Sword and Pistol Build, The reload problem


Advice


I'm looking to build a sword and pistol Pirate character, I'm seeking the best way around the reload problem of two weapon fighting with it. Only simple firearms are a real choice. If I want to keep the fluff while being a bit pricey i could take the quick draw and have a few pistols on my person. But that seems a bit like madness. Anyways any advice would be looked at lovingly with the hope there is a better choice than quick draw or weapon cord.


To be fair, quickdraw + numerous pistols were how "sword and pistol" pirates actually fought. Blackbeard was rumoured to carry 4-6 pistols at all times, since reloading just takes too long time.

You could also go two levels of alchemist for an extra arm...

Scarab Sages

Two levels of juggler bard if you don't want to look like a mutant. Two levels of alchemist if you do.
You could also be a tiefling or varana with a prehensile tail.


Wonderstell wrote:

To be fair, quickdraw + numerous pistols were how "sword and pistol" pirates actually fought. Blackbeard was rumoured to carry 4-6 pistols at all times, since reloading just takes too long time.

This. It's way historical for the problem of reloading early guns to just be handled by shooting, dropping, and drawing another, and worrying about reloading all of them later.

If your GM is amenable, you could take a squire with the Rapid Reload feat (probably a gunslinger so he has proficiency with firearms) and have him just stand behind you reloading (think Jayne Cobb and his lady friend in the fight at the brothel on Deadwood in Firefly), although he's likely to be a target for intelligent enemies. It works as an early-entry, weaker version of Leadership, which many GMs aren't into, so you'll definitely want to clear it before relying on that plan.

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The main issue with the historically correct "fire & forget" method is, depending on the availability level of firearms in the campaign, it can be very costly. Perhaps prohibitively so as even early firearms can cost hundreds of gp each.

I would suggest investing/saving for a double-barreled pistol. That's at least 2 shots available before reloading is required.
The other suggestion I have would be to build the character as a "switch hitter" between ranged and melee. Spend the first round or two firing your pistol then just move into melee range and focus on your sword.


James F.D. Graham wrote:


The other suggestion I have would be to build the character as a "switch hitter" between ranged and melee. Spend the first round or two firing your pistol then just move into melee range and focus on your sword.

Also a highly historical method.


Wonderstell wrote:

To be fair, quickdraw + numerous pistols were how "sword and pistol" pirates actually fought. Blackbeard was rumoured to carry 4-6 pistols at all times, since reloading just takes too long time.

You could also go two levels of alchemist for an extra arm...

The whole reason for the development of the sword and pistol fighting style was the fact that pistols could not be used more than once per combat. So you either fired once as an opener and used your sword for the rest, or after you got some money, maintained a brace of pistols you could fire off one by one.

Once pistols evolved to revolvers, sword and pistol gave way to either Pistol, Pistol,Pistol, or Dual Pistols.


Drahliana Moonrunner wrote:
Once pistols evolved to revolvers, sword and pistol gave way to either Pistol, Pistol,Pistol, or Dual Pistols.

Even after revolvers, we didn't see rifles with multiple rounds for a while, so sabers were still common amongst the military.

As far as the topic goes, your best bet at bypassing reload times is multiple pistols and quick draw. Personally this is the route I would go:

Human Gunslinger:

B - Point-Blank Shot
1 - Precise Shot
3 - Opening Volley
4 (gunslinger bonus feat) - Quick Draw

If you're using hero points, then Antihero nets you another feat at 1st level for which you can take quick draw earlier, though you likely won't absolutely need it till you have enough gold to afford two pistols.

Typical strategy here is to open with a pistol round within 30ft. You effectively get a 1d8+1 vs touch. On a successful hit, you get +4 to your next attack. Throw in power attack and opening volley negates the minuses for it. Excellent switch hitter, with the option of focusing on ranged or melee.

By 7th level you could have both Deadly Aim and Power Attack, bringing your opening shot to 1d8+5, and your first attack still getting a net +1 from Opening Volley after the minuses from power attack.

Just my idea. Though now this makes me want to make a sword and pistol character in a game, haha.


Not the easiest thing to work with, but Reloading Hands is pretty amazing if you can get it working. 3/4 levels of Wizard or Sorcerer plus Magical Knack gives it a reasonable duration, and there can be other useful grabs from a few levels of Wizard/Sorcerer - like the Spellslinger "Wizard with a Gun" archetype. And of course there's the option of sword-and-pistol Dragon Disciple with something like 3 Martial/ 2 Sorcerer/ 2 Dragon Disciple, getting Reloading Hands by level 7.

Pirate characters with spellcasting might seem a bit strange, but if you think in terms of "voodoo"...

OK, now I want to figure out a crossblooded Voodoo-Pirate-Sword-and-Pistol-Dragon-Disciple using draconic strength with a sword and Reloading Hands with a pistol.


You could see if your DM will let a friendly mage craft you a custom version of this.

A +1 version would be affordable around 6-8th level.


There is a belt that teleports a round into a gun as a swift action each round I used it in a sword and pistol build i had worked up, as well as the spell reloading hands until I could get the pistol that auto reloads.


Aenanlron wrote:
There is a belt that teleports a round into a gun as a swift action each round I used it in a sword and pistol build i had worked up, as well as the spell reloading hands until I could get the pistol that auto reloads.

It's still a swift action, which makes it 1 shot per round. Lets you TWF, but no second attack with the gun. With that and Reloading Hands, you can get two shots off.

Of course, that's at the opportunity cost of your physical stat booster.

It still annoys me that they haven't just put out an actual functional scaling magical reload option.


If you're allowed to use 3PP you can use the Privateer from Path of War Expanded... Or just hijack its ability.

Quote:


Sea Combat- The Privateer may choose to treat ranged attacks made with firearms made against adjacent enemies as melee attacks, using his melee attack bonus for these attacks in place of his ranged attack bonus. In addition, the privateer may reload their one handed firearm while wielding another weapon in their other hand, and does not provoke attacks of opportunity for reloading this way.

*Shrug*

Otherwise Quickdraw and Gun Twirling can work. Oops forgot you can't Quick Sheath with it, only Quick Holster.


Two levels of Juggler Bard.

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