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20 point buy, 3rd to 16-18 level maybe, "normal" tech level as pathfinder manual, so early firearms but no problem in gathering gunpowder, alchemicals, custom enchantments. I don't know Shadowshooting, I'll go search. I don't have still a clear concept, I always hated d&d and firearms in the past, so this is a challenge for me and the DM too.
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You don't have to pay double to enchant the double barreled, it is just a firearm with capacity = 2, not a double weapon, as otherwise stated in the dagger-pistol. TO me the misfire is the biggest issue, it stops the full attack in that round and hinder your number of attacks the next round even if you have quick clear, with a 8-th level dwarf and a reliable weapon I can reach a 0-rate for normal shots and 1 with alchemical cartridges, so I can dish out damage at a constant rate. I did a (very quick) simulation of a 13th level gunslinger with a +1 reliable sacred distance Double Barreled Musket and standard equipment.
At the moment I'm playing an archer Bard in a campaign that is about to end, so I already covered the ranged/arcane path and at higher level enemy saves are strong, I feel this options can be quite more consistent in dispatching enemies (other players will take the utility spot). I fear that the gunslinger/wizard would have many options but not very strong, in the end it would better to shoot in the surprise round, and then continue to shoot, than cast lousy 5 level behind spells, but maybe I'm not seeing something great. ![]()
My master agrees that a Gunslinger would fit nicely the next campaign’s setting, so I’m ready to take the bait and make a Musket Master, even if the mechanics are a bit odd.
First: misfire.
Second: feats!
Third: dips!
Any comment?
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Ok, so with Animal companion you can spend 2 tricks to make the attack everyone, but what about summoned animals?
Glad for any help |