Giants Touch AC?


Pathfinder First Edition General Discussion


So I am a new DM and am currently running Giantslayer. One of my players is a summoner who would like to have a gun. I said if we can make that work its fine. After a bit of research my friend told me that due to the giants having an awful touch ac, an 8 I was told, the player would never miss. I put a lot of work into making new npcs for this players back story and am really loving how its coming out, but with this new information Im afraid I will have to throw it all away because their purpose is no longer needed if I have to get rid of firearms. I changed the firearms a bit since we are gonna make it seem like they are VERY new to this campaign, so the chances of jamming and breaking are increased a lot. I was wondering if there was any way of increasing the giants touch ac?


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Dex, some spells, some spell like abilities, a few magic items, dodge, etc... can all increase touch AC.

However, remember a summoner won't have all the special class abilites of a gunslinger. So yes, he will hit with an attack most rounds. So what? It won't do a ton of damage and he has to be dangerously close to a giant. Plus he isn't casting spells which could be even more dangerous to the same targets (grease is only 1st level, create pit is only 2nd level, and giants usually have terrible reflex saves).

I would suggest not worrying about it too much. I wouldn't expect it to have all that much effect.


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Read the rules on firearms and know the range increment of the character's weapon: the attack roll won't always be vs. touch AC.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

He wont never miss. He'll miss 5% of the time at a minimum. But even if he did never miss would it hurt your game? How much damage is he doing a round assuming he never misses? How does that compare to other players?

I don't think a summoner using a gun will be game breaking. Maybe more effective than a crossbow... but unless he invest an awful lot into it shooting the gun (even if he hits nearly all the time) wont be a very effective use of his actions.


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a summoner with a gun is significantly less scarry than a summoner with summons

Sovereign Court

Also, pay attention to reload times. A 2h firearm is a full round action to reload (standard action with rapid reload feat, or paper cartridges, move action with both), a 1h firearm starts out at standard action reload (again reduces to move action with rapid reload or paper cartridges, or free action with both).

Paper cartridges increases the misfire by 1. Meaning if it normal has a misfire of 1, with paper cartridges or misfires in a 2 or less. Misfires automatically miss, and give the gun the broken condition, it takes an hour to repair the broken condition from the feat gunsmithing. You can fire a broken firearm, but the misfire increases by 4. Also, if you road a firearm you are not proficient in, it increases the misfire by another 4. Firing a broken pistol reloaded with a pair cartridge by someone not proficient has a misfire of 10. If the d20 rolls a natural 10 or less(50% chance), the shot automatically misses and the gun then explodes. Just to do... 1d8 or 1d12 damage with no modifiers. At the cost of 3 feats.

Now, if he's buying a 3 dozen guns(at least 1k each) and giving his Eidolon a dozen arms... then you may have something to worry about.


Don't get too caught up on the touch AC aspect of guns. Due to their lower reload time and the fact that there's no easy way for non-gunslingers to raise their damage output, they deal very little damage. Even the weakest giants have around 80 hit points, and being able to reliably deal small amounts of damage isn't going to be a big deal. In fact, given the unreasonably high cost of firearms and firearm ammunition and their annoying misfire rules it's really not worth it for non-gunslingers. I'd go so far as to suggest your player maybe look at wands instead if he wants to invest gold in a ranged attack.

RPG Superstar 2012 Top 32

Ciaran Barnes wrote:
Read the rules on firearms and know the range increment of the character's weapon: the attack roll won't always be vs. touch AC.

The first range increment of most firearms are what? 20 to 40 feet? Most giants have a speed of 40 feet plus at least 10 feet of range, maybe 20 or 30 feet with reach weapons.

Guns don't kill PCs. AoOs provoked by firing guns in melee kill PCs.

Sovereign Court

Reloading also provokes.


Those are two great points.


Don't stress too much about firearms.

Without a gamut of class features and/or feats, a firearm is just a fairly reliable 1d8 or 1d12 damage every other round (standard action to reload a pistol and a full round to reload a musket).

Well, it's fairly reliable until it explodes.

And it has absurdly expensive ammunition.

(All this is assuming you're using early firearms. If you're allowing advanced firearms, that's probably a mistake.)

Honestly, assuming you're talking Chained Summoner, the Eidolon is going to be a far bigger issue than the firearms.

Sovereign Court

Unless it's an Eidolon pretending to be Kali with a gun in each hand.

Then firearms may be an issue.

*Considers stating up an Eidolon with pepperboxes and 1 hand free to turn them all*


Firebug wrote:

Unless it's an Eidolon pretending to be Kali with a gun in each hand.

Then firearms may be an issue.

*Considers stating up an Eidolon with pepperboxes and 1 hand free to turn them all*

That build would be absolutely terrible. It would eat up all your money to acquire that many firearms, they'd constantly be misfiring and requiring repairs (if you have four pepperboxes there's a 35% chance each round you'll get at least one misfire) and it wouldn't even do that much damage since you have no ways to boost pepperboxes above their baseline 1d8 damage per hit. Without gun training, guns are pretty pathetic.


Pathfinder Roleplaying Game Superscriber

This won't make a bit of difference. In fact, I'd bet after a few levels of shooting at giants and realizing that he's no longer effective in combat since he's not using what the class is designed for (summoning), your player will want to re-train any gun related feats and/or features. The most dangerous PC in our campaign (about to enter the final part of book 4) is an infiltrator ranger with favored enemy giant (only 2, with 2 on dragon, and 1 on orc). He's got the power to drop a couple frost giants per round when the party is buffed up. Even the fighter with the big-bad hammer from the first book can't compare. No, your gunslinger wanna-be won't break your game.


taks wrote:
This won't make a bit of difference. In fact, I'd bet after a few levels of shooting at giants and realizing that he's no longer effective in combat since he's not using what the class is designed for (summoning), your player will want to re-train any gun related feats and/or features. The most dangerous PC in our campaign (about to enter the final part of book 4) is an infiltrator ranger with favored enemy giant (only 2, with 2 on dragon, and 1 on orc). He's got the power to drop a couple frost giants per round when the party is buffed up. Even the fighter with the big-bad hammer from the first book can't compare. No, your gunslinger wanna-be won't break your game.

now im currious what does that hammer do?


Pathfinder Roleplaying Game Superscriber

Not in this thread.


taks wrote:
Not in this thread.

private message?


Pathfinder Roleplaying Game Superscriber

Go to the Giantslayer thread.

Edit: apparently it's not detailed there, either.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

As everyone else said, a summoner with a gun won't be doing a lot of damage, so they probably aren't worth worrying about.

That said, there might be a nasty summoner build out there that uses a designating gun, but that won't come online until higher levels.


Honestly, let him have the gun all he wants and be glad he's not spamming Summon Monster every turn.


Alright, thank you everyone! ^_^

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