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Wonderstell wrote:

Snap Shot would probably give you more mileage as you must be pretty close to your enemies with a pistol, but unless you have feats that makes reloading and shooting not provoke I'd refrain from going down that route.

You could take Snap Shot and then go down Overwatch Style, picking up the Weapon Trick (Ranged weapons) when possible. That would allow you to boost your allies spell DCs by readying actions, potentially lowering the BBEG's saving throw by -16 for a save-or-suck spell.

That some sweet utility there!

Taking that into account I'm considering something like this:

11/11 Gunslinger: Signature Deed
12/12 Gunslinger: Snap Shot
13/1 Fighter: Overwatch Style, Overwatch Tactician
14/2 Fighter: Overwatch Vortex
15/3 Fighter: Weapon Trick
16/4 Fighter: Weapon Specialization or Burrowing Shot or Advanced Weapon Training (Warrior Spirit)
17/5 Fighter: as 4 Fighter or Point Blank Master
18/6 Fighter: as 5 Fighter or Disruptive Shot


Derklord wrote:
Why stay in class until 12th level? What do you intend to use Signature Deed on?

I’m planning on using it on the Pistolero level 11 deed Twin-Shot Knockdown. The idea of auto-tripping anything (that can be tripped) that I hit with two attacks during an FAA sounds really appealing!

I’m planning on staying till after level 12 if I end up going into Fighter for the feats because Gunslinger gets a bonus feat at level 12.


Hey all, I'm currently playing a pistolero gunslinger in a RotRL game, in the middle of the third module (The Hook Mountain Massacre). I just achieved level 9 and I'm trying to plan out my feat progression through the end of the adventure path (roughly level 18).

Roleplay-wise my character is a journeyman member of a guild of monster-hunters and mage-slayers based in Alkenstar. I tentatively plan on multiclassing into weapon master fighter after level 12 for the feats.

Right now I'm stuck between pursuing the Snap Shot and the Overwatch Style feat chains.

Option 1:
11/11 Gunslinger: Signature Deed
12/12 Gunslinger: Snap Shot
13/1 Fighter: Imp. Snap Shot, Combat Reflexes
14/2 Fighter: Big Game Hunter

Option 2:
11/11 Gunslinger: Signature Deed
12/12 Gunslinger: Overwatch Style
13/1 Fighter: Overwatch Tactician, Overwatch Vortex
14/2 Fighter: Big Game Hunter

In anyone's experience, is either of these two feat chains better for play as a revolver wielding gunslinger? I know that overall the best use of my time as a slinger is pumping out as many FAAs as possible, but I'm trying to add versatility to my kit. The Snap Shot line would let me threaten (the 10 foot limit is kind of a con though) while the Overwatch line would help with suppressing casting and let me shoot twice a turn if I need to be moving around.

My Option 3 would be multiclassing into battle host or haunt collector occultist at level 12 so I can apply bane to my gun as a standard action. Open to other interesting multiclassing ideas.

What should I do with my gunslinger after level 11!
Any advice welcome! Thanks in advance!


Anarchy_Kanya wrote:
avr wrote:
I can't see how your later shots would catch up with your earlier shots to redirect them so - IMO - this would be impossible, as in the FAQ quote.
Uh, by that logic the ability wouldn't even work since hitting your ally's projectile (in a way that would be beneficial) is also impossible.

I think that while hitting your ally's shots is functionally impossible, hitting your own shots seems to be physically impossible. As in while there could be a 1/(very large number) chance of the former happening, there is a probability of essentially 0 for the latter occurring.

After thinking about it more, the only way I can conceptualize hitting your own bullets is if you had one gun in each hand and shot the second almost simultaneously with the first. If you only had one gun, it could happen if you somehow repositioned your gun and shot from a different angle almost instantaneously, or if your whole body was transported or moved between one attack and the other incomprehensibly rapidly. Or portals or curving bullet trajectories. Maybe possible in the Pathfinder universe but probably not without magic!


Wonderstell wrote:

I'm so tired of the "Own Ally" FAQ. It was meant to be a band-aid on any area buff that technically didn't include yourself, like Bless.

The FAQ is not supposed to change how anything works. It's a clarification. And even if it was errata it was written in 2010, so any content after that shouldn't be affected if that was the case.

If it weren't for that FAQ, would you ever have reached the idea that you could use Redirect Shots on your own attacks?
How about Butterfly's Sting? Intrepid Rescuer?
All three feats seems to obviously point at the conclusion that you help another ally, not yourself.

So throw my vote on the "No, absolutely not" pile. Anytime you ask if you count as your own ally there's like a 90% chance you're not, unless we're talking about area buffs.

Hi Wonderstell! You can see how it might be confusing when you're saying "90% chance you don't count as your own ally" when the FAQ says "you almost always count as your own ally". Most people are going to turn to the FAQ first for rules questions!

I basically got the idea from a reddit thread that mentioned the feat could be used this way and I wanted to get a second opinion from the forums before pestering my GM about it. You may be right in that I might not have entertained this possibility quite as much if I hadn't previously read advice threads that mentioned the FAQ. In my mind I was kind of imagining a "Dark Tower" or "Matrix" situation where people are manipulating their gunshots beyond what physics allows.

In any case, I agree with avr that in this case, being your own ally falls into the "impossible" bucket.


avr wrote:
I can't see how your later shots would catch up with your earlier shots to redirect them so - IMO - this would be impossible, as in the FAQ quote.

Hey! Didn't even think about it that way! It does seem like if you're shooting (linear shots) from a stationary position it would essentially be impossible for later shots to intersect with earlier shots. Thanks avr!

One other question I had was, in the case of redirecting an ally's shots, you make an attack roll with your "highest attack bonus". Would that simply be BAB + DEX or would you factor in things like enhancement bonuses on your weapon or feats like Weapon Focus?


Redirected Shot is in "Pathfinder Campaign Setting: Inner Sea Combat".
https://www.d20pfsrd.com/feats/combat-feats/redirected-shot-combat-grit/

The feat reads as follows:
As long as you have at least 1 grit point, after an ally has made a ranged attack roll but before the results of the roll have been revealed, you can fire a loaded firearm at the volley as it moves toward its target, redirecting its path. Make an attack roll using your highest attack bonus, and use your result in place of your ally’s original attack roll. On a successful hit, your ally’s attack deals damage as normal. You may perform this action a number of times per round up to your Wisdom bonus (minimum 1).

I know that the FAQ states that "you count as your own ally unless otherwise stated or if doing so would make no sense or be impossible".
https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9nda

Do I count as my own ally for the purposes of my feat? Which is to say, is shooting bullets at my own bullets to redirect them (which would seemingly allow me to replace any attack roll I make in a full attack action with an attack roll at highest BAB) nonsensical or impossible?

Or even if it makes sense and isn't impossible, is there anything in the feat that would make this strategy inviable?