grandpoobah
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I have searched the char-op boards for details on Gunslingers and I see a lot of ways to increase attacks/damage, but not to reduce misfire.
For me, the fundamental flaw of a Gunslinging PC is the misfire system. I can't find a way around it in order to make an effective (let alone do damage on-par or better than an archer), until high level (11+).
If I misfire during a full-attack, I have to stop the Full-attack. On my next turn, I spend a move action (minimum) to clear it, and only get one-two shots (double barrel?) in that second round. So my attacks/round are actually very low, because of my misfire risk.
I suppose if there was zero chance of a SECOND misfire, I could just live with the broken condition (-2 to hit and 20/x2 threat range) until the combat was over.
How do I make an effective/optmized Gunslinger at Level 1-10, by minimizing the misfire chance or eliminiating the "second" misfire?
Here are my parameters:
*PFS (society) play.
*Playing all the way from level one to level 11 only.
*20 point buy
*Gunslinger + Gunslinger Archetypes (no spellslinger or non-gunslinger gun users)
*Main Paizo books (stuff in the online PRD plus inner sea world stuff).
*Standard wealth-by-level, only 70% of which can be spent on the Weapon/Solution.
Having all that, I've seen lots of ways to get multiple attacks (a lot discussion about weapon cords, multiclassing for special limbs, double-barrel guns, etc.), but no way to deal with the near certainty of a misfire every round.
I accept that I can reload a pistol as a free action an infinite number of times using rapid reload and alchemical cartridges.
This puts my misfire chance at 1+2.
If I use a double-barrel pistol, my misfire chance is now 1+2+3
If I am using some of the tricks suggested online, combining two-weapon fighting, two double-barrel pistols, and rapid shot - I am making six attacks at level 1-5, and eight at level 6. With a 15 % misfire chance PER SHOT, it is a near certainty I will misfire at least once each round.
Even at the conservative rate of just Rapid shotting a single pistol (2-3 shots per round, misfire 10%), I will misfire every other combat. At higher levels this will get worse, until the problem suddenly disappears.
A Reliable gun (+1 enhancement) drops that by 1; a Greater Reliable (+3 enhancement) drops that by 3.
I can afford (assuming standard WBL) a single +1 Greater reliable double barrel pistol around level 9-10, assuming i make no other major purchases (like cloak of resistance, magic armor, belt of DEX+2, etc.). I certainly cannot afford a second one until around level 12-13, when I won't need it.
I never misfire (as a pistolero or musketeer) at level 13; but that is outside my level range.
I don't need alchemical cartridges AND rapid reload at level 11 (lightning reload deed), but that is also at the edge of my level range.
the only other thing I had thought of was purchasing multiple masterwork double-barrel pistols, and simply quickdrawing a new one each time a misfire happens.
Any help/suggestions/ideas out there?
Thanks.
Please Don't Kill Me
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Dwarf with a reliable weapon is your best bet. You will probably want a distance weapon as well because doubling the range at which you target touch is nice. While TWF with pistols if fun my favorite is musket master with rapid shot and ricochet shot. So a +1 Reliable Distance weapon will run you 18,000gp which shouldn't be that much fame, probably 6th or 7th level.
Silent Saturn
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Instead of maximizing how may attacks you get each round, you could instead focus on making one attack per round and hitting as hard as you can with it.
This means that instead of dual wielding pistols and weapon cords, you can instead get a musket or even a culverin or the like and focus on things like Vital Strike, Dead Shot, and so on. You can forego alchemical cartridges to save a few gold and keep your misfire chances down, and probably take Improved Critical to up the odds of that "one big hit".
lantzkev
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for my musket master I'll be getting improved critical, and using the grit thing where you do one massive shot.
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
| Hakken |
Quote:Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.Knew I had read that somewhere.
aye you cannot use four more levels of gunslinger to reduce it to zero. BUT you can use the reliable magic to get the final neg 1 to take it to zero.
double barrel pistol with alchemical cartridges is 3 misfire
dwarf gunslinger favored class every four levels takes it down 1
so level 8 dwarf takes it down to 1
now a level 12 dwarf can not use the favored to take it to 0
but you can simply buy reliable pistols and take it down to zero