though the paladin hasn't used his spells and items yet.

Gunslinger can take them with his gun and a few dozen bullets, if the dragons start burning resources then so does he (which includes gaining party members). Hell an antimagic field will ruin the dragons day once the gunslinger gets teleported close and starts stunning them. Two spells and the gunslinger wins hands down again.


In the thread

BETTER

The following was posted, so they do know about this and are fixing it with a saving throw.

Freesword wrote:

I've come across 2 additional changes I would like to see.

1. Stunning Shot should have a save. Being automatic allows for the possibility of infinite stun lock loops which are pure action denial (literally, stunned means you cannot take an action).

2. Gunslinger save DCs should use Wis instead of Dex as the abilities that grant saves are tied to Grit which is Wis based and Dex is a borderline super-stat (AC, reflex save, initiative, several skills, and ranged attacks).

Stephen Radney-MacFarland wrote:

Stunning shot will have a save in the final version.

Saving throws will be based on Wis...including the one for stunning shot.

Bravery will be replaced. I think you will like the replacement, but we are still discussing its final form.

Don't expect to get medium armor with the final gunslinger.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Pendagast wrote:
yeaaa, good catch. Havent really looked at 19th/20th level. A specific build could theoretically do this.

Good catch? Baloney! I posted this combo a day or two before he did!

He's clearly stealing my ideas.

;P

RPG Superstar 2009 Top 32

To those who say "well what is the dragon would have done X, or they would have done Y." That is not the point of this post.

I did not sit down and make the perfect build. I read the round 2 version of gunslinger through ONE time. When I read stunning shot I laughed and the power of it. When I saw I can hit touch AC up to 5 range increments out and can have no missfire, free action reload my brain screamed BROKEN!

Remeber this is ONE guy, one CR 19 fighting four CR 20s! This is not a fair fight, the one guy should have a snow balls chance in hell. The dragons look and laugh and fly in to have fun with the puny human and his pet friend.

Make it a party of 4 gunslingers 3 ready action to stunning shot the ones that come in, and the other stunning shot lock those already down. They can actually do it at add more enchantments and feats so the range increament is 30 ft so out to 150 hitting touch AC and out to 300 vs full AC.

If I hit you stun lock! No save, nothing, game over.

The whole point is a NO SAVE stun on every shot!?!?!?!?! not a dialy use abilty, not a full round action, but every shot. Rapid shot and haste the gun slinger can shoot 6 shots a round all no save stun attacks.

In my opinion Stunning Shot is too powerful with a save or other limiting factor (cannot reduce the grit to less then 1, have it cost normally 3 or 4 grit to use)

I was not going to and I am not going to make the perfect build gunslinger for all ocasions. Heck I barely scratched the surface of his gear, had a bunch of feats left, didn't even bother calculating his to hit.

You do not need to go to that level to see if someone did go to that level that the character would be broken.

RPG Superstar 2009 Top 32

Ravingdork wrote:
Good catch? Baloney! I posted this combo a day or two before he did!

Kewl...

My search fu must have not found yours for some reason. This grasshopper must go train more.


Like other people have said. This is arena combat against 4 ancient gold dragons and doesn't really reflect what would happen in an actual game session (i hope).

RPG Superstar 2009 Top 32

Ok make it more game session esk.

20th level gunslinger (Frank McLaury) and his cohort rogue (Billy Clanton) sneak into the the cave complex of Goshnar the Glorious. Goshnar is a well known Ancient gold dragon who has is known to have a vast treasure horde.

Using many resources and expendable items they are able to get past many advanced guards and wards. Leaving behind many a dead guard.

The two think they finally have breached the inner sanctum and see a large sleeping dragon resting ontop of the largest pile of gold they ever saw. Little did they know that Goshanr was faking and invisible above them in side chambers were Goshnar's mate and his two brothers. As Frank and Billy sneak in to finish this quickly their feel somethign is up (make sense motive check). Frank pauses and noticed something is not right his hand goes for his six shooter as he holds a gem to his eye and sees the dragons up on the ledges.

DM says: "Roll init. Frank you made your sense motiave and using your gem of seeing see the invisible dragons."

Dice roll Frank goes first, "Let's hope these rings and potions we drank help us against the breath weapon. These cloaks should offer us good protection from their hits missing up half the time."

surprise round:

Frank kicks in his boots of speed and fires a shot at Goshnar dragons. He would have gotten stunned by his contingecy heal kicks in getting rid of teh stunned condition.

Goshnar and his mate breath firey death upon Frank and Billy. Billy fails his saves but take only half damage, reduced again by the protection from fire potion absorbing some and fire resistance potion reducing it farther. Frank deftly evades both taking no damage.

The other two dragons swoop down and attempt to grab Frank and Billy to end this quickly. Somehow they fail their grapple check (ring of freedom of movement)

Round 1: Due to their high init rolls Frank and Billy go first. Frank fires off 6 shots. Goshnar his mate and one brother is now stunned, somehow he missed the last dragon with 3 shots. Billy chuckles as the dragon that tried to grapple him is stunned, he uses Dastardly finish to coup de gras with his light pick (being a str based rogue normally doing 1d4+10) He auto crits for 4d4+40+8d6 average damage 78, Dragon needs a DC 88 fort or dies. One dragon down.

Only unstunned dragon full attacks on Frank, doing a lot of damage but does nto drop Frank, thanks to X Y and Z items doign A B and C

round 2: Frank shoots 6 times stuns all three again, Billy moves intimidates one
Dragons sit pwned

round 3: Frank shoots 6 times again stund all three again, billy kills another

round 4: Frank shoots 6 times stunning the Goshnar and his mate, billy move into position and tosses dust of appearnace onto Goshanar's mate so he can break her greater invis so he can coup de gras her, thanksto billy saying where she was.

round 5: Frank shoots 6 times stunning them again. billy kills Goshnar's mate and 5'steps next to Goshnar.

Round 6: Franks shoots 6 times again Goshnar is crying as he is auto stunned again. billy almost feels sorry for Goshnar as his pick pierces Goshnar's eye covering billy in blood and tears.

Round 7: Frank and billy laugh, "This is far to easy. let's summon some elementals to move these bodies out of here so we can swim in all that gold!" Pulls out a gem of elemental summoning

ok was that more realistic for you? The dragons still have little or no chance. Stun on a hit with no save that you can do all day long is BROKEN.


OgeXam wrote:

Ok make it more game session esk.

20th level gunslinger (Frank McLaury) and his cohort rogue (Billy Clanton) sneak into the the cave complex of Goshnar the Glorious. Goshnar is a well known Ancient gold dragon who has is known to have a vast treasure horde.

Using many resources and expendable items they are able to get past many advanced guards and wards. Leaving behind many a dead guard.

The two think they finally have breached the inner sanctum and see a large sleeping dragon resting ontop of the largest pile of gold they ever saw. Little did they know that Goshanr was faking and invisible above them in side chambers were Goshnar's mate and his two brothers. As Frank and Billy sneak in to finish this quickly their feel somethign is up (make sense motive check). Frank pauses and noticed something is not right his hand goes for his six shooter as he holds a gem to his eye and sees the dragons up on the ledges.

DM says: "Roll init. Frank you made your sense motiave and using your gem of seeing see the invisible dragons."

Dice roll Frank goes first, "Let's hope these rings and potions we drank help us against the breath weapon. These cloaks should offer us good protection from their hits missing up half the time."

surprise round:

Frank kicks in his boots of speed and fires a shot at Goshnar dragons. He would have gotten stunned by his contingecy heal kicks in getting rid of teh stunned condition.

Goshnar and his mate breath firey death upon Frank and Billy. Billy fails his saves but take only half damage, reduced again by the protection from fire potion absorbing some and fire resistance potion reducing it farther. Frank deftly evades both taking no damage.

The other two dragons swoop down and attempt to grab Frank and Billy to end this quickly. Somehow they fail their grapple check (ring of freedom of movement)

Round 1: Due to their high init rolls Frank and Billy go first. Frank fires off 6 shots. Goshnar his mate and one brother is now stunned, somehow he missed...

Guys, honestly, this thread is over. We all know Stunning Shot is getting a save for it. This will never happen unless the gods are on your side and all the dragons roll 1s EVERY ROUND. Drop it. They know the problem. Find a new one.


Quote:
Guys, honestly, this thread is over. We all know Stunning Shot is getting a save for it. This will never happen unless the gods are on your side and all the dragons roll 1s EVERY ROUND. Drop it. They know the problem. Find a new one.

Don't be so snippy, he was just explaining why he thought it was broken in the first place. :P


Gentlemen, let's look at this from another angle.

Here's the situation: a 20th level gunslinger (and his 18th level rogue cohort) versus a great wyrm gold dragon.

First, when stunning shot gets its save added, it's reasonable to assume that, like all other such class abilities, the formula will look something like this: 10+1/2class level+Wis modifier. Assume also that it will be a Fort save to resist.

Now, this 20th level Gunslinger could reasonably be specced specifically for this sort of encounter, having a Wis of 39 (20 at first level, plus 5 for ability increases, plus 14 with a maxed out headband of inspired wisdom). This would set the save DC for his stunning shot at 34. The gold dragon in question has a Fort save of +26, meaning that in order to save, he must roll an 8 or above.

The Gunslinger is allowed 5 shots to attempt to stun the dragon, all of which are almost guaranteed to hit. Almost as certain is that the gold dragon, out of five rolls, will inevitably roll less than 8, thus being stunned.

Then, as noted before, the 18th level rogue merely has to close the distance, and finish the deed, making this a one-PC dragon slaying machine.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

How does a headband of inspired wisdom provide a +14 bonus to Wis?


Jason Nelson wrote:
How does a headband of inspired wisdom provide a +14 bonus to Wis?

You can create a magic item neh? You can craft a magic item to be worth no more than 200,000. So you take the formula in Chap. 15 (bonus squared times 1,000) and run it backwards. +14 is the max bonus you can give an item.


OgeXam wrote:

Who wins?

the EL of the 4 dragons would be an EL of 24, which is a tough fight for a full 20th level party.

Our gun slinger has the following built options
Dex 30 (easy to get at 20th level)
True Grit on Lighting Loading, and Stunning Shot

Feats: Rapid Reload, Point Blank Shot, Rapid Shot, Far shot, Leadership (15th level rogue cohort), improved init

Trait: reactionary

Weapons: Advanced firearm Revolver +1 steadfast gun, speed (+8 weapon); Dagger +1 dueling (stays in sheath just want the +4 init)

Init: +20 (+10 dex, +4 improved init, +2 reactionary, +4 dueling weapon)
cohort has similar build for init but only has +14 to init.

Combat is about to being, say the gunslinger challenged all 4 to a dual
4 Ancient gold dragons look at this human with a gun and a kobold cohort nearly pissing himself. The dragons almost feel sorry for them.

Init is rolled, all 4 dragons get natural 20s!!! so they go on 19, gun slinger and cohort roll a 1 and gunslinger goes first cohort last.

Round 1:
Fires 6 shots (vs touch ac of 5 since they are within 100’) can hit each one at least once all Stunning Shots (0 grit cost, no save stunned)(has the 5th + 6th shots just in case he rolls a 1 to hit), spends 2 grit on one of them to do con bleed just for fun.
Dragons stand there stunned
Cohort runs up next to first dragon.

Round 2: lightning loading (0 grit cost) fires 5 shots stun locking the dragons again
Dragons stand there stunned again.
Cohort using dastardly finish coup de gras the first dragon.

Round 3+: Rinse and repeat Dragons NEVER GET TO GO, they are stun locked. They will either die from gun shots or die from coup de gras. Either way Gunslinger Wins.

The dragons have 0 chance in a fair face to face fight. They have to get the drop on the gunslinger. Once the gun slinger can go it is all over.

Any creature that is not immune to crits is a walk in the park for the gunslinger. As long as the gun slinger can survive the creatures one standard action surprise round he wins. Wins...

This all being said, I like this feature. We have been moaning and complaining about how weak the Gunslinger is. Now we have some proof that they aren't in fact, terribly underpowered.

Even if the cohort and the feat are non-existent, the Gunslinger can still stun lock you and kill you by a thousand cuts if need be.

Liberty's Edge

Mr Jade wrote:
Jason Nelson wrote:
How does a headband of inspired wisdom provide a +14 bonus to Wis?
You can create a magic item neh? You can craft a magic item to be worth no more than 200,000. So you take the formula in Chap. 15 (bonus squared times 1,000) and run it backwards. +14 is the max bonus you can give an item.

Except I believe +6 is max enhancement from a single source.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Hey, did the gunslinger, and just as importantly, his cohort, make their 4 DC30 will saves to not crap themselves and run away in fear?

Maybe the Gunslinger, but that Cohort you're trying to have go up to the dragons and kill them? Hmmmnnn....

RPG Superstar 2015 Top 8

Shadow_of_death wrote:
moon glum wrote:
OgeXam wrote:

Who wins?

the EL of the 4 dragons would be an EL of 24, which is a tough fight for a full 20th level party.

Your build is excellent in theory, but in real high level campaigns, this kind of thing is par for the course. There are just too many counters, and counter counters that you are not accounting for. For example, why don't the gold dragons have spells up? Displacement? Improved Invisibility? Not to mention spells that might protect the dragon from stunning. Contingency?

Of course, a real high level character would have counters to the dragon's spells, and the dragon would have counter counters.

In high level games, planning is *everything*. What if a single gold dragon, hiding behind a cloud, projected an image and used it to cast power word blind on a gunslinger?

The point was that in order for the dragons to stop this one guy they have to start burning resources. That makes this guy better then them. If my wizard can kill your paladin with his staff then my wizard is better then your paladin even though the paladin hasn't used his spells and items yet.

Gunslinger can take them with his gun and a few dozen bullets, if the dragons start burning resources then so does he (which includes gaining party members). Hell an antimagic field will ruin the dragons day once the gunslinger gets teleported close and starts stunning them. Two spells and the gunslinger wins hands down again.

Actually, its much worse for a player character to burn resources than for a monster to burn them. Monsters really have just one fight to worry about. Monsters should be burning resources, because if they don't, the player characters are going to kill them before they have a chance to use them. So the dragons should be using their spells.

And another point. If you destroy your opponent, it doesn't much matter that you burned resources and your opponent didn't. You opponent is not going to get a chance to use those carefully saved resources, are they?

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