How is Gunslinger DPS low, middle, high levels?


Advice


Pathfinder Lost Omens Subscriber

Hey all,
I was considering a gunslinger for an upcoming campaign but I really don't know anything about how the class actually performs come game time. I've read the gunslinger class and the available archetypes, but I'm wondering how it performs DPS wise compared to, say, a ranger archer.

Our campaigns are average wealth, average magic, average magic item availability campaigns...pretty standard in comparison to what the core rulebook states for characters of a given level. So, how well does a gunslinger perform at low levels (1-6), middle levels (7-12) and high (13+)? Also, are there proven specific guns, magic items, feats or techniques that are especially good for improving gunslinger DPS?

I'd like to go with a dual pistol wielder, sort of a Clint Eastwood-as-The Outlaw Josey Wales so, probably human for my race.

Anyone with gunslinger experience have any insights for me?

Thanks in advance and good gaming to all,

DJF


Wouldn't dual-wielding be rather sub-optimal considering none of the firearms that currently have stats are light weapons. Plus you need 2 hands to reload a firearm.


I seem to recall a very, very specific build that offers some amazing DPR.

Something involving dual wielding, weapon cords, and pistolero archetype.

But it only comes together at 13th level.


Pathfinder Lost Omens Subscriber
Protoman wrote:
Wouldn't dual-wielding be rather sub-optimal considering none of the firearms that currently have stats are light weapons. Plus you need 2 hands to reload a firearm.

This makes me sad...pretty much kills the concept I had. I don't normally have a lot of issues with Paizo's design department but if there is no way to dual wield pistols currently without taking a massive penalty for trying to dual wield 2 medium weapons then it feels like someone dropped the ball with the release of the class.

I would think that you would want to coincide the release with some six shooter pistols that were light weapons...

Meh sounds like its back to the drawing board.

Good gaming to all,

DJF


Just homebrew a light one-handed pistol that deals d4 or max d6, and there ya go!

RPG Superstar Season 9 Top 16

If you can use revolvers, you could dual-wield for a bit before having to reload. They're advanced firearms though.


Hmm if you decide to abandon the dual wield pistol idea, u could always go with a musket type, carying around a large dubble hackbut.

That weapon hits for 6d6 dam and has 2 barrels, meaning you dont have to load it that much at the early levels.

If you choose this build, go with musket till about level 3 or whenever u can get a large dubble hackbut. Get the shooting feats and maybe the extra grit. Get some haste thrown your way (maybe via boots), and get rapid shot.

At levels 4-6 you will just use it for regular attacks, at level 7 you start using grit to make deadeye shots (the one that pools the attacks together), and at level 11 you go with the feat that makes the shot free.

The beautifull thing is that with 4 shots (2 bab, rapid and haste), you will deal 24d6 + 8 (ish) in damage at level 7. It has a range of 50 feet to attack touch armor, so u will hit a lot. But the beautifull thing is that with deadly shot you will never misfire, and u have a 35% chance to crit, asuming you have a keen weapon. Thats 1 in 3 attacks that will deal 96d6 + 32 = 368 average damage. This is ofcourse asuming you hit with all attacks. but even if just 2 of the attacks hit you are still looking at 48d6+16 = 184 average. As far as i can see, then this build will look pretty good at all levels.

The only real downside is that the weapon takes a full action to set up, and that also means that you cant really move once u have set it. Fortunately you can get an immovable rod to mount it on, which makes it a move action instead. At very late levels i would probably go for a flying blanket (or whatever it is called in PF), and just place it there and make the blanket do the movement.

Dark Archive

Dr. Johnny Fever wrote:
Protoman wrote:
Wouldn't dual-wielding be rather sub-optimal considering none of the firearms that currently have stats are light weapons. Plus you need 2 hands to reload a firearm.

This makes me sad...pretty much kills the concept I had. I don't normally have a lot of issues with Paizo's design department but if there is no way to dual wield pistols currently without taking a massive penalty for trying to dual wield 2 medium weapons then it feels like someone dropped the ball with the release of the class.

I would think that you would want to coincide the release with some six shooter pistols that were light weapons...

Meh sounds like its back to the drawing board.

Good gaming to all,

DJF

Dual-wielding becomes possible in the mid-levels when your full BAB and touch attacks makes up for the -4 to each hand. The real obstacle is finding a way to reload. Gloves of Storing work, as do weapon cords, but beware of being accused of munchkining.

Grand Lodge

Having played a very low level Gunslinger, I wouldn't be worried about a -4 penalty to hit. You have awesome bab, hopefully a good dex and can make your weapons masterwork. When most creatures have touch AC 10-14 you get very, very accurate very, very quickly when you're remaining in touch-AC range.


I can think of a way to do it, but it involves being a spellcaster and not a full gunslinger ...

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