
Gammingreene |
I am starting a gestalt campaign soon and Im trying to powerplay. At level 5 a gunslinger adds dex to damage on firearms. A two handed fighter (fighter archetype) can add double strength to damage on two handed weapons (never mentions melee).
Therefore would you be able to apply dex and X2 strength to damage per attack?

Helpful Harry |

Two-handed weapons are melee weapons. Non-melee weapons are Ranged Weapons.
Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Archmic |

I am starting a gestalt campaign soon and Im trying to powerplay. At level 5 a gunslinger adds dex to damage on firearms. A two handed fighter (fighter archetype) can add double strength to damage on two handed weapons (never mentions melee).
Therefore would you be able to apply dex and X2 strength to damage per attack?
If you want to "powerplay" a Gunslinger, easiest method requires you to ask your DM a couple questions...
Can you use Revolvers?Is the most important one. You can duel wield revolvers and do major damage.
If you're gestalting it... I would say mix it with a rogue and learn how to use your party members to set you up for flanking.
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. The cost of using this deed cannot be reduced with the signature deed feat, the true grit class feature, or any similar effect. This deed replaces the deadeye deed.
This is a pistolero special, and combining this with sneak attack would be devastating.
16/11/6/1/16/11/6/16 (Assuming you put haste on one of them)
1d8+5d6+10d6 a shot... 8 shots a turn... low side damage is still 5 damage a shot.
High side damage is 122, on a crit with max damage a shot.
Average is 57 a shot.
Add a few feats; which I'm not going to tell you because you need to find them on your own to truly understand the power behind such a combination; and you'll be murdering almost everything your party runs into... add onto that you'll be able to survive on your own should an enemy come knocking on your door with no flank and you'll be just fine.

Helpful Harry |

Can't flank with a ranged weapon. It's melee only.
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
Confirmed in the Gang Up FAQ.
Gang Up: Does this feat (page 161) allow you to flank a foe with ranged weapons?
The Gang Up feat allows you to count as flanking so long as two of your allies are threatening your opponent. The feat makes no mention of ranged attacks being included, and since flanking specifically refers to melee attacks, ranged attacks do not benefit from this feat. (JMB, 8/13/10)

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I'd think a Gunslinger Gestalt would probably want to take the Pistolero archetype and have Alchemist for your 'other' class:
- Mutagen would get you +4 (or more) Alchemical bonus to Dexterity for 10 minutes per level (note there is a chestpiece that removes the associated penalties).
- Vestigial Arm (Ex) Discovery would give you the extra limb you need to reload while dual-wielding pistols.
- Spells and potions are always useful.
Of course, your character will end up a bit of a 'Mutant-Freak' so this might not be the path for everyone (Guns, drugs, and genetic mutations: What could possibly go wrong?)...
EDIT:
- If allowed, the Vivisectionist archetype gets you the sneak attack of a rogue. You still can't flank, but when you get Invisiblity, Greater at 10th level, you'll just slaughter opponents. Also very nice if your party can blind opponents somehow. On the downside, vivasection is pretty vile, so while the archetype doesn't technically have any alignment restrictions, it's largely considered to be EVIL.
- The magic item I was thinking of was the Vest of Stable Mutation
- Mutation Warrior Fighter can get most of the Alchemist's 'essential' abilities (mutagen and extra arm) plus most of the fighter's abilities (bonus feats, specialization, weapon training). This might actually be the better option for straight damage (plus you won't need a decent Int score), but you'll lose out on the spells. The really major downside is that you can't get the extra limb until 7th level (so just use rapid shot with one pistol at 5th (2 attacks per round at -2) and 6th (3 attacks per round at -2, -2, & -7). Pick up Two-Weapon Fighting by 6th and Improved Two-Weapon Fighting at 7th to get 5 attacks per round at that level (-6,-6,-11, -6, & -11). Remember that pistols are never 'light' weapons, so the two-weapon fighting penalty will be -4 rather than -2.

Archmic |

Can't flank with a ranged weapon. It's melee only.
Ranged Flank (Combat)
Prerequisite: Point-Blank Shot, Precise Shot, base attack bonus +10.Benefit: When attacking with ranged or thrown weapons from a distance of up to 30 feet, if the nearest adjacent space to your target is unoccupied and the opposite space is occupied by a threatening ally, you are considered flanking. Both you and your ally gain all the benefits of flanking, including +2 flanking bonus on attacks, rogues can sneak attack, etc.
Normal: Only characters in melee are considered flanking.
Also you don't need to be flanking to get your sneak attack.
Sneak Attack:
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.
Flanking is just the easiest way which is why I mentioned it. There's also Bluff, Stealth, flat footed, several feats and several magic items.

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Specifically for two handed ranged weapons like a blunderbus or musket.
They use two hands, but are not two handed melee weapons.
Of course, there's always the musket axe.
Which would deal 2x STR for melee attacks and 1x DEX for ranged attacks.

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The 'Ranged Flank' feat you listed has a couple of drawbacks:Helpful Harry wrote:Can't flank with a ranged weapon. It's melee only.Ranged Flank (Combat)
Prerequisite: Point-Blank Shot, Precise Shot, base attack bonus +10.Benefit: When attacking with ranged or thrown weapons from a distance of up to 30 feet, if the nearest adjacent space to your target is unoccupied and the opposite space is occupied by a threatening ally, you are considered flanking. Both you and your ally gain all the benefits of flanking, including +2 flanking bonus on attacks, rogues can sneak attack, etc.
Normal: Only characters in melee are considered flanking.
Also you don't need to be flanking to get your sneak attack.
Sneak Attack:
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.Flanking is just the easiest way which is why I mentioned it. There's also Bluff, Stealth, flat footed, several feats and several magic items.
- You need to be at least 10th level to get it (less of an issue for the OP than most, as he is starting at 5th level)
- It still requires someone to get behind your opponent, which makes party composition very important. Presumably, you'd want a melee rogue to tumble behind your opponent and another melee to keep your target from charging you while somehow not standing between the flankers, which will be awkward with medium size or smaller targets.
- Unfortunately, this feat is very specific on it's requirements, which means it won't work in conjunction with the various feats that have been introduced to make melee flanking easier (I seem to recall there's one that lets you treat the wall as an ally, and one that works with adjacent allies)

Archmic |

The 'Ranged Flank' feat you listed has a couple of drawbacks:
It's not unworkable by any means, but it's probably not going to easy to pull off reliably. Mechanically,...
- You need to be at least 10th level to get it (less of an issue for the OP than most, as he is starting at 5th level)
- It still requires someone to get behind your opponent, which makes party composition very important. Presumably, you'd want a melee rogue to tumble behind your opponent and another melee to keep your target from charging you while somehow not standing between the flankers, which will be awkward with medium size or smaller targets.
- Unfortunately, this feat is very specific on it's requirements, which means it won't work in conjunction with the various feats that have been introduced to make melee flanking easier (I seem to recall there's one that lets you treat the wall as an ally, and one that works with adjacent allies)
First, waiting until level 11 isn't really an issue for anyone. Since most builds don't really get their power until that level anyways.
Second, the feat states "the nearest adjacent space", doesn't really matter if there's other people in the way as long as that space right next to the enemy is open, which is the space the char would have to be standing in if they wanted to do melee flanking anyways.
Third, I don't see the problem with comboing it with other flanking feats. Those feats would modify the required threatening ally with "wall" and the adjacent ally can easily be interpreted as the ally standing next to the open spot. As they do with normal flanking.
It's written the way it is to match up and get the player to fully understand that it works like normal flanking. Getting a bonus for you fighting an enemy while you have an ally on the exact opposite side from you.
Normal Flanking
X=Players
O=Enemy
xox
Ranged Flanking
X=Players
O=Enemy
-=empty spaces
x-----ox
Either way flanking is established
The difference is that you aren't technically threatened, and anything in your way provides a cover bonus to the enemies AC. If you wanted to completely remove that you just have to take Improved Precise Shot.