
zergtitan |

One of my characters is a dhampir gunslinger(pale rider archetype), chance encounter trait, and trickster mythic path scout for the team. And while there are no real mentions of firearms in this AP I was wondering what role firearms might play in the crusades.

zergtitan |

Sample play
The paladin is pinned to the ground as the demon is about to take a bite out of her neck.
*boom*
The paladin watches as a huge hole appears in the dead demons head. She looks over to the alleyway at her right and sees a pale skin figure with a long brown trench coat walk out of the shadows and crack his shotgun open dropping two empty cartridges. As he reloads he smiles revealing his long canines and red eyes he gained from his father.
"Well I go out to gather detail on the situation for ten minutes and you seem to have gotten yourself in trouble."
The paladin stands up kicking the demon body aside.
"I thought some of the kids in this orphanage might have survived and could need some help."
The dhampir looks up at her showing something the paladin never thought she would see from him. Sorrow.
"You won't find anything you'll want to see in there. Come on, I found out where the last of the crusaders are hold up."

Cranky Dog |

I've always been tempted to give a balor a demonic double-barreled shotgun (spitting out hellfire shells of course!).
That reminds me of something: Cyberdemons!
I'm talking OLD SCHOOL! ;-)

Tangent101 |

Tangent101 wrote:Damn. Now I'm tempted to create an NPC named Ciaphas Cain for my campaign... and replace the 100 Paladin army with 100 Gunslingers. =^-^=You mean Ciaphas Cain, HERO OF THE IMPERIUM.
No, he'd not be the Hero of the Imperium as Golarion is before the time of the Emperor of Humankind or even the Great Crusades. (Have to wonder if the Imperials would have declared Exterminatus on Golarion or conquered the entire system.)
Of course, I COULD have Cain as the leader of the captured group of crusaders, and have them find a large cache of firearms belonging to these Gunslinger Crusaders... hmm.

zergtitan |

There are no firearms involved in the crusade or in the Adventure Path. If you play a gunslinger, your GM is going to need to seed some gun-related treasures and themes himself into the AP.
Understood. Just wondering how other DMs might use firearms in this campaign.

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Have to wonder if the Imperials would have declared Exterminatus on Golarion...
The world formerly known as Golarion has, in His eternal wisdom, been declared Exterminatus by His Imperial Majesty. The Chaos portal colloquially known as the "Worldwound" has existed for far too long for the populace of that world to be anything but a liability to the Imperium of Man. Once the world has been cleansed of all life, the highest priests of the Imperium will descend upon the glassy orb to close off the violent warp energies spewing forth from the unholy breach.
Citizen Tangent101, for the crime of speculating that said world might be redeemable, your sentence is Execution. One weak mind can doom an entire world, and His Imperial Majesty's will is clear here. Before your heresy of speculation can spread throughout the Empire, He will make an example of you before the massed people of your Hive.
You are truly blessed in this moment, that you have been chosen to teach an entire world the consequences of weakness and heresy.
Long live the Emperor!

Tangent101 |

Sorry, but the Worldwound existed on Golarion from M1.8 to M1.9 in the Pre-Imperial timeline (seeing that events for Reign of Winter, which happens within a few years of WotR as it has been stated outright that Baba Yaga's hut does not time-travel, and when the Hut reaches Earth it's early M1.9 (or 1918 A.D. in specific Earth years)). Thus Golarion cannot be declared Exterminatus unless events of WotR fail. Thus it depends on which leg of the Trousers of Time you go down which would determine if Exterminatus happens or not.
Not to mention the pre-Fall Eldar are on Golarion. They'd probably protest Exterminatus... violently.

zergtitan |

Yeah my group has a gunslinger, infernal binder wizard, cavalier, oath against fiends paladin, and a cleric of Torag. So I might do the same and change some of the encountered range weapons into firearms.
He starts out with a double barrel shotgun that will later be enchanted by the redeemed forge found in the second adventure.
At one point I'm going to throw in two holy greater lucky pistols of the everlasting sky with ivory grips bearing the holy symbol for Desna and a mother of pearl with an infinity symbol engraved stone on the base of the grip. Most likely at some point at the end of the second adventure.
It may seem like something powerful at first but considering he won't get anything else weapon wise for the rest of the adventure. However I might just delay it till the final adventure when they return.

Mal_Luck |
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Later I'm gonna throw our gunslinger a triple-barreled pistol with dog motifs (e.g. Cerberus) named Warden. It'll be a +1 Flaming Burst firearm.
The end of the second adventure/beginning of the third adventure is a good place to throw in "relics of former Crusaders." It could be one of the things waiting in the queue for the Corruption Forge (now the Redemption Forge).

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Funny you should mention firearms...
Two of them, in fact.
Suggestion 1: Incorporate kobolds somehow, and allow one to be a cohort to his character (a ratfolk gulch gunner)
Suggestion 2 (Accidental): Give a demon a gun.
And so the idea formed slowly.
Anyone remember Kobolds of Golarion, where it listed their preferred deities?
Such as Andrifhku, patron of torture, etc.?
That's right, I'm gonna put a tribe of CE kobolds in the Worldwound.
And that's not all! I have determined that they will be led by a coloxus demon (mysterious stranger 6) dedicated to that demon lord. He will be wielding a sword cane pistol. Elegant gentleman. Really knows how to treat a guest well. Then torture them to death.
I plan to tempt Riqueza (the ratfolk) wth an offer of power, as per usual. Have kobolds with double hackbuts arming the high places. Pull out all the stops.
ULTIMATE FIREFIIIIIIGHT

havoc xiii |
1 person marked this as a favorite. |

Later I'm gonna throw our gunslinger a triple-barreled pistol with dog motifs (e.g. Cerberus) named Warden. It'll be a +1 Flaming Burst firearm.
The end of the second adventure/beginning of the third adventure is a good place to throw in "relics of former Crusaders." It could be one of the things waiting in the queue for the Corruption Forge (now the Redemption Forge).
Dirge of Cerberus? Vincent Valentine? Nice I approve.

Mal_Luck |

Mal_Luck wrote:Dirge of Cerberus? Vincent Valentine? Nice I approve.Later I'm gonna throw our gunslinger a triple-barreled pistol with dog motifs (e.g. Cerberus) named Warden. It'll be a +1 Flaming Burst firearm.
The end of the second adventure/beginning of the third adventure is a good place to throw in "relics of former Crusaders." It could be one of the things waiting in the queue for the Corruption Forge (now the Redemption Forge).
That was exactly the inspiration. The next upgrade (if he needs one) after that will be Good Samaritan inspired. The one after that would probably be based off That Gun (Blade Runner / Fallout). Just swapping gun abilities and increasing the number of projectiles the gun can hold. =p

Kain Gallant |

Getting back to what role firearms might play in the Crusades, here are some ideas I had.
Take some enterprising crusader, having traveled to Alkenstar in the past and witnessed the usefulness of their firearms. He then buys or manufactures his own firearms and brings it to Mendev. He starts selling them to the crusaders and it starts to spread.
Then, stuff happens. Firearm shipments get ambushed, and cultists start using them or making their own. Greedy profiteers begin selling guns to both sides. Crusaders are running out of black powder and ammunition. Prices inflate as supplies are running out.
When evil geniuses die, some of them might end up in the Abyss. There, they are put to work in demonic war factories, developing and churning out new, destructive weaponry that soon find their way into the claws of demons.

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Well I winnowed my party down from 11 to 7, however all 7 of them have a gun of some sort. Ive always gone with the firearms are common line of thought. BP guns are dirt cheep 1/10 the cost. rifles and repeaters are still normal cost but they use shells not black powder and musket balls.
So far we only go through part 3 of book one, took a break cuz my sister decided to go get married across the country and dragged me with to be her best man. :)
But ive adjusted loot drops so arrows are bullets or powder/balls Since no PC actually use a bow.. ill just turn every magic bow to a gun of some sort.
I think its kinda funny, weve talked about the High Tech adventure path coming out next year.. all are plannin on playing barbs and other uncivilized types of classes.

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Kain Gallant wrote:I've always been tempted to give a balor a demonic double-barreled shotgun (spitting out hellfire shells of course!).That reminds me of something: Cyberdemons!
I'm talking OLD SCHOOL! ;-)
please tell me there are stats somewhere for all the doom monsters. must add them.

FanaticRat |
I've been playing a Gunslinger, gulch gunner ratfolk, and so far my GM has done some stuff involving them, such as in the pregame he had my character giving firearm demonstrations (she's a real showoff like that) and gave me 10 cold iron bullets to start. Most of the other stuff I've crafted on my own. I wouldn't mind, at some point, getting my own little special squad of rangers, gunslingers, and rogues that would be responsible for infiltration and dirty fighting during mass combats--fantasy black ops, if you will (more MGS, less CoD).
I don't expect to find any other guns, though, given that IC my character's gun is a memento and she refuses to give it up for anything (I have it as the focus for my Attachment drawback. Penalties whenever it misfires. It would feel dirty to take a different gun.). He did joke around with us fighting a musket master at some point, which I, personally, would find kinda fun. You never get to fight enemy gunslingers.

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As an alternative to modifying the treasure for the AP, you could always add an NPC in base camp that will craft guns for the PC in question at a significant discount (based on the value of the ranged weapon treasure values, scaling it accordingly). You could even require the PC earn Fame and Prestige with that NPC to qualify for the discounts. This way, you continue to have firearms that scaled to the PC's level and keep them rare.

Aldarionn |

Two words: Holy Gun
Three words:
Worst ACF EVAR!
Far better to do a level 5 Gunslinger then take levels in Divine Hunter (Paladin).
Both of those are weaker than just a straight Divine Hunter using a bow, but I played a Gunslinger/Divine Hunter in a relatively long running campaign and it worked very well as a scout and ranged support character.

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I run a longtime Pathfinder home game that is several APs behind "current". This approach allows me to seed APs throughout my campaigns and allows me to incorporate PC actions in previous campaigns into their fallout in latter ones.
In my current game, the PCs were in Alkenstar while a large political conference was underway, with representatives of the Ironbound Islands of the Linnorm Kingdoms, Cheliax, Andoran, and Mendev each vying for a huge firearms purchase contract from the Grand Duchess of Alkenstar.
The PCs involvement shaped which nation would see a boost in firearm availability in the future (they chose Mendev to aid, therefore when we play Wrath I will be using the Commonplace Guns rule for character creation instead of Emerging Guns.
If they had supported White Estrid (and the Linnorm Kingdoms) it would impact Reign if Winter instead!
Perhaps you could take some inspiration from that? :)

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After reading this thread, I couldn't get this out of my head so had to make it:
Quasit Gunslinger CR 11
XP 12,800
Advanced Demon, Quasit Gunslinger (Musket Master) 9
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +11; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 28, touch 19, flat-footed 21 (+5 armor, +5 Dex, +2 size, +4 natural, +2 dodge)
hp 93 (12d10+24); fast healing 2
Fort +9, Ref +14, Will +9
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
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Offense
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Speed 20 ft., fly 50 ft. (perfect)
Melee bite +14 (1d4) and
2 claws +14 (1d3)
Ranged +1 double-barreled musket +14/+14/+9/+4 (1d8+15/×4, plus poison DC 11)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities
At will—detect good, detect magic, invisibility
1/day—cause fear 30 ft radius
1/week—commune
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Statistics
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Str 12, Dex 20, Con 15, Int 15, Wis 16, Cha 15
Base Atk +12; CMB +15; CMD 28
Feats Clustered Shots, Deadly Aim, Gunsmithing, Improved Initiative, Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Finesse
Skills Bluff +8, Craft (firearms) +17, Fly +32, Intimidate +17, Knowledge (local) +17, Knowledge (planes) +17, Perception +18, Stealth +28
Languages Abyssal, Common
SQ alternate form (su), deed: dead shot, deed: deadeye, deed: fast musket, deed: gunslinger initiative, deed: pistol-whip, deed: quick clear, deed: startling shot, deed: steady aim, deed: targeting, grit, musket training
Other Gear +3 mithral chain shirt, +1 double-barreled musket, pitted bullet (100)
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Special Abilities
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Alternate Form (Su) You can assume the form of a bat, monstrous centipede, toad or wolf.
Cause Fear 30 ft radius (1/day) (Sp) Cause Fear (DC 11) 1/day, 30 ft radius
Clustered Shots Total damage from full-round ranged attacks before applying DR
Commune (1/week) (Sp) Commune 1/week, ask 6 questions
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Dead Shot (Ex) Use 1 grit, all att rolls vs 1 foe, hit if any of them do, higher dam with more hits.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Startling Shot (Ex) While have Grit, standard action to make attack that makes flat-footed until next turn but no dam.
Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This
Deed: Targeting (Ex) Use 1 grit, full rd action to choose body part to hit for specific effects.
Detect Good (At will) (Sp) As the spell. Caster level 6th
Detect Magic (At will) (Sp) As the spell. Caster level 6th
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th
Musket Training (+6, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison: Claw—Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1d2 Dex; cure 2 cons saves.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.