
Terevalis Unctio of House Mysti |

I just got asked to play in this AP. I am wondering if a gunslinger would be a good addition to this? I have never played one but from looking at the player guide it does look like they might be the perfect fit. Would a pistolero, mysterious stranger or just plain gs be a good character? Do they get anything worth it in the AP?

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Gunslingers are an amazing fit for Iron Gods in general. Also, check out the techslinger (scroll down a bit to the bottom of that page for the archetype) in the Technology Guide if you haven't already. It's pretty much purpose-built for this AP. I've got one in my IG group and she's having a blast. Pistolero is also a popular choice, though obviously you get less use out of the rifles that pop up in later volumes. Gun Tank's not a bad suggestion either, and I like the image of a teched-out, pseudo-mecha-looking gunslinger rampaging through the high end of the AP. Be forewarned, though: the AP is full of tech, but that doesn't mean there's tons of pew-pew guns in the first volumes. Even a timeworn laser pistol is 5,000 gp worth of firepower, and for non-timeworn tech each charge from a battery is essentially 10 gp a shot (more if the gun uses nanites), making gunslinging with tech incredibly pricey at lower levels. But at higher levels, when ten gold is the kinda chump change you forget to pick up off the nightstand in the inn you're sleeping at, the party never ends. :D

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i read about a party with two tech slingers that were whining a lot about lack of tech items…
Don't make a character that depending on finding stuff.
Bring your own party.
I've been reading that thread, yeah. That group's gonna end up with only one techslinger, and that's the one who grabs the gun first. :P
I think of it like this: if an AP was called Sword of the Swordmasters, I'd expect at least one PC to be REALLY into swords, but I'd try to make sure no one else was as into swords as that person. Iron Gods promises technological firearms. Expect at least one PC to be REALLY into technological firearms, but try to make sure no one else is as into technological firearms as that person.
F'rinstance, my group's got an android techslinger, a tech-ignorant but tech-accepting barbarian, a Technic scavenger rogue, a science-loving alien lizardfolk inquisitor, and an impossible sorcerer that's super into science. Obviously, the techslinger has first dibs on the guns, but each player has a reason to want technological toys INCLUDING firearms, so all the pew-pews the techslinger doesn't want can go to them if they want. But if I had, say, the two techslingers from the aforementioned thread, I'd have a problem when Chekhov's Gun, the +5 doom maser of culling (not a real gun) fell out of the sky begging for an owner.
So look over gunslingers as an option, but if you end up hearing that other players want to be gunslingy, at least talk with them about who's gonna get the tech guns first before the group devolves into hideous infighting.

Pendagast |

Ironically, my group doesn't have an 'auto-owner' for tech guns.
We have:
A tech league hating Skald (me)
a gnome archeologist
an elf swashbuckler
a dwarf forge priest who is into hammers
and
an android slayer
if my skald dies, Id be tempted to play a savage technologist.
but other than that, i see no wrestling matches happening for doom masers.

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I. LOVE. Savage technologists. If you do bite it (and I hope you do not) totally go for it. The barbarian we got considered that archetype but decided to just go straight bar-bar, prolly out of simplicity. Book 2 of IG oughtta please him considerably. :D

leo1925 |

@N'wah
Actually a timeworn laser pistol isn't 5000gp worth, a timeworn laser pistol (that has at least one charge remaining) has 1000gp market value and 500gp selling value.
@Pendagast
The reason they were whinning wasn't the lack of tech firearms, alone. It was because two characters were screwed over by taking a, supposedly, thematically-appropriate archetype. The reason they were screwed over by this archetype was because the archetype makes it really difficult for the character to weild early firearms but a little better when using tech firearms BUT then (for completely valid reasons) the AP doesn't give you tech firearms.
@OP
I advice against taking the techslinger archetype, if you want you can use the retraining rules to retrain into that archetype at book 3 or 4.

Gratz |

@OP
I advice against taking the techslinger archetype, if you want you can use the retraining rules to retrain into that archetype at book 3 or 4.
I can only agree to this. To anyone who wants to start out with one the tech archetypes, I urge you to come up with a background story, which offers you access to such complicated technology. Technology is rare outside of the ranks of the Technic League.
If I start off as one archetype I can take the technologist feat later down the road correct?
Yes, the feat is not tied to a class/archetype or a race.

Dragonchess Player |

@Pendagast
The reason they were whinning wasn't the lack of tech firearms, alone. It was because two characters were screwed over by taking a, supposedly, thematically-appropriate archetype. The reason they were screwed over by this archetype was because the archetype makes it really difficult for the character to weild early firearms but a little better when using tech firearms BUT then (for completely valid reasons) the AP doesn't give you tech firearms.
The whining was that the first adventure had WBL-appropriate treasures and that they couldn't find a bunch of (expensive) tech firearms as 1st-3rd level characters. The analogy I used in the thread was a player with a character focused on the sunder maneuver whining that they couldn't find a shatterspike sword (a 4,315 gp item) before 4th-5th level.
By the end of the first adventure, the party can obtain three "real" tech firearms (in addition to some one-shot flare guns), with even more in the second adventure and the possibility of being able to manufacture tech items after completing the third.

leo1925 |

leo1925 wrote:@Pendagast
The reason they were whinning wasn't the lack of tech firearms, alone. It was because two characters were screwed over by taking a, supposedly, thematically-appropriate archetype. The reason they were screwed over by this archetype was because the archetype makes it really difficult for the character to weild early firearms but a little better when using tech firearms BUT then (for completely valid reasons) the AP doesn't give you tech firearms.The whining was that the first adventure had WBL-appropriate treasures and that they couldn't find a bunch of (expensive) tech firearms as 1st-3rd level characters. The analogy I used in the thread was a player with a character focused on the sunder maneuver whining that they couldn't find a shatterspike sword (a 4,315 gp item) before 4th-5th level.
By the end of the first adventure, the party can obtain three "real" tech firearms (in addition to some one-shot flare guns), with even more in the second adventure and the possibility of being able to manufacture tech items after completing the third.
I am pretty sure that the player was upset because he picked an archetype that simply bones you in the first levels, i am also pretty sure that if the techslinger didn't replace quick clear then there would be much less of an issue.
Which three tech firearms? There is only one real tech firearm in the first book and that is at the end of book 1 and even that is gimped for wealth reasons.

Dragonchess Player |

Which three tech firearms? There is only one real tech firearm in the first book and that is at the end of book 1 and even that is gimped for wealth reasons.
# 1:
# 2:
# 3:

Arthun |

Arthun wrote:And by doing so flood the players with gold.leo1925 wrote:Ok, i don't know about you but i don't call the timeworn firearms real tech firearms except if the PC has level in the technomancer PrC.I don't get why - but as GM you always can remove the timeworn condition form the loot.
I guess I don't understand what it is you miss.
Even if there are no firearms in the loot it is still possible to simply buy them.
Yes, the chance that a merchant got a firearm to sell is low - but the characters still can give someone the job to look for one.
The gunslinger in my group is thinking about giving 2000 gp to a npc they recruited and asking him to get him a more advanced firearm. While the group is in Scrap he is looking for it and afterwards he will have to pay 2000 to 4000 more gp and get a revolver.

Dragonchess Player |

Ok, i don't know about you but i don't call the timeworn firearms real tech firearms except if the PC has level in the technomancer PrC.
Or a techslinger (which was the archetype that the players were complaining about in the other thread):
Deeds: Techslingers have access to all gunslinger deeds, except as noted below for new deeds that replace standard gunslinger deeds.
Covet Charge (Ex): At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.
Reliable (Ex): At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.
The techslinger needs to burn grit points, but can make effective use of timeworn firearms.
@Dragonchess Player: You're also forgetting [flare guns]
See my first post:
By the end of the first adventure, the party can obtain three "real" tech firearms (in addition to some one-shot flare guns)...

Kolokotroni |

If there is only ONE player interested in firearms, the treasure works out quite well. I have two gunslingers in my party, so I'll be altering the treasure to suit them. But then in just about every adventure if two players are focused on the same kind of weapon, if you dont alter treasure, someone is going to be upset.

Dr_CanisLupum |

I've just recently made a Gunslinger who duel wields revolvers, and i need to know if you can create or purchase metal cartridges that contain special metals. In order to get past damage reduction, i need to be able to shoot cold iron or adamantine bullets. Another thing, do shots from metal cartridges count as piercing or bludgeoning damage?

Mathmuse |

I've just recently made a Gunslinger who duel wields revolvers, and i need to know if you can create or purchase metal cartridges that contain special metals. In order to get past damage reduction, i need to be able to shoot cold iron or adamantine bullets. Another thing, do shots from metal cartridges count as piercing or bludgeoning damage?
A setting that allows advanced firearms, such as revolvers, would also readily have metal cartridges of various types available.
Metal Cartridge: These sturdier versions of alchemical cartridges serve as the ammunition for advanced firearms. They can hold either bullets or pellets.
Merchants would preload the cartridges with the bullets you want, but you would have to pay extra for the special materials. A metal cartridge costs 15 gp and an adamantine bullet costs 61 gp, so a metal cartridge with an adamantine bullet would cost 76 gp. A silver bullet is 25 gp and a cold iron bullet is the same price as a regular bullet, 1 gp.
Bullets and pellets shot from firearms deal damage that counts as both piercing and bludgeoning.

Grimarch |

I DM a party;
Savage Technologist - for me this class isn't quite balanced but heho its good, I do think the access to ALL firearms is a bit too good.
Investigator - Good class ideal for the adventure, but lacking in combat sometimes
Bard - Well never my favourite but seems ok for once
Gunslinger (Musket Master) - I am still not used to the touch AC bit....
Druid - I banned Clerics and Divine Archetypes so this is the best they were allowed :)
Sorcerer - New player..
We have six which offsets the no Cleric rule but its fun letting them run around with ability drain and negative levels :)