| TheKiltedStranger |
Hello, all.
I'm making a gestalt Musket Master/Witch for a Play-by-post game, and after listening to the Gamer's Guide to the Witch over at 3.5 Private Sanctuary, I figured I'd give a build they mentioned a try.
So, I've got this gunslinger, right? And he's got a musket, and he's got this prehensile moustache (PM). As I see it, without the PM a round would be to use Rapid Reload to load musket with Move Action, then fire with Standard. But I've got this, basically, extra hand because of PM. Is there anything I'm overlooking that the PM could do?
If not, that's fine, I just think it's funny and a great RP thing, but I just want to make sure I'm not missing something obvious.
| Heaven's Agent |
An extra limb, as simulated by prehensile hair, does not translate into an extra action per round. It is still going to take the basic Move Action to load, Standard action to fire. Nothing in this respect would be changed.
It could prove useful for gunslinger wielding dual pistols, though. Normally they have issues reloading their weapons since both their hands are occupied. Prehensile hair would not be able to wield a pistol, but would be capable of reloading a weapon.
Mergy
|
Dual-wielded pistols + Rapid Reload + alchemical ammunition. You can reload as a free action, but the problem is you don't have a free hand to do it. Your prehensile hair is what makes this much more possible.
At lower levels you have the option of wielding a melee weapon in your other hand so you can threaten in melee as well, and then once you can afford the second pistol (and all of the requisite feats), go nuts.