Technological Slow-firing Firearms and Dead shot deed


Rules Questions


Pathfinder Lost Omens Subscriber
Slow Firing wrote:
Slow-Firing: A slow-firing weapon requires a full-round action to use, and thus cannot be used to make iterative attacks.
Dead Shot wrote:
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

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I'm not entirely sure whether or not slow firing stops you from using the dead shot deed. any thoughts on the quoted material or any additional material people can bring up would be helpful.


I lean towards saying no. Not well read on the technology guild, but from a quick search, slow-firing firearms are generally unconventional weapons. They require a full-round action to use, which means you're not even taking the attack action (a standard action). As such, I would assume that the full-round action required to use slow-firing weapons prevents them from being used as a part of other actions (like Dead Shot, Vital Strike, etc).


Thematically, slow firing weapons in the guide all basically represent either heavy duty, explosive weapons or energy weapons that broadcast light waves and transmit nanites or something equivalent.

I'd imagine there was a point in design when they figured another rule would need to be added or there would be a flood of gunslingers running around with grenade launchers making full attacks at touch ac with their signature deeds, or something equally nasty.


By pure RAW, the full-round-action to use once means it's completely incompatible with damn near anything.

This is, of course, a fatal flaw in the entire heavy weapon list, as by making it 'not an attack action', and by making it incompatible with the majority of feats and abilities, even a rocket launcher's damage ends up falling short of... bows.


Pathfinder Lost Omens Subscriber

so the weapon in question is a Railgun, which acts for the most part as a normal firearm but slow firing, and I don't see the full round action to fire, limiting it from being used for other full round actions.

dead shot doesn't say anything about choosing a specific action, it says as a full round action, do yada yada. then it says roll a number of times your BAB allows. it seems that slow firing doesn't thematically or mechanically stop dead shot.


Bandw2 wrote:

so the weapon in question is a Railgun, which acts for the most part as a normal firearm but slow firing, and I don't see the full round action to fire, limiting it from being used for other full round actions.

dead shot doesn't say anything about choosing a specific action, it says as a full round action, do yada yada. then it says roll a number of times your BAB allows. it seems that slow firing doesn't thematically or mechanically stop dead shot.

You're right. You would be able to do that. There's one problem. None of the heavy weapons are firearms. Even the Railgun is not a firearm according to RAW.


Pathfinder Lost Omens Subscriber
Sauce987654321 wrote:
Bandw2 wrote:

so the weapon in question is a Railgun, which acts for the most part as a normal firearm but slow firing, and I don't see the full round action to fire, limiting it from being used for other full round actions.

dead shot doesn't say anything about choosing a specific action, it says as a full round action, do yada yada. then it says roll a number of times your BAB allows. it seems that slow firing doesn't thematically or mechanically stop dead shot.

You're right. You would be able to do that. There's one problem. None of the heavy weapons are firearms. Even the Railgun is not a firearm according to RAW.

well then I guess most heavy weapons are doomed to being worse than a Bow.


Pathfinder Lost Omens Subscriber

found out techslingers will make heavy weapons good again at level 11 kinda sorta.

Quote:
Heavy Weaponry Deeds (Ex): At 11th level, as long as the techslinger has at least 1 grit point, she can treat a heavy weapon as a firearm for the purpose of using deeds.


Bandw2 wrote:
well then I guess most heavy weapons are doomed to being worse than a Bow.

At higher levels, at least.


Pathfinder Lost Omens Subscriber
Sauce987654321 wrote:
Bandw2 wrote:
well then I guess most heavy weapons are doomed to being worse than a Bow.
At higher levels, at least.

the time when you have enough money to buy them?


Bandw2 wrote:
Sauce987654321 wrote:
Bandw2 wrote:
well then I guess most heavy weapons are doomed to being worse than a Bow.
At higher levels, at least.
the time when you have enough money to buy them?

I wasn't considering the cost but how well they function on their own.

Heavy weapons can attack in areas or target multiple creatures. It's not something the bow can do on its own.

You can still make +5 holy rocket launcher, for what it's worth.


Pathfinder Lost Omens Subscriber
Sauce987654321 wrote:
Bandw2 wrote:
Sauce987654321 wrote:
Bandw2 wrote:
well then I guess most heavy weapons are doomed to being worse than a Bow.
At higher levels, at least.
the time when you have enough money to buy them?

I wasn't considering the cost but how well they function on their own.

Heavy weapons can attack in areas or target multiple creatures. It's not something the bow can do on its own.

You can still make +5 holy rocket launcher, for what it's worth.

yeah because 108,800 gp blown on a 10 use non-rechargable item is a swell investment.

RocketLauncher wrote:


A newly created rocket launcher contains its entire
load of rockets and energy charges. It cannot be reloaded, and once its final rocket is fired, the weapon is useless.

using a Railgun, using WBL the earliest you could get one is level 8 (if you spent all your money on it). It's basically a +4 weapon in availability. at that time your iteratives should be beating the railgun.

now the Railgun does have some niche uses, along with other high tech weapons. but a bow shouldn't be beating them with their need for batteries and the fact that unless it is brand new most cannot be recharged.

Timeworn wrote:


Non-Rechargable
Timeworn technological items can’t be recharged. When a timeworn technological item is properly identified or first used, roll randomly to determine how many charges it has left before it becomes useless.


Don't forget not all used tech is "timeworn". Also, that it costs half price to buy one.
--
Would this help before level 11?

Quote:
A heavy weapon harness provides its wearer with additional stability and support, allowing the user to wield heavy weapons as if they were regular firearms, using the Exotic Weapon (firearms) feat for proficiency rather than Exotic Weapon (heavy weaponry). A character with Exotic Weapon (heavy weaponry) who wears an H-belt finds the use of heavy weapons even easier, and gains a +1 circumstance bonus on all attack rolls made with harnessed heavy weapons.

Regarding cost, buy an expended timeworn version (for 1% of the normal cost) of the gun and at level 11 just recharge it as needed.

Charge Recycling wrote:
Charge Recycling (Ex) At 11th level, by spending 1 grit point, a techslinger can grant 1 temporary charge to a technological firearm, even if the firearm normally can no longer be recharged. This charge must be used within 1 hour or it fades. The techslinger can grant temporary charges to multiple firearms as long as she has enough grit, but temporary charges do not stack with themselves in the same firearm. At 15th level, the techslinger can grant 2 temporary charges when she uses this deed, and at 19th level, she can grant 3 temporary charges. This deed replaces expert loading.

Even if the harness won't work with the above, Heavy Weapons Deeds should.

Can you make a +1 lucky timeworn rocket launcher?

--
Also, the level 7 spell Memory of Function for Clerics, sorcerers, and wizards can fully fix and recharge any timeworn tech... for 10K gold worth of skymetal dust. If you have such a caster in your party, make sure to only buy the depleted timeworn versions of all high-tech items worth more than 10K gp. ... unless you have a feature that makes you not make negative glitches, like Techslinger does for firearms(Technic Training).


I always assumed Deadshot was simply using one bullet to maximum efficiency, its main purpose was to be able to keep up with attack rate/damage at higher levels with slow-reloading firearms in general? That's how I'd rule it anyway.


Barachiel Shina wrote:
I always assumed Deadshot was simply using one bullet to maximum efficiency, its main purpose was to be able to keep up with attack rate/damage at higher levels with slow-reloading firearms in general? That's how I'd rule it anyway.

This. The only problem is, heavy weapons probably aren't "firearms" unless you use a Heavy Weapon Harness or have the Heavy Weapon Deeds deed.


Pathfinder Lost Omens Subscriber

the book basically says everything you find is timeworn unless you make it.

also, I'd argue rocket launchers still cannot be recharged as their ammo is depleted and can't be reloaded as well and the description specifically says they are now completely useless, unlike other weapons.


The book heavily implies everything will be timeworn unless your DM wants to give you something nice. Most but not all tech in the first Iron Gods adventure, for example, is timeworn.

I think it is clear rocket launchers are disposable and can't be replenished.


Slow Firing and Dead Shot each require their own Full-Round Actions. Because of this they are incompatible.

Example: Charge is a Full-Round Action and a Full-Attack is a Full-Round Action. You cannot do both in the same round (with the exception of Pounce).


Pathfinder Lost Omens Subscriber

slow firing just says requires a full action to use, not that it is fired as a full round action.

edit: if i ever use these weapons i'm going to house rule that they just simply cannot make iterative attacks and are reloaded as a move action.


Bandw2, in your own quote it said "Full-Round Action". You cannot combine two different Full-Round Actions.


Rocket launchers cannot be recharged, but as the techslinger gets to give it a temporary charge (and/or lower the charge cost to 0) even if it can no longer be recharged, it shouldn't be an issue.

Now, the fact that it takes a full-round-action to fire the thing, THAT'S a problem. Even if it works, deadshot is weaker than vital strike, which is weaker than mythic vital strike, which is weaker than a full attack.

At least, though (and I do love that part) anything directly hit by the rocket doesn't get a save, which is good because by the time you can afford one there's not a damn thing in the game that can't make DC 15 (and by the time your 'slinger can use it without running out, not a thing that can't make it on a one or two!)

Just make sure it's not a fire type, since everything resists or is immune to that. Force missiles should do well enough.


Pardon thread necro:

They ARE compatible. It's not like charge and full attack... it's more like the Alchemist's Explosive Missile, which says that you load and fire as a standard action (EVEN IF you're using a crossbow or firearm which normally requires an additional action to load).

Same thing here... a railgun can be used with Dead Shot by a Techslinger with Heavy Weaponry Deeds. The difference is that you attack a single target as per DS rather than a line as per RG. The rules for one supplant the rules for the other.

That said, I don't believe a Heavy Weapon Harness allows this. It only allows you to wield them as firearms, not use them as firearms for deeds like the techslinger. Open to interpretation, though.


Eh, wield is also use, otherwise it would just be holding


TheDailyLunatic wrote:

Pardon thread necro:

They ARE compatible. It's not like charge and full attack... it's more like the Alchemist's Explosive Missile, which says that you load and fire as a standard action (EVEN IF you're using a crossbow or firearm which normally requires an additional action to load).

Same thing here... a railgun can be used with Dead Shot by a Techslinger with Heavy Weaponry Deeds. The difference is that you attack a single target as per DS rather than a line as per RG. The rules for one supplant the rules for the other.

That said, I don't believe a Heavy Weapon Harness allows this. It only allows you to wield them as firearms, not use them as firearms for deeds like the techslinger. Open to interpretation, though.

After DM'ing many sessions with a techslinger... I totally changed my mind. Dead Shot rail gun is extremely, ridiculously OP. Even without dead shot, it chews through encounters like crazy.

My justification for changing my mind: the rail gun is a line attack and NOT a precision attack. Therefore it ignores concealment, but can't be used with precision attacks such as sneak, deadly aim, dead shot etc.

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