Wednesday, January 25, 2012

Gunslinger experiment

It's time to revise my ridiculous list of emergency backup Pathfinder characters, given how we've temporarily lifted the level cap.  This is also a good opportunity to play around with something I haven't investigated too deeply:  Gunslingers and firearm mechanics.  Not that gunslingers necessarily fit into Chris's game world, but I'd like to see what I can do with nine levels.

Str: 10 [0]
Dex: 25 (17+2 human +2 levels +4 item) [13]
Con: 14 [5]
Int: 12 [2]
Wis: 14 [5]
Cha: 10 [0]

Levels: Gunslinger 6 / Rogue 3
Skill points: 10*3 + 7*6
HP: 3d6 + 6d10 + 18
Feats:  (5 level + 3 E6 bonus + 1 human + 1 gunslinger bonus + 1 rogue talent)

H1: Point Blank Shot
L1: Rapid Shot
R2: Dodge
L3: Weapon Focus: Rifle
L5: Gang Up
G4: Rapid Reload
E6: Precise Shot
E6: Clustered Shots
E6: Deadly Aim
L7: Mobility
L9: Improved Critical: Rifle

Class features:
Sneak attack +2d6
Trapfinding and Trapsense +1
Grit powers (2 starting grit)
+2 dodge bonus to AC
+dex on damage rolls with rifle

Equipment: (46000)
Buckler +2 (4000)
Rifle +1 fiery (13000)
Mithral Chain shirt +3 (13000)
Belt of Incredible Dexterity +4 (16000)

Hit:
8 BAB
7 dex
1 weapon focus
1 rifle enhancement
(1 point blank, 2 flank)
-3 deadly aim
-2 rapid shot =
+12/+12/+7 (+1-3)

Damage:
1d10 base
1d6 fire
(2d6 sneak)
+1 enhancement
+7 dex
+6 deadly aim
(+1 point blank) =
1d10 + 1d6 + 14 (+2d6 +1)

AC:
10 base
6 dex
4 armor
3 armor enhancement
1 shield
2 shield enhancement
1 dodge
2 nimble (dodge)
= 29

I added some rogue levels since I'm operating under the nominal requirements of the party (even though this character wouldn't be allowed into the game) which lacks trapfinding and other rogue skills.  It also provides some offensive oompm when you start getting into ranged sneak attack territory (though Gang Up).  What's also interesting about firearms is that they target touch ACs, which means you can generally sacrifice to-hit bonuses for bonus damage without worrying.  Even an unbuffed +12 on main attacks is still very accurate when common touch ACs at that level range are, what, 15?

He also comes out with a surprisingly decent AC, though I did focus more on defensive than offensive capacity in his item build.  He runs into problems when his massive dex bonus outpaces most common light armors.  Mathematically the mithral chain shirt works out better for overall AC than even padded armor at +8 dex.

In terms of expected DPR, I'm not sure where exactly to pin touch ACs for CR9 creatures since they can vary wildly between armor-based and dex-based enemies.  23 is the stated average overall AC, which would include a mix of armor, natural armor, a bit of dex, maybe some deflection for supernatural foes.  +4 dex and +1 deflection feels about right for factoring in an average, at least for medium creatures (tiny/small balances against larger ones).  Here are full round DPR calculations for sneak and no-sneak, and I'll assume point blank.

+13 [1d10+1d6+15]:  .85*(24) + .10*(.95*(85.5) + .05*(24)) = 28.6425
+13 [1d10+1d6+15]:  .85*(24) + .10*(.95*(85.5) + .05*(24)) = 28.6425
+8 [1d10+1d6+15]:  .60*(24) + .10*(.70*(85.5) + .30*(24)) = 21.105 == 78.39 DPR

+15 [1d10+3d6+15]: .85*(31) + .10(.95*(92.5) + .05*(31)) = 35.2925
+15 [1d10+3d6+15]: .85*(31) + .10(.95*(92.5) + .05*(31)) = 35.2925
+10 [1d10+3d6+15]: .70*(31) + .10(.80*(92.5) + .20(31)) = 29.72 == 100.305 DPR

I don't know if this would beat Rob's archer, unsure how his eventual build with manyshot would stack up against touch attacks.  I do know that has enough skill utility and defensive powers to justify the loss of DPR, though.

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