Gunslingers...Worth it?


Advice


I've been hearing a lot about gunslingers. Are they worth playing? My original thinking is that paying 6 gp per shot is a hefty sum.

Am I off base here?

Dark Archive

To make it worth it, at least mechanically, it almost has to be a campaign designed for gunslingers with all the options available. Thematically if you really want to play one then I say go for it.


Its expensive no doubt, and the first 4 levels your damage is gonna suck. But at 5 the change is dramatic. You're gonna hit almost every shot you take the rest the guns gonna foul or blow up. your call.

Lantern Lodge

Gunslingers are great fun.
I played one in Pathfinder society and had a lot of fun doing so.
Pros:
You do a lot of damage at 5th level and up.
your first range increment is against touch.
you can build all the main gear you need without an extra feat. (gunsmithing)

Cons:
You have to keep track of all your funds and shots used.
There is a large fallowing of anti guns in fantasy.
A gunslinger if not used nicely can easily take the fun away from the group.

Over all if your groups ok with it, I would say look into builds and try it out.

Grand Lodge

I play a Gunslinger in PFS and I have a lot of fun with him. And because he's fun, I don't mind the extra gold I spend. I Rapid Shot with a double barrel pistol and have used up to 50 rounds of ammunition in a single adventure. But between wands and potions, I do not think it is my highest consumable expenditure. Gunslingers have a very high damage potential. If you are worried about the cost then play a Musket Master or some other build that relies less on getting lots of attacks in a round.


My advice is go for it but be aware that most DM's aren't use to a player being able to hit touch AC and tend to freak out when you hit and damage every round. a good way around this is to have your DM understand the mechanics of the class and the gunsmiths costs.

also don't go to build the most powerful build you can find find a nice easy middle ground build. I did a double pistol paladin/mysterious stranger build and realized I was getting 10 or something shots per round if I played my cards right. I looked over and saw my GM's eyes and decided to tone it down.


Lobolusk wrote:

My advice is go for it but be aware that most DM's aren't use to a player being able to hit touch AC and tend to freak out when you hit and damage every round. a good way around this is to have your DM understand the mechanics of the class and the gunsmiths costs.

also don't go to build the most powerful build you can find find a nice easy middle ground build. I did a double pistol paladin/mysterious stranger build and realized I was getting 10 or something shots per round if I played my cards right. I looked over and saw my GM's eyes and decided to tone it down.

This is good advice. Don't go for the TWFing Gunslinger who kills everything in th 1st round. It's not OP, IMHO, but some GMs will really freak out at the sight of something like that.

Don't get advanced firearms either. They are really powerful, and a bit scary for most GMs.

Even without taking these options, Gunslinger are still very effective. They really shine at 5th level and beyond, when they get Gun Training, but even before that, they can contribute with Point-Blank Shot, Rapid Shot and Deadly Aim.


Well, gunslingers are the main reason I'd never run an official PFS game. I can accommodate all the optional classes like alchemist, cavalier, etc., but gunslingers simply don't fit for tone. And tone is paramount in our games.

Grand Lodge

Lobolusk wrote:


My advice is go for it but be aware that most DM's aren't use to a player being able to hit touch AC and tend to freak out when you hit and damage every round. a good way around this is to have your DM understand the mechanics of the class and the gunsmiths costs.

also don't go to build the most powerful build you can find find a nice easy middle ground build. I did a double pistol paladin/mysterious stranger build and realized I was getting 10 or something shots per round if I played my cards right. I looked over and saw my GM's eyes and decided to tone it down.

That's good advise for any powerful build. Just pay attention to the table and if you are dominating it too much then tone back. You can alway pull out a can of whoopass later if the banthe poodoo hits the fan.

Grand Lodge

Calybos1 wrote:

Well, gunslingers are the main reason I'd never run an official PFS game. I can accommodate all the optional classes like alchemist, cavalier, etc., but gunslingers simply don't fit for tone. And tone is paramount in our games.

*shrug*

I've seen people feel the same way about Monks and Dinosaurs.


Pathfinder PF Special Edition Subscriber

I DM'd for a player that used a Gunslinger and he was easily the most powerful of the party. As we were both adjusting to it I would say that I learned a lot about the class. After some time I started to develop encounters that were designed to flush his character out of the first range increment in order to force rolls against AC instead of Touch. It was no easy task to do, and he was well prepared for those kinds of tricks, but I was able to defeat his character finally. It took making him a god, but I did it. :)


You're way overreacting. If you want to destroy the world and shoot 10 shots per round with a double barreled pistol and make the rest of the party cry.... the price is 6 gp/shot.

However, if you want to play a gunslinger of typical effectiveness on par with the rest of the party, then just use bullets instead of paper cartridges for most attacks. You'll spend a bit more time reloading, but you'll be shocked to find out that the double-barelled pistol actually seems balanced if it takes a move-action to reload it! What a shock!

If you use regular bullets, your price is only 3 silver per shot. Not bad at all.


... And then you get a buddy support caster who has "Abundant Ammunition" or you take a level of cleric (wis based casting) to cast it yourself.


Meh... Anything other than a TWFing Gunslinger with advanced firearms is okay. They still have mediocre AC, poor will saves and short range increments, you know. Their CMD is not the greatest either.

Catch them flat-footed and they're screwed. It's funny that people complain about Gunslingers being OP but don't care about full casters.


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Mediocre AC ?! It'll be as good as archers most likely, and probably better vs ranged attacks because of gunslinger dodge. You also have Nimble!

Poor will saves I suppose true, but that can be said of half the classes in the book.

CMD isn't really a problem. I usually find that Manvuer-oriented monsters get their maneuvers off even against the fighter, barely anybody else tries. And if they do, you have full BAB and a good dex so you shouldn't be in a bad spot. I'd say you're probably sporting a CMD just a few points lower than the party fighter.

Short range is easily made up for with Distance enchantment. Or the Deadeye deed. Not a problem.

Good luck catching a gunslinger flat footed. At level 3 they can have +9 initiative mod without even trying too hard. Gunslingers almost certainly have the best initiative in the party. (+5 dex, 2 reactionary, 2 gunslinger initiative).

I feel the entire list of proposed weaknesses is either just plain false or so weak of an argument that it hardly even needs to be considered. Meanwhile you're ignoring their strengths, extremely good initiative, touch attacks, a host of specialty ammo, great ac vs ranged, dex to attack AND damage at 5th level (wow!), an all around great skill set, high hp, full bab, Dead Shot (another wow) and some great archetypes to boot!

Silver Crusade

Calybos1 wrote:

Well, gunslingers are the main reason I'd never run an official PFS game. I can accommodate all the optional classes like alchemist, cavalier, etc., but gunslingers simply don't fit for tone. And tone is paramount in our games.

You're really missing out. PFS has a lot of fun adventures. And I like meeting and gaming with different people at different events. And then there's the fact that you can get a game in even when living short term somewhere - I managed to play two PFS sessions when I lived in Tennessee for less than a month last year!

I see a lot more complaints from people who think PFS is too restrictive, because they can't play a particular race or they wanted to use one of the few banned archetypes. But this is really the same thing. You won't see very many gunslingers in PFS games anyway, so don't let the one minor detail you don't like get in the way of a good time.


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awp832 wrote:
Mediocre AC ?! It'll be as good as archers most likely, and probably better vs ranged attacks because of gunslinger dodge. You also have Nimble!

Their AC is not bad... It's just not amazing either. Therefore, mediocre. They can get it pretty high, but that costs a bunch of gold for a class that already needs every penny they can get their hands on. A simple non-magical non-masterwork backup weapon will cost 2000 bucks.

awp832 wrote:
CMD isn't really a problem. I usually find that Manvuer-oriented monsters get their maneuvers off even against the fighter, barely anybody else tries. And if they do, you have full BAB and a good dex so you shouldn't be in a bad spot. I'd say you're probably sporting a CMD just a few points lower than the party fighter.

I'm not sure about that. Creatures with Grapple/Trip can be a pain to deal with. I'll admit you may right on this one, though.

awp832 wrote:
Short range is easily made up for with Distance enchantment. Or the Deadeye deed. Not a problem.

Even with the distance Enhancement, it's range is still something about 40~60ft most of the time. That is not terrible, but that's still paying more gold to have less range than any archer. Spending a finite resource to make up for a class weakness is okay, IMO.

awp832 wrote:
Good luck catching a gunslinger flat footed. At level 3 they can have +9 initiative mod without even trying too hard. Gunslingers almost certainly have the best initiative in the party. (+5 dex, 2 reactionary, 2 gunslinger initiative).

Or... You can have a creature with access to Invisibility. It's a 2nd level spell.

awp832 wrote:
I feel the entire list of proposed weaknesses is either just plain false or so weak of an argument that it hardly even needs to be considered. Meanwhile you're ignoring their strengths, extremely good initiative, touch attacks, a host of specialty ammo, great ac vs ranged, dex to attack AND damage at 5th level (wow!), an all around great skill set, high hp, full bab, Dead Shot (another wow) and some great archetypes to boot!

I'm not ignoring their strengths. Gunslingers are effective characters, but not broken, IMHO. They still lack out-of-combat versatility (sure, they're more useful than Fighters in that regard, but then agian, who isn't?) and rely on the most expensive weapons and ammo in the whole game.

Gunslingers deal lots of damage and have decent defenses... Like every martial character should. I have yet to see a Gunslinger (or any other high-DPR martial character) break any game.


Fromper wrote:
Calybos1 wrote:

Well, gunslingers are the main reason I'd never run an official PFS game. I can accommodate all the optional classes like alchemist, cavalier, etc., but gunslingers simply don't fit for tone. And tone is paramount in our games.

You're really missing out. PFS has a lot of fun adventures. And I like meeting and gaming with different people at different events. And then there's the fact that you can get a game in even when living short term somewhere - I managed to play two PFS sessions when I lived in Tennessee for less than a month last year!

I see a lot more complaints from people who think PFS is too restrictive, because they can't play a particular race or they wanted to use one of the few banned archetypes. But this is really the same thing. You won't see very many gunslingers in PFS games anyway, so don't let the one minor detail you don't like get in the way of a good time.

Oh, don't misunderstand me--I PLAY PFS games frequently. I would just never run one, because I'd have to deal with a gunslinger player at some point, and I just don't want to.

Sovereign Court

Have yet to see a gunslinger break a game? I've had to make ALL enemies advanced with MAX HP, just to get an encounter to last more than 1 round because of a gunslinger. Ancient white dragon? Shot and prone. No save, no CMB vs CMD, just prone. THAT IS BROKEN. Having such a high initiative he usually goes first and nothing is ever so far away that he can't hit their touch AC. And went it isn't, simply wait for them to get closer, readied action goes off, encounter over.

I will NEVER allow another gunslinger in one of my games.


DonKeebals wrote:

Have yet to see a gunslinger break a game? I've had to make ALL enemies advanced with MAX HP, just to get an encounter to last more than 1 round because of a gunslinger. Ancient white dragon? Shot and prone. No save, no CMB vs CMD, just prone. THAT IS BROKEN. Having such a high initiative he usually goes first and nothing is ever so far away that he can't hit their touch AC. And went it isn't, simply wait for them to get closer, readied action goes off, encounter over.

I will NEVER allow another gunslinger in one of my games.

Do all of your encounters only include 1~2 enemies who are always within 20~30ft of the party and have no access to low-level magic? How is your Gunslinger killing EVERYTHING in a single round? Do they also have infinite Grit?

I've seen archers kill everything just the same, even without targeting touch AC. Same goes for pouncing Barbarians. And the former has much greater range and about the same initiative, the latter has absurd saves and DR.

Miss chances, long-ranged weapons, misfire, invisibility, burrow speed, Will saves, incorporeal creatures, multiple enemies, fire, water... All of that can ruin a Gunslinger's day...

Or, you know, a situation where shooting stuff is not a viable solution.

Gunslingers are effective, sure, but broken? I'll have to disagree on that. And I'm currently GMing for a TWFing Gunslinger, which is as broken as they get without using advanced firearms.

Even with their bonus feats, they are still considerably starved. Want more than 1 attack per round? there goes a feat. Want AoO? Another 2 feats. Not provoking while shooting? Need more feats.

They rely on extremely expensive weapons and ammo, so their cash is not great either. They save a bit of gold by not needing Str enhancements, but when each weapon you own costs at least 2000 bucks and each one of your shots costss at least 1gp... That's not much of an advantage.

Sovereign Court

Lemmy wrote:
DonKeebals wrote:

Have yet to see a gunslinger break a game? I've had to make ALL enemies advanced with MAX HP, just to get an encounter to last more than 1 round because of a gunslinger. Ancient white dragon? Shot and prone. No save, no CMB vs CMD, just prone. THAT IS BROKEN. Having such a high initiative he usually goes first and nothing is ever so far away that he can't hit their touch AC. And went it isn't, simply wait for them to get closer, readied action goes off, encounter over.

I will NEVER allow another gunslinger in one of my games.

Do all of your encounters only include 1~2 enemies who are always within 20~30ft of the party and have no access to low-level magic? How is your Gunslinger killing EVERYTHING in a single round? Do they also have infinite Grit?

I've seen archers kill everything just the same, even without targeting touch AC. Same goes for pouncing Barbarians. And the former has much greater range and about the same initiative, the latter has absurd saves and DR.

Miss chances, long-ranged weapons, misfire, invisibility, burrow speed, Will saves, incorporeal creatures, multiple enemies, fire, water... All of that can ruin a Gunslinger's day...

Or, you know, a situation where shooting stuff is not a viable solution.

Gunslingers are effective, sure, but broken? I'll have to disagree on that. And I'm currently GMing for a TWFing Gunslinger, which is as broken as they get without using advanced firearms.

Even with their bonus feats, they are still considerably starved. Want more than 1 attack per round? there goes a feat. Want AoO? Another 2 feats. Not provoking while shooting? Need more feats.

They rely on extremely expensive weapons and ammo, so their cash is not great either. They save a bit of gold by not needing Str enhancements, but when each weapon you own costs at least 2000 bucks and each one of your shots costss at least 1gp... That's not much of an advantage.

Does he kill everything in a single round? No, but that is only a slight exaggeration. Yes most of the encounters in RotRL are close to medium ranged encounters so far. With every kill this gunslinger gets a grit point back, so as long as there is killing there is infinite grit.

Archers have to hit regular AC not touch. A dragon has a touch of 8? Same with barbarians. Yeah this gunslinger provokes when shooting, not that it matters when you hit things at range. With a pepperbox pistol and the right widgets you get 6 shots, at 80', turning the barrel as a free action, confirming crits on a roll of a 2 or higher and laugh as the BBEG falls before it gets in melee range. And we aren't talking about some farmhand trying to scrap together funds for a new donkey, 2000gp is pretty easy to come by when you are an adventurer. Have the bard throw abundant ammunition on your pouch and it costs a lot less to fire that weapon.
I'm guessing the person playing the gunslinger in your game hasn't twinked their character. The one in my game was made to do one thing, inflict high DPS. I suppose if I wanted to stray far away from the adventure path I could really mess up the gunslinger's day. But I like to keep it close to the script, at least story wise.


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Get familiar with the snake style feat. Gives a better chance to buff you touch AC.


I never said Barbarians/Archers target touch AC. I said they can pretty much one-shot the BBEG even without that ability.

I don't play APs, although I usually check them out for inspiration and stuff, so I can't comment on how difficult they're for a Gunslinger, but I can honestly say that my player's Gunslinger has a really high damage output. It's what he's made to do. Like every other Gunslinger in the freaking world!

Yes, he kills a bunch of stuff with a single full attack. Woopie-dee-doo. A combat class who can deal massive amounts of damage... I'm shocked!

Eh... Whatever...

No offense, dude, but I'm not interested in having this discussion yet again. I made my point and you made yours, we'll just have to agree to disagree...


please note that it's only 6gp per shot for alchemical paper cartridges, and only 1.1g for a bullet and a dose of black powder (i.e. a shot that's less likely to blow up in your face and possibly ruin your expensive-as-all-get-out weapon).

alchemical cartridges aren't all that useful until 6th level when the addition of your iterative attack makes the shortened reload time much more useful. until then you can take the slower pace with regular bullets (or have a friendly caster use reloading hands on you and ignore the whole issue) and save dosh for things like not shooting stuff.


Ahh, yeah, RotRL isn't very hard in straight combat terms. Also

:
Let's be real, if 75% of your encounters are 1. Giants, 2. Dragons, or 3. Huge Constructs/Giants/Outsiders then the gunslinger is going to have a field day.

In our RotRL game we had a ranger archer who was easily breaking 100 DPR by level 9-10, but our DM rolled with it, beefed up the challenges, and everyone still had a good time. Also, is good tactical action by the rest of the party enabling him to do all of this damage? A lone gunslinger is one thing, but one with a wizard and bard buffing them, with a meat shield blocking enemies stabbing him, is a holy terror.


DonKeebals wrote:

Have yet to see a gunslinger break a game? I've had to make ALL enemies advanced with MAX HP, just to get an encounter to last more than 1 round because of a gunslinger. Ancient white dragon? Shot and prone. No save, no CMB vs CMD, just prone. THAT IS BROKEN. Having such a high initiative he usually goes first and nothing is ever so far away that he can't hit their touch AC. And went it isn't, simply wait for them to get closer, readied action goes off, encounter over.

I will NEVER allow another gunslinger in one of my games.

The deed that can trip a target is called targeting shot, and it does not work on creatures with 4 legs or more.

"Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect."

So Besides some of the 3 armed freak builds. I don't see any issues with gunslingers.

Sovereign Court

Zahubo wrote:
DonKeebals wrote:

Have yet to see a gunslinger break a game? I've had to make ALL enemies advanced with MAX HP, just to get an encounter to last more than 1 round because of a gunslinger. Ancient white dragon? Shot and prone. No save, no CMB vs CMD, just prone. THAT IS BROKEN. Having such a high initiative he usually goes first and nothing is ever so far away that he can't hit their touch AC. And went it isn't, simply wait for them to get closer, readied action goes off, encounter over.

I will NEVER allow another gunslinger in one of my games.

The deed that can trip a target is called targeting shot, and it does not work on creatures with 4 legs or more.

"Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect."

So Besides some of the 3 armed freak builds. I don't see any issues with gunslingers.

I have the horrible feeling that I am being taken advantage of by my players -_-

Dark Archive

Three armed freak builds??? What is that and alchemist slinger???


divineshadow wrote:
Three armed freak builds??? What is that and alchemist slinger???

yep. dip alchemist for a third arm for free reloading and then TWF pistolero it up.

Grand Lodge

"DonKeebals wrote:

I have the horrible feeling that I am being taken advantage of by my players -_-

One thing to keep an eye on with Gunslingers is their Misfire chance. A Pepperbox, for example, normally misfires on a 1 or 2. That's a 10% chance of a misfire with each shot and circumstances can sometimes raise this as high as a 35% chance if it has already misfired once and he is reloading it with Alchemical Cartridges. Players can sometimes forget all that since other weapons only auto fail on a natural 1.

RPG Superstar Season 9 Top 16

DonKeebals wrote:

Have yet to see a gunslinger break a game? I've had to make ALL enemies advanced with MAX HP, just to get an encounter to last more than 1 round because of a gunslinger. Ancient white dragon? Shot and prone. No save, no CMB vs CMD, just prone. THAT IS BROKEN. Having such a high initiative he usually goes first and nothing is ever so far away that he can't hit their touch AC. And went it isn't, simply wait for them to get closer, readied action goes off, encounter over.

I will NEVER allow another gunslinger in one of my games.

What on earth is a dragon doing 30 feet away from the party? Gunslingers cannot target touch AC beyond their range increment without copious grit usage. Gunslingers typically have to get uncomfortably close to battle while archers can shoot enemies 100 feet away. You could even houserule that targeting shot can only be used within the first range increment.


DonKeebals wrote:

I have the horrible feeling that I am being taken advantage of by my players -_-

Well slingers can sometimes be a bit confusing. It could just be an oversight on the players part.


Lemmy wrote:
Lobolusk wrote:

My advice is go for it but be aware that most DM's aren't use to a player being able to hit touch AC and tend to freak out when you hit and damage every round. a good way around this is to have your DM understand the mechanics of the class and the gunsmiths costs.

also don't go to build the most powerful build you can find find a nice easy middle ground build. I did a double pistol paladin/mysterious stranger build and realized I was getting 10 or something shots per round if I played my cards right. I looked over and saw my GM's eyes and decided to tone it down.

This is good advice. Don't go for the TWFing Gunslinger who kills everything in th 1st round. It's not OP, IMHO, but some GMs will really freak out at the sight of something like that.

Don't get advanced firearms either. They are really powerful, and a bit scary for most GMs.

Even without taking these options, Gunslinger are still very effective. They really shine at 5th level and beyond, when they get Gun Training, but even before that, they can contribute with Point-Blank Shot, Rapid Shot and Deadly Aim.

Advance Firearms are currently not allowed in games I play/run unless it's a high level one shot game, pun fully intended.

Sczarni

AndIMustMask wrote:
divineshadow wrote:
Three armed freak builds??? What is that and alchemist slinger???
yep. dip alchemist for a third arm for free reloading and then TWF pistolero it up.

Just looking this over again I realized something:

Vestigial Arm wrote:
Benefit: The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).

Loading a firearm requires an action, whether it be a standard, move, or free action. Since the extra arm does not give you any more actions than normal it could be argued that those three-armed, TWF Pistolero builds don't work.


Counter to that would be you already had the actions available but only two hands when three were needed, two for firing and the vestigial reloading, something a character with only two hands couldn't do without fudging or weapon cords. Simpler and more in keeping with the rules would be to limit the number of free actions a character can have per round.

Grand Lodge

Nefreet wrote:
AndIMustMask wrote:
divineshadow wrote:
Three armed freak builds??? What is that and alchemist slinger???
yep. dip alchemist for a third arm for free reloading and then TWF pistolero it up.

Just looking this over again I realized something:

Vestigial Arm wrote:
Benefit: The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Loading a firearm requires an action, whether it be a standard, move, or free action. Since the extra arm does not give you any more actions than normal it could be argued that those three-armed, TWF Pistolero builds don't work.

It's not giving him any extra actions. He has exactly the same number of free actions available to him whether he has an extra arm or not.


Xander_21 wrote:

I've been hearing a lot about gunslingers. Are they worth playing? My original thinking is that paying 6 gp per shot is a hefty sum.

Am I off base here?

Might as well, use Dragon Mech d20 and their steam guns (2 handed and 1 handed versions), ammo is cheap (uses sling bullets or rocks)

Let Gunslinger's abilities apply and you are good to go (although the 2 handed versions can only fire every other round, but free action reload either version)

Shadow Lodge

You're paying peanuts in ammo. 6gp doesn't come into play until about level 6, 1.1gp won't sting you unless you're really rough on cash.

In a typical PFS game (about 4-6 encounters), you're firing off about 15 shots on average. Per scenario, not per encounter. It's nothing.


Totally worth it!

Double guns make advanced firearms look like slings...

2 attacks per 1 with a double pistol (who else can claim double actions per round from 1st)

The ability to load both as a free action (unlike a double crossbow) for a mere feat

Touch attacks (double range with far shot)

2 for 1 enchantment on your weapon of choice (1 enchantment counts for 2 barrels)

Good dex = get some mitheral full plate and a buckler for awesome ac (fighter dip)

Use 2weapon if you want but its unnecessary - unlike most warrior classes this one you have to work hard at sucking to not over peform.

Be an ifrit = 4 + 1/2 level extra to initiative and a dex bonus to boot: get firesight (ifrit) and a cheap bottle of ever-smoking to make sure no one (including casters) can target you as you waste everything.

Get UMD and an abundant ammunition wand to make sure your bullet costs are less hefty, or just sell guns with a decent diplomacy check - other crafters take months to do what you can.. gunsmithing = 1 day per 1000 gp !!!

Silver Crusade

If you read the DB pistol's description, you'll see that they can only be double tap'd once per "action"; while a DB musket can be double tap'd once per "attack".
Considering the answer given by SKR when the book came out, I'm pretty sure this is intended so a single DB pistol can only be double tap'd once per full-round action, even if you can reload both barrels as a free action. Even then, it remains incredibly potent.

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