| Necroticon |
Hello ladies and gentlemen,
Looking for a bit of a clarification on some interactions here.
I'm playing a Gunslinger, specifically a Mysterious Stranger archetype, in a zombie-themed campaign which has the "Guns Everywhere" ruleset.
Guns everywhere says:
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
Now, the Mysterious Stranger archetype has the following ability:
Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action.
This ability replaces gun training.
Question one: Does this mean that I would instead gain Stranger's Fortune at level 1?
Question two: With early firearms being considered antiques or relics, and advanced guns now being commonplace and simple, am I entitled to take an advanced form of a gun instead of the early one for my starter "battered" weapon? Seems to me like the intent under the lower gun rulesets is to give me a weapon worth 1000 gp (with, of course, the caveat that it sells for a pittance as it is battered), is replacing that with what is now a 400gp revolver (10% costs under guns everywhere) reasonable or am I asking too much here?Also the Gunsmith feat says the following:
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
Question three: With Guns Everywhere removing the Gunsmith feat, does this mean that my starting weapon is now forever doomed to suck and cannot be upgraded to Masterwork?
Thanks for your help, people!
| Aratrok |
| 3 people marked this as a favorite. |
1) It's unclear, but I'd say yeah. Gun Training isn't changing, you're just getting it at a different level.
2) The revolver is worth less than 1,000gp. Of course you could.
3) You could always take the Gunsmithing feat. You won't get it for free, but you can still take it. Alternatively, purchase a cast of Masterwork Transformation.
| g0atsticks |
1) It's unclear, but I'd say yeah. Gun Training isn't changing, you're just getting it at a different level.
2) The revolver is worth less than 1,000gp. Of course you could.
3) You could always take the Gunsmithing feat. You won't get it for free, but you can still take it. Alternatively, purchase a cast of Masterwork Transformation.
+1
| Lemmy |
| 1 person marked this as a favorite. |
1) It's unclear, but I'd say yeah. Gun Training isn't changing, you're just getting it at a different level.
2) The revolver is worth less than 1,000gp. Of course you could.
3) You could always take the Gunsmithing feat. You won't get it for free, but you can still take it. Alternatively, purchase a cast of Masterwork Transformation.
Make it +2.
Also, I suggest you combine Mysterious Stranger with Pistolero. Losing that the ability to freely add Dex to damage rolls hurts.
| Necroticon |
1) It's unclear, but I'd say yeah. Gun Training isn't changing, you're just getting it at a different level.
2) The revolver is worth less than 1,000gp. Of course you could.
3) You could always take the Gunsmithing feat. You won't get it for free, but you can still take it. Alternatively, purchase a cast of Masterwork Transformation.
Excellent, thank you! Pretty much exactly how I thought it would work. I mean it's all stuff I'd have to run past the GM anyway, but I wanted to make sure I wasn't being a dingus and missing something completely obvious.
Make it +2.
Also, I suggest you combine Mysterious Stranger with Pistolero. Losing that the ability to freely add Dex to damage rolls hurts.
Ah, thank you, I'll look into it. I have to be honest, I was hurting to see the dex bonus go.
darth_gator
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Lemmy wrote:Also, I suggest you combine Mysterious Stranger with Pistolero. Losing that the ability to freely add Dex to damage rolls hurts.Holy crap on a stick! How did I miss Pistolero? That's just beautiful. Thanks a ton!
Played that EXACT COMBO, dual-wielding revolvers in a one-off game my group played a couple of months ago...single-shot killed a white dragon. All kinds of awesome.
| Lemmy |
Necroticon wrote:Lemmy wrote:Also, I suggest you combine Mysterious Stranger with Pistolero. Losing that the ability to freely add Dex to damage rolls hurts.Holy crap on a stick! How did I miss Pistolero? That's just beautiful. Thanks a ton!Played that EXACT COMBO, dual-wielding revolvers in a one-off game my group played a couple of months ago...single-shot killed a white dragon. All kinds of awesome.
Heh.. Yeah, if you somehow get within 20ft from a dragon and makes it stay there so you can full attack, chances are you'll kill the scaly bastard. You can safely use Rapid Shot + Deadly Aim and still hit most shots, since Dragons' touch AC is something around 5.
Or if you are lucky and roll a natural 20. I believe a x4 critical is capable of phisically hurting the GM, not only his ego.
The problem of course, is getting inside that 20ft distance and keeping the dragon there long enough for a full attack.
If your GM is the kind that simply makes the dragon stand still and full attack, you have a nice chance of one-shotting the beast (assuming you survive the full attack, of course). If the dragon uses his Fly-By Attack + reach to attack you and put some distance between it and you.
Well, you go a problem. At least Gunslingers have a decent Will save, thanks to either a decent Wis modifier or a Mysterious Stranger bonus to will save.
And revolvers are really good. They solve most of the Gunslinger's drawbacks.
| Lemmy |
Revolvers are Advanced firearms and use touch attacks to 5 range increments Lemmy.
Ah, indeed.
I forgot about that. Haven't ever used the bastards. Or allowed them to be used. They are too good. The short range increment and reloading time are the two things that make Gunslingers balanced with other martial classes.
Expensive weapons/ammo is a close 3rd, but it's not that significant at higher levels, when characters swim in piles of gold and combats tend to become shorter.
| Necroticon |
See it's odd, a lot of people around these forums seem to feel that Gunslingers are weak and underpowered - in fact I saw a thread where a GM was allowing a player to take Drow Noble as a race choice, and the consensus was "yeah, but he's playing a gunslinger, he needs the help". Looking at the math on it, I really have trouble seeing how people think it's a weaker class.