A starter villian for a gunslinger duo?


Pathfinder First Edition General Discussion


Hi!
I'm starting a campaign soon, and both of my players are planning to play gunslingers. The problem is I can't think of a good one off villian concept. If anyone is feeling generous, I would appreciate if y'all could help!


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If he’s just a one off, then someone in full plate would be pretty fun. Like a black knight type


An incredibly fast monk sort, someone who is so quick they can barely follow the movements with their guns, negating the powerful advantage firearms has against a typical soldier.

First thing that came to my mind :)


Melkiador wrote:
If he’s just a one off, then someone in full plate would be pretty fun. Like a black knight type

fortress plate maybe.


Lelomenia wrote:
Melkiador wrote:
If he’s just a one off, then someone in full plate would be pretty fun. Like a black knight type
fortress plate maybe.

That’s against the point. He wasn’t asking for some big bad evil guy or main antagonist. This is a one-off villain. This should be a fun guy to show off against.


A fighter/mage or magus type, who can get a high touch AC and various forms of concealment (Displacement, Mirror Image, and so forth).


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Possibly a corrupt Guard Captain with the Constable Cavalier archetype? (Depends on your players alignments).

The whole scenario could play off of incriminating the villain, which leads to a big fight with the corrupt guard consisting of this Constable and a few vanilla soldier npcs.
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How about the repeat offender type? Someone who doesn't necessarily counts as a villain, but someone you can bring up from time to time? Like a swashbuckler who wants to prove his blade is better than these 'fancy boomsticks' and challenges them off and on to fights? Always surrendering before he kicks the bucket (and can easily be written off as dying in a pointless duel.)
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The Reanimator Alchemist who keeps making uncontrolled undead and must be stopped.
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The Cutpurse who steals one of their guns to sell it off on the black market, and they must track him down using Knowledge: Local, Sense Motive and Survival; possibly getting into a fight with the local thieves guild in the process.
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An assassin...

I'm running out of steam here...


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If they are each wielding one gun, then make him a gunslinger that wields two.

If they wield two, then find a way to give him extra arms and give him four. Like a Kasatha wild wild west alien style. And then just give him items that protect against firearms, like the gunman's poncho.

You can't bring knives to a gun fight... only guns.


Archimedes The Great wrote:
You can't bring knives to a gun fight... only guns.

*Brings a gun that shoots knives.*


Alphavoltario wrote:
Archimedes The Great wrote:
You can't bring knives to a gun fight... only guns.
*Brings a gun that shoots knives.*

*Brings a gun that shoots smaller guns that shoot knives*


"Don't bring a knife to a gunfight," they say. But they don't know my knife.


Archimedes The Great wrote:

If they are each wielding one gun, then make him a gunslinger that wields two.

If they wield two, then find a way to give him extra arms and give him four. Like a Kasatha wild wild west alien style. And then just give him items that protect against firearms, like the gunman's poncho.

You can't bring knives to a gun fight... only guns.

Depends on the setting Turlin is planning on using, but when I saw the thread I thought along similar lines. Maybe instead of or on top of a gunslinger wielding two guns, an eldritch archer magus? I think those don't need a free hand for ranged spell combat, which might be fun with two pistols.

Because, really, flashy mundane weapons powered by alchemical powders are kind of fun, but magic makes everything better, as any wizard will tell you. :)

Shadow Lodge

Something immune to crits. Having the villain go down in one shot before he gets to do anything makes for difficult storytelling.

So, that puts us at ghosts, elementals, and oozes.

Actually, an Oozemorph shifter does make a great villain. They can be different humanoids each time they meet, then stay an ooze for the big fight.


Ya know the typical Goblin or kobolt horde threatening the village thing works fine as a first enemy for Gunslingers. Generally speaking they have good touch AC for their level. That should make for challenging encounters.

It isn't until you get past the beginning levels that NPCs start getting high AC with a poor touch AC where gunslingers really shine. Then they'll have more trouble with side encounter stuff like swarms and quicklings instead of ogres and trolls.

Though trolls could be a problem simply because they have a lot of HP and most of the time firearms don't do any acid or fire damage without magical help.


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Halfling swashbuckler / uRogue / monk who flurries with a pair a waveblades while fighting defensively:

AC modifiers (all Dodge or size bonuses, so applicable to Touch AC):

att-4/ac+2 ...defensive fighting (base)
att-3/ac+3 ...size bonus
att-1/ac+5 ...Crane Style
att-1/ac+7 ...Cautious Fighter
att-1/ac+8 ...Acrobatics (3 ranks)
att-1/ac+9 ...Dodge
att-1/ac+?? ...wisdom bonus to AC (monk)
att-1/ac+?? ...Osyluth Guile (charisma bonus to AC at 8th level)

Just keep piling on Dodge and Deflection bonuses to AC. (Note that swashbucklers get Nimble at 3rd, and rogues can take the Offensive Defensive talent.)


Slim Jim wrote:

Halfling swashbuckler / uRogue / monk who flurries with a pair a waveblades while fighting defensively:

AC modifiers (all Dodge or size bonuses, so applicable to Touch AC):

att-4/ac+2 ...defensive fighting (base)
att-3/ac+3 ...size bonus
att-1/ac+5 ...Crane Style
att-1/ac+7 ...Cautious Fighter
att-1/ac+8 ...Acrobatics (3 ranks)
att-1/ac+9 ...Dodge
att-1/ac+?? ...wisdom bonus to AC (monk)
att-1/ac+?? ...Osyluth Guile (charisma bonus to AC at 8th level)

Just keep piling on Dodge and Deflection bonuses to AC. (Note that swashbucklers get Nimble at 3rd, and rogues can take the Offensive Defensive talent.)

Well this seems somewhat derivative :P

Two quick nitpicks: Should go Scaled Fist Unmonk for Charisma based monk abilities (Cha to AC, though I'm fuzzy on that stacking with Osyluth Guile) and no attack penalties from flurry. Also, the waveblade doesn't function with the class features of the standard Swashbuckler. He'll need to be an Okayo Corsair as well.


Errant Inlad wrote:
Two quick nitpicks: Should go Scaled Fist Unmonk for Charisma based monk abilities (Cha to AC, though I'm fuzzy on that stacking with Osyluth Guile) and no attack penalties from flurry. Also, the waveblade doesn't function with the class features of the standard Swashbuckler. He'll need to be an Okayo Corsair as well.

>SF UnMonk would be a strict upgrade, and allow more focus on Cha.

>Waveblade is a light Piercing or Slashing weapon that should work with base Swashbuckler abilities, as long as you are applying the Piercing effect for damage; if the Slashing part would be applied, the base Swashbuckler abilities would not activate.
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Also how about a small group of Kobold trappers?
Kobold traps (trap dungeons even >:3) are a dangerous force to be reckoned with, even when unpopulated, and would give the gun-slinging duo something to test their deeds on (I believe there is a deed that allows them to shoot locks off doors and such; Utility Shot, I think).

Depending on what your gunslingers are built as (likely Musket Masters or Pistoleros[?]) how about throwing a gunner right back at them?
Some options:
>The Spellslinger Wizard/Arcane Archer Magus combo to make a deadly 'one-shot, one-kill' style sniper, and would teach them more about utilizing cover to the fullest.
>The Gultch Gunner or Blatherskite also make for interesting options. Someone whose not afraid to get in your face in a tight sewer to shoot you, or the one likely to dip into an alley at the first sign of trouble, make for some interesting combats that could lead to some 'ambush style' fights that gunslingers don't normally have to deal with.

*As a side thing, don't be afraid to use the environment to your advantage; a well built cityscape might have crowds of bystanders that block traditional combat, and forests can have small copses of trees, bushes to hide in, or a camouflaged bear trap left forgotten by a careless trapper. Have fun with your battle grounds, not every fight is in an open field.


Errant Inlad wrote:
Slim Jim wrote:
Just keep piling on Dodge and Deflection bonuses to AC. (Note that swashbucklers get Nimble at 3rd, and rogues can take the Offensive Defensive talent.)
Well this seems somewhat derivative :P

Well how else are you supposed to challenge gunslingers? (Aside from save-or-suck lobbed by invisible spellcasters?) They're an ill-conceived class that instantly shuts down three-quarters of the monsters in the game because said monsters are premised on the concept of mile-high natural armor jacking their CR.

"Oh look, there's a dragon!"

<BANG><BANG><BANG><BANG><BANG><BANG>< ;BANG><BANG>

"Well, that was....anticlimactic. What should we do next?"

Gunslingers are a power-creep problem that the game has less than adequate solutions for, with the designers (as is often the case) relying on GM fiat to establish balance.


Slim Jim wrote:
Gunslingers are a power-creep problem that the game has less than adequate solutions for, with the designers (as is often the case) relying on GM fiat to establish balance.

Solution: Rain.

And by extension, water in general.

Guns don't work well (at all) when wet. Meaning that guy with a crossbow is more dangerous in storm weather than your average gunslinger.

The most underutilized threat and danger to any adventuring party is the environment (weather, foliage, wildlife, crowds, laws, time of day, etc.) To be able to control your players if they get out of hand with a simple thunderstorm that makes them think 'I shouldn't be fighting in this' is difficult to pull off, but there is literally a whole section of the core book (and later with city hazards in Ultimate Intrigue) dedicated to utilizing the environment.


Does it have to be a sentient creature? Could just use a dire boar or something that has been terrorizing some small village and have the character be seen as local heroes after they kill it.


Alphavoltario wrote:
Slim Jim wrote:
Gunslingers are a power-creep problem that the game has less than adequate solutions for, with the designers (as is often the case) relying on GM fiat to establish balance.
Solution: Rain.

IIOW, GM fiat. The players dopewalk, or he's a dream-crusher.


kasatha gunslinger mysterious stranger. btw, kasatha are a playable pc race w/ 4-arms.
Your players don't need to know that right away, keep him heavily cloaked.

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