Emmeline Kestler
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I was just hoping to run the plan for a Gunslinger multiclass that doesn't need to worry about slow reload times or guns breaking in the middle of combat.
Equipment:
+1 Greater Reliable Double Barrel Musket - Misfire chance 1-3.
Greater Reliable reduces Misfire chance by 4.
Paper Alchemical Cartridge - increases the misfire by 1. Reduces the Reload time by 1.
Musket Master:
1st level : Rapid Reload for free.
3rd level : Fast Musket class ability for free. Treats a two handed firearm as a one hand firearm for reload purposes.
So essentially the double barrel musket is treated as a 1-hand firearm, a standard action to reload. But then, rapid reload reduces the standard action to a move action. Then, with the use of paper cartridges converts the move action into a free action (I'm using the chain of actions on the Rapid Reload feat in Ultimate Combat) You can use paper cartridges without fear of misfire due to the Greater Reliable highly expensive enchantment.
Queries:
-Am I doing it right? When you have two attacks could you use your first attack to expend both chambers of the two barrels for -3 to hit and 2d12+2 damage, reload both barrels as free action, fire again at -3 to hit and 2d12+2 damage then free action reload as a full attack action?
-Do you reload both chambers of the double barrel musket as a free action?
-As there's two barrels, does the +1 enchantment apply equally to each barrel so 1d12+1, 1d12+1 or would this require double weapon rules for enchantment?
-What's with the spell 'Reloading Hands' 1 round per CL for a second level spell? That seems awful.
-What's with 'Stabilize Powder' being even worse as a 2nd level spell?
I'd love to hear from some fellow gunslingers. Yeeeeehaw.
| Malk_Content |
*reloads the thread as a free action*
Not sure about the extra attacks and the like (though would like to know, one of my players in an upcoming game is playing a musket master.
The spells however are quite poor for most people, they are build primarily for the Spell-slinger archetype for wizards (gunmage!) who don't get all the free stuff that Gunslingers do.
Emmeline Kestler
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The more I look at this, the more it resembles RAW.
And yeah, the spells are for gunmages but the decision to make them second level seems quite harsh to me. I'm sure there'd be players out there trying to get their unseen servants to do the reloading for them as a longer duration first level spell.
| Roaming Shadow |
First off, firing both barrels of a double barreled weapon is a -4 penalty to each attack, not -3.
Other than that, I'm 99% sure your calculations are correct, as that's how it was always coming out for me as well. As for the action to reload, for a double barrel musket, technically it'd be two free actions, one for each barrel, but as they're free actions it comes out to essentially the same thing.
However, you're calculating the damage wrong. Because the text indicates that it's a -4 penalty on each attack, each barrel is resolved independantly. It would be two seperate attacks of 1d12+modifiers damage. In this way, it is purposefully different from the double crossbow, which specifies a single attack roll. And because it is a single entity and not a double weapon, all effects apply to both barrels (God, could you imagine the cost of a pepperbox if each barrel had to be enchanted seperately? That thing has 6 barrels!). Essentially, a double barrel weapon allows you to shoot twice before needing to reload, and includes a special "double shot" attack with a penalty: One target, two attacks (one with each barrel so long as they are both loaded), -4 to hit on each attack, in place of making a single attack.
Personally however, unless it gets eratad, I don't think the double barrel musket is worth it. The thing only has a range increment of 10ft.