Connor D.'s page

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The base gunslinger seemed more like a rogue with guns, judging from their skills. I have had times where those skills would have been nice but my build was more of a Clint Eastwood-type (think Quigley Down Under). Dead Shot now seems a little underpowered for how I've built my character to be. Thanks for answering my questions; they've been more than helpful.


Seems to me like the creators for the grit feat nerfed it. There isn't that much more of a difference between Dead Shot and Rapid Shot. Rapid Shot may give me 4 attacks per round max, albeit with a -2 penalty to all attacks, but the max damage is still the same as Dead Shot. Only real difference is that the damage for Dead Shot is calculated into one attack instead of 4, but really only helps bypass damage reduction of your opponent. Losing my move action for that isn't exactly worthwhile...


Then Rapid Shot for this purpose is useless. However, if at level 11, I choose to use Dead Shot, roll and confirm a critical hit, is the damage multiplied after or during base damage calculations? In other words, would the crit add 4d12 to end damage for 7d12 total or is it multiplied at the end for 3d12 x4 = 12d12 (modifiers excluded)? Big difference between the two calculations.


Quick question regarding combat with my Musket Master. Assuming it's possible to combine combat feats with grit feats in the same attack action (if not, then every GM has been wrong on this and my question invalid), what would happen if I were to combine my 7th-level grit feat Dead Shot with Rapid Shot? Dead Shot being a full-round attack action, where I make one shot but roll my d20s as though I were making a normal full-round and adding an additional damage dice per hit. Crits are confirmed using my highest BAB -5. However, because it is a full-round attack action, I can use Rapid Shot in combination. How would this work, and what would the damage be on critical hits?


Actually, bonuses should still apply because the weapon would be treated as one-handed when applying them. It's still a two handed weapon, and I still get a -4 to my attack rolls.


Looking at the rules for double and jotungrip off of www.d20pfsrd.com, jotungrip allows me to "weild a two-handed weapon in one hand with a -2 penalty on attack rolls while doing so." Note that the weapon is still two handed but "is treated as a one-handed weapon when determining the effect of Power Attack, Strength bonus to hit, and the like," meaning all bonuses. Using a double weapon means that I can use it to "fight as if fighting with a two-handed weapon" while incurring "all the normal attack penalties associated with fighting with two weapons." Note that the weapons are STILL two-handed, but will subtract an additional -2 to attack rolls. However, I can still "wield one end of the weapon two-handed (which I'm not because the weapon, though two-handed, is in ONE hand) but cannot use the weapon as a double weapon when wielded this way (which I'm STILL NOT, for previous stated reason)." Therefore, I should be able to use it as a double weapon because I am not wielding it two-handed, but with a -4 to attack rolls without bonuses. This will only work as long as I do not apply bonuses to my attack rolls.


I play as a Dwarf Barbarian Titan Mauler and have jotungrip. I also carry two two-bladed swords w/double. Does that mean I can roll 2d8s per weapon, for a total of 4d8s (not including rage or power attack bonuses)? If so, what would my modifiers be?