| Enevhar Aldarion |
Additional Resources tells you what works different than the UC rules, especially how Gunsmithing works. But there is nothing specifically about Gunslingers in the FAQ.
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I have a gunslinger, and so far its a really fun class to play. I personally don't think there's too much bookkeeping to them. Honestly, I fins casters have much more bookkeeping with all the spells (and god forbid you summon something. So much extra work for 1-2 rounds =P ). Gunslingers are pretty much the same as any ranged character, just their ammo is a bit more costly and they have deeds (which works just like talents, domains, mysteries, etc.).
Kristoph, don't let this dissuade you. Gunslingers are fun. Especially when you crit with a musket and one-shot big baddies. =)
Edit: just barely ninja'd by Eric! Btw, I have a musket master also. They're quite awesome. =)
Doram ob'Han
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Another musketmaster, here. Yes, the ammo costs (minimum) 1.1gp, but you're paying a premium to get a touch attack, and deal a d12 from a safe distance. That seems like a fair trade, to me. In the last three sessions I played with him, I shot off a total of nine bullets. Played right, a musketmaster will get one or two shots a combat at low levels. If you make them count, the combat should be just about over after that first shot.
I know that the reloading will get faster, but three gold a module is practically nothing. Hell, that could double, or triple, and I wouldn't notice the resource drain. By the time I want alchemical shots, I figure I won't miss 20gp a mod very much, in return for not having to pay to buy a golf-bag full of magic weapons.
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Are you looking for something in particular? Ultimate Equipment stuff for gunslingers (and everybody else). Adventure Path #60 has a doubleshot pepperbox and something called an enervating pistol. Advanced Race Guide has some archetypes but I don't know how good they are.
Edit: There's an archetype called Gunner Squire in Knights of the Inner Sea, but that doesn't seem to be listed on the Additional Resources page.
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There are a variety options/trick you can do.
So far.. I've seen ONE gun on a chronicle sheet, and NO ammo. So save up your coin and pick your gear carefully.
That being said there are some helpful things you can get.
-Wand of Abundant Ammo (if you have UMD OR a friendly caster friend)
-Make Whole (wand, scroll, whatever, should be the FIRST purchase of any gunslinger in my opinion)
-Wand of Air Bubble (If you anticipate water missions like Sniper in the Deep)
-Some mundane items are vital. POWDER HORN. Let me repeat. POWDER HORN. One for every 10 charges of powder you have. Alchemical Weapon blanches, while it is not cost effective for silver, it IS for Adamantine and Ghost Salt.
-Ammo. Always stock specialized materials. There are a variety to use.
-Consider Class Synergy: Look for things in other classes that work together. Sneak Attack, Alchemical Infusion (Grenadier is an awesome archetype for Gunslingers/Alchemist), and so on. A few levels dip in the right class might help out but remember.. 5th level is where Gunslinger damage starts up higher.
-Picking the Right Enchantment on your gun. There are some obvious choices: Distance, Bane, Reliable (Greater Reliable) and Luck (and it's big 'sister') and then you have things like Liming (make it easier for your buddies), Conductive (for things like putting your Alchemical bombs on a musket) and I'm sure I missed more than a few.