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See it's odd, a lot of people around these forums seem to feel that Gunslingers are weak and underpowered - in fact I saw a thread where a GM was allowing a player to take Drow Noble as a race choice, and the consensus was "yeah, but he's playing a gunslinger, he needs the help". Looking at the math on it, I really have trouble seeing how people think it's a weaker class.


Lemmy wrote:
Also, I suggest you combine Mysterious Stranger with Pistolero. Losing that the ability to freely add Dex to damage rolls hurts.

Holy crap on a stick! How did I miss Pistolero? That's just beautiful. Thanks a ton!


Aratrok wrote:

1) It's unclear, but I'd say yeah. Gun Training isn't changing, you're just getting it at a different level.

2) The revolver is worth less than 1,000gp. Of course you could.

3) You could always take the Gunsmithing feat. You won't get it for free, but you can still take it. Alternatively, purchase a cast of Masterwork Transformation.

Excellent, thank you! Pretty much exactly how I thought it would work. I mean it's all stuff I'd have to run past the GM anyway, but I wanted to make sure I wasn't being a dingus and missing something completely obvious.

Lemmy wrote:

Make it +2.

Also, I suggest you combine Mysterious Stranger with Pistolero. Losing that the ability to freely add Dex to damage rolls hurts.

Ah, thank you, I'll look into it. I have to be honest, I was hurting to see the dex bonus go.


Hello ladies and gentlemen,

Looking for a bit of a clarification on some interactions here.

I'm playing a Gunslinger, specifically a Mysterious Stranger archetype, in a zombie-themed campaign which has the "Guns Everywhere" ruleset.

Guns everywhere says:

Guns Everywhere wrote:
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Now, the Mysterious Stranger archetype has the following ability:

Stranger’s Fortune (Ex) wrote:

Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action.

This ability replaces gun training.

Question one: Does this mean that I would instead gain Stranger's Fortune at level 1?

Question two: With early firearms being considered antiques or relics, and advanced guns now being commonplace and simple, am I entitled to take an advanced form of a gun instead of the early one for my starter "battered" weapon? Seems to me like the intent under the lower gun rulesets is to give me a weapon worth 1000 gp (with, of course, the caveat that it sells for a pittance as it is battered), is replacing that with what is now a 400gp revolver (10% costs under guns everywhere) reasonable or am I asking too much here?

Also the Gunsmith feat says the following:

Gunsmithing wrote:
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Question three: With Guns Everywhere removing the Gunsmith feat, does this mean that my starting weapon is now forever doomed to suck and cannot be upgraded to Masterwork?

Thanks for your help, people!