Gunslinger Suggestion Box


Gunslinger Discussion: Round 2


Let's all put our suggestions neatly into one thread to make it easier for the devs. Reviews should be left in their own thread as well. It is best to state a suggestion and apply the reason why you think that way. I will start.

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Reading it entirely through once, I would like to suggest for Gunslinger to get their Evasive ability earlier than 15th level. Rogues and Monks get it at 2nd, Rangers at 9th. For the Gunslinger, 15th is too long of a wait. Make it an 11th level deed instead. I know it is coupled with Improved Uncanny Dodge, but 11th sounds like a much better fit. Waiting till 15th to finally dodge delayed blast fireballs, flame strikes, cone of colds, breath weapons, etc., is a mean tease.


While reading the gunslinger, I realized I still had my editor hat on, so my suggestions lean towards that.

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I suggest rewording Menacing Grit (15th level Deed). It states "shoot a firearm into the air", and I would like to suggest "shoot a bullet into the air" as a replacement. The wording makes me laugh because I think of a gunslinger throwing his pistol into the air and going "wheee". I assume that the bullet does not hit anything and it merely for effect, but my silly imagination also sees a spray of pellets falling down should the gunslinger possess a blunderbuss.
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In the "Firearms in Your Campaign" sidebar, the Emerging Guns rule state a feat called "Craft Firearms". It appears from the Gunsmith rule and the feats section that this feat is instead named "Gunsmithing".
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I realize these are small things, but hey, we got spellsword in the arcane duelist description in the APG, so I figure any proofreading feedback, even redundant, can't hurt. Pathfinder has been one of the best systems I've seen for clarity, and I greatly appreciate that. You guys nip wibbly wobbly rule fiddling in the bud.

As for the rest of the gunslinger retool, I think you guys did a great job reworking the hazier bits of the Grit/Deed system.

I would also like to state that I'm OK with the misfire issues with the guns. Normally when rolling a 1, the DM has to make up something about falling prone or dropping a weapon. With guns, the DM doesn't have to worry about that. Yes, other weapons aren't prone to exploding when the die turns cold, but I'm used to seeing that sort of bad luck turning into "your spear flies out of your hands and lands 10 feet away" or "you fall on your dagger, roll damage".

Dark Archive

Change Dead Shot to also multiply bonus damage. In its current state, it's pretty useless compared to Called Shot.


Well a few bonus feats wouldn't hurt, since this is a rather feat-heavy class.

Also, the menacing grit entry is fine, since it just requires the use of black powder to get the barrel hot, not the use of an actual bullet. And if you're in, oh I don't know a dungeon with four walls and a ceiling perfect for ricochets, firing a bullet is NOT something even the insane should do (only the stupid).

Also good would to make sure that the Axe musket is clearly affected by any feats or abilities that would affect the musket, but only while using it as a musket (IE Weapon specialization or focus and the like).

Dark Archive

Should an Adamantine Pistol have a reduced misfire chance? or no chance of exploding on a 2nd misfire? (since the metal is super strong)

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