
Redchigh |
I've never actually seen a gunslinger played (all the dms I know banned it).
On paper, it looks a bit okay, but certain builds can be insane.
Is it as broken as it looks?
Are there any ideas on nerfing it?
I've considered upping the price of ammo, restricting the number of grit abilities they get, being stingy with grit points, or even giving some monsters a "Resistance to Technology" trait.
.opinions?

Warhawk7 |

The thing I dislike a bout gunslinger are guns targetting touch AC, it is insane.
Considering firearms were the reason for the decline of armor, due to the fact that most early firearms could punch right through them, I think firearms targeting touch AC was the best way Paizo came up with to represent this. Certainly not THE best approach, but the best under current system.
It was either this or increasing the damage of firearms by at least one die type as they were in 3.0/3.5.
Cheapy |
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The problems with gunslingers are mostly due to double pistols (and sometimes dual double pistols) and weapon chords. Knock those out, and you're back at a fairly reasonable class that a dedicated archer (aka: one who takes the most obvious feats) will out do.
Well, also fix Targeting so it doesn't auto-trip anyone it hits.

Googleshng |

The problems with gunslingers are mostly due to double pistols (and sometimes dual double pistols) and weapon chords. Knock those out, and you're back at a fairly reasonable class that a dedicated archer (aka: one who takes the most obvious feats) will out do.
Well, also fix Targeting so it doesn't auto-trip anyone it hits.
Wait, people are letting people reload pistols using hands that have other pistols strapped to them with weapon cords? People get that they aren't nice long bungie cords right? I've always understood it to be that your weapon gets knocked out of your hand, but the handle is tightly strapped to your wrist, so you just straighten your arm and grab it again. That sort of setup would make reloading basically impossible.

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IMO, the problem with Gunslingers is less that they target touch AC and more the damage type they are given and critical multipliers. With the touch AC to confirm critical hits, no firearm should have more than a x2 critical multiplier. However, you have idiocy like a d12 musket which does 4d12 on a critical and you aren't subject to the risk of getting into melee where you could be attacked.
The Grit, etc. are annoying, but the fundamental problem is that the firearms are too good for a setting where bows and armor are still expected to be viable.

Supreme |

The problems with gunslingers are mostly due to double pistols (and sometimes dual double pistols) and weapon chords. Knock those out, and you're back at a fairly reasonable class that a dedicated archer (aka: one who takes the most obvious feats) will out do.
Well, also fix Targeting so it doesn't auto-trip anyone it hits.
It always made me wonder why implement guns to begin with, when it negates almost all the armor in the game and y'know, the dragons with magical scales and the barbarian wearing a +5 armor still gets holes blown through him by a gunslinger.
Unless everyone uses guns (cowboy campaign anyone?) they make a ton of monsters balanced versus spells,weapons,etc. Useless. So you get a bunch of gunslingers versus gunslingers.

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Unless everyone uses guns (cowboy campaign anyone?) they make a ton of monsters balanced versus spells,weapons,etc. Useless. So you get a bunch of gunslingers versus gunslingers.
Three gunslingers and a paladin at the table.
Gunslinger to paladin: "Seems to me, you brought a sword to a gunfight."
Kidding aside, our group allows guns and gunslingers. We don't have any blatant balance issues, and the combats are still fun for everyone.

Kimera757 |
This class used to be seen as weak :)
I've never actually seen a gunslinger played (all the dms I know banned it).
On paper, it looks a bit okay, but certain builds can be insane.Is it as broken as it looks?
Are there any ideas on nerfing it?I've considered upping the price of ammo, restricting the number of grit abilities they get, being stingy with grit points, or even giving some monsters a "Resistance to Technology" trait.
** spoiler omitted **
.opinions?
I wouldn't change the price of ammo. Making gunslingers run out of bullets is like making wizards run out of spell. Boring for the player. Also, accounting, which becomes less important at higher levels. (Bullet costs never need to change, whereas your budget increases.)
I would increase grit. That's probably the best part of the class.
I would tone down the touch attack stuff though. I'd just give guns a bonus (say, +2?) against armor. Useless against a 1st-level monk, devastating against a high-level paladin with a shield.
I would also severely restrict the types of guns you can use, and write up alternate clear rules for exactly how many hands it takes to reload a gun (TWO!). No double-barreled pistols please. That's as cheesy as 3.0's mercurial weapons. At most, a gunslinger would be able to dual-wield regular pistols (with all the Two-Weapon Fighting penalties), or fire a rifle. I would carefully look at Rapid Shot and not allow Manyshot with it. (I don't know if that's legal, but I'd clearly ban it just to be on the safe side.)

st00ji |
i havent actually read the gunslinger class, but i've read a few of the silly threads about the damage they can do.
thing is, as far as i can see its mostly message board theory crafters - does anyone actually play them like that? i know if someone turned up to one of our games with a character like that they'd be laughed out of the room.

Supreme |

Supreme wrote:Unless everyone uses guns (cowboy campaign anyone?) they make a ton of monsters balanced versus spells,weapons,etc. Useless. So you get a bunch of gunslingers versus gunslingers.Three gunslingers and a paladin at the table.
Gunslinger to paladin: "Seems to me, you brought a sword to a gunfight."
Kidding aside, our group allows guns and gunslingers. We don't have any blatant balance issues, and the combats are still fun for everyone.
Paladin would just use the archetype to give him guns :P
I've had a gunslinger in a group that did Fireball number of damage rolls a turn every turn. Along with a high initiative made every encounter the enemy would explode before we could diplomacy it down lol

Warhawk7 |

Zahariel wrote:Supreme wrote:Unless everyone uses guns (cowboy campaign anyone?) they make a ton of monsters balanced versus spells,weapons,etc. Useless. So you get a bunch of gunslingers versus gunslingers.Three gunslingers and a paladin at the table.
Gunslinger to paladin: "Seems to me, you brought a sword to a gunfight."
Kidding aside, our group allows guns and gunslingers. We don't have any blatant balance issues, and the combats are still fun for everyone.
Paladin would just use the archetype to give him guns :P
I've had a gunslinger in a group that did Fireball number of damage rolls a turn every turn. Along with a high initiative made every encounter the enemy would explode before we could diplomacy it down lol
I'm building a campaign for a wild west themed world, and paladins all use a variation of the holy gun archetype (the weapon is granted to them by a special organization they belong to).
As for the gunslinger doing fireball number of dmg rolls per turn, unless he was high enough level to have multiple attacks (complete with the rapid shot, rapid reload, and improved two-weapon fighting feats), two revolvers, and some homebrew instant reloading weapon special property, I don't see this happening. However, if he IS high enough and willing, to explode everyone he meets, I would think it is the player, not the class, that has an issue.

Pendagast |

the style that I used (and got my gunslingers banned by my wife) was to wear a brace of double barreled pistols (usually 6 to 8)
It was shoot shoot (this was before the pistolero, so I was twfing the playtest slinger) drop, draw, shoot shoot, drop draw.
Yea there was some draw backs and such, like I had pistols laying about the battle field, maybe some one could steal them? there were TPP feats that woukld have let me reholster as a free action, but i handt gotten to a level to take it yet.
basically, combats never really got past the 4th or 5th round, so I usually didn't run out of pistols to drop. Then went back around and reloaded them before moving on.
The Grit features aren't a problem (in fact this should be a FIGTER mechanic) but the GUNS are the issue and trying to use them with the current combat system.

Lemmy |

I don't think Gunslingers are too powerful. They deal lots of damage and that's it. They don't have much versatility other than their skill points, which are only decent.
That said, I do think that PF rules for firearms are idiotic. Guns are easily the worst weapons in the game (unless you're a gunslinger!) and their touch AC mechanics makes no sense.
It's very possible to dodge a bullet, but an adamantine golem's armor is completely negated... WTF?

Alexander Augunas Contributor |

I've GMed for a Gunslinger before. The only time he was ridiculous was when I gave him a double-barreled shotgun to test. Those rules are ridiculous, but the class as a whole works well.
What it really comes down to is that the Gunslinger is a class designed to stack penalties on attack rolls in exchange for damage. They take their Fighter BAB, look at touch ACs, and say, "Golly, I'm beating that by 5, 10 points on average!" Then they take feats like Rapid Shot, Deadly Aim, and so on that place penalties on their attack rolls in exchange for damage. They do tend to hit more often, but they're barred from the feats that make archers the kings they are.
If the Gunslinger reveals one flaw with the game, it is that there are simply not enough monsters that rely on Dexterity / Dodge bonuses for their AC as opposed to armor.

Azaelas Fayth |

Gunslingers only shine when the other classes don't have access to firearms. And if Gunslinger hitting on Touch AC with a Weapon that they still have to spend money on to get around DR then why don't people complain about a Wizard who can do that at Level 1!
Guns replaced Swords, Bows, Crossbows, and such for a reason. Yeah a Gunslinger might be powerful at power levels when the Fighter or Paladin doesn't have a Pistol but the moment they get a Pistol the Gunslinger starts to suffer.
Also don't forget that an Early Firearm is only hitting Touch AC at a fairly close range. Yeah, Advanced Firearms bypass that BUT when those become available everyone will be able to afford a Firearm by level 2 if using standard WBL and when Advanced FAs become available a Gunslinger loses their free firearm.
Also the Paladin's Firearm Archetype is worthless and I honestly wonder why it was allowed into print. It basically removes everything that would allow a Paladin to effectively use their gun for worthless abilities. Heck, take one level of Mysterious Stranger then just try straight Paladin or Divine Hunter and you have a better holy gun.

Wind Chime |
Gunslinger are awful until level 5 when they get Dex to damage. Once they get dex to damage they can match or outshine dedicated archer builds.
For example one of the best build I ever used for gunslingers was a goblin gunslinger 5 Weapon Master 4 build including in the wand of divine favor and the gloves of dueling he was getting 3 attacks at 1d12+22 (4 with haste) at 19,19,14 against touch. Pretty decent around 75 damage (100 hasted) but not up to what a cavalier or an eidolon could get at the same level (120 ish for a challenging cavalier and the eidolon).

Azaelas Fayth |
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Gunslingers are one of those touchy subjects as you get Historical Nuts like me who like the eras when Firearms were still fresh interacting with people who love the "Traditional" Fantasy heroes. Ironically, most iconic fantasy heroes used Firearms of some sort.
On-Topic: Gunslingers don't need fixed. It is the Theory Crafters who get bored and frightening newer GMs with there usually Illegal Builds. Though some are legal.
On Weapon Cords: Historically a Weapon Lash (What Weapon Cords are typically called) were around 2 feet long with 6 inches dedicated to the wielders wrist and another 6 inches dedicated to their Weapon. It is feasible for you to reload a Pistol using a Weapon Cord to hold another Pistol. Especially given that a typical Double Barreled Pistol would weigh only 6 pounds and be pretty well balanced.
TL;DR: Gunslingers aren't broken but the Theory Crafters are. It is easier for a Gunslinger to be broken with their Deadshot Deed.

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Solution to gunslingers: A period pistol takes 45 seconds for an expert to reload, which 45/6=7.5 rounds, round down for fairness's sake, and you have a 7 round reload time per weapon...
Lets say Rapid reload halves that, and we'll round down again to 3 rounds... In that time an Archery focused fighter or ranger has put somewhere between 3 and 9 arrows into the gunman, and that's just for one pistol.
Ta-daa, gunpowder weapons with there massive criticals and armor penetration are balanced against the humble longbow, just using reality as a base.
The other solution to Gunslingers my gamemaster using in our skull and shackles game is the Highwayman class from AEG's 3.0 book Swashbuckling Adventures, which is a Rogue based class that doesn't get grit but gets lots of gun focused feats.

Pendagast |

Using reality as a base, then the rounds system would have to be changed, you can't apply reality time line to just guns and not things like bows and swords.... 7 attacks in 6 seconds? No. sorry. Fantasy. Shooting two arrows with one shot every 6 seconds. No sorry fantasy.
So as long as we are talking fantasy, lets keep it all fantasy.

Kimera757 |
Ironically, most iconic fantasy heroes used Firearms of some sort
What?
Solution to gunslingers: A period pistol takes 45 seconds for an expert to reload, which 45/6=7.5 rounds, round down for fairness's sake, and you have a 7 round reload time per weapon...
And you illustrate one of the biggest problems with guns at a fantasy table. The players, and their fixation with realism. Realistic firearm guns aren't fun or cool, but players demand far more realism from guns than from bows.

Azaelas Fayth |

Azaelas Fayth wrote:Ironically, most iconic fantasy heroes used Firearms of some sortWhat?
Most heroes that Players try to imitate when first starting out used Firearms at least once. There are exceptions to this based on whether the Player is interested in History and Epics like Beowulf and Gilgamesh.
@Pendagast: 2 arrows with one shot is actually easy if you use an older non-synthetic Bow and antiqued shooting techniques. And 7 attacks in 6 seconds is possible especially if someone is Dual-Wielding and is trained in that fighting style.

Lemmy |

Kimera757 wrote:Azaelas Fayth wrote:Ironically, most iconic fantasy heroes used Firearms of some sortWhat?
Most heroes that Players try to imitate when first starting out used Firearms at least once. There are exceptions to this based on whether the Player is interested in History and Epics like Beowulf and Gilgamesh.
@Pendagast: 2 arrows with one shot is actually easy if you use an older non-synthetic Bow and antiqued shooting techniques. And 7 attacks in 6 seconds is possible especially if someone is Dual-Wielding and is trained in that fighting style.
Is turning people into stone with a stare possible? Or breathing fire?
Realism makes no sense if you only apply it to a few things.

Lemmy |

Solution to gunslingers: A period pistol takes 45 seconds for an expert to reload, which 45/6=7.5 rounds, round down for fairness's sake, and you have a 7 round reload time per weapon...
Lets say Rapid reload halves that, and we'll round down again to 3 rounds... In that time an Archery focused fighter or ranger has put somewhere between 3 and 9 arrows into the gunman, and that's just for one pistol.
Ta-daa, gunpowder weapons with there massive criticals and armor penetration are balanced against the humble longbow, just using reality as a base.
The other solution to Gunslingers my gamemaster using in our skull and shackles game is the Highwayman class from AEG's 3.0 book Swashbuckling Adventures, which is a Rogue based class that doesn't get grit but gets lots of gun focused feats.
Firearms are the worst weapons in the game. Only viable way to make them useful is being a gunslinger with Gun Training.

johnlocke90 |
Supreme wrote:Zahariel wrote:Supreme wrote:Unless everyone uses guns (cowboy campaign anyone?) they make a ton of monsters balanced versus spells,weapons,etc. Useless. So you get a bunch of gunslingers versus gunslingers.Three gunslingers and a paladin at the table.
Gunslinger to paladin: "Seems to me, you brought a sword to a gunfight."
Kidding aside, our group allows guns and gunslingers. We don't have any blatant balance issues, and the combats are still fun for everyone.
Paladin would just use the archetype to give him guns :P
I've had a gunslinger in a group that did Fireball number of damage rolls a turn every turn. Along with a high initiative made every encounter the enemy would explode before we could diplomacy it down lol
I'm building a campaign for a wild west themed world, and paladins all use a variation of the holy gun archetype (the weapon is granted to them by a special organization they belong to).
As for the gunslinger doing fireball number of dmg rolls per turn, unless he was high enough level to have multiple attacks (complete with the rapid shot, rapid reload, and improved two-weapon fighting feats), two revolvers, and some homebrew instant reloading weapon special property, I don't see this happening. However, if he IS high enough and willing, to explode everyone he meets, I would think it is the player, not the class, that has an issue.
A paladin is better off taking a 1 level dip in gunslinger than taking the holy gun archetype.