Ho there the boards!
I have been meaning to get this posted up all week, but time makes fools of us all.
With the playtest document being released just before the Con started I thought that this would provide a suitable opportunity to give the gunslinger a whirl. With that in mind I stated up the following build for PFS play.
half-elf
str11, dex14, con12, int14, wis16, cha12
skill focus (acrobatics), rapid reload (musket)
alkenstar defender, explorer
Hardly the optimal build I'm sure you'll agree, but it looked like fun.
Over the five days I played him in the following five scenarios:
the penumbral accords
assault on the kingdom of the impossible
the pallid plague
mists of mwangi
voice in the void
A total 26 shots where fired.
I found playing the gunslinger to be a rather different experience than other classes I have tried before. With a reload time of one standard action and no precise shot it became rather more important to pay attention to positioning and planning how to spend actions in the rounds ahead.
I discovered that although the ability to target touch AC was nice it wasn't the be all and end all. It meant that I was able to try and compete with other ranged combatants considering my longer reload time. The d12 looks nice but you have little to no extra damage and guns can't be mighty.
Over all five scenarios I think I spent a total of 2 points of grit out of the 15 I could have done. Both of these points were spent to clear jams.
After chatting with friends at the Con we identified the following niggles and came up with some suggestion as how they might be overcome (although I imagine that many of these have already been identified by now)
Grit points
Considering how integral to the class they become you get very few compared to say the ki points of the monk/ninja.
If this is because the GS can regain some points then perhaps allow them to regain a point every time they drop/crit something but keep the number as it is.
At low levels the deeds look nice but the only one I really used was 'quick clear'. 'Leap for cover' looks fine and will be great when it's needed so no problem there. 'Deadeye' just doesn't really appear to come up as combats generally take place at close range. I thought that perhaps changing it for the ability to be able to add wisdom mod. to either hit or damage might help out more and encourage you to spend grit at low level.
Targeting touch AC
I understand the thought behind this, but if you want to make guns more accurate/be able to penetrate armour then why not just give them a static bonus to hit in their 1st range increment (we came up with +4 as that seemed reasonable) but have them target AC normally. After all the ability to hit a target's AC already factors in some ability to penetrate armour.
Cost
OK this has been gone over many time already but whilst I'm here I might as well add my 11gps worth.
I can understand (and indeed agree with) the idea that guns are expensive to own and operate. Especially in terms of the black powder, however 11gp a seems a little much. I don't see why it would be unreasonable to be able to buy the lead shot in multiples like arrows, bolts, or in fact slingshot. I would also argue that reducing the powder in cost might be a good idea (as currently if you go for pistols good luck with being able to afford much ammunition). Even reducing the price by 1/2 to 5gp would make a massive difference at the early stages of play. Still expensive, but more manageable.
Overall I did enjoy playing my gunslinger and look forward to doing so again, there were just one or two mildly frustrating points or what felt like wasted opportunities with what I experienced at low levels.
Now I'm afraid you'll have to excuse me but I feel the need to fix bayonet and charge!