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Blueluck wrote:

"Basic 3 attacks: +22/+17/+12 (1d8+3d6+11 damage)"

Where does your initial +11 damage come from? I see +1 for the magic weapon, and +DEX. Do you have a DEX of 30?

Dex of 27 = +8

+1 Double-Barrel = +9
Pistol Training (Pistolero Level 13) - +2 damage (+1 at levels 9 and 13)

As for the other question:

Blueluck wrote:


"Signature Deed (+3d6 to each shot without spending grit)"

What deed are you using as your Signature Deed?

Up Close and Deadly.

As for the question of misfires at lower levels, please correct me if I am wrong: You roll each attack separately, one after another. The would prevent me from rolling too many misfires in a single attack.

In addition, at level 11 you get Expert Loading, which allows you to spend a grit to avoid keeping a broken gun from exploding. If you get a broken gun, use Quick Clear (as a standard or a move depending on the situation and the grit you have left), or suck it up and keep firing with the degraded stats (and spending more grit when you roll poorly).

I semi-understand the argument about double-barreled pistols now and the word "action", but it's still not clear. Here's how the double-barreled stuff is worded:

"This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a –4 penalty on each shot." (Note: Perfect Tommy, this is why you don't just do one attack roll and roll damage for each)

So using "action" literally, this would allow you to shoot both barrels at one target (at the -4), or shoot the second barrel in the next turn as your standard action? Is that what it's supposed to mean when it says "as a separate action"? Why in the world would anyone choose to use that wording as opposed to just specifying you can fire the second barrel before having to reload or something more clear? Also, since you reload for free, why would you ever need to "save" that second barrel?

If you're being literal, that same "action" is giving you all your attacks from your combination of BAB, rapid fire, and haste, right? If you were holding your second barrel for the next turn, would you get all your BAB, rapid fire, and hasted attacks there?

I think my gaming group will be happier if we take it literally and just use the second-barrel as one additional attack, but I hope we can all agree it's not clear.


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I posted something almost exactly like this over in the Rules forum, but I was only looking at a level 13 Gunslinger.

Here's what I posted there (to show my math):

We've been playing for a while and my character is a Level 13 gunslinger. His single target damage output is out of this world, which makes me think I _have_ to be screwing something up. It just doesn't make any sense.

Here's the character set up (and this is probably typical of a L13 gunslinger, I think):

Pistolero (at level 13, no misfire with 1-hand firearms)
DEX 27 (+8 mod)
BAB +13
+1 Double-Barreled Pistol with the Distance mod (range inc 40')
Boots of Speed (Haste 10/rnds per day)

Feats and Class Benefits:
Clustered Shots
Critical Focus (+4 to confirm crits)
Deadly Aim (-4/+8)
Improved Critical (19-20)
Point Blank Shot
Precise Shot
Rapid Reload + Paper Cartridges (reload as a free)
Rapid Shot
Signature Deed (+3d6 to each shot without spending grit)
Gun Training (add DEX to damage rolls)

This might get lengthy, but I want to go step-by-step through the logic.

Basic 3 attacks: +22/+17/+12 (1d8+3d6+11 damage)
Add Deadly Aim: +18/+13/+8 (1d8+3d6+19 damage)
Add Point Blank Shot: +19/+14/+9 (1d8+3d6+20 damage)
Add Rapid Shot: +17/+17/+12/+7 (1d8+3d6+20 damage)
Add Haste: +18/+18/+18/+13/+8 (1d8+3d6+20 damage)

So then I use the double-barreled option on the pistol which gives -4 to hit but you fire both barrels with one action. This doubles the number of attacks, right?

Add Double-Barrel: +14/+14/+14/+9/+4 and +14/+14/+14/+9/+4.

So if I am doing everything correctly (and I don't think I am), I get 10 attacks against touch AC while within 40', critting on 19-20 for x4 damage.

Each attack does 1d8+3d6+20. If I crit, that goes to 4d8+3d6+80 (because the precision 3d6 damage isn't multiplied).

An average hit does: 4.5+10.5+20=35 damage. An average crit does: 18+10.5+80=108.5 damage

Touch AC is pathetically easy to hit. With 10 attacks, 1 is probably going to crit. Let's say 7 attacks hit (with 1 crit). That's 318.5 damage.

I was slowing our game down so much with all these dice that I actually wrote a spreadsheet on my iPad to do all the dice rolls. Please tell me where I'm screwing up or tell me that other character are comparable when they are optimized.

Are we messing up reloading with rapid reload plus paper cartridges? Am I messing up the double-barreled rules?

Thank you in advance and I am sorry if I am missing something very basic.


Apologies in advance if this has been covered before. I did searches, but it's possible I missed an explanation of gunslinger damage output.

We've been playing for a while and my character is a Level 13 gunslinger. His single target damage output is out of this world, which makes me think I _have_ to be screwing something up. It just doesn't make any sense.

Here's the character set up (and this is probably typical of a L13 gunslinger, I think):

Pistolero
DEX 27 (+8 mod)
BAB +13
+1 Double-Barreled Pistol with the Distance mod (range inc 40')
Boots of Speed (Haste 10/rnds per day)

Feats and Class Benefits:
Clustered Shots
Critical Focus (+4 to confirm crits)
Deadly Aim (-4/+8)
Improved Critical (19-20)
Point Blank Shot
Precise Shot
Rapid Reload + Paper Cartridges (reload as a free)
Rapid Shot
Signature Deed (+3d6 to each shot without spending grit)
Gun Training (add DEX to damage rolls)

This might get lengthy, but I want to go step-by-step through the logic.

Basic 3 attacks: +22/+17/+12 (1d8+3d6+11 damage)
Add Deadly Aim: +18/+13/+8 (1d8+3d6+19 damage)
Add Point Blank Shot: +19/+14/+9 (1d8+3d6+20 damage)
Add Rapid Shot: +17/+17/+12/+7 (1d8+3d6+20 damage)
Add Haste: +18/+18/+18/+13/+8 (1d8+3d6+20 damage)

So then I use the double-barreled option on the pistol which gives -4 to hit but you fire both barrels with one action. This doubles the number of attacks, right?

Add Double-Barrel: +14/+14/+14/+9/+4 and +14/+14/+14/+9/+4.

So if I am doing everything correctly (and I don't think I am), I get 10 attacks against touch AC while within 40', critting on 19-20 for x4 damage.

Each attack does 1d8+3d6+20. If I crit, that goes to 4d8+3d6+80 (because the precision 3d6 damage isn't multiplied).

An average hit does: 4.5+10.5+20=35 damage. An average crit does: 18+10.5+80=108.5 damage

Touch AC is pathetically easy to hit. With 10 attacks, 1 is probably going to crit. Let's say 7 attacks hit (with 1 crit). That's 318.5 damage.

I was slowing our game down so much with all these dice that I actually wrote a spreadsheet on my iPad to do all the dice rolls. Please tell me where I'm screwing up or tell me that other character are comparable when they are optimized.

Are we messing up reloading with rapid reload plus paper cartridges? Am I messing up the double-barreled rules?

Thank you in advance and I am sorry if I am missing something very basic.