Surpassing even The Boss: N. Jolly's guide to the Pathfinder Gunslinger


Advice

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Silver Crusade

N. Jolly wrote:
Zwordsman wrote:
MisterDoug wrote:
So with the changes to Bolt Ace, any different thoughts on the Archtype? I feel like the nerf to Sharp Shot was undeserved.

Wha changes?

I swear I can never find any of those listed changes

The ONLY thing the nerf to Sharp Shoot does is promises there's no reason past 5th level to take this class. I'm not joking, Sig Deed was the only reason to stay past 5th level.

Personally I like all the changes, and with the reasoning above, I like that Sharp Shoot was changed. It makes that 1 level dip in UC Rogue easier to get to, making The Boss style of play viable around level 6, although you could take the UC Rogue dip earlier to be more of a melee fighter first.

These changes basically clinch Bolt Ace as the preeminent Gunslinger, which is kind of hilarious to me. Aside from double pistol abuse, I would always rather use a crossbow.

Nice guide, thanks! I'll certainly be looking at it as I put my Bolt Ace together. :-)

One thing:

Guide wrote:
Never thought I’d include the Rogue here, but thanks to the unchained version, you can get the BEST dex to damage option in the game with just a 1 level dip.

It takes 3 levels of Unchained Rogue to get Dex-to-damage.

Finesse Training wrote:
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll.


Hey N. Jolly. Just to let you know the bolt ace is automatically proficient with all crossbows. They added it in the ACG errata and they also get for free any masterwork crossbow.

Silver Crusade

trokll wrote:
Hey N. Jolly. Just to let you know the bolt ace is automatically proficient with all crossbows. They added it in the ACG errata and they also get for free any masterwork crossbow.

Yeah, got that added.

Also super annoyed we need UC Rogue 3 for dex to damage, but at least this means it's a considerable decision between 3 levels of Rogue and a feat chain.


N. Jolly wrote:
trokll wrote:
Hey N. Jolly. Just to let you know the bolt ace is automatically proficient with all crossbows. They added it in the ACG errata and they also get for free any masterwork crossbow.

Yeah, got that added.

Also super annoyed we need UC Rogue 3 for dex to damage, but at least this means it's a considerable decision between 3 levels of Rogue and a feat chain.

you may as well go for 4 lvls for debilitating+rogue talent if you go up to lvl3 urogue


So I'm finally checking out this guide because of the errata'd bolt ace and I notice this "Second Chance" religion trait rated Purple.

Knowing I'd have run into it before when tring to build characters, I had to do a search on d20pfsrd and Archives of Nethys to confirm that it's actually Lessons of Chaldira. Maybe for the sake of completion the official name can be included in next to the setting-generic d20pfsrd-assigned one for Golarion-specific characters?

Silver Crusade

shroudb wrote:
N. Jolly wrote:
trokll wrote:
Hey N. Jolly. Just to let you know the bolt ace is automatically proficient with all crossbows. They added it in the ACG errata and they also get for free any masterwork crossbow.

Yeah, got that added.

Also super annoyed we need UC Rogue 3 for dex to damage, but at least this means it's a considerable decision between 3 levels of Rogue and a feat chain.

you may as well go for 4 lvls for debilitating+rogue talent if you go up to lvl3 urogue

That's fair, although good lord do they HATE dex to damage. Just looked at the Slashing Grace errata, and I almost retched. Oh man, this is just disgusting. It thankfully doesn't affect The Boss build (which is requiring an agile cestus), but wow, reading that was just painful.

Protoman wrote:

So I'm finally checking out this guide because of the errata'd bolt ace and I notice this "Second Chance" religion trait rated Purple.

Knowing I'd have run into it before when trying to build characters, I had to do a search on d20pfsrd and Archives of Nethys to confirm that it's actually Lessons of Chaldira. Maybe for the sake of completion the official name can be included in next to the setting-generic d20pfsrd-assigned one for Golarion-specific characters?

I might do that later, but most people I know use the SRD, so using the more common name for it helps. I'll think about changing (adding) it later though if it's a big issue for some people.

EDIT: Added, I'm sure the defensive strategist has an official name too, but meh, not bothering to look for it, got back from a wedding, I'll change stuff later.

Silver Crusade

Slight update, comparison of Unarmed Strike vs. Cestus in the FAQ, here it is so you can all see it.

Unarmed strike pros
-Can be upgraded by the Brawling armor enchantment (4k for a +2 untyped bonus to attack/damage)
-Doesn’t require a free hand (can use a 2 handed weapon and unarmed strike)
-Always accessable (can’t be disarmed)
-Only requires 4k for amulet of mighty fist
-Higher base damage (1d6)

Unarmed strike cons
-Lower crit range
-Can’t be made of special materials
-Requires a feat or monk dip
-Amulet of mighty fist takes up amulet slot
-Requires contact with monsters (which can sometimes damage you)

Cestus pros
-Higher crit range
-Able to incorporate special materials (silver, adamantine, etc)
-Doesn’t require amulet of mighty fist

Cestus cons
-Cost 8k to get +1 agile cestus
-Requires free hand
-Able to be disarmed (unlikely)

If you’re willing to dip monk (not a bad dip) I’d probably go unarmed strike but it’s a very even mix, so you’re really golden either way you go.


Great guide as always, NJ!

A question: is there any remaining reason repeating crossbows are sub optimal? You wrote that the bad part was HRC being exotic. With the changes in errata it does not really matter for BA anymore.


I know that deadshot is frowned apon because it does not compete mathematically with a full attack but I am looking for something that isn't the same old gunslinger.

I think what makes deadshot viable is not the base damage. It can't compete with a full attack for that. However, dead shot is great for crit fishing. Take a double pistol and improved critical. You have a high chance of getting a single 19 or 20 out of that large set of rolls. I think the key is to maximize crit damage with burst and thundering enchants. At lvl 12 with a +1 distance thundering double pistol and a gimped BAB only rules (I don't necessarily agree with this reading) you could squeeze out 6d8+36(Cha mod)+4(Dex Mod)+1(weapon Enh), average of 77. Not spectacular but not something to cry about. However, if you rolled a 19 or 20 on 1 of those 6 rolls, the damage would grow to 27d8(base crit+thundering)+149. An average damage of 265.5 if all 6 attacks hit and you confirmed your crit. This gets better if rapid shot and haste are allowed to influence dead shot (an extra 4 attack rolls).

Has anyone actually tried a mysterious stranger that used dead shot?

Silver Crusade

Jetty wrote:

Great guide as always, NJ!

A question: is there any remaining reason repeating crossbows are sub optimal? You wrote that the bad part was HRC being exotic. With the changes in errata it does not really matter for BA anymore.

Thanks, this errata pulled me back just in time for the Occult release, so once that hits, I'll have my hands full with a new guide.

As for repeating crossbows...

Light Repeating is garbage, it just is. It requires crossbow mastery to free load, which is a feat that they shouldn't need in the first place. Same for hand (is there a hand repeating?), it's a feat tax that isn't needed.

As for heavy, it's probably a step above the regular one for the chance of needing to reload slightly less, although I think the ammo would be a smidge more expensive. The real question here though is "Why use a heavy crossbow over a M. Double Crossbow?"

I suppose at lower levels the heavy wins out since you can load it before the fight, and you'll probably be safe to fire off all 5 shots (pre rapid shot), so in that way, it's a more solid weapon.

Personally I need to look over the Mino double crossbow some more, since I think there's some differences between it and the regular one aside from the most obvious one (the reload speed), since the damage of the MDCB is 2d10 for a regular sized creature (since for a large it's 4d8.) What that makes me think is the damage of the second bolt is already factored into that, meaning that the second bolt doesn't deliver the dex bonus as well. While it's still an extra 1d10 damage over the regular HCB for the cost of an additional piece of ammo, it actually feels like the normal DCB deals 2x the shots like a double barreled pistol. I'll post a thread in the rules section later about this.

EDIT: Looking over the description of the MDCB again, it seems the base damage should be listed at 2d8 (1d10), due to the fact that a critical for it only increases the damage by 2d8 (1d10), which should be the base damage per bolt. This still makes the MDCB literally MILES ahead of the DCB due to the the lesser penalty for using it (-2 for MDCB vs. -4 for DCB), as well as the lacking text for MDCB involving Crossbow Mastery, making it easily the most damaging option for Bolt Aces.

Lab_Rat wrote:

I know that deadshot is frowned apon because it does not compete mathematically with a full attack but I am looking for something that isn't the same old gunslinger.

I think what makes deadshot viable is not the base damage. It can't compete with a full attack for that. However, dead shot is great for crit fishing. Take a double pistol and improved critical. You have a high chance of getting a single 19 or 20 out of that large set of rolls. I think the key is to maximize crit damage with burst and thundering enchants. At lvl 12 with a +1 distance thundering double pistol and a gimped BAB only rules (I don't necessarily agree with this reading) you could squeeze out 6d8+36(Cha mod)+4(Dex Mod)+1(weapon Enh), average of 77. Not spectacular but not something to cry about. However, if you rolled a 19 or 20 on 1 of those 6 rolls, the damage would grow to 27d8(base crit+thundering)+149. An average damage of 265.5 if all 6 attacks hit and you confirmed your crit. This gets better if rapid shot and haste are allowed to influence dead shot (an extra 4 attack rolls).

Has anyone actually tried a mysterious stranger that used dead shot?

This guide does frown on Deadshot, but it's really just because it's an overall suboptimal choice. I mean there's guides built around making sub optimal things optimal, and there's no problem if you want to work to optimize something that in and of itself isn't great. Really, a lot of innovation comes from places like that. While a deadshot character won't pump out the same damage, it's not really a huge issue when the slinger is a damage machine, so I think you're fine doing what you're doing here.


Hello :)

I was hoping for some input or advice for a specific situation.
I'm currently running a Slinger with a mosin-nagant rifle, just a generic slinger though, not a musket master.
Our DM decided that when we get through our current campaign we will be roughly lvl 20, but instead of just ending and starting a new campaign as usual, he wants us to continue our characters and we will be going into a kingmaker style campaign that he designed.

My question is what, in your opinion, would be the best things to multi-class with a Slinger that is already lvl 20?

Also my character is only level 7 but will probably be pushing 9 or 10 by tomorrow night. I've done a bunch of research but there are too many options.

I like the way you brought it down to numbers and efficiency while still keeping flavor. That being said, the most "efficient" options I've seen have been 1 level of witch and 2 levels of alchemist. Then i can grow 2 arms and a tentacle and animate my hair. The hair can't fire, but apparently it can reload. I went with a half elf but given the option to re-roll my character at or around lvl 20 i'd be switching it out for a Kasatha for even more arms.

Another option i've seen that i like is the shadow bloodline. It lets me cast deeper darkness that only i can see through, and also entangles everything inside. with that and enough guns, i could feasibly become a one man army.

The majority of what i've read mentions inquisitor as one of the best options, but my group already has one and i don't want to step on any toes, and i'd just prefer not to go with that anyway.

Any input would be greatly appreciated :)
Thanks

Silver Crusade

Okay, I suppose before I can answer you, I have to ask what advancement system you're using for post 20. Are you using old 3.0 epic rules for advancement (1/2 bab, all bad saves) or are you simply advancing just like the earlier levels.

I think it really depends on where you want to go, and how much above 20 you're going. Really, I think you could leave slinger at 11th level and be no worse, in case you wanted to cultivate some casting, which is where I'd go. Once you're in the later levels, casting is VERY important. I've said it before, if you don't have any desire for sig deed, you could leave after level 5, slinger isn't a good class to take 1-20.


I'm not sure how my DM wants to work it but he made it seem like we were going to progress normally, just taking levels in whatever we want while building up our kingdom.

I think casting would be great because this is my first non- casting character. (my first was a "spell-blade" Aasimar, my second was a sorcerer, this is only my third campaign) But as far as what kind of casting pairs best with a slinger i'm not sure.

Also, I wouldn't mind taking other classes before 20 but since i'm already 7 i might take the cutoff at 11, but i was looking forward to clustered shot which i think i wasn't going to take until 15. i'll have to look into if i can take it sooner or if i wont need it.


Thematically alchemist pairs well with gunslinger.
Imagine a bandolier with vials strapped on you and drinking them for a quick boost, similar to steampunk-ish Victorian age slingers.

Alternative there is a prestige class which is wizard with a gun, basically shooting his spells through his gun.

Power wise I have no clue since I've never played in a setting with advanced firearms


I like the steampunk idea :) I can grow extra arms, and switch over to pistols, and throw bombs. The idea is growing on me. Maybe i can grow wings too and just rain death on my enemies from above :)

As for the firearms, Im technically using an advanced firearm, but it's just a rifle. My DM said no machine guns :( but that's alright, that would be wayyy too OP for the campaigns we're in. I think im going to go with LVL 11 gunslinger and then switch over to Alchemist.

The only thing is he said we're going to continue past 20, a whole campaign past 20. I'd have to assume hitting somewhere between 30-40 by the end, so should i dip into anything else first? should i take the slinger a little farther first? maybe 15/15 and then see how much is left from there? I really need to clarify things with my DM about how many levels i should be planning for.

Thanks for all the input though guys, it is all very much appreciated :)


And now I must go make a Gestalt of Gunslinger//Alchemist


I have nothing to really contribute, but I always have to stop and say hello to other Metal Gear fans.

Silver Crusade

TatterdWings wrote:

I like the steampunk idea :) I can grow extra arms, and switch over to pistols, and throw bombs. The idea is growing on me. Maybe i can grow wings too and just rain death on my enemies from above :)

As for the firearms, Im technically using an advanced firearm, but it's just a rifle. My DM said no machine guns :( but that's alright, that would be wayyy too OP for the campaigns we're in. I think im going to go with LVL 11 gunslinger and then switch over to Alchemist.

The only thing is he said we're going to continue past 20, a whole campaign past 20. I'd have to assume hitting somewhere between 30-40 by the end, so should i dip into anything else first? should i take the slinger a little farther first? maybe 15/15 and then see how much is left from there? I really need to clarify things with my DM about how many levels i should be planning for.

Thanks for all the input though guys, it is all very much appreciated :)

Okay, here goes into my pathfinder theory I like to call "Mundane level cap", which is the point in a game in which a mundane should and shouldn't be played. Depending on the level cap of a game helps make the decision if you should play a true mundane (no spells or SLAs) in a game.

Does your game end at:

5-8?
Mundanes are fine here, casters aren't getting anything setting breaking without crazy tricks, you'll be fine with the curve.

9-12?
Okay, a little shakier here, but as long as you aren't just a 1 trick pony, you can continue to play (consider diversifying your skill list.)

13-15?
You're going to start falling behind at the later levels, most of your cool tricks have been hit and you don't have a lot of design space left.

16-20
Now you're going to need some form of magic here, a partial caster (pala/bloodrage/etc) is fine here though, still able to contribute.

20+
Yeah, you need to be about a 3/4ths caster at this point minimum, your cute mortal tricks stopped being useful 5 levels ago and the wizard just made his own demi plane full of blackjack and hookers, get with the times.

These are just my opinions, and I'm sure others would disagree, but these are merely a set of guidelines that I like to go by for classes I play.

Really, since your GM is letting you use an advanced firearm, I'd ask if the setting is 'firearms everywhere', at which point the slinger gets gun training at level one, and you can seriously just bail from that early and go alchemist with every additional level. You're firing at touch so the 3/4ths BAB doesn't really hurt, you can boost your attack and damage rolls with extracts, and you have a sick steampunk vibe built into your character, you're a beast. If that's not the case, GS5 is the standard jumping off point, and while you're delaying your extracts by quite a bit, you're still bringing some m

Albatoonoe wrote:
I have nothing to really contribute, but I always have to stop and say hello to other Metal Gear fans.

MGS is a great series, Konami are monsters for what they're doing to Kojima.


N. Jolly wrote:
MGS is a great series, Konami are monsters for what they're doing to Kojima.

Oh man, totally. It's sad that Kojima is going to lose control over his babies. On the bright side, at least he is still working on something with Del Toro.

He is a legend among those in game development.


Howdy

in your guide you talk about only early firearms being true double weapons.
Isn't the double barrel shotgun a double weapon? It allows for shooting with both, and can be reloaded quickly via rapid reload no?
EDIT:Is it that double pistols have to roll the two attacks, where as double shotgun and double xbows both only requrie one attack roll but both bullet/bolts hit?

Also, while the class isn't out yet and will undergo a lot of changes..

Gunslinger into Warlock and spellslinger seems rather cool. Though of course given how warlock is now it has a lot of limitations.
but it is pretty amusing so thougth i'd mention it.
If guns are everywhere than siege gunner is a great 1 dip.

bbuuut that is neither here nor there.

I do want to make a pure siege gunner someday though.


Thanks N.Jolly :)

Silver Crusade

Zwordsman wrote:

Howdy

in your guide you talk about only early firearms being true double weapons.
Isn't the double barrel shotgun a double weapon? It allows for shooting with both, and can be reloaded quickly via rapid reload no?
EDIT:Is it that double pistols have to roll the two attacks, where as double shotgun and double xbows both only requrie one attack roll but both bullet/bolts hit?

Also, while the class isn't out yet and will undergo a lot of changes..

Gunslinger into Warlock and spellslinger seems rather cool. Though of course given how warlock is now it has a lot of limitations.
but it is pretty amusing so thougth i'd mention it.
If guns are everywhere than siege gunner is a great 1 dip.

bbuuut that is neither here nor there.

I do want to make a pure siege gunner someday though.

It's strange, the wordings of the DB Shotgun and the DB pistol are MILES apart. The DB shotgun gives 2x for weapon damage, that's it. The DB pistol doubles ALL damage for a -4 to attack rolls, which includes enchantment bonuses, dex bonuses, and any other bonuses you can glue onto it. It's also getting twice the bonus from being enchanted since it's one weapon with two barrels.

As for warlock, I'll check it out, but I'm not big on doing a lot with multiclassing. Siege gunning could be cool, but I feel like you'd have to be big all the time for it.


I'm not seeing the difference I guess.. They look the same, but the shotgun includes a damage die increase (along with an explaination). They both look like they should double up any static modifiers. They both fire two bullets; require two attacks?(i'm never sure if its two attacks, or one attack roll with two damage hits like the double xbow) at the same target, both are one action, both get -4 penalty
I'm guessing there is a nuance somewhere that I'm auto-glossing over.

DBS
This twin-barreled shotgun can be shot either one barrel at a time, or both together as one attack. A double shot that fires bullets is inaccurate, and takes a –4 penalty on both attacks. A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d6 points (Small) or 2d8 points (Medium) for a total of 4d6 or 4d8 point

DBP
This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action.

If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a –4 penalty on each shot.
======

yeah.. sadly it really wants you to be biig. But sometime when I have a chance. I'm going to make a scatter user with it. Though some dead feats I think


Just a heads up. I am working on a formula for considering the loss of DPR because a misfire interrupts a full attack Link. As far as I can tell, a misfire can seriously cut into your DPR potential. For any gunslinger that can not ignore misfires Reliable is a good bump in DPR. It's also nice because it is a scaling damage boost. The more damage you generate the more damage reliable nets you in mitigated misfires.

Reliable should be blue and probably the first choice following a +1 weapon for any non-Mysterious Stranger build.


I have been working on a way to get range on the pistol out to something that you never need to worry about not hitting touch ac.

Improved Far shot increases your range increment by 50%
Distance gives you double the range.
And a continuous item of Longshot gives you an additional +10 feet.

So if stacked properly I believe you can get to something like 90 feet.


Zwordsman wrote:

I'm not seeing the difference I guess.. They look the same, but the shotgun includes a damage die increase (along with an explaination). They both look like they should double up any static modifiers. They both fire two bullets; require two attacks?(i'm never sure if its two attacks, or one attack roll with two damage hits like the double xbow) at the same target, both are one action, both get -4 penalty

I'm guessing there is a nuance somewhere that I'm auto-glossing over.

DBS
This twin-barreled shotgun can be shot either one barrel at a time, or both together as one attack. A double shot that fires bullets is inaccurate, and takes a –4 penalty on both attacks. A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d6 points (Small) or 2d8 points (Medium) for a total of 4d6 or 4d8 point

The change in die size is not because of firing both barrels at once; it's because it's referring to changing the scatter-shot pellets for bullets (slugs).

Single target = bullets
Scatter (default load) = pellets.

Bullets are bigger so they do more damage, but only hit one target.

The rest of the firearm desctiptions is still a mess and really should have been errata'd by now, along with several firearm-using archetypes.

Also, the double-barrelled shotgun is an advanced firearm, so it isn't available unless the GM is using that option.


Wolfwitz the Gunpriest wrote:

I have been working on a way to get range on the pistol out to something that you never need to worry about not hitting touch ac.

Improved Far shot increases your range increment by 50%
Distance gives you double the range.
And a continuous item of Longshot gives you an additional +10 feet.

So if stacked properly I believe you can get to something like 90 feet.

Pistol base = 30ft

'Distance' doubles that = 60ft
Longshot = 70ft (if your GM approves of it stacking with 'distance')

Improved Far Shot increases range by 50% = 105ft. Logically, this applies last since the others are functions of the weapon, while this depends on you wielding it.

But this feat is from a 3rd party publisher, and I wouldn't allow it. Even if it merely increased range by 50% of the original, unenhanced distance, I'd restrict it to only increasing the range for distance modifiers not for qualifying for touch attacks.


Pistol has a range of 20 ft according to my copy, was this errated?

Silver Crusade

Lab_Rat wrote:

Just a heads up. I am working on a formula for considering the loss of DPR because a misfire interrupts a full attack Link. As far as I can tell, a misfire can seriously cut into your DPR potential. For any gunslinger that can not ignore misfires Reliable is a good bump in DPR. It's also nice because it is a scaling damage boost. The more damage you generate the more damage reliable nets you in mitigated misfires.

Reliable should be blue and probably the first choice following a +1 weapon for any non-Mysterious Stranger build.

I actually saw that thread, would you mind if I put a link to your post in my guide?


N. Jolly wrote:
Lab_Rat wrote:

Just a heads up. I am working on a formula for considering the loss of DPR because a misfire interrupts a full attack Link. As far as I can tell, a misfire can seriously cut into your DPR potential. For any gunslinger that can not ignore misfires Reliable is a good bump in DPR. It's also nice because it is a scaling damage boost. The more damage you generate the more damage reliable nets you in mitigated misfires.

Reliable should be blue and probably the first choice following a +1 weapon for any non-Mysterious Stranger build.

I actually saw that thread, would you mind if I put a link to your post in my guide?

Go ahead. Hopefully that can drive some traffic to it and I can get some feedback from people with more probability experience then me. I also don't have much experience yet with gunslingers and so I don't have a good DPR build to judge this with. Overall, I think it is a pretty important piece to consider for calculating gunslinger DPR.

Silver Crusade

Okay Lab Rat, I'm super lazy but just added a link to your thread in the discussion of Gun v. Xbow, and again, if I'd have known what I did now, I'd have just made a guide for the bolt ace.


Question concerning the Minotaur Double Xbow:

From what I am understanding when I fire this weapon once, I fire 2 bolts and if I hit i get to add the extra dice, not my stat twice

So Fire xbow- bolt base damage d10- hit so I do 2d10+bonus , not 1d10+bonus,1d10+bonus like a double barrel pistol?

Silver Crusade

FelwynGD wrote:

Question concerning the Minotaur Double Xbow:

From what I am understanding when I fire this weapon once, I fire 2 bolts and if I hit i get to add the extra dice, not my stat twice

So Fire xbow- bolt base damage d10- hit so I do 2d10+bonus , not 1d10+bonus,1d10+bonus like a double barrel pistol?

Well let's look at the language for all of these weapons.

minotaur double crossbow wrote:
If the attack is successful, the target takes the listed damage twice, although critical hits and precision-based damage are only applied to one of the bolts.
double crossbow wrote:
Make one attack roll. If the attack hits, the target takes damage from both bolts.
double barreled pistol and musket wrote:
... each barrel can be fired independently as a separate action, or both can be shot at once with the same action
double barreled shotgun wrote:
A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d6 points (Small) or 2d8 points (Medium) for a total of 4d6 or 4d8 points.

This is a mess, this is really a freaking mess. So in this respect, let me explain what I believe to happen for each of these weapons.

Mino 2Xbow: double base damage+stat
2Xbow: double base damage+stat
DBP/M: double base damage+stat
DBS: double base damage

Out of these, it seems like only the DB Shotgun doesn't get 2x stat damage, since from reading it, it feels like it receives a damage die increase upon using both barrels.

Mino 2Xbow would probably get the damage boost since it's basically a proto 2xbow, although it's overall better in every possible way (higher base damage, less attack penalty). It's technically pre-pathfinder (since it's in Classic Monsters Revisited), so some GMs may find issue with you using it though. Balance wise, it's probably best to forget about it and use the APG 2Xbow as your default, waiting until level 11 to reload faster (2 move actions would be dropped down to 2 free actions).

Although if the stat weren't multiplied twice, the Mino 2Xbow is just as fair, really only adding an extra d10 (which is still a lot for how many bolts you're putting into the air) to your damage. Realize both 2Xbows still come with an inherent penalty to hit, making them pay for their additional power.

Really, the writing and consistency on this is quite lacking, and a proper dev clarification would be useful (good luck on the Mino 2Xbow though). Remember that the 2Xbow (both versions) were pre-bolt ace, so these interactions were still not thought of at the time. Guns though, they have no excuse, the interaction was there, this should have been thought of and dealt with.

The Exchange

I was looking at the Spiritualist class in the new Occult Adventures. They gain a Phantom, which is just a new type of battle-buddy like an AC, familiar, etc. BUT, this one is:

Quote:
A phantom is always a humanoid-shaped creature.
Quote:
Fully manifested phantoms can ... use items (though not wield weapons) appropriate to their forms.

So, could you have a Phantom that reloads your weapon(s) for you? It's intelligent, (INT = 7 base) and you share a mental link that can be used to communicate even when it's not your turn. It even gets a feat at first level (Rapid Reload?!) So as long as it stood next to or behind you, and its primary function was to keep reloading your weapons, could you just pass your gun(s) to and from him as free actions?

Oh, and at 8th level, a Spiritualist can manifest 2 "ectoplasmic tendrils" that she can use to "manipulate objects." Why have one vestigial arm, when you can have two instead?

And lastly, Spiritualist casting is Wisdom based, so it dovetails nicely with Grit. Though unfortunately Abundant Ammunition isn't on the class spell list.

Am I missing something? Cause if not, I think I'm building the Lone Ranger and having him manifest Tonto's spirit to rapidly reload his guns for him.


"a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads"

That is your downside.

The Exchange

Good point, Lab_Rat, I hadn't noticed that before.

So, the Phantom would have to take EWP (Firearms) at level 1, then could take Rapid Reload at 3rd. Unfortunately, the Phantom's levels are equal to the Spiritualist's class levels, meaning a 3-level dip into Spiritualist, which may not be worth it overall.

Too bad there's not an equivalent to Boon Companion for Phantoms.


Deadshot vest doesn't modify the Deadshot deed. It modifies DeadEYE, for some reason, which is a much better grit reduction for extended range builds.

Silver Crusade

Backlash3906 wrote:
Deadshot vest doesn't modify the Deadshot deed. It modifies DeadEYE, for some reason, which is a much better grit reduction for extended range builds.

That'll teach me to skim, I'll have to look over and reassess it later, thanks for the heads up!

As for Phantoms, I'm so close to considering Gunslinger a five level class, so a dip for that isn't TOO bad, it's just not great.


I can see that. The gunslinger doesn't get much past 5. I actually like the shield marshal after lvl 5. The judgements for a bonus to hit and ability to ignore concealment are nice. Instant judgement allows you to utilize some of the defensive judgements when you absolutely need them. Turn on some nice rogue abilities just for when you need them vs a fireball or sneak attack. You also get the all important I GO FIRST button at the end. That is a huge survival benefit vs casters, as the only true way to survive a high lvl caster is to kill them before they get to go. The only downside is not being able to get 1 deed for free cost at lvl 11 or ignore all misfires at 13.


I have an FAQ request up for Dead Shot. Please go HERE and click the FAQ button. Leave a post as well to keep the thread on the main page. Currently it has 19 FAQ clicks, so we may actually be able to get enough requests for a chance at a better Dead Shot.

Silver Crusade

Lab_Rat wrote:
I can see that. The gunslinger doesn't get much past 5. I actually like the shield marshal after lvl 5. The judgements for a bonus to hit and ability to ignore concealment are nice. Instant judgement allows you to utilize some of the defensive judgements when you absolutely need them. Turn on some nice rogue abilities just for when you need them vs a fireball or sneak attack. You also get the all important I GO FIRST button at the end. That is a huge survival benefit vs casters, as the only true way to survive a high lvl caster is to kill them before they get to go. The only downside is not being able to get 1 deed for free cost at lvl 11 or ignore all misfires at 13.

Personally I think the GS's progression to five is a little messy too, although the huge problem is that 1-4, the damage is the same as it would always be, and once you hit 5, you get anywhere between a 3-6 damage spike per shot, and that's really crazy considering difficulty curve.

You go from pea shooting (although at 1-4, damage isn't super important, and you have normal ranged feats to boost it) to hitting REALLY hard. Me personally, I'd do something like this

Gun Training: At 1st level, the Gunslinger gains a bonus to damage with guns equal to their dexterity modifier. This bonus may not exceed the gunslinger's class level.

Boom, something at first level that's nice, but it's not overpowered, and requires them to stick with the class in order to gain more benefit. With this, you could keep them in GS up to around 7th or so level with how much dex they could have, and level 5 isn't a a huge shift in the feast or famine mentality of this ability.

Also FAQ'd and posted, hope you get an answer on that.


Ok...I am currently on a crusade to make a mysterious stranger gunslinger build that works (to an extent). My plan is to focus on Dead Shot, a deed that allows you to take one big powerful shot (single bullet) with a loevely expanded crit chance. It's the only thing going for the mysterious stranger that the pistolero or musket master cant do better. However, past lvl 7 the mysterious stranger doesn't get much and so I am looking for multi-class options. First idea was to stick with a full BAB class. This would maintain my Dead shot at maximum progression. However, on a non-crit the dead shot really needs a damage bump. So I am also looking at non-full BAB classes that may give extra damage and utility.

The idea of using a conductive weapon came to mind. The conductive enchantment would allow me to add an SLA or SU to my dead shot. Since it is a separate rider and not part of dead shot, the SLA's damage would also crit on a dead shot crit, making it by far the best enchant option with the right SLA.

This leads me to my crazy idea. Multi-class gunslinger with a kineticist. Of all the SLA's out there to choose from, the kineticists is nice because it can be used all day, it scales, can be bumped even further on occasion with burn, and can have other effects as riders. Now I know basically nothing about kinieticists. I don't own the book and only had the idea yesterday. Can any one point me towards energy based blasts (must be ranged touch attack SLA's or SU's) and effects that could be combined with the conductive property on a ranged weapon? What element do you think would work best?

Alternatively, you can tell me I am wasting my time with this idea, I am totally crazy, the mysterious stranger is a waste of space, dead shot is a joke, and a Kineticist won't be viable as a multi-class. Though I would appreciate constructive criticism rather than middle school arguments that involve name calling.

IDEAS?


Let the great "rebalancing" commence! Check out the errata so that you too can join the my gunslinger was nerfed party.

Gunslinger changes include:
FOR ALL:
All double barrel firearms are now changed so that a double tap uses the standard action (the attack action). Errata only mentions the DB musket but a FAQ covers the others.

PISTOLERO:
Can no longer reduce Up Close and Deadly to free.
No longer get to ignore misfire chances at lvl 13.

MUSKET MASTER:
No longer get to ignore misfire chances at lvl 13.

You can all commence with your 5 stages of grief.

Silver Crusade

Lab_Rat wrote:

Let the great "rebalancing" commence! Check out the errata so that you too can join the my gunslinger was nerfed party.

Gunslinger changes include:
FOR ALL:
All double barrel firearms are now changed so that a double tap uses the standard action (the attack action). Errata only mentions the DB musket but a FAQ covers the others.

PISTOLERO:
Can no longer reduce Up Close and Deadly to free.
No longer get to ignore misfire chances at lvl 13.

MUSKET MASTER:
No longer get to ignore misfire chances at lvl 13.

You can all commence with your 5 stages of grief.

Where's this errata listed? Aside from musket master, I'm actually quite okay with this.

EDIT: Just saw the double pistol thing, again I agree with it, but I think double pistols were stupid in the first place. I'll have to update the guide to reflect these changes, although pistolero not being able to get free super damage isn't anything terrible. Musket Master was a strange decision though, guess it's just really forcing gunslingers to buy reliable weapons.

Seriously, these are more nails in the non bolt ace coffin, BA was previously the best way to go, and now there's straight up no contest. Were it not so much effort, I'd seriously convert the entire GS guide into a BA guide.


Its an Ultimate Combat errata. Plenty of other stuff was changed as well.

Silver Crusade

Lab_Rat wrote:
Its an Ultimate Combat errata. Plenty of other stuff was changed as well.

Checked it out, mostly okay with it, which is shocking given the last slash and burn.

Guide is updated to reflect these changes, pistolero's probably a lower blue now, but still blue, musket master is still blue by virtue of the reload speed, my terrified statements about double pistols are gone, and another pro of guns is gone, making them look even worse.


And still no clarification on if the melee weapon portion of the double weapons (dagger pistol, sword cane pistol, warhammer musket, axe musket) deal the same bullet damage as melee damage.


So is 5 levels worth the 3 levels of Trench Fighter?

Silver Crusade

Dwarf in the Flask wrote:
So is 5 levels worth the 3 levels of Trench Fighter?

I'd honestly say so, since some deeds are enjoyable, like gunslinger's initiative as well as the fact that trench fighters aren't proficient in firearms. Trench Fighter is its own weird bucket of bananas, and I really doubt most games will allow it, but gunslinger 5 isn't terrible over it, and BA 5 still trumps both.


Bolt Ace is awesome, playing one with a level 1 dip into Cavern Sniper on my Drow Noble and he just wrecks.

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