Mysterious stranger 11th level needs help


Pathfinder First Edition General Discussion


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I'm having a bit of confusion, as is my DM. And how some of the feets and grit go together . On amounts of attacks per round and how fast one can reload.
My character, is a dhampir not that that's important. But is a mysterious stranger. 22 charisma.
He uses 2 double barrel over and under pistols. Plus a single shot pistol in his belt. He uses Alchemy cartridges. And has rapid reload. He also has Quick Draw.
Can someone here please tell me for sure, how many barrels per round can he reload. And how many shots per round can he make


Scott OBrian wrote:

I'm having a bit of confusion, as is my DM. And how some of the feets and grit go together . On amounts of attacks per round and how fast one can reload.

My character, is a dhampir not that that's important. But is a mysterious stranger. 22 charisma.
He uses 2 double barrel over and under pistols. Plus a single shot pistol in his belt. He uses Alchemy cartridges. And has rapid reload. He also has Quick Draw.
Can someone here please tell me for sure, how many barrels per round can he reload. And how many shots per round can he make

You've inadvertently entered into a somewhat contentious bit of rules debate, and I'd encourage you to do some searching into previous forum threads on the matter (there are many).

That said, if you are able to reduce the reloading speed down to a free action, many tables would rule that you can reload between iterative shots, just as an archer is not limited to the number of arrows they can draw and nock.

The only rules text on the matter is that the GM may limit the number of free actions a character may take each turn, and many GMs feel that it's neither realistic nor believable that a character could reload early/mid firearms that rapidly, and may still put a limit on the number of reloads a character can make in a round, regardless of the action speed (making a fast action speed still valuable, but not allowing for infinite loading/firing up to BAB).

So it's really up to your GM to decide. Normally, this discussion should happen before or during character creation, so that the player may make an informed decision as to whether they want to proceed with their character in the event of a more restrictive ruling.

As your character is already 11th level, presumably you've been playing them for some time, and I would therefore recommend your GM to go with the more lenient interpretation that allows unlimited loading if reduced to a free action.

Ultimately, your table will have to make the decision, and no amount of endless forums debate is going to give you a clear, "official" answer.


d20PFSRD wrote:

Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. Loading siege firearms requires both hands, and one hand usually manipulates a large ramrod (which can be wielded as a club in combat). The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms, but this feat does not reduce the time it takes to load siege firearms.

Loading any firearm provokes attacks of opportunity. Other rules for loading a firearm depend on whether the firearm is an early firearm or an advanced firearm.

Early Firearms: Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early firearm and a full-round action to load each barrel of a two-handed early firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon.

Advanced Firearms: Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity. The Rapid Reload feat reduces this to a free action.

d20PFSRD wrote:
An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.

So rapid reload reduces reloading to a move, and using alchemical cartridges further reduces it to a free action. Technically you'll need to drop one of your pistols because you need a free hand to reload. Otherwise you can actually reload while performing a full round action.

If you want to continue using a pistol in each hand you might consider enchanting your pistols with shadowshooting.


Thank you very much for the reply. Yes we have been playing for quite a while now. But as things have progressed and level we have been doing a very restrictive version of it. But as you mentioned there is endless debate on the forums. But as the character gets higher level more feats, and grip points and abilities, sometimes it seems a little bit more confusing. So, that is why we were hoping for some clarification and a solid decision

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