| MacGurcules |
Agreed. Both would be ideal. I suppose at low levels, Rapid Shot may be preferred since the penalties are lower. I can't see anything that would strictly prohibit you from taking the extra shot with a second weapon instead of with the same weapon twice.
Of course, reloading both requires a bit of a creative solution, but there are a number of ways to get around that.
| Master_Crafter |
Rapid Shot would allow you to make a second shot with a single weapon (not with two different weapons) at a -2 penalty. (Note the wording "full-attack action with a ranged weapon", implying one weapon, not two.)
Two Weapon Fighting would allow you to make a second shot with a second weapon at reduced penalties. Ergo, using two pistols (one handed weapons) without the feat would incur a -6/-10 penalty, but using two pistols with the feat would only incur a -4/-4 penalty.
Ultimately, I think you can use these two together, effectively stacking the penalties but getting 4 shots out of a BAB of +5 or less at a -6/-6/-6/-6 penalty.
I say this as TWF rules take effect whenever you use two weapons to gain extra attacks in a round, and Rapid Shot only requires that you take a full attack action with a given weapon in a round. Therefore, since TWF as a full-round attack (aka, full-attack action) is the same as making a full attack action with two separate weapons in the same round, you should be able to use Rapid Shot with TWF.
| MacGurcules |
But it also doesn't say you must use the same weapon for the extra attack. It just says you may fire an additional time that round.
Plus, it's generally accepted Rapid Shot also allows you to make an extra attack with thrown weapons which would preclude you from using the same weapon at all. Also, you're allowed to mix multiple weapons into a full attack as long as you can wield them all or otherwise Quick Draw them. So I'd say using a second pistol for your extra Rapid Shot attack is probably legit.
EDIT: Also, I'm also skeptical that it allows for another additional shot on the off hand with TWF. I suppose it depends on the way you read it. If you interpret using TWF as taking a full attack action with each weapon you wield and you read Rapid Shot as saying that you can shoot an extra time with any/all ranged weapon you full attack with, I suppose that makes sense. That's a pretty low price to pay compared to Improved/Greater TWF, if so.
| Mabven the OP healer |
Rapid Shot would allow you to make a second shot with a single weapon (not with two different weapons) at a -2 penalty. (Note the wording "full-attack action with a ranged weapon", implying one weapon, not two.)
Two Weapon Fighting would allow you to make a second shot with a second weapon at reduced penalties. Ergo, using two pistols (one handed weapons) without the feat would incur a -6/-10 penalty, but using two pistols with the feat would only incur a -4/-4 penalty.
Ultimately, I think you can use these two together, effectively stacking the penalties but getting 4 shots out of a BAB of +5 or less at a -6/-6/-6/-6 penalty.
I say this as TWF rules take effect whenever you use two weapons to gain extra attacks in a round, and Rapid Shot only requires that you take a full attack action with a given weapon in a round. Therefore, since TWF as a full-round attack (aka, full-attack action) is the same as making a full attack action with two separate weapons in the same round, you should be able to use Rapid Shot with TWF.
Actually, you would get 3 shots at -4/-4/-4. Using rapid shot only gives you the one extra attack, not one extra attack per weapon.
| Knight Magenta |
blackbloodtroll wrote:Pick up some revolvers?That would be ideal, but I'm limited to Early Firearms, and only have a 3rd-level character's starting 3,000 gp to work with. :(
You can dip into witch, take the hair hex and reload with your extra "hand" once per day.
With magical knack you can boost that to 3 minutes per day. Depending on how you read the description of white-haired witch, you can use that for an always-on prehensile hair.
The other option is to take 2 levels of alchemist and get the vestige arm discovery.
If you want to go straight gunslinger, you can take weapon cords. That way you would be able to fire 2 guns every other turn. When you get a free feat, you ca take quick-draw so that you can fire them every turn.
| Master_Crafter |
Actually, you would get 3 shots at -4/-4/-4. Using rapid shot only gives you the one extra attack, not one extra attack per weapon.
I think that might be an issue of interpretation
When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.
Which I interpret at one extra attack with any weapon you use to make a full attack action, and since TWF essentially allows a full attack action with each weapon, I would think that allows an extra attack with each weapon as well. But talk with your DM and figure it out.
Either way, Pistols are one-handed weapons which, with TWF, still equates to a -4 penalty on all attacks. Stack that with the -2 penalty on all attacks from Rapid Shot, and the total penalty is still -6.
| cnetarian |
Spend all 3,000 on a pepper-box and beg for bullets?
Two weapon fighting firearms is really only good with advanced firearms. You need two hands to reload, which means holstering one pistol while loading the other then drawing the empty one while holstering the loaded one then reloading the empty one then drawing the first loaded one. Hope you have the quick draw and quick sheathe feats in addition to rapid reload and rapid shot feats if you want to use two weapon fighting.
Without a peeper-box (which requires a free hand to turn the cylinder so no two weapon fighting) rapid fire of early firearms is tough to make useful.
BUT alchemical cartridges change that and with rapid reload you can do free action reloading of alchemical cartridges, however unless the GM is named Monty or prices are below base they are too expensive to use regularly at level 3.
Better off going rapid reload with a musket than using two pistols, or rapid reload and rapid shot if you think you can get a pepper-box.
| Mabven the OP healer |
Mabven wrote:Actually, you would get 3 shots at -4/-4/-4. Using rapid shot only gives you the one extra attack, not one extra attack per weapon.I think that might be an issue of interpretation
Rapid Shot wrote:When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.Which I interpret at one extra attack with any weapon you use to make a full attack action, and since TWF essentially allows a full attack action with each weapon, I would think that allows an extra attack with each weapon as well. But talk with your DM and figure it out.
Either way, Pistols are one-handed weapons which, with TWF, still equates to a -4 penalty on all attacks. Stack that with the -2 penalty on all attacks from Rapid Shot, and the total penalty is still -6.
Oh, you are right about the -4 on the two-weapon fighting, I made the assumption that the off-hand weapon was light, but I guess pistols are always one-handed weapons, and not light. As far as rapid shot, I'm positive that the Rules as Written state that you get only one extra attack per turn, and not per weapon. It is fine if you GM it differently in your game, but I am somewhat obsessed with RAW at the moment, as I am starting up a Pathfinder Society group, and GMing PFS means that I have no room for GM interpretation and must carefully determine what RAW is on each issue I adjudicate.
| cnetarian |
You really can't use rapid shot when limited to single shot weapons. You need either a revolver or pepper box, something that gives you the capacity of more than one shot in the load-out.
rapid reload feat with one-handed firearms makes reloading a move action which is converted to a free action when using an alchemical (paper) cartridge.
GM might decide (RAW allow the GM to limit free actions) that you cannot use free action reloading of alchemical cartridges, but free action reloading is almost the only way to play a Gunslinger as a competitive class absent advanced firearms. It would not be unreasonable to rule instead that free action reloading cannot be used with rapid shot, but getting rid of free action reloading entirely is very harsh.
| Dragonchess Player |
Using a double-barreled pistol (1,750 gp) in addition to your starting pistol (free) lets you get off three shots with Rapid Shot and Two-Weapon Fighting. At 4th or 5th level, replace your starting pistol with another double-barreled pistol, then take Improved Two-Weapon Fighting at 7th for five shots (Rapid Shot to fire twice with one pistol, two off-hand shots with the other pistol, reload first pistol, fire first pistol).
As others have mentioned, Rapid Reload and alchemical cartridges make reloading a free action and weapon cords let you retrieve a "dropped" weapon as a swift action. Eventually, you probably want a glove of storing.
| Dragonchess Player |
There is always quick draw and weapon cords.
Unfortunately, you can't benefit from both for the same weapon. Either the weapon is held in/tied to your hand, in which case you can't "draw" it, or it's holstered, in which case you have to take an action to tie it to your wrist with the weapon cord.
| cnetarian |
Hi
First. isn't there a Feat called Improved TWF for the extra offhand attack?
Lastly, I'd use Abundant Ammo on both guns to limit the expense of all those cartridges!
Thanks
Paul H
1st. Yes but you have to have BAB of +6 to get ITWF
2nd. one pouch of ammunition with abundant ammo cast on it will handle both pistols. the spell is cast on a container not on a weapon.
3rd. The change to weapon cords (see the bottom of this page) makes it really, really hard to use two pistols as a gunslinger unless you have revolvers (note, if you have revolvers then it does not work at all well with abundant ammo). If your GM is willing to allow it a glove of storing can work, but it requires favorable GM rulings on grey areas of the rules - allowing the gunslinger move 2 pistols between hands as a free or quick action and that a glove of storing free storing & recovery works on whatever is in the hand instead of being keyed to an object and allowing the glove to store that object when it is in the hand. Alternatively the gunslinger needs a 3rd "hand", which can be obtained by two levels of alchemist or having a prehensile tail or similar.
lastly, this is thread necromancy and there are more recent threads which discuss gunslinger and two weapon fighting issues in more detail and incorporate the clarifications and changes to the rules.