Musket Master: Musket or Rifle or Pepperbox Rife?


Advice


What is a better weapon for a Musket master out of those three weapons? And why? (Firearms rules confuse me but still want to work on a gunslinger)

Liberty's Edge

Well, you'll have to check and see if your GM is allowing Rifles. As they're an Advanced Firearm (along with Revolvers and Shotguns) they are illegal in most campaigns. They're illegal in Society games. So unless the specific campaign you're playing in is going to allow modern firearms, there's only one choice.


Yes the GM is allowing rifles and other advanced firearms but on a very limited basis. It is not a society campaign.


If possible go for the rifle for the longer range touch attacks and whatnot. and then if possible get your hands on a shotgun as well for the times when a scattergun will be useful. probably few and far between but better than not having it when needed.

Asta
PSY


Do all the abilities still work for the rifle? like the rapid reload and other abilities?

Sczarni

They should. The game isn't really too split on the different types (Rifle, Musket, etc.) its either a 2H firearm or a 1H firearm really.

Silver Crusade

Lord Phrofet wrote:
What is a better weapon for a Musket master out of those three weapons? And why? (Firearms rules confuse me but still want to work on a gunslinger)

Musket Masters get Rapid Reload (Musket) as a free feat at 1st level.

If you don't want to burn a feat, go with Musket.

Otherwise, I would go with rifle and get Rapid Reload (Rifle) as a feat.

Rifle does a d10 vs a Musket's d12, but it attacks touch AC up to 80ft away compared to the Musket's 40ft. Also, it only misfires on a 1 and it can't explode.

So it comes down to whether you want to burn a feat or not to get the rifle.

There is no reason to go Pepperbox Rifle as a Musket Master. The benefit of Musket Master is that you can reload a 2H firearm as a free action by using Fast Musket, Rapid Reload, and Alchemical Cartridges. Since you can reload a Rifle as a free action, it's effectively the same thing as the Pepperbox Rifle, except that the misfire rating is higher on the Pepperbox.


Actually Rapid Reload seems to make that distinction. You get it for muskets but not rifles.

Also Fast Musket doesn't do anything. Not because it doesn't work with rifles though, but because advanced firearms are loaded as a move action no matter if they're one or two handed already.

You can't use alchemical cartridges with them either, since the need metal ones. Those don't reduce the loading time though.

So to make full attacks with rifles you need to get Rapid Reload (rifles) extra.
Before that you can use the pepperbox to make full attacks (at least 4 of them then you have to reload as a move action), but once you have rapid reload the normal rifle is better.

Since most of what makes Musket Master so strong doesn't actually work or has no effect on advanced firearms, you might look into one of the other archetypes. Musket Training still works though, so theres still reason to take Musket Master too.


Elamdri wrote:

Musket Masters get Rapid Reload (Musket) as a free feat at 1st level.

If you don't want to burn a feat, go with Musket.

Bad argument really, since even with Rapid Reload a musket doesn't reload faster than a rifle does naturally without any feats.

The only two advantages of Musket over Rifle is that muskets can actually use alchemical cartridges and therefore reload as a free action, and the d12 vs d10 damage. The disadvantage is the 1-3 (with alchemical cartridge) misfire vs 1.

Quote:
Rifle does a d10 vs a Musket's d12, but it attacks touch AC up to 80ft away compared to the Musket's 40ft. Also, it only misfires on a 1 and it can't explode.

Actually advanced firearmes resolve attacks in the first five range increments as touch attacks. So its 40 vs 400 (even though after 80 you still take the -2 per increment penalty too). Also the max range is 800 ft vs 200 ft, but that probably will not be important very often.

Silver Crusade

Quatar wrote:
Elamdri wrote:

Musket Masters get Rapid Reload (Musket) as a free feat at 1st level.

If you don't want to burn a feat, go with Musket.

Bad argument really, since even with Rapid Reload a musket doesn't reload faster than a rifle does naturally without any feats.

The only two advantages of Musket over Rifle is that muskets can actually use alchemical cartridges and therefore reload as a free action, and the d12 vs d10 damage. The disadvantage is the 1-3 (with alchemical cartridge) misfire vs 1.

Quote:
Rifle does a d10 vs a Musket's d12, but it attacks touch AC up to 80ft away compared to the Musket's 40ft. Also, it only misfires on a 1 and it can't explode.

Actually advanced firearmes resolve attacks in the first five range increments as touch attacks. So its 40 vs 400 (even though after 80 you still take the -2 per increment penalty too). Also the max range is 800 ft vs 200 ft, but that probably will not be important very often.

Ah. I am not terribly familiar with the advanced firearms rules.

I would still go Musket Master

I know the Rapid Reload and Fast Musket go to waste if you use a rifle, but the Steady Aim deed and the Musket Training ability are both better than the abilities they replace if you plan on being a 2H firearm user.


Honestly, it might be better to go generic gunslinger. Truth be told if firearms are easily obtained then a Fighter and Ranger can make better use of the weapons.

Silver Crusade

Azaelas Fayth wrote:
Honestly, it might be better to go generic gunslinger. Truth be told if firearms are easily obtained then a Fighter and Ranger can make better use of the weapons.

I agree actually, you won't miss most of the deeds (they are designed with simple firearms in mind) and the only other thing you lose out on is gun training.

Meanwhile you gain all the benefits of the fighter or ranger and their delicious feats.


Definitely sticking with Musket Master just was unsure how all the abilities worked with a Musket vs a Rifle (Normal or Pepperbox).

So besides the touch attack within the first 5 range increments and the longer base max range is there any advantage for the rifle for a Musket Master build?

And what abilities would you lose from Musket Master? Rapid Reload does not specify rifles vs muskets in the base feat description or what benefit it would have for a rifle so i am curious if it would even work at all....

Silver Crusade

It doesn't explode on a second misfire. It has a small misfire range. It reloads as a move action (A free action with Rapid Reload feat).

The only thing Musket has over the Rifle is the d12 damage die. And that's not much, if anything.

The free rapid reload feat would be a waste using a rifle, because it only applies to muskets. You would have to take rapid reload (rifle) as a feat. But you don't get that feat normally with gunslinger, so you're not exactly missing out on much. It's 100% worth the feat.

Basically, if you use the rifle with the Musket Master:

You gain Steady Aim Deed and Musket Training

I think it's better than the standard gunslinger, don't know that it's better than the fighter or ranger.


Lord Phrofet wrote:

Definitely sticking with Musket Master just was unsure how all the abilities worked with a Musket vs a Rifle (Normal or Pepperbox).

So besides the touch attack within the first 5 range increments and the longer base max range is there any advantage for the rifle for a Musket Master build?

And what abilities would you lose from Musket Master? Rapid Reload does not specify rifles vs muskets in the base feat description or what benefit it would have for a rifle so i am curious if it would even work at all....

OK then...

Rapid reload only works with one weapon type. Personally I would see about reworking Musket Masket to be a bit more rifle friendly. I think pathfinderdb.com has one. For my "company's" setting we are making one.


Elamdri wrote:
Azaelas Fayth wrote:
Honestly, it might be better to go generic gunslinger. Truth be told if firearms are easily obtained then a Fighter and Ranger can make better use of the weapons.

I agree actually, you won't miss most of the deeds (they are designed with simple firearms in mind) and the only other thing you lose out on is gun training.

Meanwhile you gain all the benefits of the fighter or ranger and their delicious feats.

Fighters gain Weapon Training which is just as good with Advanced Firearms. Rangers can use most of their archery feats with them as well.

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