
bahamut44 |
Hi, all-
A few questions about the Spellslinger archetype and rules for firearms. If it helps any, I was a big 3.5 player back in the day, then 4.0, and now my group has (at my request) decided to give PF a go instead of 4.0.
First question:
I really like the concept of the Spellslinger, but mechanically, what is great about it? It seems like there are a LOT of drawbacks. Are those feats and the free first level gun worth losing double the number of schools without getting any specialization benefit, the extremely high cost of ammo, and the 5+% chance per attack that you will (for the encounter, at least) ruin your main "trick" (I say +, because it seems if you hit an area, there are many saving throws being rolled, which could result in a 20). Is there something really great that I am missing between the lines, or is it just great for RP?
Second question:
How does ammunition work? I'm confused now that I am looking at advanced firearms. If I am reading correctly, for a (six-shot) revolver, you need 6 metal cartridges + 6 bullets + 6 doses of black powder (= 156gp for a full load!). I guess you can do it yourself with a kit @ 10% cost, but that seems awfully hefty. Are the cartridges re-usable? (I am fairly clueless when it comes to real guns, much less fantasy ones!)
Third question:
For the spellslinger's arcane guns with advanced firearms, which rules apply for them breaking? The rules say that advanced firearms do not explode when broken, but the spellslinger description says the spellslinger's guns do. Which is it?
Thanks in advance!
All best,
-Z