| Hector Gwath |
I never see gunslingers using a blunderbuss, always muskets or pistols.
However, in my next campaign the GM has mentioned it will be quite urban/dungeon based: he specifically said close quarters.
Maybe in the tight spaces and corners of such an environment, a blunderbuss gunslinger can shine.
Any good feats, archetypes ,etc I should look out for? Any tips or tricks?
Thanks!
| cnetarian |
I did use a pistolero with a dragon pistol for a while (similar to the blunderbuss but d6 dmge instead of d8). A musketmaster archetype with a basic MM template (MM works with 2-handed firearms which includes the blunderbuss) should work. If things are up close and personal keep an eye on picking up the combat reflexes/imp.snap shot line but probably you'll be considering hanging up your blunderbuss and using a musket after level 5 anyway. At level 5 you get to add dex to damage as long as you aren't using scatter shots, which with a gunslinger's dexterity means you do more damage shooting one target with one bullet than you do hitting two targets with scatter shot.
I seriously warn against using dragon's breath cartridges, they seem to misfire at least once per combat - keep a few on hand at lower levels for special cases but don't use them unless you really, really need them.
The cone can be tricky to avoid hitting your own party with (stupid ninjas), try to beat this into the minds of the rest of your party so you don't have to move 10' to a spot where friendly fire is not an issue all the time.
| Pharmalade |
If you are going for the scatter weapon quality, you are going to go Mysterious Stranger.
Your stat priorities: CHA, DEX, CON, (INT/WIS/STR)
For those last three, choose whether you want skill ranks, will saves and perception checks, or carrying capacity.
The main reason: You can use Dragon's Breath cartridges reliably. After fifth level, you IGNORE misfire a number of times per day equal to your charisma modifier. You add your charisma modifier to damage. It is expensive, yes, but when you need repeated absolute damage to cover an area, why not? Spend your grit to get CHA + 2d6 + any weapon enhancements.
I will recommend you take the Dragon pistol as it will be easier for you to rapid reload. You CAN still get something like full attacks off with a wand of reloading hands on a Blunderbuss, but it's trickier. The crunch of it is that a Blunderbuss is just too hard for a nonMusket Master to reload.
Another peculiar quirk about scatter weapons: They are more likely to misfire the fewer creatures you have in your cone. If you are fighting hordes of the undead, this is the best weapon quality you could muster. Each additional target reduces your chance of rolling all 1s or 2s.
Get your UMD high enough that you can use wands and possibly even scrolls reliably. A wand of Named Bullet and you can demolish any encounter in two rounds. One round to cast the spell on a pellet, the other to get into range and fire it. It crits, you gain grit, and if you used your dragon pistol, it crits for x4. You can't use this with a scatter shot, but you can still load single shots into a scatter weapon, it's just that you have a greatly reduced range increment. It's fine for a blunderbuss too, although you only have a x2 critical, which I think is an error either on the part of the dragon pistol or the blunderbuss (why should the bigger weapon have the smaller threat?) Anyway...
That said, Musket Master is a lovely second. You will be able to focus on a Blunderbuss and get a full attack and get dex to damage. You won't be as fantastic with those lovely alchemical cartridges.
If you go for the Stranger, focus on getting away without getting AOOd on reloads. Dodge, Mobility, Deft Shootist Deed will make sure you can take your scatter weapon pot shots in close range. Thereafter, take your damage dealing feats and your extra shot feats if as you wish.
For the Musket Master, you'll need rapid reload Blunderbuss even though you have RR Muskets. Otherwise, it's much the same if you're focused on close range.
When you get to 7th level, you can focus on the Targeting deed. My favourite trick is to use the Flare cartridges with targeting the head for a double dose of saves against suck.
As said above, remind your compatriots that you are not a flank buddy by including them in your cone when they mess up. That's my preferred (CN) method of teaching a lesson.
| cnetarian |
So basically... don't use a blunderbuss.
I wouldn't go that far, just letting you know some of the pitfalls to watch for. Despite the problems I had with the dragon pistol, it was great for 5 levels, better than using a normal pistol would have been. Once I hit level 5 scatter didn't scale up with bullets; as I couldn't afford multiple magic weapons, there was a ninja who continually ruined cone shots and the group was anal about positioning it made more sense to switch to regular pistols. But you can still fire bullets from a blunderbuss/dragon pistol (albeit with only a 10' range increment) and get the advantages of firing bullets when they're better.
I found the dragon pistol to be inferior after level 5 but that doesn't mean you will. My pistolero dominated with the dragon pistol from levels 1-5, sometime I came close to ending the combat in one player action, but the way things worked out I had to shift. If you can regularly count on hitting 3 baddies with a scatter shot and baddies start combat within 35' and you can take full attack actions then a blunderbuss will appear overpowered - it depends on how things work in your campaign with your group. Go with a blunderbuss and enjoy it, when you hit level 5 take a hard look at whether it makes more sense for you to use to a musket/pistol instead, the most it costs is a minor weapon enchantment and a feat for rapid reload, gunslingers are not exactly feat starved.
About the dragon's breath cartridges, they suck except when they are amazing. Ninja surrounded by hobgobbies with 15-20 HPs, 3 blasts of dragon's breath cartridges (pray no misfires happen) will clear them out and the ninja's great reflex save + evasion will leave him unharmed (hopefully) while three pellet blasts will hit the ninja and maybe kill one.
If you go the mysterious stranger route go dragon pistol instead of blunderbuss, mysterious stranger does not get free action reloading of the blunderbuss. This may be the better option, you have a better feel for how you campaign is likely to go, the mysterious stranger will be light on damage against single targets until level 11 when focused aim becomes a signature deed, some DMs like single monster encounters which hurts the mysterious stranger more. I've never played/seen a mysterious stranger in action so I don't know how well it will work, but being able to ignore misfires makes dragon's breath cartridges great, no more positioning worries with the ninja (rogue, barbarian, heck anyone with evasion and decent reflex saves). I'm not sure that stranger's fortune can in a real game keep up with using Dragon's breath as a regular ammo, but even if it cannot the ability to use it when needed without misfires might be worthwhile.
| SoulGambit0 |
The issue with the Blunderbuss is that it's in the middle of the road, the doughnut hole where it's just worse than other weapons. It deals 1d8 damage in a 15ft cone. Meanwhile, the Dragon Pistol is free-action reloadable by non-Musketeers. Musketeers have access to the much better Culverin for when they want to deal scatter damage. Worst of all, Blunderbuses only have a critical multiplier of x2, meaning that the Dragon Pistol actually deals more damage late game. Oh, and you can use a Shield when combined with a Dragon Pistol, but not a Blunderbuss.
The four big users of scatter weapons are Mysterious Strangers, Musketeers, Gulch Gunner, and Alchemists (Grenadier). Mysterious Strangers get the damage boost earlier, can use it on any gun, but they can't reload as a free action.
Musketeers are probably actually the best ones, simply because they are the ones that can reliably reload their weapons.
Gulch Gunners just take advantage of the point blank range and your hyperfocus on one weapon to deal a not-insignificant amount of bonus damage.
Grenadiers get an honorable mention because they can apply one alchemical substance to the grapeshot and have it apply to everyone in the cone, which can get pretty awesome.
For feats you'll want (in no particular order): Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Rapid Reload (Blunderbuss), Cluster Shots. Becomming immune to AoO's is nice but I wouldn't worry too much about it. If you are a Musketeer then consider (Improved) Snap Shot.
| Hector Gwath |
actually, just because you are using a pistol doesn't mean you can use a shield: Without a free hand, how would you reload?
So, you use a buckler, which specifically states that using a bow, crossbow, or two handed firearm does NOT incur a penalty while using it.
So, everyone should have a buckler anyway, not just pistol users.