Ebon Acolyti

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Well, with all the above discussed, here's how my build would be without any changes to musket builds.

Feats would include rapid reload, vital strike, deadly aim and quick draw. I would of course use alchemical cartridges. I would wield a musket (or axe musket), buckler gun, and several double barrel pistols and maybe a a dragon pistol for the scatter and special alchemical cartridges.

You make 1 shot with the musket and quick draw a double barrel pistol and fire both barrels at once (or independently if you feel like it) drop that pistol and use the buckler gun to make another shot (if your BAB is high enough). Next round reload musket and use vital strike. Rinse and repeat.

This build is definitely expensive and isn't entirely musket only but I think it does a good job of incorporating muskets into something effective in combat. Still doesn't let the gunslinger be very mobile though.

Also as a side not, advanced fireamrs will not be allowed in my campaigns, they are definitely not fair compared to early fireamrs.


I like the idea of a super-trance thingy. Maybe something like

The gunslinger has super focus on enemies and ignores other things like spells and melee attacks. He gets a bonus on attack or damage rolls but takes minuses to defense against everything else except his focus target. Something along the lines of the ranger's quarry. Call it Gunslinger's Focus.

The gunslinger definitely has to be daring! I think everyone should watch Shoot 'Em Up and then report back! Because when I think of a gunslinger, my mind goes right towards that movie.


Pendagast wrote:
ShadowWolfie wrote:
Yes, 3+wis would be the perfect amount.
Problem with a current mechanic is, the amateur gunslinger give 1 grit, and most gunslingers will probably have 1 grit.

But a character with amateur gunslinger can still have a maximum grit up to their wisdom modifier.


Gunsmithing
Cool, fine just the way it is.

Grit
I feel like if it is going to be used in the final version, the base should be raised. Probably to 3 + Wis mod. Although Fraust does bring up a valid point, this should definitely be charisma-based since it is relying on force of personality (at least for the daring acts) of the gunslinger. The more I think about it though, grit should be taken out entirely and deeds should be more like rogue talents and rage powers. I foresee "kill stealing" a problem for gunslingers.

Deadeye
I do think more grit should be used for more range increments.

Pistol-whip
I agree, except maybe about adding enhancement bonuses to the attack. Shields can be used as weapons but you don't add their enhancement bonuses to attack rolls with them, so why should firearms? Just add rules for bayonets to the rules and then you can make melee attacks with firearms. Problem solved.

Utility Shot
I agree for the most part. Blast Lock seems pretty useful and the mechanics of it seem just fine. Item Scooting is cool but since it is impossible to miss a fine or diminutive item, that just seems a little odd to me. I just think if you're going to shoot at an object with a freaken bullet, you're going to do damage to it if you hit it so you either hit it and move it or you miss it. Stop bleeding works just fine IMO, just very situational.

Dead Shot
Should definitely be renamed and should definitely be clarified better.

Startling Shot
It does seem like a cheap ability. It should either be within a certain range or be adjacent to the gunslinger.

Targeting
It does seem to not fit into normal rules of play but it does seem like a REALLY cool ability. It definitely seems that now that rules for shot calling exist that what is to stop others from wanting to do it with a bow, crossbow or even a throwning axe?

Evasive
I don't see why they get Improved Uncanny Dodge. I also think they should get evasion at a lower level too.

I also think that gunslingers should get more feats, not a necessity because I think that might make them too much like fighters.

These are my thoughts.


Yes, 3+wis would be the perfect amount.


Here are my thoughts on the gunslinger after playing a lvl 8 gunslinger for a few combats at the DM:

-They need more grit - Either more base grit (+1/2 class level) or more ways of getting grit. My lvl 8 had 1 grit point to work with and couldn't do much with it. I also think that the Lucky Gun magic weapon special ability shouldn't require the wielder to have weapon focus for that gun in order to receive the extra grip point from it.

-Deeds should be chosen like rogue talents and rage powers to make each gunslinger different. And obviously more should be added.

-There should be a section about firearms: they should not ignore armor bonuses base on force effects like mage armor and bracers of armor.

-Pistol-whip should be able to be used to make AoOs. Although maybe only if you have a feat like quick draw or combat reflexes or maybe a sleight of hand check. Something that isn't necessarily a "free" AoO.

-They should get more skill points (4 + int mod, at least) and add diplomacy and apppraise as class skills.

-The ranges of firearms should be increased by 5 or 10 feet. Although I don't feel very justified in saying that. I just want to see gunslingers be a little more mobile.