How does my cleric survive a gunslinger?


Advice

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cuatroespada wrote:
it's unrealistic

It's a fantasy game. It's supposed to be.

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber
Quintain wrote:

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.

Daze cantrip wrote:
After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Grand Lodge

Hasted ambush from a silent image blind to surprise round charge/disarm (with multiple attackers if needed) seems like the easiest and least complicated solution, gunslingers aren't known for their astounding CMD. Completely reasonable with a scrying cleric too (and maybe a mook wizard since Silent Image checks only occur when you go poke the image). Unless the players are hyper paranoid/have true sight, you've got them dead to rights within 60'. It's been the standby of my brawler whenever someone big and mean comes up, he just takes away their toys and then goes to beat the tar out of them.

Bonus points if the gunslinger has utterly failed to plan for this with backup weapons.

Dark Archive

Saldiven wrote:

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.

Weapon cords are currently a move action to retrieve, so these shenanigans don't work. I assume that Ravingdork knows this and uses the rule like that, since he states he plays w/o house rules.

So, the glove of storing technically works, I guess, whether I like it or not. However, you can have only one. So, the full round assault is probably legit, though cheesy.

BUT, I'd still be very careful about the misfire chance. EVERY shot has a 15% chance of misfiring with this character (1-3). Taking 4 shots per round means that it is very likely that she'll misfire.

And, again, if the Two Weapon Fighting comes from Picaroon, she cannot use it with two firearms. Ok, just test built most of the character, and it is likely she got two weapon fighting from either the Gunslinger's bonus feat, or a fighter bonus feat, so it isn't limited.

Thus, she is +11/+11/+6/+1 with gun 1, +11 with gun 2, dealing 1d8+18 (includes magic[1], weapon training[1], DEX[6], deadly aim[8], spec [2]) {her numbers are apparently slightly off}

But, rolling 5 attacks with a 1-3 misfire chance, it seems it is about 56% likely that she will misfire on at least one of them.


I still really question the validity of getting the benefit of TWF and having a free hand at the same time.


Saldiven wrote:
I still really question the validity of getting the benefit of TWF and having a free hand at the same time.

It'd be no different than in a TWF knife-throwing build quick draws daggers with both hands and throws them at enemies. They got free hands for a good portion of the full-attack action duration.


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Ravingdork wrote:
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.)

Well, if you pride yourself on "running adventures as written" with 5 characters at 25 point buy, when the adventures are designed for four 15-point characters, you shouldn't really be surprised when your encounters are cakewalks.


TriOmegaZero wrote:
Quintain wrote:

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.

Daze cantrip wrote:
After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Ok, small hiccup.

quickened persistent hold person, would work though.

The idea is to prevent him from acting.

Have all the mooks cast hold person too...all in the same round if possible. Eventually he will miss a save.


Well I just ran my group through this a few weeks ago.

Spoiler:

Frankly between flame strike and 6 channels at 4d6 (resist for half but... not with that save will it always happen) and them being unable to even talk in the area... the group will be hurt, and then unable to act much to react. The next round channel again only with the cleric to add on since flame strikes used...

My group came from under, in the pit. They foolishly climbed the wall and tried to ignore the Monster in it. Had to breath of life from the water below and reach in to keep the trapper freebooter alive. It was almost TPK.

This isn't even a fight of living to see a round since they KNOW the group is coming and can ready an action.

I'd also point out blade barrier is on her list. This was (other than the fight below the water before it) the toughest in the book for them.


Ravingdork wrote:


Rathendar wrote:
Cause blindness/deafness, shoot nothing then.

Save DCs are laughably low.

Heightened blindness ?


Protoman wrote:
Saldiven wrote:
I still really question the validity of getting the benefit of TWF and having a free hand at the same time.
It'd be no different than in a TWF knife-throwing build quick draws daggers with both hands and throws them at enemies. They got free hands for a good portion of the full-attack action duration.

It's totally different. The TWF knife thrower is doing nothing but throwing knives. He is not simultaneously gaining a benefit for having a free hand, such as casting a spell with a Magus' Spell Combat, or clinging to a wall with the Climb skill while performing an action with the other.

I'm questioning the validity of simultaneously having the benefit of the free hand to perform an action requiring that free hand (rotating the barrels of a pepperbox pistol) and having the benefit of fighting with two weapons.

The character is either fighting with two weapons or not. This character is apparently getting the benefit of both in the same round.


I agree. Clearly says you need a free hand to rotate. There's no free hand.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
cuatroespada wrote:

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.

Off topic topic is off topic.

If GMs really adhered to that rule for the sake of verisimilitude, then archers, gunslingers, and similar characters could not really function as intended at high levels. This has been discussed and debated before elsewhere--and elsewhere is where it belongs.

Zaister wrote:
Well, if you pride yourself on "running adventures as written" with 5 characters at 25 point buy, when the adventures are designed for four 15-point characters, you shouldn't really be surprised when your encounters are cakewalks.

To be fair, one of those characters was added half way through the game as a favor to a friend. Also, out of a half dozen or so adventure paths we've run, this is the first one remotely resembling a "cakewalk." Most ended in TPKs, or simply lost so many characters that the core story didn't make sense, causing a loss of player interest.

Cavall wrote:
Well I just ran my group through this a few weeks ago.

Yeah, I forgot that the PCs likely won't be able to cast spells in this encounter while the villains will. That alone will be pretty nasty. I may just have all the clerics look the same (so they can't easily target the boss), and then maybe hit them with a symbol of slow and a symbol of pain. That should make it an extremely tough encounter, possibly even one they will have to run from. The lingering effects from the symbol of pain ought to make some of the later encounters more difficult as well.


Book 1 was hard. The rest is decent. I've managed about... 8 party member kills over the course of the game. As my wife says, though, "my husband runs people with over 11 intelligence or wisdom as if they are actually smart. It's annoying."


Ravingdork wrote:

Off topic topic is off topic.

If GMs really adhered to that rule for the sake of verisimilitude, then archers, gunslingers, and similar characters could not really function as intended at high levels. This has been discussed and debated before elsewhere--and elsewhere is where it belongs.

good thing it isn't off topic then as it relates to how you can survive the gunslinger. also, you brought it up (and being the OP doesn't make your off-topic comments less off-topic). more importantly, though, verisimilitude is the appearance of being true or real, so it's affected by your willing suspension of disbelief (as i pointed out).

anyway, sorry for derailing.

Dark Archive

It really is a tough situation to be in...when you don't want solutions that work, or to know where things went wrong.

You want to play by the rules with your Cleric and the AP, but give your characters free rein with abusing (maybe a strong word as it is done in fun) mechanics for "more fun"... It isn't an issue of realism vs magic/fun, it is about dealing with the Frankenstein's monster you made. Just let the players obliterate everything with little to no effort...that is what they built their characters for.

Honestly...if the Cleric can scry, why is she even staying? She should have her minions disguise her tactical retreat.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Ravingdork wrote:
To be fair, one of those characters was added half way through the game as a favor to a friend. Also, out of a half dozen or so adventure paths we've run, this is the first one remotely resembling a "cakewalk." Most ended in TPKs, or simply lost so many characters that the core story didn't make sense, causing a loss of player interest.

OK, then, it sounded a bit like an overpowered group.

Is the cleric you are talking about Luccaria?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Apple Fetish wrote:
Honestly...if the Cleric can scry, why is she even staying? She should have her minions disguise her tactical retreat.

Spoiler:
The module specifically states the uses mislead to escape if overwhelmed.
Zaister wrote:
Is the cleric you are talking about Luccaria?

Spoiler:
Yes.

The called Erinyes devils you mentioned can cast Minor Image and Fear at will.

Toss up a few illusory walls somewhere that they sit behind and spam fear on the gunslinger, et al, until he fails the save.

At which point he drops whatever he's holding (read guns) and starts to run. (if he's using gloves of storing for the guns, then he's not using weapon cords!)

Have something pick them up (unseen servant perhaps? Something/Someone with telekinesis? Hell... they're clerics... have him cast Animate Object on the dropped firearms, and have them start firing back at the party! That will be fun image =)

Hell, drop a Eagle's Splendor (mass or single) on the devils, to increase the DC of the save to a 21, if it helps.


Anarchy_Kanya wrote:
cuatroespada wrote:
it's unrealistic
It's a fantasy game. It's supposed to be.

Was this about firearms?. TL;DR, but realistic firearms would be unfavorable. Firstly, instant kills. Big no no. Also, Civil War Era Rifles took a while. Approximately 20 second to reload. Three rounds of full round actions(because you can't run and shove the stick through) would probably mean it wouldn't be realistic. D&D is really a story, and how often do we make fun of Arnold Schwarzenegger stints? :p


I have a slightly off topic question that I keep wondering. Is this the first time you've run higher point buy or something like that? Because you keep saying that you suffered multiple TPKs before, but I'm not really seeing how that could happen if this is standard for your party. They're at least somewhat decently built, have good stats, etc. Are they just really unlucky or something? How have you managed to get multiple TPKs before anyway?


Neither of you is adding to this topic or the OPs current quarry.

I get not wanting firearms. Don't use them in your games. The AP is written that they aren't even common place. So it's ok to skip them.

But the OP is the GM of his game. They are in his game. That makes it his call what he thinks is realistic enough to add. The rest is irrelevant.

Just drop it.


kamenhero25 wrote:
I have a slightly off topic question that I keep wondering. Is this the first time you've run higher point buy or something like that? Because you keep saying that you suffered multiple TPKs before, but I'm not really seeing how that could happen if this is standard for your party. They're at least somewhat decently built, have good stats, etc. Are they just really unlucky or something? How have you managed to get multiple TPKs before anyway?

Points are nice. Great dice rolls and perfect choices are better. Things happen.

We rolled the stats for my game for the same AP. People have died. It happens. One died for moving away from a trap disarming and accidently towards 4 undead with vital strike. For a wizard that was not ideal.


What alignment is this cleric? And do they have the Sacred Summons feat?


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Instead of waiting for the PCs, the cleric just sends an erinyes or minion to pester them at rest every hour or so. Tossing a Thunderstone or releasing a swarm of crickets so they can't rest and start fatigued.

But seriously, here's what you do:
Cleric sends minion or himself to meet party as a friendly ally. Tells them of the shrine and asks them a favor so it seems like a quest. "There's a necklace belonging to my great-uncle said to be the key to a family secret. If you find it, return it."

He offers a reward, if they want an advance (or if they don't ask), he mentions rumors of a great deal of venomous creatures or poisonous traps (being truthful is better for Sense Motive, and this is indeed a 'poisonous trap'.) He offers to help by giving them delay poison potions or scrolls. It's better if he casts them himself, but that would mean they'd know he's a cleric (might have to use his (un)holy symbol and that would be a giveaway.) A wand of delay poison might be fine.

Obviously mentions it's way more efficient to hold off all the poison 'saves' and then clear it all at once with a neutralize poison, so it only takes one casting to purge the body, rather than trying to deal with it and the damage in little bits. Makes sense, right.

Well, the trick is, you get them protected with delay poison and then start having then run into poison (inhaled, since contact and injury aren't really stackable.) You know, not a full scale fight, just an erinyes dropping a bottle from above so thatit busts open and covers the party. What's that? This door is trapped with what's obviously a poison gas trap? Disarm it, no, we laugh and stride right through! Well, they don't care! It's all delayed! They probably make a few jokes about how stupid this bad guy must be. If one of them does get worried, they just figure they'll purge it all before it becomes a problem. Even if it was a trick, it's not like delay poison is dismissible.

I recommend Nightmare vapor. about 1,800 per dose. DC is 20 and takes 2 successful saves to rid yourself of. You can choose other stuff, more deadly stuff, but I think Nightmare vapor is good because it causes confusion each round you fail (what fun is really if they just drop dead from Con damage?). Normally that's just 6 rounds, but if you can get them to pass through numerous clouds or doses, each failed save adds 3 rounds to duration and a +2 to the frequency save. So even if they only pass through 3 doses worth of it, when they make their save (when delay poison wears off), that's DC 24 and it lasts 12 rounds. The confusion affect isn't even magical, so no dispelling it or anything (neutralize poison or a heal will work). Probably doesn't even count as [mind-effecting] since it isn't really magical, just a physiological distortion of perception. If you want to use Ungol dust or something else, feel free, whatever poison damage and effects you like.

Ahh, but what good does that do you if they're protected from the poison and delay poison lasts an hour per level?
With a scroll or a potion, probably gonna last about 3 hours, so if you go that route you'll want to try and get them to use them while they're about 3 hours out give or take. You want it to wear off right as they reach to shrine. If they're making good progress, the cleric has minions just skirmish and delay. Set traps (or make it seem like there's traps) to stall or delay them. Sound like that might require too much timing? The truth is it's even better if they arrive before the delay poison wears off.

The good news is, when they show up, all loaded with your time bomb of poisonous cocktails, a sudden greater dispel magic on their area will probably wipe those low caster-level potion or scroll spell effects right out and then, Boom! Instant saves vs. poison with each failure giving +2 DC for the rounds.

Even easier, is if the cleric or minion has the Delay Poison spells prepared and casts them himself (even a suspicious party member can Spellcraft and see it isn't a trick). The minion, or cleric if he's going for the con himself, casts the protection and wishes them luck, then secretly makes his way to the end fight location. Even though the duration is gonna be much longer (which is fine) when that minion or cleric casts greater dispel it's an automatic dispel of the delay poison since you can automatically dispel your own spell, not even a chance of failure.

Trust me, when players get cocky, like thinking they're immune to poison, they'll stand in a poisonous cloud just to taunt the enemy who tried to use it. Just keep writing down the rounds and doses and try not to chuckle when they need 15 saves suddenly and each failure ups the frequency save DC and they need to save every round for 3 minutes.

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Sczarni

Pizza Lord. This is some awesome encounter planning. I may have to use that on my next game. Imagine the look on their faces when the poison defenses are dropped. My players will hate me. My rules lawyer player will have an aneurysm while trying to figure a way that this isn't a legal sequence of events.


MageHunter wrote:
Anarchy_Kanya wrote:
cuatroespada wrote:
it's unrealistic
It's a fantasy game. It's supposed to be.
Was this about firearms?. TL;DR, but realistic firearms would be unfavorable. Firstly, instant kills. Big no no. Also, Civil War Era Rifles took a while. Approximately 20 second to reload. Three rounds of full round actions(because you can't run and shove the stick through) would probably mean it wouldn't be realistic. D&D is really a story, and how often do we make fun of Arnold Schwarzenegger stints? :p

exactly. it's a story. hence the invocation of verisimilitude and willing suspension of disbelief. its about seeming realistic enough to not break immersion. also limiting free actions by GM fiat is there to help with game balance because the ability to do unlimited free actions can get out of hand and unbalancing.


I believe this got removed along with the off-topic items. Just in case - what about using a combination of Heightened Deeper Darkness and the spell Echolocation along with summoning creatures with Blindsense/Scent/etc.?


Blindsight would be preferable if you could get it. Blindsense/scent doesn't negate the total concealment miss chance.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I think I have what I need from this thread. Thank you so much everyone for your advice.

I likely be using the following, and playing the encounters as intended otherwise:
- Upgrade all enemy rogues to use the unchained rogue rules.
- Use control weather and murder holes/open windows to defeat cloud spells, even while indoors (outside, ranged attacks will quickly become impossible).
- Have a few smugglers disguise themselves as prisoners to be rescued, they will backstab at the first opportune time.
- Clerics will be spamming mirror image, bestow curse, and channel negative energy.
- All clerics will use disguise self to look identical to one another, making it difficult to pinpoint their leader.
- Fickle winds, heroism, and other assorted precast buffs will be in place at the start of the shrine battle; most will be generic, not gun-specific.
- Clerics will not rely on invisibility, since they know most of the PCs can see through it. (Note to self, still need a means of seeing invisible PCs.)
- A teleport trap in the fort will prevent teleportation, placing PCs in the prison cell if they fail their saves. This may split the party up if some make their saves, and some don't.
- Place a symbol of slow and symbol of pain within the shrine.

The lingering effects of bestow curse (the -4 everything option), the symbol of pain, and the sheer amount of damage from spammed channel negative energies ought to make things very challenging for the PCs. Nearly all of these things can be removed by party members, assuming they get a breather, but that means more resources expended that won't be used in later encounters.

I think that's probably more than enough. I fear I'll kill everyone if I add more than that (and even this might be pushing the limits I think).


Invisibility purge (cleric) covers enemy being able to see invis pc's.

also, in general play i have found the 50% of no action the most effective curse choice as a single impact.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Thanks, Rathendar. I will make sure invisibility purge is on the list.

I know the 50% actions is the most effective option, that's why I'm opting NOT to use it. It will not only drag the battle out, making it no fun for my players (who may mutiny against me for it), but they will be more likely to remove it. When I hit them with the symbol of insanity a few games back, it almost doomed the entire campaign as some of them threw their arms up in outrage and stormed out.

Bestow a small penalty, and the player might just deal with it for a few encounters. Take away half their play time, however, and they will either outright quite the session or seek to remove the effect ASAP.


Thats fair as a reason. I respect the decision.


Ravingdork wrote:
cuatroespada wrote:

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.

Off topic topic is off topic.

If GMs really adhered to that rule for the sake of verisimilitude, then archers, gunslingers, and similar characters could not really function as intended at high levels.

To be clear, archers don't rely on free actions. Drawing an arrow as part of a bow attack is the "not an action" action.


Ravingdork wrote:

Thanks, Rathendar. I will make sure invisibility purge is on the list.

I know the 50% actions is the most effective option, that's why I'm opting NOT to use it. It will not only drag the battle out, making it no fun for my players (who may mutiny against me for it), but they will be more likely to remove it. When I hit them with the symbol of insanity a few games back, it almost doomed the entire campaign as some of them threw their arms up in outrage and stormed out.

Bestow a small penalty, and the player might just deal with it for a few encounters. Take away half their play time, however, and they will either outright quite the session or seek to remove the effect ASAP.

Speaking from a player perspective, much in the same way Enervation will utterly ruin your day, the -4 Bestow Curse can absolutely ruin your day in the same way. It can honestly feel extremely defeating, perhaps even more so than a 50% inaction chance, since you're still attacking, just you can't hit anymore thanks to the penalty. It's like knowing you can only hit when you roll a 17. It becomes a matter of "Do I even bother?"


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Do you think a -8 penalty to pretty much everything, a slow effect, and a one way silence effect, might be too much for one battle?

Scarab Sages

I am going to repeat a comment made before, because someone commented you should get infinite free actions because of archers, and derailed this completely valid and unrelated point.

If you are two weapon fighting your off hand is considered occupied the entire round. You can not use drop your weapon and then have your hand free for spell combat, in the same way you can not just drop your off ahnd weapon and have that hand be considered "free" for the puirposes of a pepperbox which specificly states it can be only reloaded if your hand is free. You can not two weapon fight and reload pepperboxes in the same turn, as per the RAW the OP is strict about. Thats one of the reasons this gunslinger is so OP.

I also never saw a reply as to what level the characters are now, because those sheets are according to the OP out of date, because the Gunslingers will is better than the +7 advertised in the sheet.

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