How dangerous is the revolver compared to mid to high level spellcasting?


Gunslinger Discussion: Round 2

Liberty's Edge

Say, at level 7 with a reasonably-optimized character. Thinking of allowing a Gunslinger in a party that is just getting started on City of Seven Spears.

I think the Revolver will catch the player's eye due to the Roland Deschain connection and the lack of misfire chance.

He doesn't tend to play snipers, which I am thinking is the main danger with the advanced weapons, but I could be missing something.

Has anyone tried this?


not very dangerous compared to a mid to high level spellcaster

Liberty's Edge

Blackvial wrote:
not very dangerous compared to a mid to high level spellcaster

Define midlevel and lets' build it out.

I think many people tend to forget that unlike spellcasters, you get multiple attacks that aren't nearly as limited in use of times per day.


I made a gunslinger before the playtest version, using very similar gun-rules. By adding the 3.5 Prestige class "Order of the Bow Initiate" and the feat Vital Strike, I can make a single shot as a standard action which does comparable damage to an attack-spell by a mage of similar levels. In this special circumstance, where Pathfinder was gelled with 3.5 and a fairly loose acceptance of the rules, it works pretty well. I cannot say that a Gunslinger using straight Pathfinder rules would fair as well. A gun we can use is a 6-shooter, so it makes for a very formidable combatant with many shots before needing to reload.

I am not sure what the weapon reload times for the Pathfinder version of guns is, but I can say that any single-shot musket requiring more than a single standard action to reload would be as unwelcome as a heavy crossbow, and would require sufficient compensation in other areas, such as range or simplicity, to compensate. But then you sacrifice realism for balance. I'm ok with the sacrifice, for the sake of cool gunslinger imagery, but it would need to be there.

Liberty's Edge

Just make sure you get rapid shot and deadly aim.


Human Gunfighter 7 (20 pt buy)
str 10 dex 22 (17+2+1+2) con 12 int 10 wis 14 cha 10
feats: Two weapon fighting, Point Blank shot, rapid shot, far shot, Rapid reload, Imp. two weapon fighting
Gear: Belt of dex +2, paired revolvers +2, Mithril chain shirt +1 ~3000 in ammo and misc.

So when you rapid shot, both guns blazing you would be at +10/+10/+10/+5/+5 (+7 BaB, +6 dex, +2 weapon, +1 gun training, -2 rapid shot, -4 two weapon fighting) touch attack for 1d8+8. (add +1 to hit, +1 dam if within 30')

Of course, you are just blowing through expensive ammo, in the neighborhood of 100 gp/round, but you are likely doing 5d8+40 every round.

Things start getting scary at 12th level. At this point your dex would be about 28 (dex +6 belt, 2 increases), your revolvers are up to +3. You add G. Two weapon fighting, and signature deed (Bleeding wound).

Your attacks are +19/+19/+19/+14/+14/+9/+9 (+12 BaB, +9 dex, +3 weapon, +1 gun training, -2 rapid shot, -4 two weapon fighting) touch attack for 1d8+12. (add +1 to hit, +1 dam if within 30'). If you hit with all your shots at pont blank range, that's 7d8+81. You are also, if you hit with all your shots, doing 63 points of bleed.

By 16, things are getting sick. Your revolvers are now up to +5, with a dex of 30 (another increase, manual of dex). Your attacks are +26/+26/+26/+19/+19/+14/+14/+9 (+16 BaB, +10 dex, +5 weapon, +1 gun training, -2 rapid shot, -4 two weapon fighting) touch attack for 1d8+15. (add +1 to hit, +1 dam if within 30'). You can now afford specialty rounds (bane, elemental, holy) as needed. If you hit with all your shots at pont blank range using holy rounds, that's 8d8+16d6+128. You are also, if you hit with all your shots, doing 80 points of bleed.

If you are really clever, you can multiclass into fighter (weapon master) after 12th, Getting another +2 to hit, and +3 damage per shot (Weapon focus, weapon specialization, weapon training).


Just wanted to note on the previous post, that although damage is high, any point of DR that the character can't get past (which might be a lot more common in some games, admittedly) REALLY lowers the damage of that character. 1d8+8 is pretty low damage for a single attack, but if it drops to 1d8+3 due to DR 5/slashing that means "bye bye DPR".


And now I'm picturing a Gunslinger shooting a skeleton, getting miffed, and then front loading a giant red boxing glove shot in his gun as he mutters under his breath.

Scarab Sages

stringburka wrote:
Just wanted to note on the previous post, that although damage is high, any point of DR that the character can't get past (which might be a lot more common in some games, admittedly) REALLY lowers the damage of that character. 1d8+8 is pretty low damage for a single attack, but if it drops to 1d8+3 due to DR 5/slashing that means "bye bye DPR".

We were running a PFS scenario the other night, with lots of zombies in it. Lvl 3 gunslinger, paired revolvers, and most of the time he was doing about 1d8+2, rolling low, and with the zombie DR, doing next to nothing.

On the upswing, it did have this awesome day of the dead zombie movie feel to it.

Liberty's Edge

Dilvias wrote:

Human Gunfighter 7 (20 pt buy)

str 10 dex 22 (17+2+1+2) con 12 int 10 wis 14 cha 10
feats: Two weapon fighting, Point Blank shot, rapid shot, far shot, Rapid reload, Imp. two weapon fighting
Gear: Belt of dex +2, paired revolvers +2, Mithril chain shirt +1 ~3000 in ammo and misc.

So when you rapid shot, both guns blazing you would be at +10/+10/+10/+5/+5 (+7 BaB, +6 dex, +2 weapon, +1 gun training, -2 rapid shot, -4 two weapon fighting) touch attack for 1d8+8. (add +1 to hit, +1 dam if within 30')

Of course, you are just blowing through expensive ammo, in the neighborhood of 100 gp/round, but you are likely doing 5d8+40 every round.

Things start getting scary at 12th level. At this point your dex would be about 28 (dex +6 belt, 2 increases), your revolvers are up to +3. You add G. Two weapon fighting, and signature deed (Bleeding wound).

Your attacks are +19/+19/+19/+14/+14/+9/+9 (+12 BaB, +9 dex, +3 weapon, +1 gun training, -2 rapid shot, -4 two weapon fighting) touch attack for 1d8+12. (add +1 to hit, +1 dam if within 30'). If you hit with all your shots at pont blank range, that's 7d8+81. You are also, if you hit with all your shots, doing 63 points of bleed.

By 16, things are getting sick. Your revolvers are now up to +5, with a dex of 30 (another increase, manual of dex). Your attacks are +26/+26/+26/+19/+19/+14/+14/+9 (+16 BaB, +10 dex, +5 weapon, +1 gun training, -2 rapid shot, -4 two weapon fighting) touch attack for 1d8+15. (add +1 to hit, +1 dam if within 30'). You can now afford specialty rounds (bane, elemental, holy) as needed. If you hit with all your shots at pont blank range using holy rounds, that's 8d8+16d6+128. You are also, if you hit with all your shots, doing 80 points of bleed.

If you are really clever, you can multiclass into fighter (weapon master) after 12th, Getting another +2 to hit, and +3 damage per shot (Weapon focus, weapon specialization, weapon training).

That does look pretty nasty, though it skips Quick Draw and the deft shootist tree, which I think most Gunslingers will want...


Dilvias wrote:

Human Gunfighter 7 (20 pt buy)

str 10 dex 22 (17+2+1+2) con 12 int 10 wis 14 cha 10
feats: Two weapon fighting, Point Blank shot, rapid shot, far shot, Rapid reload, Imp. two weapon fighting
Gear: Belt of dex +2, paired revolvers +2, Mithril chain shirt +1 ~3000 in ammo and misc.

So when you rapid shot, both guns blazing you would be at +10/+10/+10/+5/+5 (+7 BaB, +6 dex, +2 weapon, +1 gun training, -2 rapid shot, -4 two weapon fighting) touch attack for 1d8+8. (add +1 to hit, +1 dam if within 30')

Of course, you are just blowing through expensive ammo, in the neighborhood of 100 gp/round, but you are likely doing 5d8+40 every round.

Things start getting scary at 12th level. At this point your dex would be about 28 (dex +6 belt, 2 increases), your revolvers are up to +3. You add G. Two weapon fighting, and signature deed (Bleeding wound).

Your attacks are +19/+19/+19/+14/+14/+9/+9 (+12 BaB, +9 dex, +3 weapon, +1 gun training, -2 rapid shot, -4 two weapon fighting) touch attack for 1d8+12. (add +1 to hit, +1 dam if within 30'). If you hit with all your shots at pont blank range, that's 7d8+81. You are also, if you hit with all your shots, doing 63 points of bleed.

By 16, things are getting sick. Your revolvers are now up to +5, with a dex of 30 (another increase, manual of dex). Your attacks are +26/+26/+26/+19/+19/+14/+14/+9 (+16 BaB, +10 dex, +5 weapon, +1 gun training, -2 rapid shot, -4 two weapon fighting) touch attack for 1d8+15. (add +1 to hit, +1 dam if within 30'). You can now afford specialty rounds (bane, elemental, holy) as needed. If you hit with all your shots at pont blank range using holy rounds, that's 8d8+16d6+128. You are also, if you hit with all your shots, doing 80 points of bleed.

If you are really clever, you can multiclass into fighter (weapon master) after 12th, Getting another +2 to hit, and +3 damage per shot (Weapon focus, weapon specialization, weapon training).

LOL! With this example you are broke by 17th level and have to sell your guns to buy food!


Dilvias wrote:
Maths

That's fun and all. But it was stated in another thread that advanced firearms aren't available in PFS and likely most homebrews, so they're not all that valid for comparison. Also like you said, you're burning a crap load of money on ammo.


erik542 wrote:
Dilvias wrote:
Maths
That's fun and all. But it was stated in another thread that advanced firearms aren't available in PFS and likely most homebrews, so they're not all that valid for comparison. Also like you said, you're burning a crap load of money on ammo.

neither are any of the other guns, every one of them is optional and about as valid as making a build that includes hero points. So it isn't for you or PFS to decide what is valid in a build. Making a build with pistols is using just as many optional rules as making one with revolvers.

The one with revolvers just happens to be broken. Which is a flaw for the game designers to hopefully deal with rather then a DM. I have my own rules for guns, I don't plan on spending money to be told to come up with houserules for them.

(not that my group could ever use paizo's versions anyway because we don't get as much gold as your standard adventurer, dunno why...)


Shadow_of_death wrote:
erik542 wrote:
Dilvias wrote:
Maths
That's fun and all. But it was stated in another thread that advanced firearms aren't available in PFS and likely most homebrews, so they're not all that valid for comparison. Also like you said, you're burning a crap load of money on ammo.

neither are any of the other guns, every one of them is optional and about as valid as making a build that includes hero points. So it isn't for you or PFS to decide what is valid in a build. Making a build with pistols is using just as many optional rules as making one with revolvers.

The one with revolvers just happens to be broken. Which is a flaw for the game designers to hopefully deal with rather then a DM. I have my own rules for guns, I don't plan on spending money to be told to come up with houserules for them.

(not that my group could ever use paizo's versions anyway because we don't get as much gold as your standard adventurer, dunno why...)

Oh, I agree, but the original poster specifically asked about revolvers so I figured I'd give a few examples as a warning.

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