Will It Stack: Spellscar Drifter and Musketeer Archtypes (And Their Guns)


Rules Questions


So cut and dry simple question on this one... Would any one allow these to stack?

Specifically the free gun... I know this sounds like a power game move, but in all honesty an extra battered gun on a cavalier at 1st level isn't the most broken thing in the game, and I have seen people allow multiple instances where an archetype or the gunslinger class gives a free battered firearm (with associated restrictions).

They are different class features, and modify different things. Would this work the way I believe (want) it to work?

For Reference:
Musketeer-

Gifted Firearm:
At 1st level, a musketeer is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the cavalier’s duty and a focus for much of his talent. He cannot sell this weapon. He also gains the Gunsmithing feat.

Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level. The musketeer can use this ability twice per day, plus one additional time per day for every four levels beyond 8th, to a total of five times per day at 20th level.

At 8th level, the cavalier gains the benefit of the Improved Critical feat. At 11th level, he can reduce the misfire chance of his weapon by 1 (to a minimum of 1), and at 17th level, the musketeer can double the range increment of his weapon. The reduction of the weapon’s misfire chance and the doubled range increment abilities don’t stack with the similar benefits of the reliable and distance magic weapon special abilities.

Finally, at 20th level, during a period of such focus, the musketeer can engage in a flurry of gunfire. The cavalier can expend one of his daily challenges to make a full attack with his firearm. The musketeer ignores the normal load times for his weapon, but must still expend enough doses of powder and enough bullets to complete each attack.

If the musketeer’s gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a –1 penalty on weapon and damage rolls. This ability replaces the standard cavalier’s mount ability.


Spellscar Drifter-
Have Gun:
At 1st level, the Spellscar drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This ability replaces tactician.


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Despite not having the specific line, musketeer alters armour and weapon proficiency.

They do not stack.


Cavall wrote:

Despite not having the specific line, musketeer alters armour and weapon proficiency.

They do not stack.

Yeah, Cavall is correct about the RAW.

If you look at what they replace, because they both replace proficiency, they do not stack.
(They're called "dune drifter" and "musketeer" on the d20pfsrd, due to IP.)

That said, as you're asking for an opinion, I don't know that I consider it overpowered, personally, but having two guns means that, if one misfires and you don't have the time to fix it, you could quick-swap the thing to the non-misfired gun.

I write too much:
Let's take a look at what you give up.

Cavalier's Mount
Expert Trainer

Tactician
Cavalier's Charge
{modify} Banner -> Worn Banner
{modify} Bonus Feats
Greater Tactician
Mighty Charge
Demanding Challenge
Master Tactician
Supreme Charge

Let's compare the original, take away what you give up, then look at what you're left with.

ORIGINAL CAVALIER
Special
1: Challenge 1/day, mount, order, tactician
2: Order ability
3: Cavalier’s charge
4: Challenge 2/day, expert trainer
5: Banner
6: Bonus feat
7: Challenge 3/day
8: Order ability
9: Greater tactician
10: Challenge 4/day
11: Mighty charge
12: Bonus feat, demanding challenge
13: Challenge 5/day
14: Greater banner
15: Order ability
16: Challenge 6/day
17: Master tactician
18: Bonus feat
19: Challenge 7/day
20: Supreme charge

CAVALIER WITH STUFF REMOVED
Special
1: Challenge 1/day, order,
2: Order ability
3:
4: Challenge 2/day
5: Banner*
6: Bonus feat*
7: Challenge 3/day
8: Order ability
9:
10: Challenge 4/day
11:
12: Bonus feat*,
13: Challenge 5/day
14: Greater banner*
15: Order ability
16: Challenge 6/day
17:
18: Bonus feat*
19: Challenge 7/day
20:

This tells me that you're after:
- challenge
- order (and abilities)
- banner (but modified)
- bonus feats (but modified)

NEW CAVALIER
Special
1: Challenge 1/day, *Gifted Firearm, order, *Have Gun
2: Order ability
3: *Daring Deeds
4: Challenge 2/day, *Swift Powder
5: *Worn Banner
6: Bonus feat*
7: Challenge 3/day
8: Order ability
9: *Notorious Deeds
10: Challenge 4/day
11: *Old Reliable
12: Bonus feat*, *spell severed
13: Challenge 5/day
14: Greater banner^
15: Order ability
16: Challenge 6/day
17: *Infamous Deeds
18: Bonus feat*
19: Challenge 7/day
20: *Tough as Nails

This tells me you're looking for:
- two guns (one of which gets auto-replaced over time)
- a highly limited selection of deeds
- neat banner alteration
- feats that let you do things with guns as well as combat
- increased threat with a challenge
- spell resistance (WHY, tho)
- a thematic but not super-powerful capstone

Comparing that with Gunslinger stuff, it's hard to know what you're actually after, mechanically - the sheer breadth of gunslinger deeds more than makes up for most things.

In the end, it doesn't look overpowered. I would typically go deeper, but that's just, like, my opinion, man.
(EDIT: and also I'm basically out of time, which is why I stopped here, but then forgot to clarify my actual reason for stopping here. :D OOPS!)

That said, as you're asking for opinion over RAW, you might want to make that thread here. Hope that helps!

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