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Would deft shootist be a better use of a 1st level feat than quickdraw?
Well you need dodge and mobility to get it, so I don't know how you could get it at 1st level. However, deft shootist is really a waste of feats. Not only are you hurting yourself in the reloading and shooting departments, but mobility is unecessary because your acrobatics should be sky high. As a human gunslinger (pistolero) you want something like this:
1st: PB Shot, Rapid Reload
3rd: Deadly Aim
4th: Precise Shot or Rapid Shot
5th: Rapid Shot or Precise Shot
7th: Quick Draw
8th: Snap Shot
9th: Improved Snap Shot
11th: Signature Deed (Up Close and Deadly)
12th: Combat Reflexes

Conundrum |

human gives an extra feat, anti hero gives an extra feat in place of a hero point, and with 2 traits equaling a feat if you give those up that could be another feat which would have a 1st level human gunslinger at 4 feats aside from Gunsmithing and EWP firearms. If hero points aren't allowed and traits can't be foregone then yes that is only 2 feats at 1st.

cnetarian |
deft shootist.
without quickdraw you draw as part of a move action and fire once as standard action in the first round of combat. with quickdraw you draw as a free action and fire once as a full attack action. this is a big difference, without quickdraw you get a move action and one attack while with quickdraw you get no move action and one attack.
At higher levels when you get more attacks and rapid shot quickdraw can be useful in the first round of combat, but practically you might find a move action in the first round far more useful than the extra attacks, and it only impacts the first round of combat when you don't have a firearm out. Quickdraw isn't massively needed unless you are TWFing with pistols when it works with the reload cycle, and then not if you use 3rd hand reloading.

Conundrum |

wait cnetarian I think you're mistaken, with quickdraw you draw as a free action and can still take a move,swift and standard you don't need to make a full attack. If you have rapid reload,alchemical cartridges and rapid shot you could draw and full atack for 2 shots at a -2 for both and still 5 foot step. At 3rd if you have quickdraw you can start the round with the gun in your hand as part of your initiative check with a +2 initiative bonus to boot.

cnetarian |
Well yes, provided you have rapid shot & rapid reload and can take two shots in a full action, but that wasn't in the question you asked initially.
My experience has been that in the first round of combat 99% of the time either I am prepared and have weapons out or I am not prepared and desperately need to take a move action in the first round. Just one of those things, I've found it better to have my weapon drawn before opening doors in a dungeon/castle/whatever and when I'm ambushed the ambushers make it point to ambush when I am in a bad location. Your ambushers might be less interested in intelligent ambushes or you might have a safety fetish that requires you to holster your firearm when going through doorways, or maybe someone likes disarming second line characters, but absent those odd-ball conditions (and TWFing with pistols) quickdraw is almost entirely useless as a feat.
Also I'm not familiar with an init bonus attached to quickdraw, is this new?

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Also I'm not familiar with an init bonus attached to quickdraw, is this new?
No he is talking about the Gunslinger Initiative Deed that gunslinger's get at 3rd level. If they have their hands free and the Quick Draw feat, they may draw their weapon as part of the initiative check. So if they have snap shot and combat reflexes they can make AoO.

cnetarian |
cnetarian wrote:Also I'm not familiar with an init bonus attached to quickdraw, is this new?No he is talking about the Gunslinger Initiative Deed that gunslinger's get at 3rd level. If they have their hands free and the Quick Draw feat, they may draw their weapon as part of the initiative check. So if they have snap shot and combat reflexes they can make AoO.
Ah I see. Not certain how useful that is though.
Been thinking of my experiences and 99% is high, probably only 97% of combats were ones where quickdraw was/would have been useless. Mind you, in a purely non-combat sense it would have been better if I hadn't had quickdrawn and gunned down five villagers in that bar before their leader could explain, but in terms of combat quickdraw was very useful.

Conundrum |

All it says is you can draw a weapon as a free action instead of a move action, where are you guys getting this crap about it being a useless feat. Cnetarian, quickdraw does NOT dictate the sort of attack you make in a round, it offers a way to attack as a standard action, or as a full-attack, PLAYERS CHOICE. I HAVE FOUND THAT WHEN SWITCHING BETWEEN WEAPONS IN COMBAT, QUICKDRAW IS USEFUL.

Gwaihir Scout |

Yeah, trying to nail down characters for possible RotRL campaign, thinking Human pistolero...
Just a heads-up: if you play a gunslinger in Runelords, your GM may hate you from around Book 3 or 4 on.
Quick-draw is indeed great if you're a switch-hitter. It's a decent feat in general because it opens your actions up for better tactical flexibility, but switch-hitters get the most use out of it.

Conundrum |

Conundrum wrote:Yeah, trying to nail down characters for possible RotRL campaign, thinking Human pistolero...Just a heads-up: if you play a gunslinger in Runelords, your GM may hate you from around Book 3 or 4 on.
Quick-draw is indeed great if you're a switch-hitter. It's a decent feat in general because it opens your actions up for better tactical flexibility, but switch-hitters get the most use out of it.
Granted and agreed, however in the games I play any combat character seems to benefit from it greatly, as it also helps with retrieving other equipment in combat as well as switching weapons and in some cases it's a good way to get the jump on foes like in a tavern brawl gone lethal or in a surprise round situation. Also, glad to know that about the gunslinger in Runelords, effectiveness is a must and my GM likes the class and is fully aware of it's strengths, although not sure about weaknesses. Thinking he over estimates the lack of phsical strength and melee prowess and has a inaccurate view that gunslingers are nearly helpless other than ranged combat.

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PLAYERS CHOICE. I HAVE FOUND THAT WHEN SWITCHING BETWEEN WEAPONS IN COMBAT, QUICKDRAW IS USEFUL.
Well considering sheathing a weapon is a move action, you can't keep switching weapons since you'd need to drop it as a free action then use quick draw to draw as a free action.
Quick Draw is a necessity for a switch hitter but gunslingers aren't designed to be switch hitters. You're better off sticking to your guns. The only effective switch hitters are rangers because they don't need prereqs for their switch-hitting feats avoiding split stats.

Conundrum |

except nevermind because I just re-read the feat and it doesn't mention putting a weapon away. Seems counter intuitive to me that one could draw that quickly and not put the gun away just as quick after, look at all those westerns where the guy twirls the gun and the SLAMS it back in the holster after.

Gwaihir Scout |

I can't speak for your GM, but I would allow a holster that in combination with Quick Draw allows putting pistols away as a free action. You'd still need a move action to snap it closed and secure the pistol or risk dropping it when you do something that requires a lot of movement.
You can use the feat to sheathe a weapon, draw the other, and attack all in one round, but since sheathing provokes it's of limited use.
You can also attack in a surprise round where you didn't already have a weapon drawn. Best for characters with sneak attack.