How does my cleric survive a gunslinger?


Advice

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Well now that we are on soon page 3 i just have to ask Ravingdork:
Could you go through the ideas in here and point out which ideas that is close to your fancy and which that is outside your "realm" of limitations?

I think its going to be easier for us to suggest solutions and for you to find something in the line of what you are looking for as to me it kinda feels you are going through the old: "Throw ideas at me so i can shoot them down" spiel.

Also one of the many simple things you can do that is in the realm of possibilities is the mundane options of wooden barricades, flipped over tables, stacks of chairs, doors that have been taken off their hinges from the far side of the dungeon and to be placed in the throne room.

There is so much you can do with it, and it does give the feeling of a "last stand" if you have a heavily barricaded "boss room" which challenge your players in positioning due to line-of-sight breakers.
Even if they put everything on fire an can see through the smoke you have the wind effects that push the smoke back at the players and their followers and might have a effect due to all the smoke and take fort saves or start getting choked out.


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Just looking quickly, and possibly it's addressed by an effect or power from someone else, but checking the AC, she might have a lower armor class. Can't use Nimble in the celestial plate armor, still counts as medium. Even without that, her encumbrance is Medium (unless the total you have is in some extradimensional spaces or she drops her backpack and gear in a fight.) That would give her a max dex of +3 instead of +6 and slow all her movement. I don't know how much Dodging Panache gets used, but that might be hindered too.

Dust of disappearance is cheap enough and is proof against see invisibility. It's random duration is a drawback however.

I recommend you use a web spell. Low level, easy to get ahold of or summon a creature with it. Plus you can catch anyone climbing on walls and ceilings. Even if she passes the save, still difficult terrain and with a lowered movement from encumbrance it will take time to manuever through (meaning more time for minion buffing if needed, at least.) 20 feet of web between her and the cleric is total cover, less than that is still cover, so a +4 to AC. A minion with a wand of web would be handy for re-layering it, (though the save DC would be atrociously low.)

Used in conjunction with an adjacent ally to the cleric with an arrow-catching shield and possibly Missile Shield to deflect a bullet that's a good defense for the cleric without him doing anything.

Might make it harder for the cleric's allies to attack anyone too far into the web, unless you have them spaced where there is less than 20 feet of webbing, such as on the sides or the erinyes flying above. Even so, if the erinyes use their ropes they can additionally entangle a target, since the web effect seems to apply the grappled condition. Being grappled will prevent 2 handed actions from the gunslinger (like reloading or turning her pepperbox.) Those conditions will really lowers her CMD in addition to encumbrance lowering her Max Dex bonus. If you can get her grappled, that's -4 Dex in addition to -2 on attacks and combat manuevers.

Worse case, even with total cover, the erinyes can spam attack unholy blight into the area. It's only 5d8 damage to the gunslinger and this is a fair tactic, since being chaotic neutral she'll only take half damage (probably one-quarter on a Will save.) Catching other party members in the radius might make this better.

Summon swarm might work better on a target in a web and can probably be handled by a lesser minion.

I mentioned Aqueous orb in an earlier post. It should be able to roll around through the web unhindered. A minion could handle this task. If the area is narrow enough, even someone with total cover from (or can't see the location of) the gunslinger should be able to effect her, since the orb is 10-feet wide. As a bonus, fire effects or flaming weapons won't be able to burn the web in that area, it also acts to dispel even magical flames. This might cut the erinyes flaming damage unless they've adjusted equipment to the tactic. Additionally there's the firearm's penalty for shooting through each 5 feet of water.

While unlikely to work on the PCs unless they have bad luck, a hydrophobia spell could be amusing.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Pizza Lord wrote:
Just looking quickly, and possibly it's addressed by an effect or power from someone else, but checking the AC, she might have a lower armor class. Can't use Nimble in the celestial plate armor, still counts as medium. Even without that, her encumbrance is Medium (unless the total you have is in some extradimensional spaces or she drops her backpack and gear in a fight.) That would give her a max dex of +3 instead of +6 and slow all her movement. I don't know how much Dodging Panache gets used, but that might be hindered too.

I've audited the character and found that the encumbrance was not as bad as listed. I've updated the character sheet to reflect the correct values.

You were right about the medium armor and the nimble ability being incompatible and have adjusted the AC and CMD down 2 points as well.

Having a light load carrying capacity of 66 pounds (with masterwork backpack), and gear weighing 77 lb. and 10 oz. puts the character into a medium load. Oddly enough, the glove of storing and endless bandoleer allow her to stay in a light load, but ONLY when she isn't wielding any of her pistols. The moment she pulls one out, however, she hits medium encumbrance.

The medium load encumrbance penalties are not yet reflected in the stats. I will inform the player of these changes before our next game and give him the opportunity to adjust the character's gear before the final showdown.

Thanks for pointing that out Pizza Lord! :D


Ravingdork wrote:
GM 1990 wrote:

It sounds like you're holding yourself to a double standard and its creating problems for you. You want this encounter to be more difficult than its going to play out based on your experience with your group.

You're willing to change some enemies -
Ravingdork wrote:
I was planning on making the lord of the fort an unchained rogue already, but had forgotten that I could do it to his smuggler minions as well. Will definitely be doing that.

and maybe some traps (it wasn't clear to me if this was part of the AP as written)

Ravingdork wrote:
EDIT: I intend to have a teleport trap spell in place, which will put the PCs in the fort's cells

but holding yourself hostage to the clerics book stats because -

Ravingdork wrote:
I pride myself in running modules as written, unlike other GMs who change so much at times that people begin to wonder why they invested in the module in the first place.
You're making yourself do cheetah flips trying to make the cleric live a couple rounds longer, when AC (perhaps combined with the 30%miss for wind-wall) and HPs are the easiest way to do that and its more transparent to the PCs than some of the other suggestions, which may come across as GMetagaming. That's not to say a few of the other ideas won't make the encounter more fun for the PCs, but where are you violating your personal goal doing some changes but not allowing yourself to change the base-stats of one piece of the module?

I likely will keep it relatively simple. So far I like the following:

- Upgrade the enemies to unchained rogues where appropriate (I allowed it for the party; wouldn't make sense not to do it to the bad guys too).
- Use control weather to defeat the cloud spells (conveniently in the module already; not really a change).
- Have a few smugglers and/or cultists disguise themselves as prisoners to be rescued.
- Have fickle winds and other assorted buffs in place at the start of battle; most will be generic,...

I'm sure you're groups going to enjoy the challenge. It sounds like this one particular PC's abilities are making it hard to create challenges, hopefully they're good natured enough to realize you're going to have to pull out some stops as they near the culmination of the AP.


Deeper darkness is always a fun way to mess with ranged characters, especially combined with getting them entangled, grappled, or otherwise immobilized.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

You have rogues that can spot the party and walls. Any chance the cleric could have a metamagic rod with Extend? Can the NPC cleric speak Terran?

Should be easy enough to get a picture of the gunslinger. Summon a group of medium, large or a single huge earth elemental from the other side of a wall when told the group is in place. Tell the earth elemental(s) to go for the gunslinger and the gun.

Earth glide plus tremorsense means they can get right up to them before attacking.

Then supplement with the other attackers.

To the best of my knowledge you can't shoot through a solid wall.


These ideas reduce chances of being hit.

- Trickery Domain will negate one attack per round as a move action.

- Charm (Love) Domain can negate one attack per round as an immediate action. You are changing to Unchained Rogues, so you might be willing to change to APG sub domains.

- Symbol of Pain is a spell you can place around an expected approach spot, which could yield -4 to attack rolls. Other various Symbol spells might also be appealing for preparation clauses.

- Blade Barrier adds +4 AC from cover purposes and deals damage to any approaching.

- Potion of Displacement adds a 50% miss chance.

- Being Prone adds +4 AC vs. ranged attacks. Blessing of Fervor makes it painless to stand up again.

- Aura of Doom and Archon's Aura can add some pretty serious debuffs together. Both are longer lasting, so they are easily pre-buffed.

- Quickened Shield of Faith could add up to +4 AC.

These ideas reduce damage if you are hit.

- Scroll of Stone Skin can bounce 10 damage per hit
- Righteous Might can bounce 5 damage per hit
- Aid gives 1d8+10 temp hitpoints
- Adamantium breastplate gives DR 2/- as a min

Debilitating Portent makes the target have to make a save or deal half damage.

These ideas reduce chances of the PCs getting off an attack or full attack.

Summon Monster VI can summon a Dire Tiger that can grapple the gunslinger. It's hard to shoot from a grapple. This assumes a good round is there to prepare.

Chain of Perdition can constantly trip a target, removing full attack option potentials due to having to stand up again. This is a fun fire and forget area area harassing effect.

Toppling (or Dazing) Spiritual Weapon/Ally could constantly harass a target too. This is a good fire and forget spell.

Greater Command is a party wide save or do nothing (Halt command, although the Drop command might be more fun) that allows a save to get back into the fight. This can slow the party down in general.

Terrible Remorse is a guaranteed negation of a full attack for at least one round. This is a GREAT spell for minion clerics to cast on the bigger damage dealers, to delay the huge damage potential for a round or two, allowing your BBEG to do something interesting.

Persistent (or Quickened) Sound Burst can delay party actions, and will negate two full attacks from a gunslinger upon a failed save.

The below is helping to warp action economy in the cleric's favor.

Imbue With Spell Ability can grant the cleric the ability for minions to cast Sound Burst, Murderous Command, Command, etc. so you can force quite a few saves to start, virtually guaranteeing that the party will be slowed down initially.

Symbol spells are pre-combat potentials. There are quite a few fun ones by level 12 cleric.

Anti-Life shell can keep melee at bay. It can also stop people from going thru a door if you have one that you can run thru and step to one side of it to be able to summon some good stuff (or recover from damage, etc.)

Quickened Channeling and Variant Channeling can have extra damage and debuff potentials.

Dark Archive

What about Shield of Darkness?

That is a 50% miss chance unless the PCs have a way to see through magical darkness.

Find some large animals with grab and burrow, turn them into (fast) zombies, and have them burst through the floor and grapple the party. Prep floor with appropriate illusions first.

Stand behind a wall of human skeletons that are wielding tower shields, they will provide total cover, make a lot of them. It will take time for the party to whittle them down if they do not resort to AOE, sprinkle in prisoners to make them think twice about resorting to blasting.

Fatigue/exhaustion effects can seriously nerf the party, and you are already controlling the weather, so you can make them deal with massive heat/cold issues, or force them to spend resources on endure elements.

Have some minions with high ranks in intimidate try and demoralize them, it may not be much, but every little bit helps.

Stone Shield may also help.

The debilitating strike from the rogue mooks will help a lot, give them the scout archetype to guarantee them being able to get at least one sneak attack attempt a round. For more evilness also give them the rake archetype and the intimidate skill unlock and just make the gunslinger spend a couple of rounds running away.

Or just fill a clay pot full of catnip and toss it at the catfolk gunslinger....


The Gunslinger you linked has a will save of +7 at level 12. Greater Forbid Action (Attack) will shut her down hard and allows no ongoing save unlike Greater Command.

Alternatively an 11k Rod of Reach Spell combined with Plane Shift will pretty much guarantee you finish her off.

Frankly I am not sure how she has survived this long.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Published material with a GM who wants to run as written, I suppose.


TriOmegaZero wrote:
Published material with a GM who wants to run as written, I suppose.

Even published material will punish a will save which is that low.

Primary ability DC's hit 18 around CR8 which is a 50/50 chance of failure.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Not enough to kill, depending on the party. I really only question the one encounter if it is the AP I believe it is.


TriOmegaZero wrote:
Not enough to kill, depending on the party. I really only question the one encounter if it is the AP I believe it is.

She does look like a liability to the party. One confusion spell landing and.....BOOM.


Rory wrote:

{. . .}

Chain of Perdition can constantly trip a target, removing full attack option potentials due to having to stand up again. This is a fun fire and forget area area harassing effect. {. . .}

For even more fun, also have a minion who is a Bard, Magus, Sorcerer/Wizard, Summoner, or even Cleric with the Earth Domain cast Greasein the Gunslinger's space at the same time.

Do note that the Gunslinger can fire from prone, so this isn't enough by itself unless it also prevents line of sight from the Gunslinger to the Cleric, but it may still result in some more wasted actions, especially if something else is beating on the Gunslinger at the same time (like the abov-mentioned Summons examples).

Another idea along the same lines is the Create Pit series of spells, accessible to Sorcerer/Wizard, Summoner, and Cleric with the Caves or Earth Domain (these Domains do not necessarily grant access to all spells in the series). The Dimensional Acid Wondrous Items do the same things (item description has links to the spells). Good luck getting a shot off while stuck in a Hungry Pit, preferably while under Forbiddance against Flying . . . Note that if the Cleric casts the spell instead of using Dimensional Acid, since the spell offers a Reflex Save, technically applying Persistent Spell should work, especially if you have applied a debuff against Reflex Saves first (see below).

Prior to the above, or maybe at the same time, I do like the idea of a Persistent Confusion on the party, making sure to get the Gunslinger. This spell is accessible to Bard, Bloodrager (the latter won't be high enough level if they are minions, though), Sorcerer/Wizard, Witch, and Clerics with the Madness or Trickery Domains or the Entropy, Lust, or Whimsy Subdomains. Whether to do this at the same time as or before the Create Hungry Pit (or equivalent Dimensional Acid) depends upon how many other party members you can get in the pit at the same time -- if you can get multiple ones at the same time (Black Tentacles can help with this), do both at the same time, to get a chance that they will be fighting each other while in the pit. (If using Black Tentacles to help deny Dexterity bonus to help against the Hungry Pit save, you need an arcane caster, but a 7th level Sorcerer or Wizard is good enough.)


I would give the cleric Heighten Spell and have her cast a Heightened Murderous Command on the Gunslinger. One round of a gunslinger full rounding one of her allies.


^If you're going to do that, Persistent Spell is usually better, if you can get it.

Also for more fun with pushing the Gunslinger into the pit (Create Pit series spells), have a Wizard minion cast Battering Blast (preferably Persistent), and position the pit just behind the Gunslinger.

Edit: Here's another thought: Have the Cleric get her own Gunslinger mercenary! Works even better if the Gunslinger is disguised as the Cleric.


For a 12th level Cleric with minions and prep time to defeat an optimized party including a Gunslinger I suggest the following tactics.

A) Make use of the spells Disguise Self and Disguise Other to confuse the players, their effectiveness is moot if they waste time on mooks.

B) Make use of summoned/animated minions commanded by the message spell. With several clerics in tow, any number of them can have animated 1 HD skeletons and either disguised them as the leader (see above), or given them Tower Shields and orders to provide the leader with cover. Likewise weak summoned creatures like ravens can be brought in en-masse by the lesser clerics to harry the party. Low HD summons/undead will be easy to kill, but to weak to feed the Gunslinger any Grit, wasting their action, bullets, and possibly even grit spent killing them.

C) Use Alarm, Invisibility Alarm, and Sentry Skull to prevent the party of sneaking in.

D) Use Glyph of Warding (and Greater GoW). These handy clerical spells makes it easy to trigger your short-term contingency spells at a useful time, and the mook clerics can waste days worth of spell slots placing spell-traps in obnoxious places. Possible triggered spells include:
Deeper Darkness, Dispel Magic, Calm Emotions (to silence occult casters), Chain of Perdition, Invisibility Purge, Murderous Command, Raging Rubble, Silence, Summon Monster III (1d4+1 Eagles to perform disarm/steal attempts), Vision of Hell, Trial of Fire and Acid, Wind Wall.
Note: If you choose to use skeletons (see above), you can combine them with Cold Blast Runes, which you have the skeletons trigger, or stand adjacent to. The skeletons are immune to cold by default, the players are unlikely to be similarly protected if they are expecting a standard negative energy centric cleric.
Similar spells worthy of consideration include Symbol of Sleep, and Symbol of Sealing

E) Use the Spark spell to blow up the gunslinger's keg of blackpowder, or the shatter spell to destroy all of their nonmagical bullets, blackpowder (the keg/horn they hold it in), and containers (so that they cannot use Abundant Ammunition). Use summoned creatures (see above) to harry the gunslinger. Use Pilfering Hand plus Truestrike to deprive them of their magical weapon or ammunition belt (such as an Efficient Quiver or Beneficial Bandoleer).

F) Use defensive spells to last longer or hinder attacks; such as: Blade Barrier, Deathless plus Life Pact, Dust Form, Entropic Shield, Ironskin, Magic Vestment, Prayer, Sanctuary, Shield Other (cast by a mook cleric), Stone Shield, Stunning Barrier (or Greater SB), Trueseeing, Wall of Stone, Wind Wall/Fickle Winds.

G) Consider the Word of Recall spell as an escape plan if you wish for the villain to survive.


Well, I hope I'm not to late to offer my helpful advice...Which will seem very, very, simple.

You're the dungeon master it sounds like so make something up. You are in no way bound to the rules of the game as written. Not a single boss in my game uses only static from the book rules and I adjust and fudge on the fly as I feel nerfs and buffs might be needed. I find it keeps players on their toes and it isn't like it is out of no where I tend to give hints that these new powers are in and about.

But if you are still a hard sticker to those pesky rules because you're worried about upsetting your group you were given many tools in the kit to help with that. Whip open Ultimate magic and build your self a custom spell. Off the top of my head some sort of mod of stone skin which buffs up touch AC against ranged attacks.

Also just some advice for any and all dungeon Masters, get a set of fudge dice. With some clever usage they can be a great deal of fun to use for the more RP stuff and some soft combats

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber
Bigby FrostFire wrote:
Well, I hope I'm not to late to offer my helpful advice...Which will seem very, very, simple.

And completely opposed to Ravingdork's philosophy, if I understand him correctly.


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The low will saves in the party was terribly problematic during the midgame. That's why many of the characters have taken steps to bolster their saves. Half of them got hit by an insanity spell once. On the rounds that they were lucid, however, they identified the affliction, teleported to an allied temple, and got cured (but not before instigating a brawl with the acolytes).


What level are they now? Because I assumed the sheets you linked were the current ones and your gunslinger only has a +7 at level 12.


Kaelan Ashenveil wrote:
I would give the cleric Heighten Spell and have her cast a Heightened Murderous Command on the Gunslinger. One round of a gunslinger full rounding one of her allies.

I actually really enjoy the Cleric mind affecting spells. While not as clearly obnoxious as things like Dominate and Confusion, they're still entertaining as heck.

Not just Murderous Command, of course.

Compassionate Ally is hilarious. Force the Gunslinger to abandon his/her ranged position to run forward into melee range to start using wands/potions on her wounded friends, for example.

Mind Maze makes the target spend at least one move action a term to wander around in a random direction, unable to attack or cast spells.

Terrible Remorse: it's like the big brother bullying his little brother by making the younger one hit himself.


If the module is fairly free flowing in how the enemies can be encountered, perhaps then its time to go a step beyond merely mechanically wearing them down. It may be time to wear them down psychologically with mind games, oh delicious mind games. You're already using disguise self quite a bit; use that to your full advantage to divide and conquer. Have a mook disguised as the cleric show up a couple of/a few encounters in to make them pull out their best resources prematurely and then become thwarted as they find out it was a ruse. Have disguised mooks run in opposite directions around corners and lure them into ambushes. Have them yell false instructions to each other to throw the party off to their tactics. Anything to make them harried; if they get flustered enough they might be thinking in top form.

Since your cleric's been scrying, she should have gotten a few glimpses of some all those minions they have. If you have enough lead-in time, have them abduct a less often seen NPC (perhaps one of their scouts in the field?) and then place the poor fool in an overly elaborate yet not-so-easily-escapable deathtrap (if the area has one) to split up the party and/or take up actions. Or barring that, there's nothing saying you can't disguise your own mooks as their own mooks to lure the PCs into disadvantageous situations. Mix up illusions with the real McCoy for best results.

Above all, you need some incentive to keep them inside the base. If your party has some timed objective (or at least, seems like there is some timed objective), then that might make them less likely to teleport if things go sour. Your cleric has sending, for example. You could just play with that without actually having to use it by leaving some papers (letters, etc.) lying around indicating a greater force is arriving shortly, or some horrid ritual is about to be enacted.


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Ravingdork wrote:
Heretek wrote:
I'm frankly confused how a gunslinger is the scariest thing in this party. Can you post his build?

- catfolk gunslinger 6/fighter 5/swashbuckler 1 (picaroon, pistolero)

- half-elf arcanist (school savant)
- half-elf unchained rogue 3/fighter 2/red mantis assassin 7 (lore warden, rake)
- human sage sorcerer 12
- human cleric 7/holy vindicator 3 of Besmara (cohort)
- Numerous followers that rarely fight, but are often used for scouting and guarding

Use Wall of Stone as a time-out box. Because of its writing, you could simply encase the gunslinger, even in the middle of the room. It's WAY more effective if you are able to get him against a wall or in a corner. Double-up the sections so the wall requires multiple hits. If he's in a corner, you can put 4 layers on the remaining 2 walls + "ceiling." Each will have 45 hp and 8 hardness. That's a major pain for a ranged character to address.

Use a Caller's Feather in advance to Planar Ally for a Derghodaemon or some other 14 HD outsider. It can greater teleport into the middle of the party and free action Feeblemind within 30'. The DC is low, but you could catch one or two of them and shut off some abilities.


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Ray of exhaustion can help by fatiguing the target, no run or charge, but also -2 Str and Dex, which can cause problems if someone's hovering just below a medium load. If you're lucky (or hit them with two rays) they become exhausted, which os -6 to Str and Dex. It's Sor/Wiz though.

While use fog and mist has been discussed, a solid fog should be usable, since it requires severe wind (31+ mph) to move it. Even if they have fog-cutting lenses solid fog makes ranged attacks useless (other than magic rays and such). Of course, it is another sor/wiz spell and it would have to be placed carefully so as not to hinder the cleric's allies too much.

Perception checks are also -4 wearing fog-cutting lenses. I don't know if the PCs' stats reflect that, but I don't think that will come up too much in the battle.


Fight him on the correct battlefield.

Lay prone +4AC
Behind stone wall w/ murder holes +8AC +4 Reflex save

Design the encounter so that in order to circumvent those two elements he must move to a position that is equal to your movespeed + melee touch attack

Designing your map with verticality will make this even better.

Mooks to distract + touch attack blindness = fun encounter.


How is the gunslingers wisdom 14? He has no magic boosts to it and catfolk have a Wisdon penalty. What pointbuy did you use where a character is starting with(by my math) 12 16 14 10 16 8. unless i didn't factor the level up bonuses correctly. Because there is a catfolk racial penalty to wis and it would seem his is a little high for no magic buffing it.


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fearcypher wrote:
How is the gunslingers wisdom 14? He has no magic boosts to it and catfolk have a Wisdon penalty. What pointbuy did you use where a character is starting with(by my math) 12 16 14 10 16 8. unless i didn't factor the level up bonuses correctly. Because there is a catfolk racial penalty to wis and it would seem his is a little high for no magic buffing it.

All of our PCs use 25 point buy. We've known for years that we prefer high powered characters. (Yet somehow, we still die all the freaking time in other campaigns.)


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Ravingdork wrote:
fearcypher wrote:
How is the gunslingers wisdom 14? He has no magic boosts to it and catfolk have a Wisdon penalty. What pointbuy did you use where a character is starting with(by my math) 12 16 14 10 16 8. unless i didn't factor the level up bonuses correctly. Because there is a catfolk racial penalty to wis and it would seem his is a little high for no magic buffing it.
All of our PCs use 25 point buy. We've known for years that we prefer high powered characters. (Yet somehow, we still die all the freaking time in other campaigns.)

Our campaign group is similar. We run 25 point buy. In the first book of Giant Slayer (our most recent campaign), we've had one death and two almost TPK's (party down to one person conscious).

We've complained about the non-sensical builds that Paizo insists on putting on a lot of the bad guys (weird stat assignments, pointless feats that contribute nothing to the build, weird spell selections, etc.), so our two GMs modify just about every encountered boss or mini-boss.

Dark Archive

ravingdork wrote:
The gunslinger dual-wields +1 pepperbox pistols, but also has a backup (standard) +1 pistol. She also has a pair of weapon cords and a glove of storing

Enforce ALL the rules on these. First, a pepper on requires a free hand to rotate (no dual wielding). Also, they misfire on a 1-2., and is goes up to 1-3 with alchemical paper cartridges. Enforce that always. Odds are she will misfire at least once every couple of rounds with the rate her character sheet shows (and she cannot reload/rotate barrels)

Also, enforce grit usage as I assume she is using up close and deadly to hit hard.

Gloves of storing take a standard action to store, it is only s free to retrieve.

Hells, hit her with fire attacks, such as Flame Strike and perhaps fireballs? She has a necklass of fireballs!

Do whatever you can to manipulate the range. A pistolero only has 20' in her first range band.

The thing is, gunslingers are not as broken as many people think... it is often missing some of the rules (intentionally or not) that can make them so.

Oh, and if she is close enough, use pilfering hand (with true strike?) then use her guns against her!

The cleric knows they are coming? Everyone gets heroes feast!

How about a contingent word of recall? Give the cleric a chance to heal up. Or just get away.

Also, realize that this group is definitely at least +3 APL, probably more like +5, due to the stat bumps, crafted items, and team size. To balance? Maybe the cleric and some of her cohorts have +2 or more inherent bonuses.

When you make the rogues, have them do the disabling to movement rate, so she cannot close,

That's just a few ideas. A lot of work for one character but I think that thoughts thug is enforcing the misfire, and the barrel turning. That will be an issue in and of itself. Don't let her, or any other character, get more actions than they deserve.

Dark Archive

Oh, and the other thing. If she is getting her two weapon fighting from picaroon, it only works with a blade in one hand, and a gun in the other. The melee shooter also only works when wielding a blade and a gun.


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Silbeg wrote:
Gloves of storing take a standard action to store, it is only s free to retrieve.

I believe both storing and retrieving an item has been changed to a free action now. I had to look that up myself because I remember storing being a standard (command word) action before Pathfinder. So techically, the gunslinger could fire one pistol, store it in the glove, then free-action rotate the cylinder on the second pepperbox for up to 6 more shots. Then a free action to retrieve the stored pepperbox. I wouldn't allow that more than than once a round myself, but not all GMs view free-action economy the same way. Could be allowing free action to swap hands with the guns and repeat.


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I can't imagine being justified in saying "one barrel twist a round" while still letting high level archers draw 14+ arrows in a round.

Both take roughly the same amount of effort. I try and avoid double standards like that--and I'm not about to also cripple archers just to balance gunslingers.

Shadow Lodge

One particularly nasty trick - if you can get in melee range of the gunslinger so that he attracts an AoO - is to attempt to disarm him.

He's carrying his gun - a ranged weapon - so there's nothing he can really do about it. You don't need Improved Disarm since he can't react. If for some reason he can react, you might have to take a bullet, but it's still worth it to avoid taking ten more.


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Selvaxri wrote:

why not go the simplest route that is often overlooked at high level? Disarm the bastard- Burning Disarm may not outright disarm him, but you could houserule that Burning Disarm ignites that black powder, causing more damage and a higher save to keep hold of the weapon.

You could also build a character that speciallizes in Disarming with Ranged/Ace Disarm and Directed Disarm

or an even lesser used tactic- have someone/thing steal his black powder.
Or for more hilarity- reverse pickpocket an ignited Tindertwig or Toothpick of Pyrotehcnic into his black powder.

RD is not fond of houserules.


Another trick would be to have the Cleric UMD a Scroll of Projected Image, and use that to do unpleasant things to the PC party. With Projected Image, all spells (and speech) can appear to come from the Projection, while everything unloaded on the Projection either does nothing to it or at worst dispels it, and bullets won't do anything to it unless they have some kind of Ghost Touch AND Dispelling property combination. The Cleric needs line of effect to the Projection but not direct line of effect to the PC party. Note that if the Cleric has the Deception Subdomain, that spell is actually accessible except for being 1 level too high (you said 12th level Cleric if I remember correctly, although maybe a +1 or even +2 level bump would be in order against the party you have described -- if you do that and have the Deception Subdomain, no UMD needed).


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Ravingdork wrote:

I can't imagine being justified in saying "one barrel twist a round" while still letting high level archers draw 14+ arrows in a round.

Both take roughly the same amount of effort. I try and avoid double standards like that--and I'm not about to also cripple archers just to balance gunslingers.

Of course, most people don't try to dual wield bows, so there is already a double standard.


The Cleric after watching the PCs may decide they are doomed. Their last desperate action is to acquire a scroll of Greater Planar Ally to summon a powerful Daemon to destroy the PCs in exchange for their soul. If the Cleric somehow survives they can always try to weasel out of the deal later.

Grand Lodge

Ah this encounter!
Are you dead-set on running this as a combat encounter? The cleric has info on the party and knows what they are capable of, she is presumably aware that her odds aren't good. I'd be tempted to let her bargain with them as a first resort. She also has info on their main target and the layout of where they are.
Given the nature of this particular pre-written piece the PCs are likely to have dodgier allies than her to begin with so why not a few more? Well the group I ran for did anyway.


Revingdork wrote:
I can't imagine being justified in saying "one barrel twist a round" while still letting high level archers draw 14+ arrows in a round.

I think it was more about multiple storing, rotating one pepperbox's barrely, retrieving, swapping hands as a free action, storing the spend pepperbox as a free action, spinning the cylinder...

Mostly about doing store/retrieve multiple times rather than cylinder rotation, not saying that's what you're doing.

Dark Archive

Ravingdork wrote:

I can't imagine being justified in saying "one barrel twist a round" while still letting high level archers draw 14+ arrows in a round.

Both take roughly the same amount of effort. I try and avoid double standards like that--and I'm not about to also cripple archers just to balance gunslingers.

If the gunslinger has a hand free, then, yes, she can shoot multiple times. But she has to have a hand free. Can't be two weapon fighting.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Pizza Lord wrote:
Revingdork wrote:
I can't imagine being justified in saying "one barrel twist a round" while still letting high level archers draw 14+ arrows in a round.

I think it was more about multiple storing, rotating one pepperbox's barrely, retrieving, swapping hands as a free action, storing the spend pepperbox as a free action, spinning the cylinder...

Mostly about doing store/retrieve multiple times rather than cylinder rotation, not saying that's what you're doing.

Meh, I've always been of the opinion that, that limited free actions rule shouldn't exist. It serves no other purpose than to limit players' options, and I've always been a strong proponent of "rules should expand options and fun, not limit them."


Ravingdork wrote:
Pizza Lord wrote:
Revingdork wrote:
I can't imagine being justified in saying "one barrel twist a round" while still letting high level archers draw 14+ arrows in a round.

I think it was more about multiple storing, rotating one pepperbox's barrely, retrieving, swapping hands as a free action, storing the spend pepperbox as a free action, spinning the cylinder...

Mostly about doing store/retrieve multiple times rather than cylinder rotation, not saying that's what you're doing.

Meh, I've always been of the opinion that, that limited free actions rule shouldn't exist. It serves no other purpose than to limit players' options, and I've always been a strong proponent of "rules should expand options and fun, not limit them."

That's your choice, of course. The rules for Free Actions imply that it is up the the GM to decide how many a player may take in a turn ("Free actions don't take any time at all, though there may be limits to the number of free actions you can perform in a turn"). You have to determine both what you feel is realistic and, more importantly, what affects the balance of your game.

Out of curiosity, I'm wondering how the character is using this combination to try to dual wield items that normally require a free hand to fire multiple shots.

I figure you're allowing the character to free action drop one so there is a free hand to rotate one barrel, free action drop that pistol, swift action grab the other corded pistol, and repeat with that pistol.

If so, I'd argue that's a generous interpretation on your part that is a root of the damage output problem. In the above described situation, at no point during the attack is the character actually wielding two weapons.

Vigilant Seal

If nobody has said it yet there's a 1st level spell that would work.

http://www.d20pfsrd.com/magic/all-spells/d/damp-powder

basically prevents him from firing for a standard/full round depending on saves. 1st level may not be likely to hit without a significant boost but it's low enough that any mook can use it.


Apart from all the mechanical suggestions, I just have a setting suggestion that could be cool for that battle basically this as from 2minute 40.

https://www.youtube.com/watch?v=WoMVfvS8rSo

Basically it would take an epic perception roll to spot the cleric (mind you the cleric could still use a spell to look like a minion and multiple minions use a spell to look like the cleric). But for every X mirrors broken the difficulty on the perception becomes lower, forcing players to destroy the mirrors and suffer attacks from the minions before engaging.... I don't know if you like the idea or if it can be made to work mechanically, it just popped into my mind as cool setting for your showdown with a trickery cleric and slowing down the gunslinger DPS mayhem to more than a single round.


For the pistols i guess the player shoots with her main hand first, then off hand, and then store the offhand and then fire the rest of the shots with a single gun.
The issue would been larger if you had imp.Two weapon fighting that allowed a second offhand shot, but so far it just seems you can do just that and fire a offhand shot once and then store/drop it.

For visuals:
MH/OH/Drop/MH/MH + MH for Rapid shot.


Find a way to cast control winds, Windstorm level winds make ranged attacks with anything but siege weapons completely impossible.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
412294 wrote:
Find a way to cast control winds, Windstorm level winds make ranged attacks with anything but siege weapons completely impossible.

There will already be such an affect in place, but most of the encounters will be taking place inside a fortified structure.

I intend to have windstorm level winds outside the fort. Later I will also have an exciting tornado in the background as they fight the boss out on the ramparts. Though the tornado will be too far away to be a threat in its own right, there's something distinctly cinematic about having whole sailing ships falling out of the skies onto the walls around you as you fight. I can use that narrative power to shape the battlefield as I please in real time to make things more fun and exciting.

I will describe the fort as having many open windows, murder holes, and such, so that the wind will be one grade less severe while inside. This will still be strong enough to penalize their ranged attacks, fly checks, perception checks, and prevent cloud/gas spells from functioning properly indoors. The penalty to ranged attacks, when stacked with miss chances, mirror images, and other buffs ought to be sufficient to buy the bad guys a few more rounds I would think.


Ravingdork wrote:
Pizza Lord wrote:
Revingdork wrote:
I can't imagine being justified in saying "one barrel twist a round" while still letting high level archers draw 14+ arrows in a round.

I think it was more about multiple storing, rotating one pepperbox's barrely, retrieving, swapping hands as a free action, storing the spend pepperbox as a free action, spinning the cylinder...

Mostly about doing store/retrieve multiple times rather than cylinder rotation, not saying that's what you're doing.

Meh, I've always been of the opinion that, that limited free actions rule shouldn't exist. It serves no other purpose than to limit players' options, and I've always been a strong proponent of "rules should expand options and fun, not limit them."

the purpose of that rule is to increase verisimilitude and willing suspension of disbelief. the game labels many things as free actions and tell the GM to determine how many can be realistically done in 6 seconds to save page space. can you imagine how much more room it would take to attempt to write out every combination of free actions one might accomplish in 6 seconds? the effort wouldn't be worth it and the list would surely be incomplete.

it's unrealistic that a single glove of storing (since RAW you can have only 1) would be enough to allow the gunslinger to free his hand quickly and efficiently enough to allow full two-weapon fighting full-attacks. even with weapon cords (originally a swift action retrieval, but now a move) it's a stretch.

of course it's up to you if you want to limit your own ability to challenge your players. assuming you're all having fun, you do you.


Cast a heightened, quickened Daze cantrip, 5' step toward gunslinger

Follow up with channel energy 2x via the feat that allows for move action channels.

Rinse, repeat as needed.

Dead Gunslinger.

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