Dead Shot


Gunslinger Discussion: Round 2


Pathfinder Adventure Path Subscriber

Just making sure I understand the rules correctly for this deed, by comparing Dead Shot and a normal full attack.

With Dead Shot,

(negatives)
— all the attacks must target the same creature ;
— precision and extra damage are not multiplied,
- you cannot apply feats like Rapid Shot (or maybe you can), but

(positive)
- critical threats are confirmed with the highest BAB.

Am I right, or did I miss something?

Thanks in advance for all the answers!


Do you multiply the total damage on a critical hit? So a 20th level gunslinger could potentially deal 4d12+modifiers x4 on a critical hit?


Pathfinder Adventure Path Subscriber

Ah... right, only one confirmation roll and all the base damage is multiplied.

Thanks, that's the part I had missed!


To celebrate this being included in the gunslinger's abilities, I think the iconic gunslinger needs a pickle engraved on one or both of her guns in the final, painted version.

Dark Archive

Another negative would be the need for grit and the fact that it can't really be used more than once per combat before level 11 (unless the Gunslinger wants to waste a round).
Spending a point of grit (of which the gunslinger isn't exactly blessed with) to make a full attack that deals slightly more damage than a standard attack (and about as much as Vital Strike) seems rather weak to me, especially for something that is supposed to fix the gunslinger.

Dark Archive

Vital Strike also has a lower chance of misfire.


Vital Strike requires the spending of a feat, of which Gunslingers are starved as it is. It's basically a way for Gunslingers to make full attacks with guns for which they can't reload as a free action.

As far as a comparison between Vital Strike and Dead Eye, Dead Eye does less damage more often and Vital Strike deals more damage less often.


Lazarus_Kreuz wrote:
As far as a comparison between Vital Strike and Dead Eye, Dead Eye does less damage more often and Vital Strike deals more damage less often.

Dead Shot, you mean.

Jadeite wrote:
Another negative would be the need for grit and the fact that it can't really be used more than once per combat before level 11 (unless the Gunslinger wants to waste a round).

I don't get why it cannot be used more than once per combat.

Personally I would let additional damage (like from enhancement, Dex or feats) also increase. But of course, I must playtest the original first.

Dark Archive

A few other comparisons between Vital Strike and Dead Shot:
Vital Strike is a standard action instead of a full round action, allowing you to reload a pistol in the same round.
You don't risk that your gun explodes with Vital Strike (unless it was already damaged).
You don't have to spend grit to use it.

Why not give a gunslinger Vital Strike as a bonus feat at level 6, IVS at level 11 and GVS at level 16?

Dark Archive

freduncio wrote:


I don't get why it cannot be used more than once per combat.

Unless you are using advanced firearms, you have no way of reloading your gun faster than a move action. Since Dead Shot is a full round action, if your order of actions was fire - reload before using Dead Shot, it becomes reload - fire afterwards. So you'd have to spend one turn reloading your gun to be able to use the feat again.

Quote:


Personally I would let additional damage (like from enhancement, Dex or feats) also increase. But of course, I must playtest the original first.

That might help. And considering that gunslingers can't even use Deadly Aim effectively, their bonus damage is pretty much limited to Dexterity Bonus, Enhancement Bonus and Point Blank Shot anyway.


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Jadeite wrote:
You don't risk that your gun explodes with Vital Strike (unless it was already damaged).

Neither Dead Shot. As you are shooting only once, you can critical only once, and misfire only once (but then ruining all you "full-attack").

Jadeite wrote:
Unless you are using advanced firearms, you have no way of reloading your gun faster than a move action.

One could use alchemical Cartridges (turns move action), and then Rapid Reload (free).

Jadeite wrote:
And considering that gunslingers can't even use Deadly Aim effectively, their bonus damage is pretty much limited to Dexterity Bonus, Enhancement Bonus and Point Blank Shot anyway.

They could.

Ultimate Combat Playtest Round 2: Gunslinger pg 8 wrote:
Range and Penetration: Armor, manufactured or natural, provides little protection against the force of a bullet at short range. When firing upon a target within a firearm’s first range increment, the attack resolves against the target’s touch AC, but is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally (including taking the normal cumulative –2 penalty for each full-range increment). Unlike other projectile weapons, most firearms have a maximum range of five range increments.

Actually, it's the class that most benefit from Deadly Aim, as you will be most targeting Touch AC

Dark Archive

freduncio wrote:
Neither Dead Shot. As you are shooting only once, you can critical only once, and misfire only once (but then ruining all you "full-attack").

Where does it say so? And even if it can't, it still greatly increases your chance of misfiring.

Quote:
Jadeite wrote:
Unless you are using advanced firearms, you have no way of reloading your gun faster than a move action.
One could use alchemical Cartridges (turns move action), and then Rapid Reload (free).

Cartridges are part of the advanced firearm rules and not available in settings like Golarion.

And with Vital Strike, the gunslinger could reload his gun, shoot and move.

Quote:


Ultimate Combat Playtest Round 2: Gunslinger pg 8 wrote:
Range and Penetration: Armor, manufactured or natural, provides little protection against the force of a bullet at short range. When firing upon a target within a firearm’s first range increment, the attack resolves against the target’s touch AC, but is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally (including taking the normal cumulative –2 penalty for each full-range increment). Unlike other projectile weapons, most firearms have a maximum range of five range increments.
Actually, it's the class that most benefit from Deadly Aim, as you will be most targeting Touch AC

Thanks, I had missed that. I presumed those rules were the same as in the previous playtest. Makes guns a bit less horrible.


Jadeite wrote:
Advanced Firearms aren't available in settings like Golarion.

Alchemical cartridges aren't advanced firearms, they are new equipament. Also, the only advanced firearms are the Revolver, Rifle and Shotgun.

Dark Archive

freduncio wrote:


Alchemical cartridges aren't advanced firearms, they are new equipament. Also, the only advanced firearms are the Revolver, Rifle and Shotgun.

Okay. But they are going to increase the misfire chance even more. Not to mention the fact that Vital Strike can be used with a musket this way.


Now the pepperbox and double barrel pistol are listed under Early Firearms, so the gunslinger can use it repeatedly in PFS. While not guaranteed to have it a low level, they should be able to come across one by level 7.


I'm not exactly sure how Dead Shot is suppose to interact with misfire. Does the weapon misfire if any of the rolls fall in the misfire range or do all of the attack rolls have to fall into the misfire range for it to happen?


The feat 'weapon juggle' (from advanced feats:alchemist) coupled with quick draw and multiple weapons would keep the gunslinger going for several rounds.

Senior Designer

Blazej wrote:
I'm not exactly sure how Dead Shot is suppose to interact with misfire. Does the weapon misfire if any of the rolls fall in the misfire range or do all of the attack rolls have to fall into the misfire range for it to happen?

Good question. I was so fixated on giving you the good parts, the misfire got let off. You only misfire if all of your shots misfire.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Stephen Radney-MacFarland wrote:
Good question. I was so fixated on giving you the good parts, the misfire got let off. You only misfire if all of your shots misfire.

Seriously!? Wow.


This ability reminds me of charging -- so why not let it be like charging and give them the full damage multiplier per hit (with precision and extra dice applied once)?

After all vital strike is maligned for the same reason this ability is going to be -- it simply doesn't add enough to make it a better option than full attacking.

After all I only get the extra dice if the secondary attacks hit -- and if they hit why not get them for full damage instead of simply one more dice?

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