I'm Hiding In Your Closet |
I'm contemplating making a Mysterious Stranger Gunslinger. There's just one thing that scares me about it, and you can probably guess what it is: The loss of Quick Clear. I briefly tried playing a couple Gunslingers (including a Mysterious Stranger) before, and in my experience, misfires happen all to frequently. My question to you is: How does one manage without Quick Clear? Are there any feats or items or whatever that help?
Clank Clank |
Just carry back up weapons like a crossbow, then later purchase a back up firearm.
If you're using a pistol or something that only misfires on a natural 1, the trait "Called" from "Quests and Campaigns" gives you a reroll from a natural 1 once per day so you could potentially get a lot of use on it on scenarios that span multiple days. It's not a perfect defense, but it's something. I'd also recommend saving your shirt re-roll just in case.
Edit: Also 2 rerolls vs a natural 1 per adventure is probably around the same amount of Grit you'd get anyway to use quick clear assuming you didn't gain any back from a kill or crit.
Douglas MacIntyre |
I have plans for an PFS MS gunslinger 1, bard lots and a lot of PP spent on small arms (as well as a couple of big ones). This means you can jury-rig as a combat clear if you get a really good gun and just switching out when you can't/not as needed.
This is more of a bard who carries guns but I think it works if you are not going 5 levels deep/a plan for your other levels when you get there..
Douglas MacIntyre |
I'd rather it be a pure Gunslinger.
I think you will have a bit of a harder slog with the clearing - 2PP 740/750 pistols might be a good substitute to keep you going on gun jams, scroll of jury rigs for anyone that can help you (maybe look at the umd route for you to try it yourself.. with a wand?)
I'm Hiding In Your Closet |
The problem with that is that Jury-rig only lasts 1 round/level - so just 1 round when cast from a scroll or wand.
Yes, Streamwalker, I just actually looked at the Gunsmithing feat again, and it says it right there (it's been a long time since I've read it).
I guess the key is to get my gun enchanted as soon as possible, if Nefreet is correct - could I see where it says that, please (I'm not skeptical, Nefreet, I just want to see it in writing, as it were)? Actually, wait, I'm a little confused: Do enchanted guns never misfire, or is it just that they never blow up? Might there be a weapon enchantment out there that protects firearms from misfire?
Leathert |
Gunsmithing says: Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition.
So def. not a combat option. Though gunslingers work nicely in melee as well, considering it's a full-bab class with martial weapon proficiency and 10 HD, so you're not totally out of things to do.
Streamwalker |
From Ultimate Combat:
If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm's wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.
Also, an enchantments to help with the misfire:
Reliable
Aura: moderate transmutation; CL: 8th; Price: +1 bonus
Description
This special ability can only be placed on firearms. A reliable firearm is enchanted so that it is less likely to jam than other firearms. This enchantment reduces the misfire value of the affected firearm by 1 (minimum 0). This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm.
Reliable, Greater
Aura: moderate enchantment; CL: 12th; Price: +3 bonus
Description
This special ability can only be placed on one-handed or two-handed firearms. A greater reliable firearm is enchanted so as to be less likely to jam than other firearms. It reduces the misfire value of the affected firearm by 4 (minimum 0). This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm. A firearm with greater reliable cannot have the reliable special ability.
Z...D... |
There is also Lucky and Greater Lucky weapon enchantments to consider.
Backpack |
Yah I mean a plus 1 reliable pepperbox seems to be the way to go, at really low levels you may just want to have a few spare non-magic backups. At low levels you are looking at a non magic pistol or pepperbox. I would recommend using the starting pistol, as you'll have one for free. once you get 5000 gold you get a +1 reliable pepperbox. Your going to start having more attacks then loaded bullets with the pistol and pepperboxes do more damage. Your going to then have a few levels where my simple recommendation is to have a few backup pistols, because your next big weapon upgrade is going to be 32,000 gold. So we have a misfire of 1-2, we use paper cartridges to reload as a free with rapid reload making us have a 1-3, but then a +1 greater reliable pepperbox bring that all the way down to a misfire of -1. Im sure there is something cool that has a negative of an added +1 misfire. But yah, youll never misfire or have to stop firing unless you run out of ammo. You can either sell your +1 reliable to help finance or keep it as a backup as you can't upgrade reliable to greater reliable.
Drahliana Moonrunner |
Gunsmithing says: Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition.
So def. not a combat option. Though gunslingers work nicely in melee as well, considering it's a full-bab class with martial weapon proficiency and 10 HD, so you're not totally out of things to do.
I don't think that there is a single charop gunslinger on the boards who will admit to dirtying his hands with swordwork.
Ferious Thune |
I don't know how worth it it is to pay for a greater reliable weapon. One of the major abilities of the Mysterious Stranger is to ignore misfires (starting at 5th level) up to your CHA bonus times per day. Since you also get CHA to damage and for your grit pool, there's a good chance you're going to have a high one. Reliable I can see, to get the misfire back to a 1 or 1-2, but 32,000 gold for Greater Reliable seems excessive. You could buy multiple guns with different +1 abilities on them and still buy a +4 CHA headband for that amount of gold.
Ragoz |
I don't think that there is a single charop gunslinger on the boards who will admit to dirtying his hands with swordwork.
Not that Opening Volley does't make you want to try that's for sure. +4 to hit on your next melee attack after every ranged attack for 1 feat? Savage Technologist here I come.
Two-Gun Sam |
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Leathert wrote:I don't think that there is a single charop gunslinger on the boards who will admit to dirtying his hands with swordwork.Gunsmithing says: Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition.
So def. not a combat option. Though gunslingers work nicely in melee as well, considering it's a full-bab class with martial weapon proficiency and 10 HD, so you're not totally out of things to do.
not sword work - but I do hit things with an Ax regular...
trollbill |
I have a Mysterious Stranger/Paladin so I didn't even get Stranger's Fortune until 7th level. I started with a Longbow as a backup. Then when I bought a double-barrel pistol, my original pistol became backup. I also bought a Dragon Pistol as another backup, plus it is useful against Swarms and the only way to do Non-lethal damage with a gun short of enchanting it with Merciful. I misfired on more than a few occasions. Sometimes the party would wait for me to spend the hour to clear it. Sometimes we didn't have time and I have to use the back up. That was just part of playing the character.
Jayne Munny |
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I don't think that there is a single charop gunslinger on the boards who will admit to dirtying his hands with swordwork.
Ma'am, I don't rightly know what are talkin' about. There have been more than one time in my career when I've had to set Vera down, and pull out my longsword, and I dun quite nicely with it, too, I might add.
Now, I ain't no Mysterious what-have-you, me and Vera, my musket, been pretty specialized our entire career. But, I will say that Abadar's blessing of his lawman have made it a mite easier to swing the old sword, what with all his inquisiting buffs he gave us.
But, I wouldn't call using a sword "dirty".
MadScientistWorking |
I'm Hiding In Your Closet wrote:Anyone else have any advice? What does it take to achieve a gun that never misfires?"There's this drawback that keeps my class balanced. How can I ignore it?"
Compared to the other class that does the same thing it's less a balance issue and more an out and out nerf.
I'm Hiding In Your Closet |
The loss of Quick Clear is a pretty big problem - I'm not trying to be a cheesemonger, I just don't want to be constantly calling for an hour's time-out so I can repair the weapon that gives the class its raison d'etre.
Could there possibly be some way I could get Quick Clear, like something akin to the Amateur Gunslinger feat, except available to Gunslimgers?
pH unbalanced |
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Kelly Youngblood wrote:Hmm...that one slipped under my radar somehow. It's definitely a possibility. The question is: Is it Society-legal?If cha based grit is what you want, also check out the spellscar drifter cavalier archetype.
It absolutely is...I have one.
Note that in the campaign clarifications document they have set the damage bonus from challenge to *only* function with firearms.
This is considered an improvement since it otherwise wouldn't function on ranged weapons...but screwed me up as I was focusing on whip fighting.
Also worth pointing out the Order of the Land, which increases your attack roll in challenges with ranged weapons.
Protoman |
Arutema wrote:Wand of mending and UMD. I'm going one level oracle (clouded vision mystery)to get mending but you get the idea.Then don't play a mysterious stranger, or buy a lot of 2 prestige coat pistols as backups.
Wand of mending wouldn't work as it's CL 1 and would only affect things weighing up to 1 pound.