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![Red Dragon](http://cdn.paizo.com/image/avatar/Red.jpg)
After spending several hours running the Arena's of Doom and several more thinking about what I've learned, I'd like to propose a few changes to the class that I think would make it more interesting and playable. Right now, I judge it to be somewhat interesting but not terribly playable. These changes might fix that.
Gunslinger's Care: Somewhere in the low-mid levels an ability to reduce misfire chances by 1 (minimum 0) would be nice. My objections to the onus of misfires for the Gunslinger class has been vocal but I think it bears repeating. Right now, the Gunslinger suffers from action economy issues clearing jams, the chance of destroying his beloved and expensive weapon, and the need to always keep Grit on hand to clear jams or prevent an explosion. In addition to needing to keep one Grit in the bank for the abilities which require it, this means that Gunslingers will rarely have much Grit to use on other abilities. Which brings me to my next point...
More Grit: They just don't have enough right now to use all their cool abilities and prevent trouble. I'd rather see an amount similar to the Ki Pool without a recharge mechanic or somewhere in between that and what we have now.
Gun Training: For those of us with a very specific idea of how our PC uses a gun, Gun Training can be useless after the the first time you get it. Roland takes Gun Training for the Pepperbox and level 5 and never needs it again. I suppose it's possible that he might get it for the Dragon Pistol or Blunderbuss at 9, but equally possible that he wouldn't. Gun Training after that is definitely not going to be very useful.
I suggest that Gun Training have some options. 1) As written. 2) Add +1 to damage with a weapon you already have Gun Training with. 3) Add +1 to hit with a weapon you already have Gun Training with.
This change would also give an opportunity to include Gun Training Feats. For example:
Keen Shot (Gun Training)
Prerequisite: Improved Critical, Gunslinger level 13
Benefit: Pick a specific type of gun for which you have Gun Training and Improved Critical. The critical threat range of this gun increases by 1. Add this benefit after the benefit applied by Improved Critical.
Special: This ability replaces the level 13 Gun Training Class ability.
Cool and fun and great for those of us who want to focus on a specific gun.
Everloaded weapon enchantment: Gunsmith is a great help in reducing the cost of ammo, which I find to be greatly out of proportion to the effectiveness of a gun. A simple +2 or so enchantment that ensured that there was always a standard bullet in your gun. You would still get use out of Rapid Reload and Lightning Reload when using special Alchemical Cartridges, which more and more are seeming like they will be a very important part of this class moving forward.
More Weapon Customization: I'd like to see some options to modify weapons from an engineering standpoint. This would be an extension of the Gunsmith class ability and similar to Wizard's enchantments but Ex instead. I'm sure you guys can think of some cool things. How about steam power so you don't have to pay for powder? Flechette launching that makes the gun do P and S instead of B and P.
Right now, it doesn't seem like the gun is a terribly special weapon in any way other than resolving vs touch AC and blowing up in your hand. I think the gun would be way more interesting if the Gunslinger could really make it his. The way every Summoner's Eidolon can be different except make it cost cash and time.
Maybe this idea gets too close to steampunk, too close to modern stuff. Maybe include it as an optional sidebar? I think it would be really neat, though.
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I think those are the main things I'd like to see moving forward. I'll be back in here if I think of something or forgot something but I think these ideas get this class on track to be among the most cool and interesting around.