Porthos Gets Put on Ice


Playtest Results: Round 2

Silver Crusade

Porthos Gets Put on Ice.

With this new set of rules I have just noticed, I will try to do another play test of the gunslinger rules. Now as I have expressed earlier I have an intense personal dislike for guns in my sword and sorcery genre games. Just as some people feel that Psionics have no place in their sword and sorcery games, because it feels too sci fi, they don’t like the mechanics etc, I feel that guns have no place in my sword and sorcery games because the name gunslinger, and the game mechanic “Grit”, well feels too “western” Mr Cogburn and Mr Le Beef, of “True Grit”, and I am not thrilled about the mechanics either.

I have not putting my opinions out there because I wish to aggravate people, I have put them out there because I wish to make my prejudices known before hand, before I start the play test. I will attempt to set them aside and try to take an objective look at these rules.

In the next four posts I will post the statistics of the party. I want to see both how the gunslinger would work in a four man group, and to see what the class can do, and how the mechanics work. This time I will set the characters at 9th level. This way, I may be able to see more of what the gunslinger can do.

I will try to use the Pathfinder Society rules to construct and equip the characters.

Silver Crusade

The party will consist of Porths 9th level human male Gunslinger, Hugh Berenger, 9th level human male Inquisitor, Fizzabang the Fabulous 9th level gnome (2nd level rogue, 7th level alchemist) and Valeros 9th level human male fighter.

Game Stats

Porthos CR 9 Male Human Gunslinger CG Medium Humanoid (Human)

Spoiler:

Init +6; Senses Perception +3

-------------------- DEFENSE --------------------
AC: 19 Touch: 15 Flat Footed: 14 (+1 mithril chain shirt +4 dex)
hp 76 (10+6+6+6+6+6+6+6+6 9 Con modifier, +9 favored class)
Fort +7, Ref +10, Will +6

-------------------- OFFENSE --------------------
Spd 30 ft.
Ranged: (point blank shot, Precise shot +1 +1 within 30’)(+1 weapon focus pistol)
+1 Human Bane double barrel Pistol: +14/9 (+9 bab, +4 dex, +1 magic) (1d8+5/20/x4) Range 20’ Misfire 1 (5’) Capacity 2 Type: B P Amunition: 24 rounds
TWF +12/+7 and +12
VS Humans
+1 Human Bane double barrel Pistol: +16/11 (+9 bab, +4 dex, +3 magic) (1d8+5+2d6/20/x4) Range 20’ Misfire 1 (5’) Capacity 2 Type: B P Amunition: 24 rounds
TWF: +14/+9 and +14
Melee:
+1 Keen Rapier +11/+6 (1d6+1/17-20/x2) 

Dagger +10/+5 thrown (1d4+1/19-20x2)
TWF: Rapier +9/+4 Dagger +9

-------------------- STATISTICS --------------------
Str 12, Dex 18, Con 12, Int 11, Wis 16, Cha 10 Base Atk +9/+4; CMB +10; CMD 23

Feats: Point blank shot, Precise Shot, Rapid Reload, Quick Draw, Weapon focus pistol, Extra grit, Two weapon fighting, Secret Stash Deed,

Traits: Fast Talker, Reactionary

Skills: Acrobatics: +15, Bluff +12, Knowledge Local: +12

Languages: Taldane (common)


---------------------Special Class Features----------------------------------

Gunsmithing

Spoiler:

You know the secrets of repairing and restoring firearms. Benefit: If you have access to a gunsmith kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need a check to
create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work
for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for
every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest
to restore a broken firearm with this feat. Special: If you are a gunslinger, this feat grants the
following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

following changes: crafting firearms is not allowed, and instead of crafting ammunition, they are considered to purchase mundane bullets and paper cartridges at 10% of its normal price. In order to gain the benefit of this feat, a gunslinger must purchase a gunsmith’s kit. Ammunition gained in such a way can only be resold for half its discounted price.


Deeds
Spoiler:

Deft Shootist Deed (Grit)
You can avoid attacks while shooting and reloading firearms. Prerequisites: Grit class feature or Amateur Gunslinger
feat, Dodge, Mobility. Benefit: As long as you have at least 1 grit point, you
do not provoke attacks of opportunity when shooting or reloading your firearm.

Secret Stash Deed (Grit)
You are so skilled at stashing small packets of firearm ammunition and black powder on your person that you sometimes surprise yourself when you find them.
Prerequisites: Grit class feature or Amateur Gunslinger feat, Sleight of Hand 1 rank.
Benefit: Spend 1 grit point while in combat to recover either 1 bullet and 1 dose of black powder or 1 alchemical cartridge from a hidden stash on your person that you had, until now, forgotten about. If the bullet and black powder or the alchemical cartridges are normal shot, you do not need to pay for the ammunition. If you want to recover any other kind of ammunition, you must pay for it with gold pieces from your character’s wealth. You also gain a +4 bonus on any Sleight of Hand checks made while gambling.


Grit: = wisdom modifier+ extra grit= 5 grit
Spoiler:

Extra Grit (Grit)
You have more grit than the ordinary gunslinger. Prerequisites: Grit class feature or the Amateur
Gunslinger feat. Benefit: You gain 2 extra grit points at the start of each
day, and your maximum grit increases by 2. Normal: If you are a gunslinger, you gain your Wisdom modifier in grit points at the start of each day, which is also your maximum grit. If you have the Amateur Gunslinger feat, you gain 1 grit point at the start of each day, and your
maximum grit is equal to your Wisdom modifier.

Bravery +2 bonus to will saves against fear.

Gun Training: Add dex modifier to damage. Gun training to pistols and pepper boxes.
Two bonus feats

-------------------- TRACKED RESOURCES --------------------
Grit+3 Ammo: 24 rounds, and 24 packets=24.6 gp

Gear:

Spoiler:

4 daggers 4 gp 2 lbs,
1 pistol double barrel ( Free with level)+1 magical enhancment+ bane Humans=8,000

1 Pistol Double barrel : 1735+1 magical enhancement+bane Humans=8,000

(1d8+5/20/x4) Range 20’ Misfire 1 (5’) Capacity 2 Type: B P Amunition: 24 rounds
This pistol has two parallel barrels; each barrel can be shot independently
as a separate action, whereas both barrels can be shot at once with the same action. If both barrels are shot at once, they both must target the same creature or object, and the pistol becomes wildly inaccurate, taking a –4 penalty to each shot.

1 rapier 20+300+ 1 magic +keen=8,000

1 mithril chain shirt 1,100 + 11000

See Invisibility Sight
Aura moderate divination; CL 8th Slot none (see below); Price 18,000 gp; Weight 1 lb. DESCRIPTION This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder using a firearm that has this sight can choose to spend a full-round action to either locate an invisible creature within line of sight or make a single shot that ignores the invisibility of a creature that she knows is in the area, either by using the sight to locate it or by some other method.

1 wand cure light wounds (38 charges) 750gp

1 ever burning torch

Total gold=47,015.


Background

Porthos has managed to survive. He survived his early Pathfinder missions. He survived being drugged and dragged onto a ship bound to Sargava. Porthos survived the Laughing Jungle and serpent people. He even survived an encounter with a Froghemoth. Although he doesn’t mention how he tried to keep to the bushes and keep out of its way.
Porthos’s more recent missions for the pathfinder society have taken him all over the Inner sea, from West crown to Opara to Katheer to Sothis.
Presently he was in his favorite bar in Absolom enjoying a game of cards with a pretty lass in his lap, and his tri-cornered hat on her head when a messenger arrived to tell him the Ten wanted him.

Liberty's Edge

ElyasRavenwood wrote:
Porthos CR 9 Male Human Gunslinger CG Medium Humanoid (Human)

Porthos has neither Dodge nor Mobility, both of which are necessary prerequisites to Deft Shootist. So he needs those.

Silver Crusade

Hugh Berenger CR 9 Male Human Inquisitor of Iomedae NG

Game statistics

Spoiler:

Initiative: +7 Perception: +14

Combat:

Defence:

Armor Class: 18, (+5 armor bonus +3 Dex) and +1 with shield
Flat Footed AC: 15
Touch AC: 13

Saves:
Fortitude: 7
Reflex: 6
WIll: 10

Hit Points: 51

Offence:

Move: 30 (medium load 20)

Weapons:

Composite Long Bow +1, +2 Str bous
To hit: +11/+6 (Crit 20 x3) Damage 1-8 +3, Within 30' +1+1 precise shot.

Long Sword +8/+3 to hit Crit 19-20x2, Damage 1-8+2,
Morning Star+8/+3 to hit Crit 19-20x2, Damage 1-8+2
Dagger: +8/+3 to hit crit 19-29x2, damage 1-4+2
thrown: +9/+4 to hit crit 19-20x2 damage 1-4+2

Statistics:

Ability Scores: Str 14, dex, 16, con 12, int 14,wis 18, cha 10

Base ability scores : Str 14, dex, 14, con 10, int 14,wis 18, cha 10

Base attack bonus: +6/+1

CMB: 8
CMD: 21

Skills:Bluff +10, Climb +12, Diplomacy +10, Intimidate +14, Knowledge Arcana: 7/10, Knowledge Dungeonering 7/10, Knowledge Nature 7/10, Knowledge Planes 7/10 Knowledge: Religeo 7/10, Perception +14, Profession: Bounty hunter +14, Sense Motive +18, Stealth +18, Survival +15 (using way finder for navigation 17, Tracking: 19) , Swim +9

Feats: Point Blank Shot, Precise Shot, weapon focus Long bow, Expanded Arcana (flames of the faitful p 222), Expanded Arcana ( Seek thoughts p 242) Rapid Shot

Traits:
Explorer: +1 survival skill
Armor Expert: -1 armor check penalty


Special Abilities
Spoiler:

Clerical Domain: War-

Battle rage: Touch to give bonus to Melee damage= 1/2 level (+4) Times per day= 3+ wis modifier=7

Weapon Master (SU) use of a combat feet for number of rounds equal to level= 8. the rounds need not be consecutive, and he can pic a new feat each time he uses this power.

Judgement 3/day p. 38

Monster Lore: add wisdoma nd intelegence modifier to knowlege checks to ID strengths and weakness of monsters.

Stern Gaze: Bonus to Sence motive and Intimidate= 1/2 Level=4

Cunning Iniative: Add wisdom modifier in addition to dexterity modifier to iniative checks.

Detect alignment- At will use Detect good, evil, law chaos

Track add 1/2 level to identify tracks +4

Solo tactics, use teamwork feat alone

Teamwork feat: Lookout p 146, Duck and cover p. 158 Shielded Caster

Bane: (SU) swift action. the inquisitor can imbue his weapon with the bane quality, once selected the type can be changed with a swift action. this ability lasts for a number of rounds equal to the inquisitors level they need not be consecutive. = 8

Discern Lies: (SP) imediate action. discern lies as per spell. Lasts for a number or rounds equal to the inquisitors level. they need not be consecutive. 8 rounds

Second Judgement: now you can use two judgments at once. this only uses one use of your judgements per day/

Inquisitor Spells

Spells Known
Alternate favored class option, add one spell to list of spells known 4 spells: burst bonds, Expeditoius retreat, Honeyed tongue, restoration
Feats: expanded arcana twice ( Flames of the faithful, seek thoughts)

0) Acid Splash, Create water, Disrupt Undead, Light, Stabalize,Sift
1) Cure Light Wounds, True Strike, Protection from Evil, Magic weapon, wrath, burst bonds, expeditious retreat,

2) Cure Moderate Wounds, See Invisibility, Invisibility, Flames of the faitful, detect thoughts, Honeyed tongue,Restoration

3) Cure serious wounds, Hunter's eye, Seek thoughts, Invisibility Purge, Banish Seeming

Spells Per Day
0) 6,
1) 6
2) 5
3) 4

Spell DC
0) 14
1) 15
2) 16
3) 17


Gear:
Spoiler:
Backpack, Belt pouch, Bedroll, Flint + steel, Silk rope, Grappeling hook, Trail rations 10 days, Water skin, Whetstone, Travelers outfit, Holy Symbol, Studded leather, Light wooden Shield, Longsword, Long bow, 2 quivers 40 arrows, Morning Star, Artic cold weather gear, Snow shoes.

Magical Items: Everburning Torch, Composite Long Bow +1 and +2 Stregnth bonus, Mithril Chain Shirt +1, CLoak of ElvenKind, 2 potions of cure light wounds, 2 flasks of holy water, 1 wand of Cure Light wounds 29, Belt of physical prowess +2 ( con, dex), Goggles of the night, Ring of Shadows (1/day the wearer can cast Shadow walk at 11 level ability)

Cash
Copper pieces:
Silver pieces: 9
Gold Pices: 15361.9

Background

Spoiler:

Hugh Berenger grew up in the small village of Torandarok Crossing near Sandpoint in Varissia. It is twenty miles up the Torandarok River from Sand point. Torandarok Crossing was founded twenty five years ago by a small group of four adventurers. They were Priam Berrenger, a cleric of Abadar, Sophie Berrenger, a Paladin of Iomedae, Dianna Greenleaf, a ranger / rogue of Erastil, and Pannex, a wizard of Nex. They called themselves the Panthers of Twilight. After a successful adventuring carrier they pooled their resources, and built a keep with a bridge across the Torandarok River. A small village formed around this fortified crossing.

Priam and Sophie married each other and Dianna and Pannex married each other as well. Sophie the Paladin of Iomadea was the Lord of the town, with her Husband Priam, a cleric of Abadar, as her Spiritual advisor, and Pannex her arcane advisor, and Diana Greenleaf, in charge of her rangers/ game wardens.

Hugh is the son of Priam and Sophie. He grew up in this small village, the heir. Because his parents were adventurers, they have expected him to go out and adventure himself. At first he begun to train as a paladin, to follow in the footsteps of his mother, but he also spent plenty of time with his “aunt” Diana green leaf, spending lots of time in the forest honing his skills of stealth and hunting.

He decided to try a stint as a watchman before jumping wholly into adventuring. A year ago he traveled to Sandpoint with a letter from his mother. She requested that Sheriff Hemlock take him on as a watchman. So far he has done a good job, with his mix of social and tracking skills. Hugh is a follower of Iomadae, but not a zealot. He believes in the application of the law, but it must be tempered with justice. Through his faith, he has found he has been able to wield some small divine magic.

Hugh has found his stint as a watchman to be an excellent education. He wants to soon begin his carrier adventuring, but he isn’t sure how to take his leave of sheriff Hemlock because he respects him as a mentor, and doesn’t want to leave him in the lurch.
He is looking forward to the Swallowtail festival, because everyone loves a good party.
During the party Goblins attacked. Hugh with the help of a group of adventurers were able to repel the goblins. They tracked the offending tribe down to thistle top and battled the goblins there too. Unforturnately they lost one of their members a wizard named Promethius. He was a pathfinder. As he was dying he asked Hugh to take a thasssilonian tablet that they had unearthed to the Grand Lodge in Absolom.

After burying their comrade the group of adventurers headed south to Magnimar. There they split ways. The other adventurers headed towards Kaer Maga, and Hugh took a ship to Absolom.. He brought the tablet to to Absolom and to the pathfinder grand lodge. After that he decided to join the pathfinders.

Silver Crusade

Thank you, I missed that, i will adjust his feats.

Silver Crusade

I changed the Deft shootist to Weapon focus Pistol

Silver Crusade

Fizzabang the Fabulous
Cr 9 Gnome Alchemist 7 / Rogue 2

Initiave: +5, Perception + 13

Defence:

Spoiler:

Armor class: 18 ( Leather armor +2, Dex mod +5, Size mod +1)
Touch ac: 16
Flat footed ac: 13

Saving throws

Fortitude: 6
Reflex: 13
Will: 5

Hit points 54


Offence:
Spoiler:

Bomb: +14 ranged touch, 4d6+6 damage, 10 splash damage, DC 15 range 20',
Bombs per day 15, +1 +1 Point blank shot. Discoveries: Precise Bomb choose = int mod 6 squares not affected by splash damage. Discovery: Explosive bomb +1d6 fire damage, splash range 10'. Don't mulitply the damage Damage not increased on critical hit. Acid bomb, dispelling bomb
To hit: +6 BAB, +5 dex, +1 throw anything feat, +1 size modifier, +1weapon focus bomb

Crossbow: +11 to hit, Cit 19-20 x2, range 80 damage 1d6. Amunition: 20 (+1 sneak attack)

Dagger:
+4 to hit melee +11 to hit thrown, 19-20 crit x2, Range 10', Damage 1d3-2


Statistics
Spoiler:

Ability Scores: Str: 6 Dex 20 Con 12 Int 22 Wis 12 Cha 12

Bast scores: Str: 6 Dex 16 Con 12 Int 18 Wis 12 Cha 12

Base attack bonus +6/+1


Skills:
Spoiler:

Appraise: +14
Craft Alchemy: +, 23
Craft Poison: 14
Diplomacy +, 9
Disable Divice: +17 (+1 for traps),
Heal: 9
Knowledge Arcana: 18
Knowledge Local: 18,
Perception +13 (+1 for finding traps),
Sense Motive ,9
Spellcraft +18
Sleight of hand+ 13
Stealth +, 22
Use Magic device +8

Feats:
Spoiler:

From class: Throw anything, Extra bombs, Rogue talent: Precise shot
Leveling: Point blank shot, Extra Discovery, Iron Will, weapon focus bomb,Extra discovery

Traits
Brasstlework buissnesman" +2 Alchemy
Accelerated drinker: can drink potion as move action.


Special abiliies
Spoiler:

Small: +1 to hit +1 ac, -1 CMB, -1 CMD, +4 stealth

Low Light Vision

Defensive Training: +4 ac vs giants

Hatred: +1 Vs reptillian (kobolds) and goblinoids

Keen Senses +2 Perception

Obsessive +2 profession

Pyromaniac: For fire spells consdered 1 level hiegher, and for damage of alchemist bombs one level hiegher

Spell like abilites 1 day: Dancing lights, Flare, Prestidigitation, Produce Flame.

Alchemy: Swift Alchemy, Poison use, Poison save +2
Discoveries: Precise Bomb, Explosive Bomb, Infusion,Acid bomb, dispelling bomb

Bombs 15 per day 4d6+6 fire damage, 5' radius splash, range 20'
Mutagen: +4 dex -2 wisdom

Extracts:
Extracts per day
Level 1: 6
Level 2: 5
Level 3: 2

Alchemist Extract Formula Book

Level 1
Cure light wounds, Comprehend languages, Identify, Shield, True Strike, Bomber's eye, Crafter's Fortune, Detect Secret doors, Expedetious retreat, Endure Elements, Reduce Person, Jump

Level 2
Cure Moderate Wounds, Dark vision, See Invisibility, Bear’s endourance, Bull’s Str, Cats grace, eagle’s splendor, Foxes cunning, Owl’s wisdom, restoration lesser, Spider climb, Invisibility

Level 3
Cure serious wounds, Remove curse, Remove blindness/ Deafness. Remove Disease, Haste

Sneak Attack: 1d6

Trap finding +1 disable device +1 perception to find traps

Evasion


Gear:
Spoiler:

Leather armor, Crossbow, 2 quivvers of bolts, dagger, Masterwork thieves tools, Trail Rations 10 days, Water Skin, Noble's outfit, Alchemist Lab, Alchemist kit.

Magical Gear: Heward's Handy Haversack, Belt of incredible dexterity +4, Headband of vast intellect +4, cloak of elven kind Ever Burning Torch, Wand of cure light wounds: 50, Wand of cure light wounds, 12, charges. Silver Sheen, 4 flasks of Alchemist fire, 4 Flasks of Liquid ice, 2 Tanglefoot bags, 10 vials of anti toxin, 10 vials of Andti plague.

Total weight 17 pounds

Gold: 9,061


Fizzabang the Fabulous history
Spoiler:

Grew up in Cheliax in the gnome community of Brasstle works. He excelled at alchemy. One day a cleric of asmodeus hired him to brew for him a “specialized enlarge person” potion. This cleric wanted an enlarge “member’ potion. He wanted to impress an Eyerenes. When the devil was not impressed, the cleric blamed Fizzabang.

Fizzabangs chose his words poorly “ well Master Legate of Asmodeus, an enlarge potion will only work if there is something to enlarge. It cant creat something out of virtually nothing.

Enraged the cleric tried to kill Fizzabang, but he was restrained and removed from the Brasstle works.

To save his home and community from further reprocussions he left, leaving a trail of “bread crumbs” for the cleric to follow all the way to Sothis. Fizzabang escaped the cleric again, buy drinking reduce person potion, and fizzabang only 3 feet tall, became 1 foot tall and he was able to flee into some crawl spaces.

He later joined a group of adventurers who wer pathfinders, and they took him back to absolom, where he became a pathfinder.

Silver Crusade

Valeros
Male human fighter 9 NG Medium humanoid

Spoiler:

Init +7; Senses Perception +6
DefenSe
AC 21, touch 14, flat-footed 17 (+7 armor, +3 Dex, +1 dodge) hp 60 (7d10+14)

fort +8, Ref +7, Will +5; +2 vs. fear

OffenSe Speed 30 ft.; moves at normal speed in Medium or

Heavy armor Melee
9+4+1+1+2
+1 flaming longsword +17/+12 (1d8+9/19–20 plus 1d6 fire)

+1 frost shortsword +17/+12/ (1d6+9 plus 1d6 cold)

TWF: Long sword and short sword 15/12 and 15/12

Ranged shortbow +10 (1d6/[TS]3)

Statistics: Str 19, Dex 17, Con 12, Int 13, Wis 8, Cha 10
Base Atk +9; CMB +11; CMD 25

feats Dodge, Double Slice, Improved Initiative, Improved
Two-Weapon Fighting, Iron Will, Step Up, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specializa- tion (longsword) Weapon focus short sword, weapon specilalization short sword

Skills Climb +12, Intimidate +11, Perception +7, Swim +7

Languages Common,
Giant SQ armor training +2, bravery +2, weapon training (heavy
blades +1) weapon training light blades

Combat Gear alchemist’s fire, potion of cure moderate wounds;
Other Gear backpack, +1 chainmail, cloak of resistance +2, +1 flaming longsword, +1 frost shortsword, handy haversack, shortbow with 20 arrows, silk rope, 50 gp


I tried to level the pregen valeros from 7th level to 9th level. I may have made a mistake or two i gave him weapon focus short sword and weapon specialization short sword

Silver Crusade

The Set up

Spoiler:

Porthos for once was having a good time. He was in his favorite bar in Absolom, “The Surprised Nymph”. The bawdy faded sign over the door depicted a woodland Nymph, who was gathering some flowers, and peering at her from behind a tree, was an eager looking Satyr. Porthos remembered the bar had a much bawdier sign last year, which was much more indecent and amusing. Some civic-minded servant of Abadar, must have gotten the sign taken down.

For once Desna the goddess of luck and dreams, was smiling on Porthos. It was pouring buckets of rain outside while he was inside, seated at a card table, holding a winning hand of cards in one hand, and a beautiful girl in the other. She had draped his arm over her shoulder, and taken his Tri cornered hat and put it on her curly red head.

The other players were choking with laughter. He had just told the story of when while in the Laughing Jungle in Sargava, his friend the Dwarven ranger Harsk, had gone in to investigate some “rustling” in the bushes, only to be chased out by an angry triceratops.

The hand was called, and as luck would have it, Porthos won. He pulled his pile of chips over, and was deciding how much to give his new found friend, when the door opened. In walked a man dressed in an enveloping black cloak. The cloak looked as if it was made of some black reptile. He water sheeted off of the cloak and pooled on the floor. It was probably black Dragon scale, Porthos thought. The man pulled his hood back revealing a young face with close-cropped brown hair, and piercing brown eyes. He had a matching pair of black scale boots, and was dressed in simple traveling clothes with a long sword at his hip. Porhtos noticed a hanging like an amulet from his neck a small “sword of Iomadae” and even more telling was a small compass like device hanging from his belt: a way finder. This man was a Pathfinder. Porthos, who was also a Pathfinder, realized that his fun was probably coming to an end. He began hurriedly gathering up his winnings.

The black clad new comer looked over the bar and his eyes settled on Porthos. He strode over to Porthos. “ Hugh Berenger,” he extended his hand “are you Porhtos?”
Porthos replied, “ Yes, you’re one of those holy warriors, not a paladin but a holy warrior right?”

Hugh replied” well yes I suppose so, some call us Inquisitors. Its usually the paladins who do their best to be “holy”, we just try to get the job done. I prefer the term Marshal. When I’m not hunting for artifacts for the pathfinder society, I serve Iomadae, by hunting fugitives and lawbreakers. Anyways,” Hugh continues, “ Kreighton Shane the Master of Scrolls has asked me to find you, and relay a request from him and the Ten. They need you for a job, and would like you to report to the Grand lodge.”

Porthos sighs, “ all right all right I'm coming.” He snatches his tri-cornered hat from the pretty red head “ next time?” She pouts and replies “ don’t take months this time” Porthos waves and leaves with his pathfinder colleague, walking out into the pouring rain. “ Desna smiles and I find a pretty girl and begin wining, then she laughs, and here I am with you. Oh well my luck doesn’t always laugh.”

Hugh replies,” well I have heard the lady of dreams and luck is fickle”

The two head across Absalom and into the great lodge of the Pathfinder Society. They are ushered into a small conference room.

The Bear like Venture captain Aldern Hestern and the ethereal elven master of scrolls Kreighton Shane are pacing back and forth impatiently. They see that Valeros is already seated at one of the chairs with is feet on the table. The veteran pathfinder warrior is looking a little wet and irritated. Porthos and Berenger take a seat at the table.

A minute later they hear a loud boom from the hallway, they see a flash of fire and smoke, and a small yellow clad figure is propelled into the room by the explosion. He lands bounces on the table, and comes to his feet. The gnome is smiling as only gnomes can, and straitening out a bright matching yellow fez, which he puts back on his head. Once he replaces his monocle, he walks around the table (on it,) and shakes everyone’s had, with an excited “ please to meet you I’m Fizzabang the Fabulous” or “ I haven’t made the acquaintance yet” or “ you know I have to stop dropping my bombs like that”.

Herstern growls” we have a problem. I am sure some of you remember the petty thief Hadge? Well he did it again. He stole another divination focus.”

Fizzabang the gnome burst out howling with laughter.

Hestern turns on him “ so you think this is funny? “

Fizzabang replies “ oh yes I do. I helped get the divination focus back for you, only to find you loose it again, to the same thief. This is hilarious…let me guess he snuck in another open window while a scholar was napping?”

Hestern glares at FIzzabang “ how did you know?”

FIzzabang replies “ oh just a lucky guess this is too funny”

Hestern grumbles at the irrepressible gnome. “ no it isn’t “

Porthos raises his hand “ um sir, why am I here? I can see Valerosu is here to provide muscle, Berenger his expertise in hunting down wanted criminals, and Fizzabang because he has dealt with the thief before. What do you want with me?”

Hestern replies “ well you were the only other pathfinder of sufficient experience we could spare”

Fizzabang raises his hand excitedly “ oh oh I have brought some string and little bells”

Hestern asks “ what good will they do?”

Fizzabang replies “ well you can tie these little silver bells to the divination focus, then it will jingle the next time a thief tries to take it from a sleeping scholar”

Kreighton Shane comments “Hmm not a bad idea”. He comes over and hands Hugh a way finder. “ this one has been attuned to point toward the divination focus. My own scrying has revealed that our miscreant is down on the waterfront at a bar called the “blushing Mermaid”

Hestern bellows “ well you heard the man er Elf, go and get our divination focus back. We don’t want it to fall into the hands of the wrong pathfinders, nor into the hands of an enemy faction. “

Hugh Berenger brings a beautifully carved long bow with him.

The group, Valeros the figher, Porthos the Gun Slinger. Hugh Berenger, the Inquisitor, and Fizzabang the Alchemsit, all head down to the blushing mermaid.

They find a table at the Blushing mermaid by the main door. FIzzabang indicates their quarry Hadge at a corner table talking with an older man with a white beard dressed in what looks like wizard robes.

Valeros askes, allright how should we do this, with some subltlty or the hard direct way.

Berenger replies “ one moment I am casting a “shift Thoughts” spell. It should allow me to hone in on information about the Divination Focus. “

Porthos asks “ where did Fizzy get off to? How does a three foot tall gnome dressed in bright yellow cloths, with a 1 foot yellow fez on his head dissapear in a crowd like this.

Valerous shrugs “ he’s a gnome?”

Just then they see Fizzy climbing up into a chair at Hadge’s table. Hadge and the older man look at Fizzy in astonishment.

Not missing a beat Fizzabang first grabs on hand pumps it in a vigerous hand shake and then grabs the other, Hadges. “ greetings and salutations. I am Fizzabang the Fabulous Alchemist extrodonair… Provayer of hair tonics…and”

Hadge interrupts him “ wait I know you, you were that crazy gnome pathfinder who helped spring me form Porthmos prison in easern Taldor? You had a red fez then>”

Fizzybang replies “ yes yes the same the same, sadly my red fez was eaten by a bunyip so now I have a yellow one and I have a deal for you”

Berenger wispers “ I think we may have a problem”

Porthos asks “ the over exuberant gnome?”

Berenger replies “ no far too many people are thinking about the divination focus, its not just us and Hadge and his friend over there, I don’t think everything is as it seems”

Jus then there is a shimmer in the air, and instead of fishermen in for their noonday meal, stand a bunch of Red Mantis Assasins.

At the same time, Hadge, and his “bussness partner” the older gentlemen in wizard robes shout at each other “ you set me up!”

And fizzzy shouts “ I didn’t do it!”

The red mantis assasins close in on Hadge, the older man in wizard robes and FIzzabang the fabulous.


Time to roll initiative

Silver Crusade

Battle at the Blushing Mermaid

Spoiler:

25 Hugh Berenger Swift action activates a judgement, Move action draws bow Standard action casts Flames of the Faithful.
22 Prospero the Sorcerer uses magic adept class feature to cast Confusion with the persistant spell so it casts at normal time. From his feat Magical liniage, he drops the +2 to +1 Lvle for confuson. The spell catches all of the red mantis assasins Will +5 vs DC 19 Two saves to pass
Red mantis #1 fail, Redd Mantis #2 fail, Red Mantis #3 fail, Red Mantis #4 Fail, Red Mantis #5 fail, Red mantis #6 fail, Red mantis #7 fail Red mantis #8 fail
19 Valeros Moves in on Hadge and attacks. Attack roll 13+17= 30 vs FF ac 15 hit dmg 1d8+8=11.

18 Porthos Fires the two barrels in one pistol (using both attacks with main hand) and one from the other hand. Attack rolls 1d20+14=24, 1d20+7=18 and 1d20+14=17 vs ff ac 15, Three hits. Damage 1d8+5+2d6 three times =45 points of damage
15 Hadge the thief Hadge is at -10 he is dead (he had 10 con)
13 Fizzy Perception 1d20+13=21, Finds the divination focus on the dead body of Hadge and runs for his friends.
.
7 Red mantis assasins
Red mantis #1 babble, Redd Mantis #2 closes with the sorcerer and attacks, Red Mantis #3 moves in to flanking position and attacks sorcerer, Red Mantis #4 babble, Red Mantis #5 Babble, Red mantis #6 stabs himself 6pts, Red mantis #7 babble Red mantis #8 Moves over to wizard and attacks

Red Mantis #2 1d20+11=24 hits sorcerer 1d8+1=6
attacks, Red Mantis #3 1d20+11=30 (19 on die possible crit) confirm 21 crit. Dmg 2d8+2+3d6 SNA=22 dmg
Red mantis #8 1d20+11=20 vs ac 18 hit 4 points

Round 2
25 Hugh Berenger holds his action. If any of the red mantis attack his party he will shoot them.

22 Propsero concentraition check=DC23, 1d20 +10+5=23. He casts Otiluke?s resilient sphere on himself.
19 Valeros retreats to the group
18 Porthos spends two move actions reloading a gun
13 Fizzy hides

7 Red mantis
Red mantis #1 does 9 pts damage to himself, Redd Mantis #2 babbles Red Mantis #3 deals 4 points of damage to himself Red Mantis #4 moves in and tries to attack wizard, Red Mantis #5 moves in and tries to attack wizard, Red mantis #6 stabs himself 8pts, Red mantis #7 does 4 points to himself Red mantis #8 Moves babbles

Round 3
25 Hugh Berenger activates his ring of shadow walking, and takes his party onto the plane of shadow and he heads to the Grand lodge, leaving the battle behind them

18 Prospero safe behind his resilient sphere, casts invisibility and fades from sight.

7 the red mantis, continue to suffer under the confusion spell

Round 4
Prospero now invisible, pulls out a scroll and casts a teleport spell.
For the red mantis i was using the stats from P 15 of escape from old Korvosa. they were 8 cr 8 asssasins


Coments on the battle

The battle lasted really only two rounds. It was a three way battle, with Prospoero the 10 level sorcerer, and Hagle the 10 level Arcane Trickster, one side, The Pathfinders on another side, and the Red mantis assiasins who were on an assignment to kill the sorcerer and arcane trickster as well.

I will have to say I am impressed with the gunslinger's damage out put in that battle. I think he could easily keep up firing a shot per round.

My initial impressions of the gunslinger are good ones From a players perspective, it seems a number of key issues were addressed.
1) with the double barrel pistols, and the pepper? box, this seems like it will take care of higher level characters iterative attacks ( although they will have to reload)
2) with the gunslingers being able to purchace the ammo at 1/10 the cost instead of 11 gp per shot, they take coare of the cost 1 gold and 10 silver seems to be a much more reasonable price to pay for a shot, from a players perspective
3) I like the gun trainng, where you ad your dexterity to the damage dealt. I think this will bring the weapon in line with some of the other melee attacks.

But this was one surprisingly short fight. It did not go how I expected it. I wasn't expecting the arcane trickster to get killed. Now that the PCs have successfully retrieved the Mcguffin, I will have to see how I can extend the story, that is if anyone is interested.

Silver Crusade

Next chapter

I apologize for the break. Last weekend I did go to a convention Conn Con. There was a player with a gunslinger / ranger there, but I didn’t get to play at his table, so I don’t know how the gunslinger worked out there.

It has taken me a while to figure out how to continue the story. So here goes

The adventure continues…

Spoiler:

After having made a hasty exit “stage left” using the Inquisitor Hugh Berenger’s, Ring of Shadows to shift onto the shadow plane, the party hustles out of the Blushing Mermaid and makes their way to the Pathfinder’s Grand Lodge. They shift back to the materiel plane, emerging from the shadows of one of the Walls surrounding the Grand Lodge.
The party makes their way into the lodge. They meet with the Bear like Venture captain Aldern Hestern and the ethereal elven master of scrolls Kreighton Shane. Fizzabang the Fabulous holds forth the divination Focus. It is a small ivory figurine of a west highland terrier. The little ivory statue has small pieces of string tied to its tail and each of its paws. On the end of those strings are little bells.

Venture Captain Aldern Hestern growls, “ What is this?”

Fizzy proudly proclaims “ its an alarm system”

Kreighton Shane laughs and says “ Thank you Fizzy I’m sure these bells will be most helpful so tell us what happened”

Hugh Berenger gives a brief summary of the confrontation at the bar.

Fizzy adds, “ I recognized Hadge’s business partner. His name was Prospero he is also a Pathfinder. “

Hestern comments, “ well we didn’t send him”

Kreighton surmises, “ Well the shadow lodge must have, if we didn’t. They would certainly want to be able to listen in on the 10’s communication.”

Fizzy adds “ as we were leaving I saw him protect himself with an “Otiluke’s Resilient Sphere” spell.”

Kreighton continues, “ Interesting, his arcane power may very well rival my own. See if you can find him and bring him in. He may be able to tell us much about the opposition.”

Valeros comments “ it won’t be easy finding him. If I had the Red Mantis assassins after me, I would hide and get out of town”.

Hugh Berenger says, “ We will do what we can. The trail should not be too cold. My sift thoughts spell revealed, that the Red Mantis’s orders were to retrieve the Divination Focus and kill whom ever had anything to do with it. Obviously they saw Prospero as the greatest threat and moved in on him first. They will probably be after us as well.”

Fizzy holds forth a tuft of grey hair and says proudly “ will this help? It’s some of Prospero’s hair”

Kreighton takes the hair and says ‘ yes thank you it will be very helpful, come with me”

They leave the conference room and head over to a small well-tended courtyard with trees a garden, and a small reflecting pool. Kreighton casts a scry spell. The reflecting pool goes grey and white as if the sun is shining directly on it, then an image resolves in it (Kreighton has the scrying adept class feature Prospero’s will save 1d20+7+, +0 -10=14 vs. DC 21 fail. Through the reflecting pool they see Prospero the sorcerer, with three other individuals, a warrior, a cleric of Nethys, and presumably a ranger or rogue type. Their conversation can be heard through the scrying pool.

The cleric comments “ Prospero you failed to get the divination focus, you know that being able to listen in on the communications of the ten would have tilted the balance in the shadow lodges favor. “

Prospero replies, “ Yes, I wasn’t expecting Red Mantis assassins to come after me.”

The Warrior comments “ perhaps the Ten sent them after you”

Prosper replies “ perhaps, but I don’t think so. There was a pathfinder team there, I recognized Valeros the fighter and there was a gnome who introduced himself as “Fizzabang the Fabulous”. There was also a gunslinger who killed Hadge my contact, and the seller of the divination focus. I also I spotted another archer/ ranger type with a bow with flaming arrows. I think he was wearing a black dragons kin cloak. “

The cleric asks, “ Well what shall we do next?”

Prospero replies, “ I don’t think it is a good idea to stay in Karlsgard. There is a Pathfinder Lodge here run by Venture Captain Ithuna Varsdottir, a cleric of Erastil. I don’t know if she is part of our cause. It is best not to take the chance. We should retreat to White Throne in Irrisian. There I think we will be beyond the reach of the ten, and we can meet our other contacts regroup and plan our next move.”

The ranger/ rogue comments “ that wont be an easy journey we had best begin organizing supplies for the trip.”

The image in the reflecting pool fades.

Krieghton says,” well there you have it. I don’t have the teleport spell memorized today, but tomorrow I can teleport you to the Pathfinder lodge in Karlsgard, and I am sure the Venture captain there Ithuna Vardsdottir will be able to help you all begin. Take the rest of the day gathering supplies.”

The group disperses and begins making the purchases they need to.

The next day they meet with Kreighton and he presents the group with a way finder. It has a clear crystal set in its top. There are a few hairs in the crystal. Kreighton explains “ this will help you track down Prospero the sorcerer. I will continue to scry on him from here, and when I can I will cast sendings to update you.

Kreighton then says, “ Take my hand”
And with a flash of light and a lurch, the party finds itself in a beautifully carved wooden long house. Venture Captain Ithuna Vardsdottir a tall blond Ulfen women with eyes the color of ice, welcomes them. After a brief breakfast, Kreighton teleports back to Absolom. And the party of Hunters namely Porthos the gunslinger Valeros the fighter Fizzabang the Fabulous the alchemist and Hugh Berenger the inquisitor, start out on their hunt for Prospero the sorcerer.

On their way across the land of the Linorm kings they take a boat up the Rime flow river to Trollheim. They have a few encounters with wolves, Ulfen Warriors and a wyvern. They pass Black raven Hall without incident, its walls decorated with the heads of ice trolls.

Their real challenge comes when they get to the border of Irrisin. It is as if a line has been drawn across the plains. On one side, the snow is melting the mud deepening, and spring buds and birds are coming forth. On the other side of this line are snow conifers and storm clouds. They happen upon the sight of a battle. There they find fifteen dead winter wolves, four dead ice trolls, and a dead “ chicken legged dancing hut. Amongst the bodies they find the corpses of the cleric, rogue and warrior they saw earlier. Hugh finds Prospero’s tracks leading away from the battle.


They have also found that Irisien's border is not unguarded. A Frost giant attacks.

Silver Crusade

They have also found that Irisiens border is not unguarded. A Frost giant attacks.

Spoiler:

Round 1

Initiative
24 Porthos Fires three times at the giant 1s20+ 12+2 and 1d20+7+2 and 1d20+12+2= 25 and touch ac, 28 vs touch ac and 20 vs touch ac 8= three hits dmg 1d8+5 x 3=30

23 Hugh Berenger uses swift action to activat two judgements of justice +2 to hit and destruction +3 wpn dmg and he casts flames of the faithful

21 Valeros moves in and attacks 1d20+17=25 vs flat footed ac of 21 hit. Dmg 1d8+9=17 dmb

21 Fizzabang the Fabulous throws a n explosive bomb at the frost giant:
1d2=+14 ranged touch =28 vs touch ac hit dmg 4d6+6=12 +1/3 vunerable to cold=+4
Total dmg =16

11 Frost Giant Takes swing at Valeros 1d20+18=30 and 1d20+1d20+13=24 two hits dmag:3d6+13=19 and 21 pts= 40 points to valeros

Giant has taken 63 points of damage

Round 2

24 Porthos Fires once at the giant 1s20+ 12+2 vs touch ac 8=one hit dmg 1d8+5=13, and he uses a standard action to reload one of the barrels of his pistol.

23 Hugh Berenger uses swift action to activate the Bane ability and he shoots
+16/+11 (Crit 20 x3)
1d20+16=27 vs ac 21 and 1d20 +11=24 vs ac 21 two hits
Damage 1-8 +7+2d6 bane and 1d6 flaming=
damage=19 and 31 total =47

21 Fizzabang the Fabulous throws a n explosive bomb at the frost giant:
1d20=+14 ranged touch = 19vs touch ac 8 hit dmg 4d6+6=22 +1/3 vunerable to cold=+7= total 29 pts
Giant also takes 1d6 points of fire damage from previous round.

The giant is quite dead

And the GM forgot about poor Valeros so he didn’t get to attack


Again this battle didn’t last very long. IF there were more then one frost giant, I think the party would have been in trouble

I had two ranged combatants, the gunslinger, and the Inquisitor fighting next to each other.

I noticed, the Gun slinger, with two two barreled pistols, could get three shots off in the first round, while it took an entire round before the inquisitor got shooting.

The gunslinger in 4 shots did 38 points of damage, to the inquisitors two shots of 47. The gunslinger could attack right away, while the inquisitor needed a round to buff up.

Maby I should send more frost giants .

After the battle Valeros needs to be healed. Hugh Berenger casts cure serious wounds on him: 3d8+9 and Fizzybang hands him an extract of cure serious wounds 3d8+7. Valeros is healed for 25 and 22=47 pts of 40 Valeros is completely healed.

Hugh Berenger makes a tracking check: Survival roll 1d20+ 19=23 vs dc soft ground (snow) dc 10 success.

Hugh is able to determine, that the tracks are a day old, that Propsero is walking, with a pack, and un injured.

Silver Crusade

It takes roughly a day for the adventurers Hugh Berenger the inquisitor, Porthos the Gunslinger, Fizzabang the alchemist and Valeros the fighter to catch up with Prospero the Sorcerer.

They find him in a small snow covered meadow with a stream running through Snow Ladened conifers line either side.

more story

Spoiler:

Valeros and Porthos decide to confront him while FIzzabang and Hugh try to sneak around and flank him

Hugh berenger stealth roll 1d20+18=35

FIzzabang stealth roll 1d20+22=41

Prospero Perception roll 1d20+0=6

Valeros and Porthos walk towards Prospero the sorcerer.

Valeros calls out “ Ho Prospero we fellow pathfinders would have a word with you”

Prospero turns about in surprise “ who are you? No wait I saw you at the bar in Ablsolom a couple of days ago. What are you doing in this Gods’s forsaken wilderness?”

Porthos calls out “ well we are looking for you actually. And you?”

Both Valeros and Porthos are wearing their way finders in plain view.

Prospero’s eyes narrow “ Well I was going to White throne. Why are you looking for me? “

Porthos replies “ we have orders from the Venture captains in Absolom. They would like you to accompany us back to Absolom to meet the ten, they have questions for you”

(Hugh casts flames of the faithful, and he uses a judgment of justice and destruction)

(FIzzabang uses his accelerated drinker feat to drink his mutagen, as a move action and drinks his bomber’s eye extract as a standard action)

Prospero answers “ I’m sure the ten do have questions for me, but I go where I please and the Venture captains don’t have the right to order me anywhere”
(Prospero has on Mage armor, and he quickly cast the shield spell)
Valeros sighs, “ somehow I thought you would say that

Battle of the Frozen River

Spoiler:

Round 1
Initiative

23 Prospero doesn’t notice Fizzabang and Hugh berenger who are hidden nearby amidst the conifers. Porthos and Valeros he sees they are out in the open.
Prospero the Sorcerer uses magic adept class feature to cast Confusion with the persistant spell so it casts at normal time. From his feat Magical lineage, he drops the +2 to +1 Lvl for confusion. The spell catches Valeros and Porthos. They must make a will save DC of 19 twice.
Porthos rolls 1d20+6=19 save and 1d20+6=17 fail
Valeros rolls 1d20+5=24 save and 1d20+5=8 fail
Both Porths and Valros are confused for 10 rounds

20 Porthos rolls 38 he babbles

14 Hugh Berenger Uses his Bane vs humans ability, and drinks an extract of haste

11 Valeros rolls 66 he damages himself for 11 points

7 Fizzabang the fabulous Passes Hugh berenger the extract of haste

Round 2

23 Propero casts Invisibility moves 30 feet

20 Porthos rolls 75 he hits himself with his gun dmg 1d8+1=3

14 Hugh Berenger casts see invisibility

11 Valeros rolls 95 he attacks nearest namely porthos

Full attack

+1 flaming long sword +17/+12 (1d8+9/19–20 plus 1d6 fire)

+1 frost short sword +17/+12/ (1d6+9 plus 1d6 cold)

TWF: Long sword and short sword 15/12 and 15/12

25,17,25,27 vs ac 19, three hits
1d8+9+1d6 fire, 1d6+9+1d6 cold, 1d6+9 +1d6 cold= total=
18+18+16= 52 Porthos has 21 hps left. Down from 76

7 Fizzabang the fabulous Throws a dispelling bomb at Valeros
1d20++14=29 hit.
Targeted dispel on Valeros 1d20+alchemist level vs 11+10=21
Roll 1d20+7=11 vs dc 21 failed

Round 3

23 Prospero casts Fly and rises 60’ into the air.
He is now 85 feet from Hugh berenger

20 Porthos rolls 40 babbles incoherently

14 Hugh Berenger shoots at Prospero he is using his Composite longbow +1 with +2 str bonus.
He is under the effect of Judgment of justice +2 to hit and Destruction +3 to damage, and Flames of the faithful, +1d6 Fire damage, and Human Bane, and Haste.

To hit: +11/+6 (Crit 20 x3) Damage 1-8 +3, within 30' +1+1 precise shot.
Rapid shot
+13/+8/+13/13 (haste and rapid shot) vs ac 20

1d20+13, 1d20+8,1d20+13,1d20+13= 15,16,19,30

One hit

Damage 1d8+3+3+1d6 flames+2d6 bane

Damage 23

11 Valeros rolls 29 he babbles incoherently

7 Fizzabang the fabulous Throws a dispelling bomb at Valeros
1d20++14=29 hit.
Targeted dispel on Valeros 1d20+alchemist level vs 11+10=21
Roll 1d20+7=20 vs dc 21 failed


As the battle rages, A large white owl settles onto the frozen snow and shifts into the form of a strikingly beautiful women dressed in blues and white firs. Her white hair coiled in a long braid, and her eyes were like shards of ice. She calls out
“What do we have here? Pathfinder fighting Pathfinder? Why have you taken your fight into our lands of Irissien?”

more story

Spoiler:

Prospero says, “ my lady I am traveling to White throne to meet with Colleagues and one of the Jadigwa Elvana named Jadis. These other pathfinders have attacked me and attempted to capture me”

Hugh steps forward and says, “ it is true, we do have orders from our venture captains and the ten, to peruse and detain Prospero the sorcerer and pathfinder, and bring him back to Absolom. “

The Witch replies, “ Well I am Jadis, and welcome Prospero to Irisien. I grant you sanctuary.” And to the other pathfinders she says, “ now leave, before you have to face the wrath of both Prospero and myself. The Decemvirate of the Pathfinder society have no authority here.”

Hugh berenger replies, “ we have our orders”

Jadis motions, and from out of the snow covered forest behind her lurches three frost encrusted corpses, their eyes glowing with a bluish light. They recognize these are the corpses of Prospero’s fallen comrades, a warrior cleric and rogue, raised as cold wights. She smiles “ kill them”

Prospero cries, “ How could you? They were my friends comrades”

Porthos and Valeros have come out of their confusion, and Hugh berenger took the time to drink another haste extract, and re do his judgments, his bane ability and his flames of the faithful.

Jadis replies “ when our agents informed us that a divination focus of the Decemverate had been stolen, we couldn’t pass up the chance to get a hold of it so we could listen in on the Decemvirate. I hired the Red Mantis to acquire the divination focus and Kill everyone associated with it. Prospero you the other pathfinders simply traveled too quickly by teleporting and you out distanced the Red Mantis. We lost track of you. When we discovered a large patrol of winter wolves, ice trolls and a chicken hut had been destroyed, and a day later a frost giant was killed, it was easy to deduce that you pathfinders were here in Irrisien. That’s how I found you.
Propsero we haven’t offered you and your kind sanctuary out of the kindness of our hearts. We don’t actually care about your little shadow ware between the “shadow lodge” and the Pathfidner lodge. By letting your group gather in White throne, it gives us an opportunity to learn more about the Pathfinders. Are you willing to come with me to White throne while my cold wights take care of your pursuers? “

Portos replies “ No I can’t go with you Jadis after you have animated my friends, and no Berenenger, I’m not going back to Absalom. I’m leaving this place”

Prospero begins casting a spell

the battle continues

Spoiler:

Round 1
24 Jadis casts Dominate Person on Prospero. Save DC 20. Prospero’s wil save 1d20+7=20 he made it.

23 Prospero casts Baleful Polymorph on Jadis. Ft save DC 20
Jadis rolls 1d20+3=13 fails

20 Porthos fires three shots at Jadis
Porthos Fires the two barrels in one pistol (using both attacks with main hand) and one from the other hand. Attack rolls 1d20+14=23, 1d20+7=22 and 1d20+14=28 vs ff ac 20, Three hits. Damage 1d8+5+2d6 three times = 20,14,14=48

14 Hugh Berenger shoots at Prospero he is using his Composit long bow +1 with +2 str bonus.
He is under the effect of Judgement of justice +2 to hit and Destruction +3 to damage, and Flames of the faithful, +1d6 Fire damage, and Human Bane, and Haste.

To hit: +11/+6 (Crit 20 x3) Damage 1-8 +3, Within 30' +1+1 precise shot.
Rapid shot
+13/+8/+13/13 (haste and rapid shot) vs ac 20

1d20+13, 1d20+8,1d20+13,1d20+13= 31,15,29,24

three hits

Damage 1d8+3+3+1d6 flames+2d6 bane

Damage 23,18,19 total damage=60. Prospero is killed

11 Valeros Holds his action waiting for the wights to come into melee range

7 Fizzabang the fabulous Throws an explosive fiery bomb at one of the cold wights
1d20++14=28 vs touch ac 11 hit.
4d6+6 fire damage=26 +(cold subtype, fire vunerability+ ½ dmg=13)=39
Splash damage 10 reflex save 3,2

5 Cold wights.
Moves across the clearing and valeros attacks

Full attack

+1 flaming longsword +17/+12 (1d8+9/19–20 plus 1d6 fire)

+1 frost shortsword +17/+12/ (1d6+9 plus 1d6 cold)

TWF: Long sword and short sword 15/12 and 15/12

1d20+15=31,30,23,29
four hits.

Damage 14+9 (fire)=23 damage, to Wight #1, whom has already been damage by Fizzy’s bomb and is killed

Damage 14+9 (fire=9 damage to Wight #2)=23 damage

Damage short sword =15, and 12=27 Wight #2 killed

Wight # 3 attacks Valeros 1d20+7 and 1d20+2=8 to hit and 6 to hit misses.

Round 2

20 Porthos fires one shots at the remaining cold wight
. Attack rolls 1d20+14=29, one hits. Damage 1d8+5=10

14 Hugh Berenger shoots at the remaining wight and Flames of the faithful, +1d6 Fire damage, and Haste.

To hit: +11/+6 (Crit 20 x3) Damage 1-8 +3, Within 30' +1+1 precise shot.
Rapid shot
+9+4_9+4= 19 hit, 20 hit, 27 hit, rolled 20 possible crit

four hits

Damage 1d8+3+1d6 flames 9 damage +5 fire
5+9 fire damage=14
5+9 fire damage 14
9+6 fire damage=15
4+6 fire damage=10 the wight is killed

End of combat


Comments on combat.

The party is able to use Hugh Berenger’s shadow walking ring to get out of Irissien quickly. And they head back to Absalom to report the outcome of their mission.

There were really two combats. In the first one Porthos falling victim to confusion spent the battle babbling and being carved up by his equally confused comrade Valeros.

In the second battle after the Witch arrived, Porthos was able to spring into action and killed the witch.

The inquisitor also was able to deal enough damage to kill the sorcerer.

I think I have just scratched the surface of the gunslinger.

I still don’t like the class, because I don’t particularly like guns in what I think of as a sword and sorcery fantasy game, as a matter of personal preference.

As for the game mechanics, it seems that the gunslinger would be most effective right at the beginning of combat. If the combat lasts many rounds, it seems the gunslinger may have to fall back on secondary weaponry, such as a melee sword, or spend time reloading the guns. Perhaps I missed something. Probably I missed a great many things.

As I said earlier My initial impressions of the gunslinger are good ones From a players perspective, it seems a number of key issues were addressed.
1) with the double barrel pistols, and the “pepper” box, this seems like it will take care of higher level characters iterative attacks ( although they will have to reload)
2) with the gunslingers being able to purchace the ammo at 1/10 the cost instead of 11 gp per shot, they take coare of the cost 1 gold and 10 silver seems to be a much more reasonable price to pay for a shot, from a player’s perspective
3) I like the gun trainng, where you ad your dexterity to the damage dealt. I think this will bring the weapon in line with some of the other melee attacks.

Anyways my play test is finished. I hope people found the play test to be somewhat useful, and perhaps the story was enjoyable.

Silver Crusade

Statistics for the opposition

Prospero the Sorcerer

Spoiler:

Prospero
CR 10
 sorcerer

Init +4 Senses Perception +0 

-------------------- 
DEFENSE 
--------------------

AC: 18 Touch: 16 Flat Footed: 16
hp 47
Fort 3 Ref 5 Will 7
-------------------- 
OFFENSE 
-------------------- 

Spd 30 ft. 

-------------------- 
STATISTICS 
--------------------

Str 10, Dex 14 Con 10, Int 14, Wis 10, Cha 20

Base Atk 5
CMB 5
CMD 
17
Feats: From class: Combat casting
From leveling: Persistant spell +2 levels hiegher, Expanded arcane, Expanded Arcana, Expanded Arcana, Expanded Arcana, Expanded Arcana,
Traits: Magical Liniage : Confusion when applying a metamagic spell, it is one level lower.
Reactionary

Skills: appraise: 15 fly 15 Knowledge arcane 15, Spell craft 15 Use magical device 17
---------------------Special Class Features

Bloodline Arcane
Arcane bond: familiar
Metamagic adept: you can apply one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher level spell sot to cast the spell. Usable twice a day.

New Arcana, add one spell

Spells Known
0) 9 Detect magic, read magic, Mage hand, Mending, Light, Prestidigitaion, detect poison, acid splash, resistance
1) 7, Magic missle, color spray, comprehend languages, Mage armor, shield, charm person, True strike, Identify,
2) 5 Glitter dust, invisibility, See invisibility, Locate object, detect thoughts, rope trick
3) 4 Dispell magic, tongues, clair audience, clair voyance, fly, Fire ball
4) 5 Resilliant sphere, Ice storm, Black tentacles, Summon monster 4, Confusion, Dimension door
5) 1 Baleful Polymorph.
Spells per day
1) 8
2) 7
3) 7
4) 7
5) 4

-------------------- 
TRACKED RESOURCES 
-------------------- 

Gear:
46,000

Ring of protection +2 8,000
Ring of the Ram 8,600
Bracers of armor +4 16,000
Bag of holding type 2 5,000

Hadge the thief (arcane trickster)

Spoiler:

Hadge, Rogue 3, Wizard 3, Arcane Trickster 4 CR 10


Init + Senses Perception + 

-------------------- 
DEFENSE 
--------------------

AC: Touch: Flat Footed: ( dex)
hp
Fort 3 Ref 9 Will 6
-------------------- 
OFFENSE 
-------------------- 

Spd 30 ft. 

Melee:
Keen Rapier +1, +5 to hit, 1d6+ 1+ sneak attack 4d6


-------------------- 
STATISTICS 
--------------------

Str 10 Dex 16 Con 10 Int 18 , Wis 10 Cha 10

Base Atk 4
CMB 4
CMD 
13
Feats: Skill focus Acrobatics, Skill Focus Acrobatics, Skill focus Acrobatics, Skill focus climb Skill focus climb Skill focus climb
Combat expertise, improved bluff
Traits:

Skills: Acrobatics: 19 Climb: 13 appraise 7 Bluff 10 Disable Device 14 knowledge local 7 knowledge Arcana 13 Perception 10 Sleight of hand 12 Spell Craft 14 Stealth 19 Sence Motive 7 Use magical device 10
---------------------Special Class Features
Spells
7th level wizard
1, 5 Magic missle x5
2, 4 Invisibility, Detect invisibility, glitter dust, Invisibility.
3, 3 Haste, Fly, Fire ball
4, 2 Improved invisibility, Dimension door

-------------------- 
TRACKED RESOURCES 
-------------------- 

Gear: Mithril chain shirt +5 ac, Rapier keen +1, Cloak and boots of elven kind,

Jadis of Whitethrone

Spoiler:

Jadis the white witch
CR 10
 Witch

Init +4 Senses Perception +0 

-------------------- 
DEFENSE 
--------------------

AC: 18 Touch: 16 Flat Footed: 16
hp 47
Fort 3 Ref 5 Will 9
-------------------- 
OFFENSE 
-------------------- 

Spd 30 ft. 

-------------------- 
STATISTICS 
--------------------

Str 10, Dex 14 Con 10, Int 20, Wis 14, Cha 10

Base Atk 5
CMB 5
CMD 
17
Feats: From class:
From leveling: six feats: spell Penetraition, Greater Spell penetraition, Spell focus Evocation, Greater Spell focus Evocation. Spell focus Conjuration, Augment Summoning
Traits Suspicous: sence motive class skill +1, World traveler: Diplomacy class skill +1

Skills: Diplomacy 8, Craft: alchemy 13, Fly 10, Heal 10, Knowledge Arcana 13, Knowledge Nature 13, Knowledge Planes 13, Sense Motive 10 Spell Craft 13, use Magical Device 8,
---------------------Special Class Features
Hex: save dc 20
Charm, Cackle, Fortune, Miss Fortune, Slumber, Healing

Major hex: Hag’s eye
Familiar: Fox: master gets +2 on reflex saves
Patron Elemental:

Spells per day
1) 6 shocking graps, cure light wounds, burning hands, mage armor, obscuring mist, Ray of enfeeblement, Scrolls: summon monster I, cause fear
2) 5, Flaming sphere, Cure moderate wounds, fog cloud, See Invisiibility, Web, Scrolls Hold Person, Summon Monster II
3) 4 Fire ball, Summon Monster III, fly, sleet storm, Scroll: dispel magic, Bestow curse
4) 4 Wall of ice, Ice storm, black tentacles, Summon Monster IV, Scroll: Enervation, Phantasmal Killer
5) 3 Flame Strike, Teleport, Dominate Person Scroll: Summon Monster V

-------------------- 
TRACKED RESOURCES 
-------------------- 

Gear:
46,000

Ring of protection +2 8,000
Ring of the Ram 8,600
Bracers of armor +4 16,000
Bag of holding type 2 5,000

her cold wights

Spoiler:

6 hd frost wights Undead Cold

Init: Sences Darkvision, Perception +11

Defence:
ac 19, Touch 11 Flat footed 18 (dex+8 Nat armor )
HP: 9d8+18=60 hps
Fort +3 Ref +4 Will +7
Defensive abilities: undead traits Touching 1d6 cold damage

Weakness: Resssurection vunerabliity

Offence

Speed 40’
Melee Slam +7/+2 (1d4+1 Energy Drain)+1d6 Cold
Special attacks: creat spawn, Energy drain (1 level DC 18)
Aura of cold 1d10 Ft dc 13

Statistics
Str: 12 Dex: 12 Con- Int 11 Wis 13 Cha 15
Base attack +6/+1 CMB +7 CMD 18
Feats: Blind fight, Skill focus Perception, Dodge, Mobility, Spring attack.
Skills: Intimidate: Acrobatics 10, Climb 10, Swim 10 , Percepton 13 Stealth 18 (racial modifier +8)

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