| Gutierrez |
I'm running a campaign following the Red Hand of Doom, and I have some players showing interest in firearms. I'd love to run with it.
But that brings me to the retooling aspect. Obviously lines of goblins with exploding fire javelins would be good for humor, but I want some real gun toting threats.
The easiest adaptation flavor wise seems to be making Wrymlord Saarvith into some mix of Gunslinger or Ranger (Trophy Hunter.) But I worry about lowering his threat with the lack of Manyshot, no companion, and needing time to reload.
Any build or tactics suggestions? How about for likewise arming the rest of the horde?
| Gutierrez |
Thanks Chris! That's not a bad idea, if I go straight gunslinger I could get vital shot and maybe give him leadership to justify a gun caddie. I may make that as an alternate design. For the moment I made a stab at a Ranger/Gunslinger mix. The idea was to get as many shots out as possible with as rapid a reload as I could get:
WYRMLORD SAARVITH CR 7
Male Goblin Gunslinger (Musket Master) 3 Ranger (Trophy Hunter) 5
LE Small Humanoid (Goblinoid)
Init +6; Senses Darkvision (60 feet); Perception +13
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DEFENSE
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AC 22, touch 16, flat-footed 17. . (+6 armor, +4 Dex, +1 size, +1 dodge)
hp 61 (8d10+16)
Fort +10, Ref +12, Will +5
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OFFENSE
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Spd 30 ft.
Melee +2 Keen Greatsword
+10/+5 (1d10+1/17-20/x2) and
Ranged (M) +1 Distance Mithral Musket, double-barreled
Th +12/+7 (1d12/20/x4)
Ranger (Trophy Hunter) Spells Known (CL 2, 8 melee touch, 13 ranged touch):
1 (2/day) Longstrider (DC 13), Longshot (DC 13)
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STATISTICS
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Str 8, Dex 18, Con 14, Int 8, Wis 14, Cha 10
Base Atk +8; CMB +6; CMD 20
Feats Endurance, Extra Grit, Gunsmithing, Point Blank Shot, Rapid Reload: Musket, Rapid Reload: Musket, double-barreled, Rapid Shot, Slayer's Knack: Enemies: Humanoids (Elf) (+4 bonus) (Ex)
Skills Craft (Taxidermy) +10, Fly +6, Handle Animal +5, Linguistics +2, Perception +13, Ride +19, Stealth +17, Survival +13
Languages Common, Draconic, Goblin, Infernal
SQ Deadeye (Ex), Deeds, Enemies: Humanoids (Elf) (+4 bonus) (Ex), Enemies: Humanoids (Human) (+2 bonus) (Ex), Fast Musket (Ex), Grit (Ex), Gunslinger Initiative (Ex), Hunter's Aim (Ex), Improved Tracking (Ex), Pistol-whip (Ex), Quick Clear (Ex), Steady Aim (Ex), Terrains: Swamp (+2 bonus) (Ex), Track +4
Combat Gear +1 Elf Bane Alchemical Cartridge, Paper (10), +1 Distance Mithral Musket (double-barreled), +2 Keen Greatsword, +2 Mithral Chain Shirt, Alchemical Cartridge, Paper (10), Black Powder (10), Firearm Bullet (10); Other Gear Backpack, Masterwork (empty), Cloak of Resistance, +1, Pouch, belt (10 @ 0 lbs), Pouch, belt (10 @ 0 lbs), Pouch, belt (10 @ 0.0835 lbs), Pouch, belt (empty), Powder Horn (10 @ 0 lbs)
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SPECIAL ABILITIES
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Darkvision (60 feet)
Deadeye (Ex)
Deeds Gunslinger
Endurance
Enemies: Humanoids (Elf) (+4 bonus) (Ex)
Enemies: Humanoids (Human) (+2 bonus) (Ex)
Fast Musket (Ex)
Grit (Ex)
Gunslinger Initiative (Ex)
Gunsmithing
Hunter's Aim (Ex)
Improved Tracking (Ex)
Pistol-whip (Ex)
Point Blank Shot
Quick Clear (Ex)
Rapid Reload: Musket
Rapid Reload: Musket, double-barreled
Rapid Shot
Slayer's Knack: Enemies: Humanoids (Elf) (+4 bonus) (Ex)
Steady Aim (Ex)
Terrains: Swamp (+2 bonus) (Ex) +2 to rolls vs Swamp.
Track +4
This should give him access to free action reloads with cartridges, and a nasty double/triple shot as a full round. I might replace slayer's knack with quick draw to synergize with Gunslinger Initiative. Any calls on this build? No threat, good threat, killer threat? I'm still also looking for some regular gun toting grunt builds, maybe around amateur gunslinger fighters or ogres packing siege weapons as normal weapons. Any thoughts?
| Gutierrez |
Still playing around with these concepts and trying to make some serviceable rank and file troops. My first shot is a Musket Axe wielding Hobgoblin soldier:
HOBGOBLIN VETERAN CR 3
Male Hobgoblin Fighter 4
LE Medium Humanoid (Goblinoid)
Init +1; Senses Darkvision (60 feet); Perception +3
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DEFENSE
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AC 19, touch 11, flat-footed 18. . (+7 armor, +1 shield, +1 Dex)
hp 33 (4d10+8)
Fort +6, Ref +2, Will +0
Defensive Abilities Bravery +1
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OFFENSE
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Spd 20 ft.
Melee Masterwork Musket, Axe
+8 (1d8+2/20/x3)
Ranged Masterwork Musket, Axe
+7 (1d8/20/x4)
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STATISTICS
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Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Base Atk +4; CMB +6; CMD 17
Feats Amateur Gunslinger, Gunsmithing, Opening Volley, Weapon Focus: Musket, Axe
Skills Acrobatics -3, Escape Artist -4, Fly -4, Intimidate +4, Perception +3, Ride +0, Stealth +4, Swim +1
Languages Common, Goblin
SQ Armor Training 1 (Ex), Deadeye (Ex)
Combat Gear Buckler, Masterwork Banded Mail, Masterwork Musket, Axe, Bullets (10)
Other Gear Backpack (empty), Potion of Cure Moderate Wounds (2), Powder Horn (10/10)
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SPECIAL ABILITIES
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Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment.
Gunsmithing You know the secrets of repairing and restoring firearms.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Tactics & Thoughts:
Has the same tactics as early rifle troops, line up for an opening shot, then charge. Shoots from first or second range increment (40-80'), using his grit point if necessary, to get in +7 vs touch. He will stay back until a bullet hits. This is followed by a charge at +14 vs AC (+8 standard, +4 opening volley, +2 charge bonus.) It gives his opening two attacks a very high rate of success. After that he keeps in standard melee until losing around half his hit points. At which point he will retreat if able, quaffing a healing potion, reloading his gun, and repeating the shot and charge.
Has dark vision, so it's best to use this against the party in areas with no light such as underground or on a cloudy night. 60' of dark vision allows for being outside the 20' of a light spell (40' low light.) This can help catch the party unawares and lead to a nasty surprise introduction into combat.
Given the gun reload is a full round action, it keeps the Hobgoblin from spamming the powerful shoot and charge tactic. That could be balance, or it could be handicapping the unit... You guys have any thoughts?
Buckler is awesome for this build as musket axe counts as a battle axe, and bucklers grant no penalty to shooting a firearm. This means he can shoot, and then use the musket axe as a battle axe in his main hand and gain shield bonus as well as switch back swiftly to reload. All without having to ready a new weapon.
Skerek
|
Thanks Chris! That's not a bad idea, if I go straight gunslinger I could get vital shot and maybe give him leadership to justify a gun caddie. I may make that as an alternate design. For the moment I made a stab at a Ranger/Gunslinger mix. The idea was to get as many shots out as possible with as rapid a reload as I could get:
** spoiler omitted **...
I've posted it around a few times, and i'll repeat it here now, getting as many shots out with a gunslinger does more harm than good (for the gunslinger) due to misfire. Although if you can ignore misfire then go nuts with making as many attacks as you can.
anyway, your little goblin gunslinger there, if he makes 4 attacks a round, which i think he can RAW, you're looking at at about a 59% chance of a misfire each round, although it seems like standard goblin behavior to do that stupid it would probably make the encounter a little to easy if his gun breaks in the first or second round, or worse if he blows himself up.
may i suggest swapping rapidshot with vital strike if it is possible, have him running around, just of reach, shooting both barrels of the musket when he uses vital strike, it'll be rather devastating actually, brings the chance of a misfire each round down to 36%
| Gutierrez |
I've posted it around a few times, and i'll repeat it here now, getting as many shots out with a gunslinger does more harm than good (for the gunslinger) due to misfire. Although if you can ignore misfire then go nuts with making as many attacks as you can.anyway, your little goblin gunslinger there, if he makes 4 attacks a round, which i think he can RAW, you're looking at at about a 59% chance of a misfire each round, although it seems like standard goblin behavior to do that stupid it would probably make the encounter a little to easy if his gun breaks in the first or second round, or worse if he blows himself up.
may i suggest swapping rapidshot with vital strike if it is possible, have him running around, just of reach, shooting both barrels of the musket when he uses vital strike, it'll be rather devastating actually, brings the chance of a misfire each round down to 36%
I don't mind the jamming as much, but if it breaks his gun every other round that could get old. Quick clear can balance the jamming a fair bit and keeps his threat from being an every round beat down. The uncertainty makes the combat more enjoyable as it adds urgency to a round, "His gun is jammed! Quick! Before he fixes it!"
Vital strike, huh?
"Musket, Double-Barreled
This musket has two parallel barrels; each barrel can be shot independently as a separate action, or both can be fired at once as the same attack.
If both barrels are fired at once, they must both target the same creature or object ... taking a –4 penalty"
"Vital Strike (Combat)
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total."
So RAW that should be:
+12-4 = +8 vs. Touch, 10' gun + 10' distance + 10' Longshot + 10' steady aim = 40' range increment, Hunter's Aim: up to 80'/60' vs. touch (with a -2 above 40'/30', Only Humans and Elves), Up to 30' point bank +1 roll, +1 damage
So as a full round he can do: +8 vs. touch up to 40' at 4d12?
And as a standard action he can do: +9 vs. touch up to 30' at 4d12 + 1?
Yeah, that could get scary. Touch on tanks like a paladin or a plate fighter are pretty low. Though the range increments on a double musket are abysmal.
Interesting rules question on firearms, if I take the double attack with the penalty, do I sum the misfire chances and roll, roll one misfire for each barrel, or roll one misfire total for the attack?
"Misfires:
If the natural result of your attack roll falls within a firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition."
It sounds like the double shot only gets a single misfire. If so, that makes the double barrel shot on a double musket a little more appealing.
That means a double musket would have a -4 on roll but 2x damage and a (1-3 misfire, 1-4 cartridges) on that shot (15-20% failure.)