Gunslingers, goto be something I am missing


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I keep reading that people think gunslingers deal low damage.

I am currently running a game and if anything I find myself flustered at the amount of damage the gunslinger does.

Currently lvl 7, he is playing a hobgoblin and got 18 Dex plus bonus of +2 for a 20 dex.

He is using a revolver that I made him craft himself and he spent his gold to have it enchanted to a simple +1.

The party has a alchemist which makes all the alchemical junk.

He took the feats for rapid shot, point blank shot, Rapid reload and deadly Aim.

So right now he deals 1d8 +11 damage and hits on a touch attack.

___________________

Let me brake it down even further

his to hit is

+7 BAB
+5 Dex
+1 Magic
-2 Deadly Aim
+1 Point Blank shot (if within 30')
-2 Rapid Shot

so he has +10 attack and targets touch attack +9 costs a grit and targets touch when further then 30' (+5 for the 3rd attack)

Damage wise
1D8 Base
+5 Dex
+1 Magic
+4 Deadly Aim
+1 Point Blank within 30'

and gets to shoot 3 times because of rapid shot. With Rapid reload he reloads as a free action so reloading don't slow him down.

Basically because he hits touch Ac he never misses (hasn't rolled a 1 yet though I will laugh when he finally does)

He deals 3D8 + 33 damage (-3 if further then 30' from target)(max of 57)

The only time he does not out damage the barbarian is against the few rare creatures with good touch AC.

The barbarian currently deals 1D12 +15 (while enraged) but often does not land both of his attacks.

so if both hits he deals 2d12 +30 while enraged (max of 54)
______________________________________________________

What I can't figure out is how people think that the gunslinger does not keep up with damage. I mean the barbarian does insane damage and yet the gunslinger easily manages to consistently out damage him and at a 20' range with only a few less hp and close to the same AC

Paizo Employee Design Manager

Rynjin wrote:

I keep trying to figure out how you reduce your reload to a free action for a Revolver and I just can't.

Rapid Reload wrote:
The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm).

A Revolver is a one-handed firearm. Move action.

Did he tell you he could take it twice to reduce it to a free?

Because:

Rapid Reload wrote:
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.
Now spending Grit he can, but spending Grit regularly isn't likely to be an option.

Advanced Firearms reload as a move action normally.


Yeah I deleted that when I saw it.

Also saw that it was one of those "1 Grit in pool" things.

Paizo Employee Design Manager

I have never heard anyone complain about Gunslingers not dealing enough damage. Generally, the opposite is true, especially when you've allowed them the use of an Advanced Firearm.
Just be glad he's not using a pair of Double-Barrel Pistols and a Glove of Storing.

**EDIT**
Although I will acknowledge that it is possible to build a gunslinger who is fairly sub-par on damage. A non-archetyped gunslinger who doesn't use alchemical cartridges or advanced firearms will probably struggle to keep up in the damage department.

Silver Crusade RPG Superstar 2014 Top 16

STARGAZER_DRAGON wrote:

I keep reading that people think gunslingers deal low damage.

I am currently running a game and if anything I find myself flustered at the amount of damage the gunslinger does.

Currently lvl 7, he is playing a hobgoblin and got 18 Dex plus bonus of +2 for a 20 dex.

He is using a revolver that I made him craft himself and he spent his gold to have it enchanted to a simple +1.

The party has a alchemist which makes all the alchemical junk.

He took the feats for rapid shot, point blank shot, Rapid reload and deadly Aim.

So right now he deals 1d8 +11 damage and hits on a touch attack.

___________________

Let me brake it down even further

his to hit is

+7 BAB
+5 Dex
+1 Magic
-2 Deadly Aim
+1 Point Blank shot (if within 30')
-2 Rapid Shot

so he has +10 attack and targets touch attack +9 costs a grit and targets touch when further then 30' (+5 for the 3rd attack)

Damage wise
1D8 Base
+5 Dex
+1 Magic
+4 Deadly Aim
+1 Point Blank within 30'

and gets to shoot 3 times because of rapid shot. With Rapid reload he reloads as a free action so reloading don't slow him down.

Basically because he hits touch Ac he never misses (hasn't rolled a 1 yet though I will laugh when he finally does)

He deals 3D8 + 33 damage (-3 if further then 30' from target)(max of 57)

The only time he does not out damage the barbarian is against the few rare creatures with good touch AC.

The barbarian currently deals 1D12 +15 (while enraged) but often does not land both of his attacks.

so if both hits he deals 2d12 +30 while enraged (max of 54)
______________________________________________________

What I can't figure out is how people think that the gunslinger does not keep up with damage. I mean the barbarian does insane damage and yet the gunslinger easily manages to consistently out damage him and at a 20' range with only a few less hp and close to the same AC

The problem here is that you let your player use a revolver. This means six shots before needing to reload, which is only a move action. The thing that normally keeps Gunslingers at bay is their action economy, which essentially is standard action to shoot, move action to reload, on and on and on.

Most GMs, and Pathfinder Society, don't allow advanced firearms, for this reason.


Yep, the revolver is a big part of this. If it were a normal pistol, his damage would be lower due to the hard gate of the action economy necessary.


As soon as you mentioned Revolvers, you're not in the same ballpark as the original gunslinger-damage arguments. Advanced Firearms will easily put you into the top tiers of damage.

I believe the damage discussions have been more about simple firearms, ala single-shot pistols and muskets. More often than not, when the gunslinger is allowed into a campaign where most of the other characters/npcs aren't using firearms, it's at the simple firearms level, not the advanced one.

And yeah, Rapid Reload takes the Reload action level one step down. Alchemical Cartridges take it down one further, but I'm bit hazy in my memory on how Advanced reloads and alchemical cartridges mix, or if they do at all.


Lamontius wrote:


As soon as you mentioned Revolvers, you're not in the same ballpark as the original gunslinger-damage arguments. Advanced Firearms will easily put you into the top tiers of damage.

I believe the damage discussions have been more about simple firearms, ala single-shot pistols and muskets. More often than not, when the gunslinger is allowed into a campaign where most of the other characters/npcs aren't using firearms, it's at the simple firearms level, not the advanced one.

And yeah, Rapid Reload takes the Reload action level one step down. Alchemical Cartridges take it down one further, but I'm bit hazy in my memory on how Advanced reloads and alchemical cartridges mix, or if they do at all.

Advanced don't have alchemical cartridges, they all use metal cartridges. It's a move action to completely reload a revolver, so with the Rapid Reload feat it would be reduced to a free action.

An Advanced Firearms revolver is your problem here.


Scythia wrote:


Advanced don't have alchemical cartridges, they all use metal cartridges. It's a move action to completely reload a revolver, so with the Rapid Reload feat it would be reduced to a free action.

An Advanced Firearms revolver is your problem here.

"The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm)..."

Rapid reload does not change the time it takes to reload a revolver. If it said it reduced the time required to reload a one-handed firearm by one step it would be a different story. The drawback for using an advanced firearm is that it will always take you a move action to reload it. It doesn't make any sense but it is possible to load an early firearm faster than an advanced one.

Paizo Employee Design Manager

The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms, but this feat does not reduce the time it takes to load siege firearms.

and

Rapid Reload (Combat)
Choose a type of crossbow (hand, light, or heavy). You can reload such weapons quickly.

Prerequisite: Weapon Proficiency (crossbow type chosen).

Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.

Also, for reference on how it should interact:
Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action)

I think that other description is an unofficial update from pfsrd.


The other description is from Ultimate Combat, where they updated the feat.

Paizo Employee Design Manager

Cheapy wrote:
The other description is from Ultimate Combat, where they updated the feat.

Ah, so it is. That feat also contains this text though: Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.

One-handed Advanced Firearms take a move action, not a standard action to reload, so it should affect it accordingly. One would think.


This is more of the Developers expecting only the earlier Non-Advanced Firearms being available...

I am wondering why they didn't word it differently and just put a list of the steps it follows.


If it wasn't worded so specifically I'd say this would be an issue of RAW vs RAI. As it stands it seems like they went out of their way to write it so it would not reduce the amount of time it takes to reload an advanced firearm. Compare it to the wording of the description for alchemical cartridges and it's evident that they knew how to phrase it to include advanced firearms but chose to exclude them.

House rule it as you see fit, but it seems clear that they intended advanced firearms to be unaffected by rapid reload.


Didn't they also just take it from the Inner Sea World Guide?

That might also explain why it doesn't mention Advanced Firearms.

Silver Crusade

actually him using the revolver is letting you get off easy.

If he had two douible barrel pistols at level 7 he would be getting off 8- 10 shots a round.

two weapon fighting, improved two weapon fighting

firing both barrels at once = -r to hit
two weapon fighting =-2 to hit

so he would be -6 more to hit--but still attacking touch ac which actually gets lower and lower as you go up--look at dragons

he can eventually take a gunslinger trait that allows him to shoot up to 40 feet away without using a grit point

the way you get 10 shots is

your attack is +7/+2
you get two more attacks for each of those for two wespon
you get one more attack for rapid shot
that is five attacks---and each one is two barrels

rapid reload plus alchemical cartridges makes reloading a free action.

fire all you attacks from main hand (which includes the rapid shot) your other pistol is hanging from a weapon cord so you can reload. that would be 6 attacks

then as a free action drop the main hand pistol onto its weapon cord and as a swift acttion recover your off hand pistol and ifre all of its double basrrel attacks for four more attacks.

you think 3 shots is nasty---he could be doing 10 with an early weapon. and if he is dwarf by level 8 he would never misfire if he had reliable pistols

Silver Crusade

the ONLY control on a gunslinger is to track his ammo use religiously. It cost 6 gp a chotfor alchemical and you need to make sure he accounts for every single alchemical cartridge he uses

Lantern Lodge

Karal mithrilaxe wrote:

actually him using the revolver is letting you get off easy.

If he had two douible barrel pistols at level 7 he would be getting off 8- 10 shots a round.

Agreed. People were questioning right after Ultimate Combat's release why the double pistol is more powerful than the revolver.

But dual wielding double pistols before 13th level is pretty dangerous. If you doubleshot and your first shot misfires, the second still goes off with a 25% misfire chance and this time the pistol explodes (this has occured to me twice across 8 levels while only using double shot for standard actions and full-attack as a last resort. My pistolero doesn't dual wield). Even though using wrist cords to dual wield is legal in PFS, I have yet to see a dual wielding gunslinger (probably because players realize making 8 attack rolls at 7th level is obnoxious).

As for damage, a pistolero or musketeer can spew outrageous damage at close range.

Silver Crusade

dwarf favored class bonus is to lower the misfire chance by 1 every four levels. so you can take it down to 1 by level 8.

then reliable pistols--lower the misfire chance by 1 more and can take it down to 0.

with a dwarf gunslinger with two reliable pistols---at level 8 you can not misfire

Silver Crusade

and I have seen quite a few dual double barrel pistol gunslingers--and yeah they are obnoxious. If you do not go before them on intiative--you will probably not get a chance to hit the monster.

once again--the GM has to make sure that the ammo is being kept track of. That will often cause a gunslinger to hesitate if every round costs him 60 gp


Revolver changes nothing except his misfire rate with a pistol, really. You can get a free action reload with the feat+alchemical cartridges(which you get with an alchemist. If Gunslingers couldn't get free action reloads they'd suck horribly.

And you may hate his damage now, but just wait til he gets the TWF feats.

Lantern Lodge

Karal mithrilaxe wrote:
dwarf favored class bonus is to lower the misfire chance by 1 every four levels. so you can take it down to 1 by level 8.

Interesting did not know this!


I don't get why Gunslingers don't find a Way to use Dead Shot cheaper either through the Signature Deed Feat or something.

Silver Crusade

they can---they can basically use dead shot or up close and deadly basically for free---but you have to be level 11 to use up close and deadly

level 11 gunslinger dwarf----12 attacks (not hasted and no rapid shot)

using signature deed on up close and deadly

within 20 feet

+1 point blank
-3 deadly aim
-4 double barrel
-2 two weapon fighting
+7 dex--if not more
+1 magic from pistol
+1 magic from bracers of falcon
bab main attacks are +11/+11/+6/+6/+1/+1

each attack that hits is two shots

so +12/+12/+7/+7/+2/+2 vs touch ac for 12 shots total--since each is double barrel

damage each

+1 pb
+1 for pistol
+7 for dex
+1 pistolero bonus damage
+6 deadly aim

for a total of 1d8 +16 for each shot that hits

and by using up close and deadly on each of those shots---the pistolero would do an additonal 3d6 for each shot that hit and still do half that for each that missed.

so if just half the shots hit (easy to do at +6 average vs touch ac ---then

1d8+16 times 6 equals an average of 27+96 or 123 damage---then we add on up close and deadly

average of 3d6 X6 for shots that hit is 63
half that for the ones that miss is 31 for another 94 points of damage

so 123 + 94 equals 217 points of damage---IF half of them miss touch ac--more likely closer to 2/3 will hit

and that is not figuring in any crits


Um what?

I was thinking Dead Shot to save on Ammo cost.

& Does Dead Shot work with TWF?


Urist The Unstoppable wrote:

Revolver changes nothing except his misfire rate with a pistol, really. You can get a free action reload with the feat+alchemical cartridges(which you get with an alchemist. If Gunslingers couldn't get free action reloads they'd suck horribly.

And you may hate his damage now, but just wait til he gets the TWF feats.

Revolvers (or any Advanced Firearms) do not utilise Alchemical Cartidges, they use Metal Cartridges only. They allready have a reduced reload speed to compensate, and some of us think that Rapid Reload would allow a free action reload, while others disagree.


Dead shot is only ok, good for going through dr but not much else.

Also ammo is no problem because wand of abundant ammunition is great! 10 rounds of free shots, just give to your cleric/wiz/sorc/whatever, have them tap you, and you just explode whatever monster


Karal mithrilaxe wrote:

they can---they can basically use dead shot or up close and deadly basically for free---but you have to be level 11 to use up close and deadly

level 11 gunslinger dwarf----12 attacks (not hasted and no rapid shot)

using signature deed on up close and deadly

within 20 feet

+1 point blank
-3 deadly aim
-4 double barrel
-2 two weapon fighting
+7 dex--if not more
+1 magic from pistol
+1 magic from bracers of falcon
bab main attacks are +11/+11/+6/+6/+1/+1

each attack that hits is two shots

so +12/+12/+7/+7/+2/+2 vs touch ac for 12 shots total--since each is double barrel

damage each

+1 pb
+1 for pistol
+7 for dex
+1 pistolero bonus damage
+6 deadly aim

for a total of 1d8 +16 for each shot that hits

and by using up close and deadly on each of those shots---the pistolero would do an additonal 3d6 for each shot that hit and still do half that for each that missed.

so if just half the shots hit (easy to do at +6 average vs touch ac ---then

1d8+16 times 6 equals an average of 27+96 or 123 damage---then we add on up close and deadly

average of 3d6 X6 for shots that hit is 63
half that for the ones that miss is 31 for another 94 points of damage

so 123 + 94 equals 217 points of damage---IF half of them miss touch ac--more likely closer to 2/3 will hit

and that is not figuring in any crits

A few quibbles:

TWF penalty is -4 not -2 since 1H-firearms are not light.

edit for being wrong:
Pistolero bonus damage from levels 9-12 is +2 not +1.

The reading of the double barreled pistol rule I've used and seen elsewhere is that each barrel rolls to hit separately, not that each attack which hits is two shots. it would make no difference in the long run but short-term rolling the two barrels as separate attacks smooths spikes.

in fairness, although you mention crits you omit mention of misfires. misfires significantly cut the damage potential of pistoleros who can misfire (level 12 or less).

Silver Crusade

a level 8 dwarf gunslinger with reliable weapons will not misfire

every four levels of dwarf gunslinger takes it down 1 on misfire to minimum of 1----then reliable pistols take it down a further 1 to 0


Karal mithrilaxe wrote:

dwarf favored class bonus is to lower the misfire chance by 1 every four levels. so you can take it down to 1 by level 8.

then reliable pistols--lower the misfire chance by 1 more and can take it down to 0.

with a dwarf gunslinger with two reliable pistols---at level 8 you can not misfire

second sentence of Dwarf favored class bonus: "You cannot reduce the misfire chance of a firearm below 1."

assuming this only applies to race bonus, you can use a reliable firearm to get it to 0, but using paper cartridges raises it back up to 1 if you want free action reloading.

Silver Crusade

double barrel pistol- misfire 2
using paper cartridges --add 1 to misfire

total misfire =3

every 4 levels of dwarf gunslinger -1 to misfire
level 8 dwarf = - 2 to misfire (not taking it below 1 as that is not allowed)

now add in the reliable== -1 more to misfire for a total misfire of zero


Karal mithrilaxe wrote:

double barrel pistol- misfire 2

using paper cartridges --add 1 to misfire

total misfire =3

every 4 levels of dwarf gunslinger -1 to misfire
level 8 dwarf = - 2 to misfire (not taking it below 1 as that is not allowed)

now add in the reliable== -1 more to misfire for a total misfire of zero

to do that you'd have to reduce the base misfire chance of the weapon to 0. If the misfire chance were 1 using paper cartridges then it would be 0 using ball and powder.


Doesn't the Favoured Class option only work on the Base Misfire NOT the Modified Misfire?


Azaelas Fayth wrote:
Doesn't the Favoured Class option only work on the Base Misfire NOT the Modified Misfire?

Good question, and I was thinking about it since I last posted. It depends on when the racial bonus is calculated.

Misfire Chance is the base misfire chance from weapon list modified by a formula which includes gun condition modifier, ammunition modifier, racial bonus modifier, and the reliable/greater reliable enchant.

  • gun condition modifier(GCM) & ammunition type modifier(ATM) are just straight modifiers, with no special clauses.

  • racial bonus modifier(RBM) can only reduce misfire value to 1.

  • reliable/greater reliable weapon enchant modifier (WEM) is added after any increases to misfire rate and can only reduce misfire chance to 0.

IF the formula were (as I assumed and you are asking)

  • (((BASE + RBM) + GCM) + ATM) + WEM = misfire chance
then the racial bonus would be nice but not as useful because many firearms have a 1 base misfire chance and only 2 of the rest have a chance other than 1-2, so a dwarf would have bonuses for multiple firearms.

IF the formula were (as Ser Mithraxe seems to believe)

    (((BASE + GCM) + ATM) + RBM) + WEM = misfire chance
then a level 4 dwarven gunslinger could fire paper cartridges in once of many firearms without worry of misfire and at level 8 could eliminate misfire in any one of almost all firearms. This would make the pistolero/musket master level 13 gun training bonus obsolete for dwarves and make dwarves the only choice for serious gunslingers of any archetype.

IF the formula were instead

    (((BASE + GCM) + ATM) + WEM) + RBM = misfire chance
then racial bonus modifier would be useful for dwarves but not overpoweringly useful.

I do not know which is the 'correct' formula, I suspect the last is what the designers intended but that is only a suspicion. Ser Mithralaxe may be correct or the dwarven racial could be the fairly useless first formula.


I'm not seeing where Metal Cartridges don't count as Alchemical cartridges. The description specifically says that they are Alchemical:

"These sturdier versions of alchemical cartridges serve as the ammunition for advanced firearms. They can hold either bullets or pellets."

In my mind that would reduce the reload speed of a revolver to a free action.


R.A.W. I think it is the first formula... But I think the Last one is the one I will use for home games.

Metal Cartridges don't state they reduce the time. They are just basic metal cartridges like what we use in Modern Times.


Azaelas Fayth wrote:

R.A.W. I think it is the first formula... But I think the Last one is the one I will use for home games.

Metal Cartridges don't state they reduce the time. They are just basic metal cartridges like what we use in Modern Times.

Check out the paragraph describing Alchemical Cartridges on the PRD: http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/firearms.html#alch emical-cartridges

Specifically: "Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable."

The faster reload time is a property of all alchemical cartridges. Metal Cartridges count as well, they're just far more powerful than standard cartridges as they don't increase the misfire chance.


Do you even know what Alchemical Cartridges represent?

Metal Cartridges don't reduce the time needed to Reload.

Otherwise they would have just made Advanced Firearms load as Free Actions. Because you can't fire them without a Metal Cartridge. You also can't use them with a Musket or such.

Also: I have read the Firearm Rules enough to where I could have quoted that phrase. I also have worked in a Gunsmithing Shop.


Karal mithrilaxe wrote:
the ONLY control on a gunslinger is to track his ammo use religiously. It cost 6 gp a chotfor alchemical and you need to make sure he accounts for every single alchemical cartridge he uses

Yupp.

And yes, three shots with 1d8+11 doesn't sound too bad to me... after calculating what our pistolero will do at that level.


After reading the responses and considering a few things we made a few changes.

Going by book for rapid reload - didn't read it carefully but it does currently seam like it is intended to not include advanced firearms. Perhaps to help give Lightning Reload (Ex): At 11th level a purpose.
-- Course this removes the use of this feat all together
--- Possible cure is that the feat allows you to reload two advanced firearms at once. still uses a move action but would make the duel pistol wielder a bit easier as I know he likes the look of it from the movies where they whip out both pistols and unload.

For balance I am removing the ability to stack feats such as rapid shot and duel wielding. I will ether not allow them to stack or make a new set of feats specifically for firearms that grant a extra attack during a full attack action. (then not allow normal feats to work with firearms) This would make the difference of one or two guns much smaller and more a factor of fluff.
-- Also considering making it cost 1 grit in order to attack touch Ac when using these feats. This would cause the players to have to chose between extra attacks or nearly guaranteed hit chance. Perhaps help to prevent there damage from passing archers damage a little granted they can get grit back super easy since often times the target will die anyhows. Thoughts on this? perhaps a Grit point Per shot they wish to target touch AC.

I altered how double barrel weapons work. - By book it reads that they get a extra shot that must target the same target. - I altered it to grant the shot a extra dice of damage so a double barreled pistol adds a extra 1D8 damage. This reduces the attacks so they don't get to apply all there tons of extra damage modifiers a extra time per attack.

Didn't notice that metal cartridges where considered alchemical rounds. - this assures that they can't be stacked. (I agree that by book the effects of the cartridge are already added into the reload time which is why all advanced firearms only take a move action to reload all of the shots)

misfire chance is always present but it is a mild problem and thus far he has not rolled that low YET. as for how I see misfire chance a 1 is always a misfire in my opinion.

** Question, if I am reading the srd right it says that advanced firearms are able to target touch ac up to 5 range increments away. is this a typo?
"""Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, """


That's correct. Advanced Firearms do target touch AC for five increments. Dead Eye is far less helpful with Advanced Firearms. (unless you love the long shots)


Assuming I am understanding Advanced firearms correctly that they target touch Ac up to 5 range increments or 100' away for a revolver.

I house ruled that rapid shot and duel wielding (and other similar feats) do not effect firearms.

I added the New house ruled feats

Quick Shot
You are adept at firing a flurry of bullets at your target. Be this by wielding two guns fluidly or by firing a single gun faster then normal.

Prerequisite: Dex 15.

Benefit: You May make one additional attack when making a full attack action. All attacks must be made using a firearm and target normal AC instead of touch AC.

Special: You may spend 1 grit to target touch Ac as normal with all attacks.
___________

Improved Quick Shot
Prerequisites: Dex 17, Quick Shot, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with Quick Shot, you get a second attack with it, albeit at a –5. All attacks must be made using a firearm and target normal AC instead of touch AC.

Special: You may spend 1 grit to target touch Ac as normal with all attacks.
______________
Greater Quick Shot

Prerequisites: Dex 19, Improved quick Shot, Quick Shot, base attack bonus +11.

Benefit: You get a third attack with your Quick Shot, albeit at a –10 penalty. All attacks must be made using a firearm and target normal AC instead of touch AC.

Special: You may spend 1 grit to target touch Ac as normal with all attacks.

-------------
Rapid reload

-Added line - When duel wielding advanced firearms you may reload both firearms with a single Move action. If a ability would effect the reload of one of these weapons it will effect both weapons instead.

Normal: Normal reloading each advanced firearm would require a move action. With this feat a single move action may be used to reload both at the same time.


Yes, that effectively gives them touch AC out to 100 feet, but they take a cumulative -10 penalty to-hit for range (basically at that range negating the advantage attacking touch AC gives and putting them roughly on par with bows).


Adding Extra Feats isn't necessary. How does your Double Barrel change work with Vital Strike?

Metal Cartridges & Alchemical Cartridges couldn't stack regardless.

Metal Cartridges are Modern Rounds.

Alchemical Cartridges are Civil War era Packets (Which Ironically made the Rifled Muskets safer to fire).

There don't need to be any changes to the system. Though your Double Barrel Solution might work if it allows the 2d8 to advance under the Vital Strike Multiplier not [1d8*(VS Multiplier)]+1d8.

& Reloading a Firearm takes 2 Hands. Using that Rapid Reload is foolish. If anything I would create an items like Quickload Strips that reduce the loading to a Free Action.


personally to me the 2D8 would be considered the base damage when firing both barrels so all effects the alter the base damage would use the 2D8 then alter it.

All the extra feat it basically a mild nerf and combining two weapon feat line and rapid shot feat line to avoid the two weapon rapid shot shenanigans


STARGAZER_DRAGON wrote:

After reading the responses and considering a few things we made a few changes.

Going by book for rapid reload - didn't read it carefully but it does currently seam like it is intended to not include advanced firearms. Perhaps to help give Lightning Reload (Ex): At 11th level a purpose.
-- Course this removes the use of this feat all together
--- Possible cure is that the feat allows you to reload two advanced firearms at once. still uses a move action but would make the duel pistol wielder a bit easier as I know he likes the look of it from the movies where they whip out both pistols and unload.

For balance I am removing the ability to stack feats such as rapid shot and duel wielding. I will ether not allow them to stack or make a new set of feats specifically for firearms that grant a extra attack during a full attack action. (then not allow normal feats to work with firearms) This would make the difference of one or two guns much smaller and more a factor of fluff.
-- Also considering making it cost 1 grit in order to attack touch Ac when using these feats. This would cause the players to have to chose between extra attacks or nearly guaranteed hit chance. Perhaps help to prevent there damage from passing archers damage a little granted they can get grit back super easy since often times the target will die anyhows. Thoughts on this? perhaps a Grit point Per shot they wish to target touch AC.

I altered how double barrel weapons work. - By book it reads that they get a extra shot that must target the same target. - I altered it to grant the shot a extra dice of damage so a double barreled pistol adds a extra 1D8 damage. This reduces the attacks so they don't get to apply all there tons of extra damage modifiers a extra time per attack.

Didn't notice that metal cartridges where considered alchemical rounds. - this assures that they can't be stacked. (I agree that by book the effects of the cartridge are already added into the reload time which is why all advanced firearms only take a move...

in reverse order, my thoughts on the changes you made:

Misfire is a worrisome thing to gunslingers. It is less of a worry for advanced firearms users who aren't risking an explosion and loss of the firearm for the combat still a worry. I have no problem with 1 being a misfire for advanced firearms but don't think this should be ported over to early firearms, if a player puts the effort into getting a 0 misfire chance they should be able to take advantage of that effort.

Yes it is correct advanced firearms use touch AC to 5 range increments. Not necessarily as strong as bow users might think though, range increments are 20' or 80' for advance firearms - a revolver user can use touch AC (with range penalties to hit) out to the first range increment of a longbow (not composite, composite longbow has a longer range increment than the 5th range increment of a revolver).

The description of metal cartridges reads "These sturdier versions of alchemical cartridges serve as the ammunition for advanced firearms." I've never used advanced firearms, but I wouldn't consider metal cartridges as reducing the time for reload - advanced firearms all use metal cartridges and advanced firearms have different reload rules than early firearms.

Dual wielding double barreled pistols is widely recognized as being exploitative. You might consider instead of changing the rules making a ruling (written into the core rules that GM gets to make this ruling) limiting free actions. The house rule I use is that a player cannot make two consecutive free actions, the double barreled pistol exploit depends on alternating two free action reloads with attack rolls.

Rapid shot & dual wielding really isn't that overpowering. the lack of light off-hand weapons hurts hit chance at lower levels when the extra attack is most useful because hit chance is pretty essential. When the character gets leveled to the point where 2 points of hit chance isn't significant full BAB classes dual wielding swords are getting enough attacks that the extra one is not out of line with what other full BAB classes can bring to bear.

Touch AC is mechanic similar to the mechanics available to other full BAB classes. While I think it is better than the ranger instant favored enemy and the fighter weapon specialization bonus, making it unusable (which making it cost grit does effectively) makes the class weaker than other full BAB classes. If you think it is overpowering then limit it to maybe 3 range increments for advanced firearms but taking it out of play makes gunslingers too weak. Using touch AC lets gunslingers compensate for the many minuses to hit they have to take in order to function effectively, firing into melee, firing at 3 range increments, two-handed fighting, and so on - the only reason dual wielding is a viable option for gunslingers is because they afford the minus to hit.

no comment on rapid reload other than agreeing that the feat doesn't seem to be written with advanced firearms in mind.


The thing is Rapid Shot makes it easy for them to use a Bow as a Back-Up Weapon without losing their advantage.

And Reloading a Revolver will get so expensive it literally drains their GP like 10 Vampires on a worm.

I have experience with Advanced Firearms. I have even allowed Rapid Reload to decrease the Reloading time. They still can only get one round of Full-Firing. After that they must Juggle and use Cheese or fall down to a single weapon til they can get the free time to reload.

It isn't that powerful. Especially if they cost their full price. I mean it is what 12GP per shot? Maybe 6GP if you allow them to craft the Metal Cartridges.


for the example let me use a Goblin, Orc, Oger, Giant, and air elemental.

Storm Giant AC 28 Touch AC 10
Goblin AC 16 Touch AC 13
Orc AC 10 Touch AC 13
Oger AC 17 Touch AC 8
Air Elemental elder AC 28 Touch AC 20

As you can see that's a pretty large bonus against most monsters +3 at lower lvls against a goblin which is a dex based monster +8 or more against most higher lvl creatures with good dex. We won't even go into creatures who have bad dex but some the difference is up to 35.

Targeting touch AC is a significant damage bonus that effects every attack and far exceeds what other classes get.

I don't know of any class that reliably grants +8 attack.

I love the fluff of gunslinger but there touch AC means they become notably better then a Bow based fighter or ranger.

They add Dex to attack damage and AC which is nice, they target touch AC get just as many or if exploited they get more attacks per round, they actually get some decent grit powers.

I guess as a dm I am having a problem with they need to roll a 1 to miss with all of there attacks even after applying -8 to there attacks.

Hell by lv 20 they will have like - 18 to there third extra shot and still only need to roll a 1 against most targets.

Edit: sorry offtopic a little, As a DM I am still struggling with the whole touch AC no save thing, it seams to me like the gunslinger does more damage then any other class against 99% of the MM creatures and premade NPC. A Lot of it I think is that the attacks all other classes get that target touch Ac and actualy do damage allow a Save and or are limited in how often they can be used but the gunslinger basicaly just always targets touch AC. Pluss keap in mind that whenever they kill a target they regain grit so they almost always have a full or close to full grit


Ok so perhaps I should ask for advice on how to handle the fact that he targets touch AC.

If making him spend grit if to harsh. How should I deal with it?

I guess really the problem I have is in how monsters are designed especially at higher lvls. As you go up in lvls they just tossed on more and more armor and natural armor meaning that while his BAB goes up the monsters AC against him does not.

I have no clue how to effectively deal with the situation without limiting his ability to target touch AC somehow, or perhaps add in the creatures Nat AC against his attacks or something.

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