Horus the Heretical Warmaster and Roboute the Gillyman in various terrains.


Playtest Results: Round 2


Character Name: Horus the Heretical Warmaster
Alignment: CE
Race: Human
Character Level: Gunslinger 5

Str: 7 (-2)
Dex: 16 (+3)
Con: 16 (+3)
Int: 10 (+0)
Wis: 20 (+5)
Cha: 7 (-2)

HP: 56
Base Speed: 30
Armored Speed: 20
Initiative: +7
AC: 20
Touch AC: 13
Flat-Footed AC: 17
DR: -
SR: -

Fortitude: 7=3+4
Reflex: 7=3+4
Will 6=5+1

Base Attack Bonus: +5
CMB: 3=5-2+0
CMD: 16=5+3-2+0+10

Weapon: +1 Frost Musket
Attack Bonus: +9
Critical: x4
Type: B and P
Range: 40 (Max 200)
Ammunition: Paper Cartridges
Damage: 1d12+1d6+1
Misfire Value: 3

AC Items: +1 Breastplate
Bonus: +7
Type: Armor
Check Penalty: -3
Spell Failure: 25%
Weight: 30 lbs
Properties: +3 Max Dex

Skills:
Craft (Alchemy): 8=0+5+3
Perception: 13=5+5+3

Feats: Improved Intiative, Rapid Reload, Secret Stash, Signature Deed (Secret Stash), Deft Shootist

Special Abilities: Deeds, Grit, Gunsmith, Bravery +1, Deeds, Gun Training

Gear: +1 Frost Musket, Gunsmith's kit, +1 Breastplate, 20 Paper Cartridges

Money: 680

Notes: Bought a Gunsmith's kit. Bought Breastplate. Used secret stash to level up without paying for any shot or powder. Then repaired his musket to MWK quality for 300 gold. He then had it enchanted to +1 and Frost. Used his craft skill to make 20 doses of paper cartridges. Sold Breastplate. Bought MWK Breastplate. Had it enchanted to +1.

Character Name: Roboute the Gillyman
Alignment: LG
Character Level: Fighter (Archer) 5
Race: Human

Str: 16 (+3)
Dex: 20 (+5)
Con: 16 (+3)
Int: 10 (+0)
Wis: 7 (-2)
Cha: 7 (-2)

HP: 56
Base Speed: 30
Armored Speed: 20
Initiative: +7
AC: 20
Touch AC: 13
Flat-Footed AC: 17
DR: -
SR: -

Fortitude: 7=3+4
Reflex: 6=5+1
Will -1=-2+1

Base Attack Bonus: +5
CMB: 8=5+3+0
CMD: 21=5+3+3+0+10

Weapon: +1 Frost +3 STR Composite Longbow
Attack Bonus: +11
Critical: x3
Type: P
Range: 115 (Max 1150)
Ammunition: 60 arrows
Damage: 1d8+1d6+7

AC Items: +1 Breastplate
Bonus: +7
Type: Armor
Check Penalty: -3
Spell Failure: 25%
Weight: 30 lbs
Properties: +3 Max Dex

Skills:
Climb*: 10=3+4+3
Perception: 1=-2+2+1
Swim: 10=3+4+3

Feats: Weapon Focus (Longbow), Weapon Specialization (Longbow), Improved Intiative, Point Blank Shot, Far Shot, Rapid Shot, Precise Shot

Special Abilities: Hawkeye, Trick Shot (Disarm), Expert Archer

Gear: +1 Frost +3 STR Composite Longbow, +1 Breastplate, 60 arrows

Money: 630

Notes: Bought Composite Longbow. Bought arrows x5, used them to level up. Bought Breastplate. Sold Breastplate. Bought MWK Breastplate. Had it enchanted to +1. Sold Composite Longbow. Bought MWK +3 STR Composite Longbow. Had it enchanted to +1 and Frost. Bought arrows x3.


Finding themselves suddenly teleported to a large flat plain, Horus and Roboute set about trying to figure out what happened. Horus, blaming Roboute for his odd devotion to a dead god, sees first the large shape looming up at them from a mere five hundred feet away.
ROLL INITIAVE!
Horus rolls a 20. What a boss. Roboute, the ever effeminate loser, rolls only an 8, as does the troll. Cursing his luck, Horus realizes that the troll is outside his range, and so holds his initiative. Roboute launches a flurry of attacks (2 actually) at our troll bro there. On his first attack he rolls a 16+11-2(rapid shot)-4(far shot and range increment)=21. A hit. He then rolls his second attack. Only a 10 this time, so 10+11-2-4=15, just barely too little to hit. Roboute rolls damage, and returns a 15 (4+4+7).
The troll, not liking this, heals 5 of the damage (53/63) and dashes forward 120 ft at a run.
This puts it at Horus’s turn again, still cursing that corpse god and that near-girl Roboute, dashes forward to try to close the range. He manages 80 ft by running. Roboute again tries his attacks and rolls an 8 for the first attack, 8+11-2-3=14 and hits. The trolls AC has been lowered due to the run, and ironically enough, been lowered to 14. On Roboute’s next attack he rolls a nat 20. Praising his emperor and god for his good luck, he tries to confirm that crit, but rolls a 7, and misses the confirmation roll. (Horus smirks.) But that is still two hits. Rolling only 9 damage for the first hit, but 17 for the second hit he deals 26 damage to the troll. (27/63)
Roaring, the troll again dashes forward 120 feet, closing the range to Roboute to 260, and to Horus to 180. He also heals. (32/63)
Praising the ungodly gods, Horus sights down his scope at that damn troll, ponders using a grit to attack the trolls Touch AC, but decides against it, as that would take 4 of his 5 grit. Shrugging, Horus rolls his attack, and rolls an 8. (My dice must hate me today. Switching dice.) 8+9-8=9 and misses.
Roboute attacks again. 10+11-2-2=17 and hits. 8+11-2-2=15 and hits again. (Why do my dice hate me?) 16 damage and 10 damage. (6/63)
The trolls heals (10/63) and dashes to within 60 feet of Horus, roaring his hatred in attempt to kill these foul humans with its rage.
Horus, knowing now that the range has closed to 2 range increments, spends a grit point (4/5) to Deadeye this bro. Rolling a nat 20 (more like it), he hits and rolls to confirm. Rolling a 10+9-2=17, he confirms and rolls damage. Rolling 18 damage (-12/63), Horus kills the troll and recovers a grit point.

DAMAGE CHARTS
Horus: 18
Roboute: 67
Troll: 0


he got 18 damage out of a x4 crit? how did he even do that? If he rolled 1's for everything: 1 for musket, 1 for frost +1 for magic and +3 for dex. thats 6 damage x4 which is 24 damage.

on average his damage would have been 6 each time plus 3 for frost which is 9, then 4 for magic and dex, which is 13 multiplied by four which is 52... alot closer to the archers 67.

Also, this gunslinger doesn't qualify for deft shootist. He needs dodge and mobility as prerequisites.

If he uses gunsmithing, and 1 rank in alchemy, he can make also sorts of shot for himself with out burning the secret stash feats.

Also this is a level 5 gunslinger, signature deed has the prerequisite of 11th level gunslinger.


Pendagast wrote:

he got 18 damage out of a x4 crit? how did he even do that? If he rolled 1's for everything: 1 for musket, 1 for frost +1 for magic and +3 for dex. thats 6 damage x4 which is 24 damage.

on average his damage would have been 6 each time plus 3 for frost which is 9, then 4 for magic and dex, which is 13 multiplied by four which is 52... alot closer to the archers 67.

Also, this gunslinger doesn't qualify for deft shootist. He needs dodge and mobility as prerequisites.

If he uses gunsmithing, and 1 rank in alchemy, he can make also sorts of shot for himself with out burning the secret stash feats.

Also this is a level 5 gunslinger, signature deed has the prerequisite of 11th level gunslinger.

How does his Dex add on to his damage? That's not till 11th level. And if you can't tell, I was rolling terrible for both of them.

Good call on the deft shootist and signature. Whoops.

The secret stash allowed him to level without using any funds.


Mr Jade wrote:
Pendagast wrote:

he got 18 damage out of a x4 crit? how did he even do that? If he rolled 1's for everything: 1 for musket, 1 for frost +1 for magic and +3 for dex. thats 6 damage x4 which is 24 damage.

on average his damage would have been 6 each time plus 3 for frost which is 9, then 4 for magic and dex, which is 13 multiplied by four which is 52... alot closer to the archers 67.

Also, this gunslinger doesn't qualify for deft shootist. He needs dodge and mobility as prerequisites.

If he uses gunsmithing, and 1 rank in alchemy, he can make also sorts of shot for himself with out burning the secret stash feats.

Also this is a level 5 gunslinger, signature deed has the prerequisite of 11th level gunslinger.

How does his Dex add on to his damage? That's not till 11th level. And if you can't tell, I was rolling terrible for both of them.

Good call on the deft shootist and signature. Whoops.

The secret stash allowed him to level without using any funds.

signature deed is 11th level.

Gun Training is 5th level and allows dex to damage.


Pendagast wrote:

signature deed is 11th level.

Gun Training is 5th level and allows dex to damage.

I'm removing the signature deed, and Derp, on the gun training. So his damage should have been higher.


Horus angrily shakes his hand at the sky, mumbling about foolish gods (and GMs) and realizes that his damage will rise by +3 per hit, he can now run better, and feels much better about hitting a target! (+3 per hit, Run Feat, Weapon Focus (Musket)) He would also like to note that his Damage would have been not 18, but 30.
Hearing a noise behind them, Roboute and Horus whirl about, just in time to see a pack of slavering, slobbering, salavating Troglodyte dashing at them from 200 feet!

ROLL INITIAVE!

Horus and Roboute both roll a 15+7, leading to a quick slapping contest won by Roboute, allowing him to go first (actually, they just rolled again). The Troglodyte rolled lower, going after them. Roboute sizes up his target and launches a rapid shot! Rolling a 14+11-2-1=22, he hits. He does 18 damage to the first Troglodyte and drops it. He attacks the next Troglodyte in line, rolling a 16+11-2-1=24 and does 13 damage to the second Troglodyte (0/13). Horus, seeing how easily Roboute dispatched the enemies, decides not to deadeye and just attack. He rolls 18+9-8=19 and hits. He deals deals 16 damage, disabling the third Troglodyte.
The Troglodytes, realizing that they are dead, attempt to flee, dashing 120 feet away. (Except for the injured Troglodyte, it moves only 15 feet away.)
Roboute takes aim on one of the far Troglodytes and Rapid Shots. 9+11-2-2=16 and hits. He deals 19 damage to one, dropping it. The next shot of 8+11-2-2=15 proves sufficient also, where he deals 14 damage, dropping it also.
Horus moves 120 feet forward, but cannot shoot.
The last Troglodyte manages to move another 15 feet.
Roboute rolls 12+11-3-2=18 the other Troglodyte.

DAMAGE CHARTS:
Roboute: 58
Horus: 16
Troglodytes: 0


Horus may have some serious encumbrance issues. For 7 St a medium load is 23 lbs and a heavy load is 46. He is close to the heavy load if not over. Hard to tell in some of these playtests as they often don't include mundane equipment.

I don't think a medium load affects him too much (same as a breast plate) at this level, but it soon will.


Really. you took the run feat.... why? Seems odd.

You are also setting up these fights assuming extreme ranges which don't happen much in regular play. so they are comming out a bit skewed.


Kerobelis wrote:

Horus may have some serious encumbrance issues. For 7 St a medium load is 23 lbs and a heavy load is 46. He is close to the heavy load if not over. Hard to tell in some of these playtests as they often don't include mundane equipment.

I don't think a medium load affects him too much (same as a breast plate) at this level, but it soon will.

He is in medium weight, but you are right, it doesn't do much for him right now. That being said, for the purposes for this playtest, he won't be picking anything up.

Also, to check his against other characters I'm building Magnus the Maroon (sorcerer) and Corax the Raven-eyed (ranger) to test them against.

Pendagast wrote:


Really. you took the run feat.... why? Seems odd.

You are also setting up these fights assuming extreme ranges which don't happen much in regular play. so they are comming out a bit skewed.

The next fight I'm making will be at much closer range. I'm planning on doing at least 10 fights.

As for the run feat, for those encounters that start at a distance, Horus can run at x5 speed now to try to get to the target quicker.


Mr Jade wrote:
Kerobelis wrote:

Horus may have some serious encumbrance issues. For 7 St a medium load is 23 lbs and a heavy load is 46. He is close to the heavy load if not over. Hard to tell in some of these playtests as they often don't include mundane equipment.

I don't think a medium load affects him too much (same as a breast plate) at this level, but it soon will.

He is in medium weight, but you are right, it doesn't do much for him right now. That being said, for the purposes for this playtest, he won't be picking anything up.

Also, to check his against other characters I'm building Magnus the Maroon (sorcerer) and Corax the Raven-eyed (ranger) to test them against.

Pendagast wrote:


Really. you took the run feat.... why? Seems odd.

You are also setting up these fights assuming extreme ranges which don't happen much in regular play. so they are comming out a bit skewed.

The next fight I'm making will be at much closer range. I'm planning on doing at least 10 fights.

As for the run feat, for those encounters that start at a distance, Horus can run at x5 speed now to try to get to the target quicker.

yes, but in these fights he's burning moves and still really just doing nothing. where are these troglodytes? the middle of the desert?

The run feat isnt going to do squat for the gunslinger in the up close fights either.

Since your are doing some up close fights, Do this for feats, Rapid reload, Dodge, Mobility, Deft shootist, try that. I'd like to see how the action economy vastly changes here, as the archer in close quarters will provoke AoOs the gunslinger will not.
the gunslinger already has gunslinger initiative, so improved init should wait. See how this duo mixes it up in a 40 x 40 room with 6 meleeists, 2 ranged baddies and a major domo BBEG.
Give them a hallway to retreat to, if need be, and maybe some furniture and other features the gunslinger can use for cover and use his gunslinger dodge with.

At 5th level the bad guys could be:
4 bugbears, 2 bugbear sergeants, 2 bugbear xbow men with some fighter levels and an Ogre with some barbarian levels.

give the ogre and the sergeants some decent armor, and the archers light armor and decent dex. This will give us a good idea of the differences between touch ac and hard to hit armor.
Neither character will have the benefit of a fighter or other PC to occupy the meleeists, so this would be a good chance to see how the two build deal with it.


I'm working on the next fight. Again, it will be in more close range. I want to put the Gunslinger in a variety of terrains and ranges.

And as for the initiative, Horus actually should have a +9, not a +7.

Deft Shootist is good, but I'm not sure its worth losing Weapon Focus (Musket) for. I can change Horus's feats later, for this next fight, I want it how it is.


try the equivalent of a chapel or cathedral. largish room with pews for some cover and columns at the sides to break up the shooting. A couple of different tasks right there. Close at the columns, range across the room, cover and concealment for those who hide beneath benches.

Liberty's Edge

For the archer, a couple of points:

He probably wouldn't wear a breastplate, too many negatives. Mithril chain, +1 if possible, loooks like the money would have supported it.

Base Speed: 30
Armored Speed: 30
Initiative: +4
AC: 19
Touch AC: 15
Flat-Footed AC: 14
DR: -
SR: -

Which would also reduce the need to take Improved Initiative, allowing him to take Point-Blank Master (APG) instead.

And, given the normal combat environment encountered in play, I would replace Far Shot with Deadly Aim.

PBM allows him to use his bow in melee without provoking (similar but better, IMO, to Deft Shootist), with a requirement (for a FIghter) iof havign Weapon Specialization with the ranged weapon in question.

Deadly Aim allows him to trade, at this level -2 to hit for +4 additional damage, not a bad (optional!) trade-off.

Additionally, his base to hit with the bow should be +12 instead of +11 (+5 BaB, +5 Dex, +1 bow, +1 Bow Training)
+7 damage appears to be correct, as the base.
+8 within 30'

With Deadly Aim, those would be:
+10 to hit, 1d8+1d6+11 damage (+8/+8 with rapid shot)
+11 to hit, 1d8+1d6+12 damage (point blank range, +9/+9 with rapid shot)

On the Gunslinger, current mentions on the boards include the loss of medium armor proficiency in the final version...

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