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I know this is late, but I know people find these, so I'll add my two cents.

You can't get Deft Shootist without Dodge and Mobility. As far as I'm aware, bonus feats still require the prerequisites (with some exception. Monks, as well as they're related classes, have the ability to take bonus feats without needing the prerequisite feats. but they're bonus feat ability specifically states that.) So for the gunslinger, it just says bonus feats at those levels, and which lists they can come from.

Otherwise, I wouldn't worry much about deft shootist. A good double hackbut build would be to snipe, rather than be close up. I'd say snag far shot at some point, so your range isn't penalized as much (and with Steady Shot grit, this combos well). Or you can try to pick up Deadly Aim. You're resolving against Touch AC, so a -2 for attack is a small price for a +4 damage (gotta love full BAB on slingers). So for you, you'd be doing 1d20+9 against touch at 50 feet (60 if you pop steady aim before firing) for a staggering 2d10+4. Fast forward to lvl five, You're pulling a 1d20+10 against Touch at 50ft, only taking -1 to that roll if you spend a grit to extend your touch range, and you'll be pulling 2d10+10 damage.

Not gonna number crunch it to optimize. But that's some pretty hefty damage options for a pretty nifty gun. And it kinda fits the goblin theme of "Kill all the things." I'd even try to get your hackbut enchanted with fire damage possibility for theming.


As I read it:

"It takes a full-round action to set up the carriage. The carriage has a hind leg, allowing the wielder to wheel the device about and immediately prop it for stability during combat."

this is the important bit. it says to "wheel about." That phrasing is specific to a certain kind of movement, ie "to turn or cause to turn on or as if on an axis." So it's not saying you can move around with the Hackbut while it's set up. It's saying you can turn/pivot it around. In place.

So it means, once you've set it up as a full round action, you need to break it down (presumably another full round action) before you can move it around again. The wheeling about bit is to imply that you aren't restricted to a certain facing while it's mounted. you can freely rotate it (mechanically meaning you still have 360 facing, like a normal gun). But you cannot move it while it's set up. And if you look up hackbuts, this interpretation seems to fit with how they actually worked, of course with some fantasy flair.

That said, I'd have some suggestions as well.
1. Remove the 2 capacity. It's unnecessary, and really breaks it
2. Clear up the wording on "wheel about" so it's clear that it only pivots
3. Make breaking it down for carry a full round action, at least
4. Arcane bond is just not very nice for GM's not willing to set limits. I feel like there needs to be restrictions to what can be a bonded item (pricewise)

otherwise, I like it. I think MAYBE stepping the dice down a step could be helpful (2d10, capacity 1 seems alright). As a GM, if a player were using one, I'd restrict them at my discretion from having it available in certain locations/situations. Dunno how you'd make that a rule, but like you said, OP, it has no place in a small, enclosed environment. But like i said, the inability to move it while set up might make it less broken.