
Cap. Darling |

Cap. Darling wrote:
And last. Werent you the player involved when we talked about thin in the other trea you made?( the one with the Impolite tone about the GM)
(Thanks for the info, I did find it on my own and edited my post -- check it out, I did find something relevant in the spell overviews)
Ha -- yeah, that was me, but I was just fooling around then. I'm actually the DM and in actuality the player in question is nothing like that either. He's a min/maxer for sure, but he takes it in stride when the rules don't work in his favor.
I consider it bad form to make posts on the boards where you pretent to be someone else. And act like you did in the other thread.
If you are the GM and there really is a game and you are not fooling around again? I suggest you consider just giving the PC self rotating pebberboxes. The GM can do that.Edit: for a Spell.

Werebat |

I consider it bad form to make posts on the boards where you pretent to be someone else. And act like you did in the other thread.
Son, you're entitled to your own opinion, but if you don't recognize the name "Werebat" from Usenet then you just haven't been on these boards as long as I have. I reckon anyone with the age to get their britches in a snag over a little fun ought to know who I am by now anyhow. Guess you missed that train.
By the way, I wasn't pretending to be anyone else -- I was using my only handle here. Now, back in the old days... but, heh, you wouldn't remember those, now, would you?
Thanks for reminding me that the DM can do whatever he wants. You're right about that.

Cap. Darling |

Cap. Darling wrote:
I consider it bad form to make posts on the boards where you pretent to be someone else. And act like you did in the other thread.
Son, you're entitled to your own opinion, but if you don't recognize the name "Werebat" from Usenet then you just haven't been on these boards as long as I have. I reckon anyone with the age to get their britches in a snag over a little fun ought to know who I am by now anyhow. Guess you missed that train.
By the way, I wasn't pretending to be anyone else -- I was using my only handle here. Now, back in the old days... but, heh, you wouldn't remember those, now, would you?
Thanks for reminding me that the DM can do whatever he wants. You're right about that.
No matter how old you are(assuming you are not fooling around this time) If it is ugly and regenerates you should keep it away from the forum.

Werebat |

I suggest you consider just giving the PC self rotating pebberboxes. The GM can do that.
Now, to get this thread back on track after it was derailed -- do people think that this would be a good idea (essentially, just allowing gunslingers to rotate pepperbox barrels without needing free hands?
It would certainly make the TWF gunslinger pistolier more viable. What do you think?

Cap. Darling |

Cap. Darling wrote:I suggest you consider just giving the PC self rotating pebberboxes. The GM can do that.
Now, to get this thread back on track after it was derailed -- do people think that this would be a good idea (essentially, just allowing gunslingers to rotate pepperbox barrels without needing free hands?
It would certainly make the TWF gunslinger pistolier more viable. What do you think?
I think gunslingers are ok with just one gun at a time. Compared to other damage dealers they dont need extra help. But if the player in question is having problems keeping up then it is a good plan.
In a E8 game the gunslinger is gonna be a very powerfull character. With a single pistol and rapid shot he can get 3 shots of against touch AC. And he will have a hand free to un jam the gun if he is unlucky;)But if the image your player and you are looking for is the gunslinger of the Wild West then give him self revolving pebberboxes and let them look like revolvers.

Durngrun Stonebreaker |

Cap. Darling wrote:I suggest you consider just giving the PC self rotating pebberboxes. The GM can do that.
Now, to get this thread back on track after it was derailed -- do people think that this would be a good idea (essentially, just allowing gunslingers to rotate pepperbox barrels without needing free hands?
It would certainly make the TWF gunslinger pistolier more viable. What do you think?
Why go through that trouble? Just use revolvers.

Werebat |

Cap. Darling wrote:How much difference between a revolver and a self-reloading, self-turning pepper box?If you use advanced firearms other martial PCs will feel like they move around in the middelages and one guy is allowed modern weapons.
And they will be rigth.
Indeed, a difference that MAKES no difference, IS no difference. Cap. Darling seems to be advocating the use of modern weapons in Pathfinder campaigns.

cnetarian |
Cap. Darling wrote:How much difference between a revolver and a self-reloading, self-turning pepper box?If you use advanced firearms other martial PCs will feel like they move around in the middelages and one guy is allowed modern weapons.
And they will be rigth.
Potentially quite a bit if you let the revolver use touch AC out to 5 X range increment (100') & limit the self-reloading, self-turning pepper box to using touch AC in the first range increment(20').

Cap. Darling |

Durngrun Stonebreaker wrote:Indeed, a difference that MAKES no difference, IS no difference. Cap. Darling seems to be advocating the use of modern weapons in Pathfinder campaigns.Cap. Darling wrote:How much difference between a revolver and a self-reloading, self-turning pepper box?If you use advanced firearms other martial PCs will feel like they move around in the middelages and one guy is allowed modern weapons.
And they will be rigth.
I am not advocating anything. But if you are the GM and you and you are looking for ways to let your player use TWF with pebberboxes? Then i see no reason to look for loopholes in the books.

Werebat |

Spoke to the player involved and learned a couple of things.
First off, they have a Beneficial Bandolier:
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bando lier-beneficial
This enables the gunslinger to reload one barrel per round as a swift action.
That would change things a bit:
Round 1: (6/6 shots) -- "Cast" Reloading Hands as a SLA
Round 2: (6/6 shots) -- Shoot 3 times with main hand pepperbox, 2 times with off hand pepperbox due to ITWF and Rapid Shot. Reloading Hands reloads one barrel of main hand pepperbox, BB reloads another.
Round 3: (5/4 shots) -- Shoot 3 times with main hand pepperbox, 2 times with off hand pepperbox due to ITWF and Rapid Shot. Reloading Hands reloads one barrel of main hand pepperbox, BB reloads another.
Round 4: (4/2 shots) -- Shoot 3 times with main hand pepperbox, 2 times with off hand pepperbox due to ITWF and Rapid Shot. Reloading Hands reloads one barrel of main hand pepperbox, BB reloads another.
Round 5: (3/0 shots) -- Reloading Hands reloads one barrel of offhand pepperbox, BB reloads another. Shoot 3 times with main hand pepperbox, 2 times with off hand pepperbox due to ITWF and Rapid Shot.
Round 6: (0/0 shots) -- From here on in the character is limited to reloading two barrels of main hand pepperbox (Reloading Hands and BB) and firing two shots per round.
They also asked about getting something called a "Pistol of the Infinite Sky", but a version of that item with a lower bonus (+3 instead of +5). Apparently this item automatically reloads itself (as a free action between shots?)

Cap. Darling |

Price 73,300 gp; Aura strong conjuration; CL 15th; Weight 4 lbs.
An infinity symbol is engraved on both sides of this +5 pistol's mother of pearl grip, and the barrel is adorned with gold depicting the moon, planets, and stars against a night sky of the pistol's cold black steel. This pistol never needs to be reloaded. After one shot is fired, a bullet and powder magically appear in the chamber. This ammunition never suffers a misfire.
CONSTRUCTION REQUIREMENTS
Cost 37,300 gp
Craft Magic Arms and Armor, reloading hands
It costs the same as a +6 pistol so a cheaper version is not hard to calculate.
But again i dont see the need to look for loopholes. If you are the GM just make it so!
The rules are just guidelines after all.

thejeff |
Price 73,300 gp; Aura strong conjuration; CL 15th; Weight 4 lbs.
An infinity symbol is engraved on both sides of this +5 pistol's mother of pearl grip, and the barrel is adorned with gold depicting the moon, planets, and stars against a night sky of the pistol's cold black steel. This pistol never needs to be reloaded. After one shot is fired, a bullet and powder magically appear in the chamber. This ammunition never suffers a misfire.CONSTRUCTION REQUIREMENTS
Cost 37,300 gp
Craft Magic Arms and Armor, reloading handsIt costs the same as a +6 pistol so a cheaper version is not hard to calculate.
But again i dont see the need to look for loopholes. If you are the GM just make it so!
The rules are just guidelines after all.
I hadn't looked closely at the price. That implies that "Auto reload" is a +1 ability, right? Should be able to add it to a +1 pistol for the cost of a +2 pistol.

Werebat |

Should be able to add it to a +1 pistol for the cost of a +2 pistol.
It's more than auto reload, though. It's auto reload, multiple times per round, plus free ammo and removal of misfire chance. That's a lot.
Compare to the "endless ammunition" weapon special ability, which is a +2 equivalent bonus and cannot be used on firearms.
No, I think if it had been intended to be a +1 equivalent bonus it would have been made one.
I could *maybe* see letting a player spend 25,300 gp for a +1 version of the PotIS, but even that seems like a bargain basement item considering all it does for you. Consider what an item that grants unlimited use of a 2nd level spell 24/7 would cost (2X3X2000X4=48,000 gp), then consider that the pistol in question does much MORE than what 24/7 Reloading Hands would do.

Cap. Darling |

thejeff wrote:Should be able to add it to a +1 pistol for the cost of a +2 pistol.It's more than auto reload, though. It's auto reload, multiple times per round, plus free ammo and removal of misfire chance. That's a lot.
Compare to the "endless ammunition" weapon special ability, which is a +2 equivalent bonus and cannot be used on firearms.
No, I think if it had been intended to be a +1 equivalent bonus it would have been made one.
I could *maybe* see letting a player spend 25,300 gp for a +1 version of the PotIS, but even that seems like a bargain basement item considering all it does for you. Consider what an item that grants unlimited use of a 2nd level spell 24/7 would cost (2X3X2000X4=48,000 gp), then consider that the pistol in question does much MORE than what 24/7 Reloading Hands would do.
I agree.

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If you use advanced firearms other martial PCs will feel like they move around in the middelages and one guy is allowed modern weapons.
And they will be rigth.
If you use the "Commonplace Guns" rules, then firearms count as martial weapons and are cheaper to buy. Then if the fighter starts getting jealous of the gunslinger's revolvers, he can buy his own. I'm pretty sure Amateur Gunslinger is a combat feat, and Weapon Training/Specialization are pretty slick compared to Gun Training, right?

Werebat |

Hey, this has probably been discussed elsewhere, but would the witch's "prehensile hair" hex enable TWFing with pepperboxes? It would seem to (and a dwarven gunslinger using his beard to rotate pepperbox barrels sounds hilarious), but the text specifically says that the hair cannot "manipulate" "weapons".
I'm sure the INTENT was to prevent witches from WIELDING weapons with their prehensile hair, but then again I'm also pretty sure the INTENT was not to allow TWFing with pepperboxes.