Deadshot and Leaping Shot Deed feat clarification


Gunslinger Discussion: Round 2


I'm confused about the Deadshot deed.

As a full-round action, the gunslinger can take careful aim and pool all of her attack potential in a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attacks in order from highest bonus to lowest, as if she were making a full attack. If any of the attacks hit the target, the gunslinger hits the target. For each additional hit made against the target beyond the first, the gunslinger increases the damage of the shot by the base die roll of the firearm.

What the heck is the difference between doing this and just making a full attack? In fact, I'd rather do a full attack since each shot will add sneak attack and precision damage per hit. Why would I bother doing this? The only thing I can think is so I can get over the damage reduction some more.

Or am I reading this wrong? Do I get to make each attack at my highest base attack? Because that would make the most sense.
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Now on to the feat, Leaping Shot Deed.

As a full-round action, you can move up to your speed and make firearm attacks at your highest base attack bonus with each loaded firearm you are wielding. You can make these attacks at any point during your movement, and if you are wielding two firearms, you can make the attacks at different points during the movement. At the end of this movement, you fall prone. This deed costs 1 grit point to perform.

Again, what is the difference between this and Shot on the Run feat? This looks no different than Shot on the Run except for a +2 Acrobatics and the ability to make an extra shot if I have another firearm in the other hand(s). It also costs a grit point? I'd rather do Shot on the Run.

Unless, again, I am reading this wrong? The only reason I can see this feat being worth getting and using 1 grit point on is if I was allowed my FULL set of attacks during my movement. So if I have three attacks at BAB +11/+6/+1, I can use a full-round action to move and make these 3 shots at any point of my movement, finish my move, and fall prone. (or if I have two pistols, I can get off shots with both).

That would make more sense and worth the feat and use of a grit point. So which is it?


shot on the run, you can move shoot move.

Leaping shot, the two shots you get to take (instead of one) can take place at different points in the movement
For example move, shoot, move some more,shoot and finally, finish movement, or move, shoot, move and shoot at the end of movement, or move shoot shoot move.

Dead shot lets you do all those shots with one bullet, therefor no reloading, which in many cases actually lets you DO a full attack, where as a regular 7th level character with two iterative attacks on a single shot firearm cannot make a full attack.

Silver Crusade

Quote:
What the heck is the difference between doing this and just making a full attack? In fact, I'd rather do a full attack since each shot will add sneak attack and precision damage per hit. Why would I bother doing this?

Can you really reload your weapon fast enough to do it several times in a round and so make the full attack ?

Quote:
Again, what is the difference between this and Shot on the Run feat?

It's free. Seems like you need enough feats on a gunslinger in order to make it work to not spit on something that you get for free and simulates a feat like Shot on the Run.

And it seems like this deed pretty much allows you to jump everywhere on the battlefield.


Pendagast wrote:

shot on the run, you can move shoot move.

Leaping shot, the two shots you get to take (instead of one) can take place at different points in the movement
For example move, shoot, move some more,shoot and finally, finish movement, or move, shoot, move and shoot at the end of movement, or move shoot shoot move.

Dead shot lets you do all those shots with one bullet, therefor no reloading, which in many cases actually lets you DO a full attack, where as a regular 7th level character with two iterative attacks on a single shot firearm cannot make a full attack.

On Dead Shot, ok, so for those with limited bullet capacities it makes sense. But when a character can reload as a free action or reload catridges with higher capacities as a swift action, it becomes moot, correct?

As for Leaping Shot, it's only worth a feat if you have two guns then? Other than that, it's no better than Shot on the Run. Much worse in fact, because you lose a grit point AND fall prone.

Honestly, I don't believe getting off one extra shot during a move is even worth the grit point and falling prone, either. In the movies, characters doing "leaping shot" unload more than once from each gun before falling prone. That feat should allow all attacks to be made, not just 1 from each hand.

Grand Lodge

I thought leaping shot let you shoot all loaded weapons during your movement not just ones wielding


Razz wrote:


Now on to the feat, Leaping Shot Deed.

As a full-round action, you can move up to your speed and make firearm attacks at your highest base attack bonus with each loaded firearm you are wielding. You can make these attacks at any point during your movement, and if you are wielding two firearms, you can make the attacks at different points during the movement. At the end of this movement, you fall prone. This deed costs 1 grit point to perform.

Again, what is the difference between this and Shot on the Run feat? This looks no different than Shot on the Run except for a +2 Acrobatics and the ability to make an extra shot if I have another firearm in the other hand(s). It also costs a grit point? I'd rather do Shot on the Run.

Unless, again, I am reading this wrong? The only reason I can see this feat being worth getting and using 1 grit point on is if I was allowed my FULL set of attacks during my...

I agree that this feat needs some clarification. What happens when your wielding 2 revolvers. Do you get 12 attacks or just 2. The way it reads is not clear.

The way I interpret the way it reads you would get all 12 shots if wielding 2 revolvers at your highest base attack bonus. Combine this feat with the rouges stand up ability and you have some one whom can make 12 attacks every 2 rounds.


Razz wrote:
On Dead Shot, ok, so for those with limited bullet capacities it makes sense. But when a character can reload as a free action or reload catridges with higher capacities as a swift action, it becomes moot, correct?

It becomes very contingent, definitely. It still might be a reasonable thing to do against a high-DR enemy, since those extra dice of damage will get through. Basically if the modifiers you lose are less than the target's DR, it would make sense to do this instead.

It's basically a less accurate, full-round use of the Vital Strike feat tree.


While we're at it - if I score a critical hit while using Dead Shot, do I multiply all the damage dice I generate throughout the action, or just the number adequate to how many critical threats I've confirmed?

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