
Derivous |

There's been a lot of rulesy posts on here concerning UC, so I thought I'd invite anyone who has actually played a character with one of the new classes or archetypes to voice their opinions...
So to start it off...
One of my friends played a war-forged musket-toting gunslinger/druid with a monkey animal companion that (the DM) allowed to sit on his back and reload for him every round. I think his verdict was that the gunslinger was pretty stale though.

Necromancer |

I finished City of the Golden Death (after the other two connected modules) tonight with the group running a tiefling gunslinger (standard), human bone oracle, and human bard. Very, very few houserules in play, stuck to modules as written, and I had no problems. This was also a new player's first campaign (oracle character) and lurking through last month's sessions. Things did get rough for the group in the first module (Crypt of the Everflame), but they survived with no 'helping' on my part.

thenobledrake |
I started running Serpent's Skull Friday night for a player with a Gunslinger of the Musket Master variety... my ideas on the class thus far can be summed up with "I have no idea whether it is good or not because the player is too busy making sure he has as many penalties as possible (firing at things outside his first range increment and into melee) and then being a big whiner about spending all his grit (to still attack touch AC) on 'nothing' (hit once but for only 1 damage)"
Hopefully in future sessions I will get to see how a gunslinger works out when the player actually starts having the character try.

SunsetPsychosis |

I'm playing a Titan Mauler barbarian who intends to make use of the new Vital Strike oriented feats to do absurd amounts of damage in a single blow.
I've also got an Emissary cavalier. I like the enhanced mobility, and the fact I don't have to mess around with Banner and Tactician. I like playing more like a knight and less like a battlefield commander.
My Beastmorph alchemist has lots of fun with his mutagens, and gains a lot of versatility.
My Archaeologist bard is a ridiculously effective trap-monkey, and thanks to the new Whip Mastery feats, he's a pretty solid combat support character to boot.

Bialaska |
My own experience with the Gunslinger is that it is a very strong class. I had to quit it after 1 session, otherwise the Zen Archer monk would have left the group, as he was a complete nobody.
I don't think it would have been so bad if the guns shot for normal AC, but going directly for touch AC was just too much.
I have been thinking of adapting the gunslinger to use Crossbows though, change all firearms in the decriptions to crossbows instead. I think they would then be more balanced.

wraithstrike |

My own experience with the Gunslinger is that it is a very strong class. I had to quit it after 1 session, otherwise the Zen Archer monk would have left the group, as he was a complete nobody.
I don't think it would have been so bad if the guns shot for normal AC, but going directly for touch AC was just too much.
I have been thinking of adapting the gunslinger to use Crossbows though, change all firearms in the decriptions to crossbows instead. I think they would then be more balanced.
Were the shooting into melee, and softcover rules being enforced, and was the monk well made? The gunslinger was solid, but not overbearing in my game. Of course it was only a level 3 also.

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Gunslingers are UC's new barbarian; overwhelming at low levels, decent at mid, and pretty bad at high.
The Evangalist cleric is the support class I always wanted; a full caster with a good will save and bardsong. Enjoying mine in PFS; archery as a side job, heroism as his one domain. Also, the new cleric haste is awesome.
I like there are good feats for the inquisitor to solo-tactic; they needed those teamwork feats badly.
The monk got a huge boost and options; the flowing monk was fun to play beside. Look forward to seeing how the others play out.
And of course the new whip line is a nice boost to bards.

hogarth |

I ran a PFS module for a group which included a gunslinger. It was almost, but not quite, a dungeon crawl and I think he may have missed once the entire module. Of course, he probably went through 150 gold worth of gunpowder in that one module.
I played in a PFS module in a group with a level 1 gunslinger. I think he got about four or five shots off, and two of them were misfires. Poor guy...
So in my one experience, it didn't exactly knock my socks off. Even when he hit, he only did 1d8+1 damage (or something like that). Yawn. At least the exploding gun was good for a couple of chuckles. :-)

Bialaska |
Bialaska wrote:Were the shooting into melee, and softcover rules being enforced, and was the monk well made? The gunslinger was solid, but not overbearing in my game. Of course it was only a level 3 also.My own experience with the Gunslinger is that it is a very strong class. I had to quit it after 1 session, otherwise the Zen Archer monk would have left the group, as he was a complete nobody.
I don't think it would have been so bad if the guns shot for normal AC, but going directly for touch AC was just too much.
I have been thinking of adapting the gunslinger to use Crossbows though, change all firearms in the decriptions to crossbows instead. I think they would then be more balanced.
Amongst the feats taken were Precise Shot, so no penalties for shooting into melee. As for the monk, then it might be possible to make it just a bit better by changing a feat or so, but generally I'd say it was well-made and usually he pulls his own weight. Next to the gunslinger he was found to be crap though.
Personally I think level 5 is the game changer for Gunslinger, though I can't be certain. Adding your dexterity to your damage rolls with the chosen firearm is a lot, since it is already your most important stat.
The character had +14 (+7 BAB, +5 Dex, +1 Weapon Focus, +1 Magic Musket) to hit for a standard shot. With Deadly Aim that became +12 and Rapid Shot +10 (rapid reload + the musket master feature + cartridges made it a free action to reload). Usually enemies were within 30 ft so +1 to hit, +1 damage for PBS. This gave me +11/+11/+6 attack, all against touch AC, dealing 1d12+11 (+5 dex, +1 PBS, +1 Magic, +4 Deadly Aim) damage.
In comparison the Monk with Flurry, PBS and Deadly Aim also had +11/+11/+6 attack, but against normal AC. The damage dealt was 1d8+9 (2 str, 2 specialization, 1 magic, 4 deadly aim).
Now the monk may reroll 7 times per day and get some additional attacks, but the Gunslinger does get his grit to play around with, which also allows him to do incredible things. And is recovered easier.

Bialaska |
Gunslingers are UC's new barbarian; overwhelming at low levels, decent at mid, and pretty bad at high.
My impression is the complete opposite. Underwhelming at low levels, there's not that much difference between normal AC and touch AC and the Gunslinger spends time reloading.
At level 5 he gets his Gun Training, which increases damage considerably and the good stuff continue at level 7 when he gets Targeting. Hitting most people with 1 shot against touch AC is not a problem at all at this level and automatic disarm, automatic confusion or automatic knocking prone, that's just amazing. Especially if Targeting becomes a Signature deed at level 11.
At higher level he never misses, not even with his third attack. Others might have difficulty hitting the colossal Dragon even once, the wizards might find that they waste several spells on the spell resistance, but you always hit! The bigger the enemy the easier they are to hit. It is on these levels that I think the Gunslinger can really shine, because he now has room to take other feats than the necessary.

Necromancer |

Thanks for all the posts folks.
Anybody use any of the alternate rules from the UC in a recent game? Like armor as DR or called shots or piecemeal armor?
I'll be running Carrion Crown using the piecemeal variant, so I took the time to try it out recently before committing. Homebrew post-war setting, mostly standard fantasy fare, four characters, and low resources with emphasis on scavenging equipment. Things went well, the players loved the novelty of just finding parts of armor and throwing it together. Armor-as-DR is way too involved for most of the group, so I'm avoiding it. I'm not touching called-shots; this isn't V.A.T.S.

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Were playing a Homebrew game... 3.5/PF mix. I have a Gunslinger/ Pistoler. We started at 6th level and are currently at 18th.
Gunslinger - 14 / Jaunter - 4 (from Expedition to the Demonweb Pits).
Two Weapon Fighting + Dimensional tree
I was a little upset with the DPR at first and my reload time.
Archer and Fighter were out damaging me.
When we finally got some cash a few enhancements to the guns + Rapid Reload feat + alchemical bullets really drove my damage up. I now have advance firearms and were hitting some pretty big AC and the touch attack of the gunslinger is giving my DM a headache... along with Dimensional Dervish. Having alot of fun right now.

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My Evangilist PFS character has been awesome. S: 14 I: 7 W: 14 D: 18 C: 12 Ch: 12. Basically just buffs and shoots a bow, but bardsong is as good as buffs come. Has heroism as domain... really just a better bard for the most part (full spell progression bard). I don't miss my 2nd domain, and as an archer wouldn't use medium armor anyway.

voska66 |

I'm finding Ninja is awesome. The extra attack for Ki point. +20 to an acrobatics check. Moving into a flanking position has never been easier. Followed up by 5 sneak attacks at 8th level with TWF, ITWF, 2 attacks and the aditional attack for ki point. Used my 8th level ninja trick to get ITWF with the Combat Trick. Dual Wielding Wakizashis. Very nice!

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I'm playing a ninja currently, a good thing to, if I'd played any other class I'd have died last week. We are level 4. We were traveling through this dungeon for the majority of a day, got into a fight earlier that would have drained most of our resources, and I see this door under a draw bridge.
I hopped into the water (the water being high enough that we could easily hop into and out of it), to investigate it, when I touched the door, and I was teleported into a room with 5 advanced skeletons.
Long story short: vanish saved my life, as did being a complete scrooge with ki points.

Stewart Perkins |

I'm playing a Pistolero Gunslinger in a Serpent's Skull game. Even with no Precise Shot, and only rapid reload (move action to reload) I do ok damage since I focus on touch ac. Damage isn't crazy but I have the Up close and Deadly or whatever deed so i can drop a grit for an extra 1d6 which can at times kill most enemies (d8+d6+1 is good). so I get that grit back. I critted once (which is really hard to do and I never count on) and did good damage despite my rolling being meh (4d8+4+4 more for a trait whos name escapes me where you get your crit multiplier as damage on crits) it came out to like 34 damage or so and utterly demolished a 10hp mook. Refilled my grit though :P
Honestly I love the flavor of the class but I'm still on the fence about how "good" or "bad" it is. I think it will be a solid class overall, especially when I get a pepperbox or something for more shots. The deeds look like they are going to be pretty strong so far. as always YMMV.

leo1925 |

I have a guy who is playing a 17th lvl gunslinger pistolero. 150-350 damage per round. Allowed advanced firearms (bad GM). Called shot system was good for the few times we had a player who wanted to target something. It helped in disabling a bad guy rahter than trying a grapple.
Not that the numbers surprise me but i have one question:
Did the player used double barreled pistols? If yes what ruling did the DM make about them?
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Kyras Ausks wrote:Most people don't think that ninjas are OP compared to the other classes, they think thta they are OP compared to the rogue.a bastard sword wielding magus out ninjaed the ninja in my party
i really don't see why every one thinks they're so powerful
I am playing a ninja atm in PFS. Kinda of annoying not being able to find traps, but overall nice my damage is pretty good. My damage level is a little below our hitters, ala fighter / barb, but shadow clone and vanishing trick are really nice.

SunsetPsychosis |

Both my halfling Knife Master rogue and my human Archery fighter have used called shots to great effect. The rogue likes to do things like hamstring enemies, while the archer uses the Trick Shot ability and called shots quite well together, doing things like shooting them in the hand to give them a penalty to resist being disarmed, then disarming them. Shooting them in the legs then tripping them is also quite useful.

leo1925 |

leo1925 wrote:I am playing a ninja atm in PFS. Kinda of annoying not being able to find traps, but overall nice my damage is pretty good. My damage level is a little below our hitters, ala fighter / barb, but shadow clone and vanishing trick are really nice.Kyras Ausks wrote:Most people don't think that ninjas are OP compared to the other classes, they think thta they are OP compared to the rogue.a bastard sword wielding magus out ninjaed the ninja in my party
i really don't see why every one thinks they're so powerful
Ok first in PF anyone can find traps, trapfinding is required to disarm magical traps.
Now if you really want to be able to do that just take one level trapper ranger. (that way you don't lose BAB)
Xenomorph 27 |

Xenomorph 27 wrote:I have a guy who is playing a 17th lvl gunslinger pistolero. 150-350 damage per round. Allowed advanced firearms (bad GM). Called shot system was good for the few times we had a player who wanted to target something. It helped in disabling a bad guy rahter than trying a grapple.Not that the numbers surprise me but i have one question:
Did the player used double barreled pistols? If yes what ruling did the DM make about them?
Dual wielding magical revolvers. There are a couple backup weapons including a scoped musket. The only thing double barreled that I can recall is the dragon pistol.