I know about the MS/pistolero thing already. This is only somewhat related. Mostly, what I want to know is, does anyone else think the MS is severely underpowered? I am not posting this only as a gripe, but if anyone can point out a strong advantage I missed, I would appreciate it.
The luck bonus and deed replacements are OK. Nimble is defensive, so this seems like a 1:1 swap.
The CHA instead of WIS for grit doesn't have an obvious advantage to me, other than maybe complimenting a RP character. True, it might help with point buy, but WIS is useful enough on its own that this doesn't seem like a highly favorable trade.
And then there's stranger's fortune... And in a flawless sweep of it's hand, the MS loses much of its capability to deal damage, compared to any other archtype except for maybe gun tank.
You lose the ability to add bonus damage based on your DEX mod at lvl 5 (which also slowly increments at later levels) in order to ignore a number of misfires up to your CHA modifier per day. I understand you lose quick-clear, so this kind of makes up for that, but there's something wrong here. Stranger's fortune never increments. So already, you lose, outright.
But the MS also never gains an innate damage to bonus. Sure, ignoring misfires for weapons is OK, but if you look at Musket Training or Pistol Training, they both state that at a certain level (which is high, I know, BUT) you don't misfire with that weapon type at all. Ever.
The deed you gain to add damage output instead costs grit to use, and even though it multiples with dead shot, it also never increments and still seems exceedingly lackluster. Am I missing something?
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Addendum: As for the pistolero misprint issue, I'm not convinced it isn't RAI. Sure, as written, you'd get 2xDEX bonus damage, assuming you're using your gun training on pistols. But comparing musket master to pistolero, the musket master gets a bonus feat the pistolero does not, essentially making reloading just as fast as pistols, but for the higher-damage outputting muskets. Factor into that that pistols, depending on type, have half the range increment and do almost but not quite half the damage, and the two seem almost even to me.
EX: we'll say DEX mod for the example is 2.
MM has a musket (1d12) + DEX. So on a max roll, that's 14dmg.
P has a pistol (1d8) + DEX + DEX. So on a max roll, that's 12dmg.
This is just using innate damage bonuses, and not factoring in up close and deadly, or other abilities. Sure it can be hacked, but I think I understand the intent at work here, even if the execution isn't perfect. You'd still be limited to half the range of a musket and not be doing as much damage without grit. You could also burn a feat for weapon proficiency (firearms) and use gun training on non-pistol weapons for versatility.
Regardless, I would love a clarification or revision from Paizo on this. As Ultimate Combat has been out so long without a word one way or the other, I'm guessing it's not coming though.