| Trueshots |
Ok I have a lvl 3 Gunslinger and I use DB Shotgun and Revolver, my questions are as follows:
DBShotgun:
1.Reload time for one barrel
2.Reload time for 2 barrels
3.Blast area for 1 or 2 barrels (shape and range/feet)-i believe its a cone
4.enemies hit for 1 or 2 barrels?
Revolver:
5.Reload time
Addition-if i end up dual wielding pistols later on
6.Do I benefit from 2 weapon fighting?
7.How the heck do you reload with a pistol in each hand?
8.How long would it take to reload both pistols?
Also
9. with dual wield revolver, with greater two weapon fighting and max base attack bonus at higher levels. That's 7 attacks(I think). 4 from base attak and 3 from TWF? anyway. I will have 6 bullets in each gun. How do i determine how many bullets are left in which gun at the end of the round?
Sorry for the billion questions, but i've been reading a ton on this and still fail to fully understand! Thank you!
| Ghost6442 |
I think I can answer this!
As the DB Shotgun is an advanced firearm it is a move action to load them to their full capacity. This means it only takes a move action to load both barrels. but if you wanted to only load one it's still a move action.
It is not clear on the size of the cone a scatter, but yes it is a cone. It's likely only going to be as big as the weapons first range increment, so a 20 foot cone for the DB Shotgun
Wasn't quite sure what was being asked with 4, but I think the answer is all of them within the cone. You make attack rolls with a -2 penalty against each creature (that includes ally's and other friendlies) and you can't add precision damage (sneak attack) or damage-increasing feats (Vital strike). You hit the same amount of creatures regardless of how many barrels you unload in the attack. It doesn't say (as far as I can tell) what the bonus is for unloading both barrels is, but I would figure it just doubles the damage dealt. I would suggest you ask your DM for a ruling on that.
The Revolver also being an advanced firearm has the same reload speed as the DB Shotgun, a move to reload all chambers, since the Revolver has 6 chambers to the DB Shotgun's 2 this could be considered a more efficient weapon, though the DB Shotgun makes up with that cone attack.
Firearms do benefit from Two-Weapon Fighting, be it two one-handed or a two-handed that has multiple barrels. this allows you to make one extra attack per round from the off-hand weapon at a -10 penalty (with a penalty of -6 to the primary hand). As it is not stated if one-handed guns are considered Light weapons, but says they are treated as such when concealing them, I would get a ruling from your DM if they are or not as if they are it lessens the Duel-wielding penalties, more so if you take the Two-weapon Fighting feat (-2 to both attacks, worth it)
Reloading is gonna hurt your action economy big time. both your hands are full, first you need to free up one hand, you can, as a move action holster one of your guns, reload the other as a move, then holster it as a move then draw the other as a move and reload it before finally redrawing the second. That's 6 move actions, ouch... Ok that's worse case scenario, we can do better then that. Instead of holstering the weapon we can drop it as a free action, that saves us 2 move actions, as it is still a move to pick it up. then take the rapid reload feat (revolver) and it improves the reload time by one step, being an advanced firearm and already a move action, it becomes a free action, saving another two moves. This leaves us with being able to reload our guns as a double move/full-round action or as two separate moves. such as you start your turn with a standard attack and run out of ammo, you can then drop, reload, drop, pick up as a move, then next turn, pick up, reload, and gun down some peeps. Now some people are likely going to say it doesn't work like that as the rapid reload feat doesn't mention advanced firearms and thus can't be applied to them... This is something your going to want to get a DM or Paizo ruling on.
I have a Gunslinger too, level 9, BaB +9/+4 with TWF, Imp.TWF and 22 in dex. So on a full attack my attack bonus' are +13/+13/+10/+8. (Primary/offhand/primary/offhand {my DM ruled that revolvers are light weapons}) I'm going to pick up rapid shot... which adds an additional attack at my highest bonus -2, as well as a -2 to all other attacks in that round. So +11/+11/+11/+6/+6 (rapid/primary/offhand/primary/offhand) as the TWF penalty adds to it too.
At level 11 I will have an additional primary attack to gain another secondary I have to pick up Greater Two-weapon Fighting. So +13/+13/+13/+8/+8/+3/+3 (rapid/prim/off/prim/off/prim/off)
Then at 16th level I get another attack, however this time, there isn't a Imp.GTWF that I know of so I can't add a 9th attack. You'll notice each time I write out my attack bonus' I also note if they are primary or offhand, this is how we determine ammo usage. each gun has 6 shots, and at 11 level I will be making 7 attacks, 4 of which are primary and 3 which are offhand, (rapid is primary) this means after one full attack from fully loaded I will have 2 shots left in my primary gun, and 3 in the secondary.
Every time you roll a dice to hit you're expending a bullet, even if you miss, knowing if your attacking with your primary or offhand weapon will tell you where to mark off the ammo as used.
Now not only do we gunslingers attach Touch AC, but with TWF we can make allot of attacks that don't miss often, with gun training we add our dex to damage and I as a Mysterious Stranger can also spend a grit point to add my charisma bonus as well...
So at lvl 9 I do +12/+12/+12/+7/+7 (+1 weapons) to hit touch dealing 1d8+12 damage per hit (+1 enchantment, 6 dex mod, 5 cha mod). I don't know what we are fighting, but it's dead... and I get my grit point back! Oh I forgot to take Point blank into account... nvm... it's still dead. ^_^
The Pro's of being a TWF Gunslinger
The con's?
Having to reload, and the expense of having two weapons to enchant.
But is it worth it? Yes, yes it is.
*insert old western gun-slinging music here*
I hope I have helped and you aren't staring blankly at your screen, cos of "Wall of text" Sorry about that... I ramble.
| Trueshots |
This is great just what I needed! I actually went the Pistolerio and musket archetypes. It lets me do both. My goal is to basically start with shotgun when more enemies are available to select. Blow both barrels accordingly on 1st round, and proceed to using dual pistols for the rest of battle, unless of course it would be beneficial to keep AOEing targets at lesser damage. My focus will be the revolvers though. I played yesterday and I had no problem in hitting and such but damage was horrible because i can't add dex yet(plus im a small class). Are all of our shots against touch ac? cause I was rolling against normal ac all day.
| Azaelas Fayth |
Shotguns gain little benefits from Musket Master. & Pistolero really needs Errata'd.
I am guessing you will be Getting Rapid Reload(Revolver) & Rapid Reload(Shotgun).
Also what level of Availability do you have?
As long as they are withing the first 5 Range Increments.
The Cone is same size regardless of the number of barrels.
And another con is the cost of Ammo.
| Ghost6442 |
I don't think you can take two Archetypes...
Musket Master states that if chosen you are only proficient in Two handed Firearms and must spend a feat to gain proficiency in the others.
and...
Pistolero says that you are only Proficient in one handed firearms.
This leads me to believe that when these rules were written the idea was to take one and only one. but anyway...
Duel pistols and a DB shot gun can do the same amount of damage, the DB actually has a chance of doing more damage then the pistols but it's more circumstantial.
Why is this?
Well at most the pistols can do 8 attacks at 1d8+modifiers per round, that's nice, how can the DB beat that? Simple, the DB is a cone effect
if you have 4 enemy's within that cone and empty both barrels at once at them your doing 4 attacks at 2d8+modifiers, yes it has half the modifiers amount of the pistols but what if it was 8 enemy's? or more?
Basically it depends on what the DM wants to throw at you. large groups of bunched up foes? Shotgun. One big ugly critter? pistols.
I honestly think your better off with straight Gunslinger Trueshots.
| Azaelas Fayth |
Pistolero and Musket Master do modify the Proficiency which means they don't stack.
Straight Gunslinger is better for most. The question is: What is the Firearm Availability? That determines how much Gold you burn on Metal Cartridges. It might be better to go for a Single Muzzleloading Pistol and make 2 Pistol of the Infinite Sky later on.
Note: using the Single you would be Firing using the Deed that allows you to Fire a Single bullet but still make a Full Attack.
Michael Sayre
|
Using Weapon Cords or a Glove of Storing are pretty popular methods for getting to full attack with two pistols while keeping a hand free to reload.