Hammer the Gap and Double Barreled Pistol


Rules Questions


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From what I understand, the Manyshot feat seems to trigger the extra damage from 'Hammer the Gap'...so my question is: would this same logic apply to a Double Barreled Pistol?

For example, lets say I am level 7 and I am dual wielding double barreled pistols. As a full round action, I fire one pistol using BOTH shots as a single action (taking a -8 penalty of course: -4 for using the pistol in this way, and another -4 for dual wielding). Now, after I resolve that attack, I then fire my second double barreled pistol at the same target. Therefore, would my damage look something like this:

1st shot = 2d8 + 1 (from hammer the gap)
2nd shot = 2d8 + 5 (from hammer the gap)

Ignoring all other bonus from Dex/other feats/and such, is my math correct?


with the way the daul barrel firing seems to work id say it would be

Gun 1

first barrel: 1d8
second barrel: 1d8 + 1

Gun 2

first Barrel: 1d8 + 2
second barrel: 1d8 + 3

if all hit that is


StealthElite wrote:

with the way the daul barrel firing seems to work id say it would be

Gun 1

first barrel: 1d8
second barrel: 1d8 + 1

Gun 2

first Barrel: 1d8 + 2
second barrel: 1d8 + 3

if all hit that is

Yea, the little chart I did was 'assuming' that all barrels hit. But wow...if this is the case, we are talking about some SERIOUS extra damage out.


well lets say the gunslinger is level 6 and has twf, rapid shot, improved twf, quick draw and point blank shot

that would be 5 attacks(2 from bab, 2 from twf tree, and rapid shot for the 5th)

assuming all hit even with the butt ton of penalties

that would be

10 attacks so

10d8 + 10xdex(assume 18 dex just because so +4) + 45 (HtG: 1+2+3+4+5+6+7+8+9)+ 10(PBS), if pistolaro add +10 from gun training, if mysterious stranger then 10xcha mod in damage(assume 16, having grit is awesome.)

so 10d8 + 105(pistolaro with 18 dex)

or 10d8 + 125(mysterious stranger with 18 dex and 16 cha)

expensive as hell and it would take forever to recover your guns youre just throwing around but id say thats some nice damage at level 6 lol

*on a side note*
Splash in 2 levels of Titan mauler Barb and dual wield double barrel muskets so those d8s are d12s instead


From what I can tell, you would take a -10 for all your attack rolls (-4 for dual wielding, -4 for the double barrel, and -2 for rapid shot). So yea, not likely that you will hit...but still funny all the same.

However, I don't see where the pistolaro is getting the +10 from. I know that the pistolaro adds his dex to damage (assuming it is a +4 in this case), but again, maybe I'm missing something. My final calculations come to 10d8 + 95.


my bad I thought that pistol training gave you a +1 to damage at level 5 but it doesnt till level 9.

so 10d8 + 95 is correct

however

mysterious stranger level 1 deed:
Focused Aim (Ex): At 1st level, as a swift action, the
mysterious stranger can spend 1 grit point to gain a
bonus on all firearm damage rolls equal to her Charisma
modifier (minimum 1) with all firearm attacks she makes
until the end of her turn. At 7th level, when she uses the
dead shot deed, she multiplies this bonus by the number
of hits she made while rolling the Dead Shot attack. This
deed replaces the quick clear deed.

would be

10d8+125


I guess my only question now is what is the best way to dual wield pistols. Currently a Glove of Storing and a weapon cord seem to work (as you basically use free actions to reload your weapon at 11th level), but i was curious to see if there was another more effective way.


It 'technically' works, but lets be honest dude. How many GMs are going to allow you to cycle your gloves of storing like that? The rulebook explicitly calls out a GM's right to limit free actions. I doubt you're going to get more than two activations of a glove of storing per round.

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