Divine Intervention


Advice


In my game, only gunslingers build and use guns because they are chosen by the god of the forge, Clangadin.

Clangadin wants to make all men equal, but his influence in the wider world is limited as his status as a dwarf god. Well, the gunslinger is about to popularize guns by using his skills to arm 400 men with canon fire against 3000 orcs and their dragon.

Of course, gunslingers represent divine intervention as their technology is a gift straight from the forge god. This gives some room for divine intervention from Bane, combined with the fact that he has more to lose than anyone from the followers of all gods demanding that their gods permit the technology.

So tell me, what should Bane do?


cranewings wrote:

In my game, only gunslingers build and use guns because they are chosen by the god of the forge, Clangadin.

Clangadin wants to make all men equal, but his influence in the wider world is limited as his status as a dwarf god. Well, the gunslinger is about to popularize guns by using his skills to arm 400 men with canon fire against 3000 orcs and their dragon.

Of course, gunslingers represent divine intervention as their technology is a gift straight from the forge god. This gives some room for divine intervention from Bane, combined with the fact that he has more to lose than anyone from the followers of all gods demanding that their gods permit the technology.

So tell me, what should Bane do?

Cast darkness.

Silver Crusade

Also cast Obscuring Mist, a 1st level spell. Guns are useless within its radius. How many 1st level divine casters are among those 3000 orcs? If you have any magic then guns are easy to shut down. If you completely lack magic in a magical world then your foes having guns is the least of your problems.


Give all his worshippers the ability to cheaply and easily create kevlar vests? (or any other armor, introducing armor as DR for his followers)
Give everyone the ability to cast Create Water at range specifically targeting gunpowder.
Give everyone Invisibility 1/day.

More important than anything, what are the levels and classes of the gunners and the orcs? Levels and classes are really important in this game. Anything else depends on this answer. If Clangeddin gives his followers guns and Bane just ordains all 3000 as clerics or whatever, it won't take many levels before the gunners are screwed.

What sort of information do the various parties have on the other? How much preparation time does each side have? Where are they facing off? Again, we need to know all this to help.
Have the orcs use their brains. If they mass up and charge they will die. Maybe they invent trench warfare. Maybe they choose terrain where the cannons can't be used effectively.

And depending on the age and color of the dragon, 400 guns are easily handled. Give me a great wyrm red and you'll have a lot of dead gunners.
This might be the easiest solution.


1 person marked this as a favorite.

This thread is from 2012; I don't think the OP needs help with this anymore. Solid advice for shutting down gunslingers, though.

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