Beyond the Pickle (what else does the Gunslinger need to finish making the Sandwich?)


Gunslinger Discussion: Round 1


Ok so with the Pickle thing nailed down.

What else?

Skills?

Grit?

Class Abilities?

Deeds?

Here's my thoughts.
I think Grit should be based off Con (intestinal fortitude/guts)

But let's assume it's going to stay Wis based:
It's already mentioned the 'slinger needs perception (especially for the sniper types) but I like the feel of sense motive too, the whole wandering into the street at high noon, "draw" thing, says sense motive to me.

I also mentioned a test of wills kind of deed/ability that gunslingers could stare down/intimidate opponents...maybe something similar to (or a copy of) the cavaliers dazzling display where a weapon doesn't need to be pulled at all. Same mechanic, different feel/theme.

I also like if he wins the stare down, that will earn him a grit back.
Gives him a reason to do it besides the debuff.

Hmmm what else....


Free guns at level one:

Heres my idea, what if the gunslinger gets one extra trait at level one, heirloom weapon (or something similar) , or the class ability could be something similar to it, that this/these guns have special meaning (inherited either from family or important mentor) and that are old and well used. The gunslinger can use these weapons ,although they are technically broken, if they are to be sold off, they would get alot less money for them than any other properly operating weapon normally bought from the items list, just that the gunslinger, as a process of becoming a gunslinger, has worked with these particular hand me downs during his apprenticeship etc etc and knows their quirks, but for all other practical purposes, when not in the hands of the gunslinger (or his mentor) these weapons are permanently broken and can't be fixed.

Anyone cross classing into gunslinger after level 1 will not get the free weapon boon as he doesnt have a mentor and is "self trained"

Something like this should fix the 'free gold' issue.

Also quick clear should be at level 1 no grit with something added saying this skill is necessary to fix, and is used to operate his 'heirloom' weapons. One gunslinger cannot quick clear to operate another gunslingers heirloom weapons.

I would also state that the heirloom weapons can get/add special properties to them over time (tinkering) so that they get pluses to hit and damage or sights etc etc, give a list of customizations, building off a quick clear tree, so every "ivory handled' pistol isnt the same and every sniper rifle isnt either. But in the hands of everyone else, these 'upgrades' like wise dont operate.

Make quick clear the first deed in a 'tinker' deed tree as the gunslinger levels.

this would also handle the issue of not being able to find/buy magical guns in treasure as the guns are likely new, although still allowing the option of commissioning said firearms to be magicked (after all a pistol slinger can only have two heirloom pickles.)

There should also be a clause (similar to samurai mounts) that X time period passes, while the Gunslinger searches pawn shops etc etc to replace lost heirlooms he may customize and build from scrap or damaged guns a new heirloom (in order to replace lost/stolen or destroyed heirlooms)

Also the combo of heirloom and quick clear means a gun cannot explode (although regularly acquired guns still can as heirloom doesn't apply to them)

huh huh? waddaya think?


another tinker feat/deed idea:

Impossible Safety:
A gunslinger with this deed can apply a safety mechanism to his guns so as to prevent a misfire, any gun that is in the possession of the gunslinger for more than a day, can have the impossible safety installed. The impossible safety is a specialized tinker that prevents anyone but another gunslinger for firing the weapon, as they do not know how to operate/are unaware of the safety. Any non gunslinger can make a perception check followed by a knowledge engineering check, followed by a disable device check to disable the safety and use the weapon as normal (unless it is an heirloom gun) but once they do so the impossible safety is inoperable and cannot be repaired, unless int he possession of a gunslinger with this deed for 1 day (effectively reinstalled).

Would be a cute deed to keep someone from shooting you with your own gun.
Flavor and cool, not too useful in regular game play.

Grand Lodge

As long as it's not the Sandvich. That's just overpowered.

Sovereign Court

In my mind it needs to clean things up by:

Establishing a baseline of competency. The Gunslinger should right from 1st level be able to handle a gun without any fuss or need to catch up to other ranged classes.

No missfire - someone mentioned this before, but just like an Alchemist or spellcaster, if the Gunslinger just tends to his guns each day then they won't misfire for 24 hours. Everyone else in the world will still see these guns as crazy temperamental devices, but in the Gunslingers hands it works fine.

Bonus feats - Rapid Reload and Point Blank Shot. Due to the high requirements for ranged competency, these ought to just get handed out right from the start. As I'd mentioned before, just make it siloed into a class feature like Flurry of Blows, where these feats only work with firearms. That way it avoids the front loading problem of dipping. Be more liberal with bonus feats as the class progresses so that it can keep up with other ranged classes. Add in a line under "Special" for Deadly Aim that fixes the issue of Touch AC with guns.

Grit - it should always be something that enhances, rather than solves, a problem with guns. No playing catch up with Grit, these ought to be the awesome moves that are possible. Any catch up should be baked in with bonus feats.


Real Alkenstarian Gunslingers don't eat sandwiches

they eat salted pork and canned beans with a bottle of moonshine

and they are always easy to anger and quick to the trigger.


I think they need to make the socket bayonet. Plug bayonets seriously cramp the Gunslinger's style. That and/or having the musket/pistol have the ability to do club style damage when you have the opporunity for an AoO.

The Pistol Whip ability would still apply, being its own special (and more powerful) attack.

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