Gunslinger feat locking


Advice

Grand Lodge

I debated with myself whether this belongs instead in the Homebrew forums, but I'm more interested in hearing advice from other GMs than showing off something I made up trying to fix what I perceived would be an issue.

I'm about to start a campaign where one player has expressed interest in playing a gunslinger. One thing that I know the gunslinger suffers from (needlessly, in my opinion) is "feat-locking." By that, I mean a gunslinger gets to start with either a pistol, musket, or blunderbuss, and will typically begin selecting feats that require they be applied to a specific type of weapon, the most common at 1st-level being Rapid Reload. Unfortunately, gunslingers don't have the ability a fighter has to replace feats, so that Rapid Reload (pistol) feat at first level becomes pretty useless the second they craft themselves a double pistol, or better yet, a revolver. Thanks to Ultimate Campaign, we now have rules for feat retraining, but they unfortunately take time, money, and the assistance of someone who also has that feat. Money is a hot commodity for a gunslinger, as it is. Anybody else experience this in their games have any advice for me or stories on how they handled it?

In any case, here's the house rule I'm proposing for my gunslingers, which is adding the following class ability at 1st level:

"Firearm Versatility (Ex) A gunslinger's training goes beyond learning how to point and pull a trigger, and she typically learns how to handle weapons that are similar in shape and size with equal ability. When selecting feats that require her to choose a specific type of weapon, such as Rapid Reload or Weapon Focus, a gunslinger instead chooses a specific category of firearm, specifically either one-handed or two-handed firearms. This doesn't apply to any other type of weapon other than firearms."

The one problem I see with this is that it makes being a fighter and dipping into gunslinger even more tempting. Another alternative is to modify the gunslinger's bonus feat ability, adding that any feat taken as a bonus feat that is normally applied to specific weapons is instead applied to firearm categories, but only with firearms.


Make it a class ability farther down the line and make it more specific. Instead of one-handed or two-handed make it more specific, but choose more often. For instance, at 3rd level and every 3 (?) levels thereafter, those feats can apply to a new specific kind of firearm. Or at 5th and every five levels. Or whatever might seem appropriate.

That eliminates dipping and provides a benefit for sticking with the class. Plus, it alleviates the concern with locking into one specific type of firearm.

Scarab Sages

I'd make it a feat based off of Martial Versatility.

Firearm Versatility (Combat)

You broaden your study of firearms to encompass multiple similar weapons.

Prerequisites: Gunslinger level 4th.

Benefit: Choose one combat feat you know that applies to a specific Firearm(e.g., Weapon Focus). You can use that feat with any weapon within the same specific category of firearm, specifically either one-handed or two-handed firearms.

Special: You may take this feat more than once. Each time it applies to a different feat.


Strife2002 wrote:

I debated with myself whether this belongs instead in the Homebrew forums, but I'm more interested in hearing advice from other GMs than showing off something I made up trying to fix what I perceived would be an issue.

I'm about to start a campaign where one player has expressed interest in playing a gunslinger. One thing that I know the gunslinger suffers from (needlessly, in my opinion) is "feat-locking." By that, I mean a gunslinger gets to start with either a pistol, musket, or blunderbuss, and will typically begin selecting feats that require they be applied to a specific type of weapon, the most common at 1st-level being Rapid Reload. Unfortunately, gunslingers don't have the ability a fighter has to replace feats, so that Rapid Reload (pistol) feat at first level becomes pretty useless the second they craft themselves a double pistol, or better yet, a revolver. Thanks to Ultimate Campaign, we now have rules for feat retraining, but they unfortunately take time, money, and the assistance of someone who also has that feat. Money is a hot commodity for a gunslinger, as it is. Anybody else experience this in their games have any advice for me or stories on how they handled it?

In any case, here's the house rule I'm proposing for my gunslingers, which is adding the following class ability at 1st level:

"Firearm Versatility (Ex) A gunslinger's training goes beyond learning how to point and pull a trigger, and she typically learns how to handle weapons that are similar in shape and size with equal ability. When selecting feats that require her to choose a specific type of weapon, such as Rapid Reload or Weapon Focus, a gunslinger instead chooses a specific category of firearm, specifically either one-handed or two-handed firearms. This doesn't apply to any other type of weapon other than firearms."

The one problem I see with this is that it makes being a fighter and dipping into gunslinger even more tempting. Another alternative is to modify the gunslinger's bonus feat ability,...

I would ask this: Why are you going to give the gunslinger more versatility than the fighter? wouldn't it be easier to let the gunslinger retrain as per fighter rules?

Or, let them have a weapon training class skill similar to what fighters have but it only applies to firearms. that way they can pick up any firearm and have some bonus for use, but the are still specialized in whatever weapon they chose from the beginning.

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