
Mandarax |
Hey folks, so I'm working on a level 11 Buccaneer Gunslinger character and trying to decide how to arm him. My thought was to have him dual-wield two one-handed firearms for the opening salvo of an engagement, after which point he'd holster one and maintain fire with the other. On a misfire, he can just switch to the other gun as Buccaneers don't get the benefit of the Quick Clear deed. He also doesn't get the Lightning Reload deed.
My character has Two Weapon Fighting, Rapid Reload for pistols, and gets Sword and Pistol as a bonus feat (I have an off-hand melee weapon to use in a pinch, thanks to Hill Giant for suggesting the Halfling Rope Shot). I can change the feats up if I'm missing something dramatic, but this is what I have for now.
So, my thoughts are aimed at pistols and double-barrel pistols. Double-barrel pistols give me four shots before I need to start reloading instead of two, but once those are spent, I'm left basically firing one shot per round with either kind of gun if I understand everything right - and with a double-barrel, I also double my chances of suffering a misfire. Are the two extra up-front shots worth the doubled misfire chance, I wonder? Are there any other significant considerations I'm missing?
Or would any of you suggest something completely different? (This character exists in the game world, but separate from the main party - as such I have a lot of freedom with how I set him up, as I'm basically an occasional "ally" for the party whenever I'm able to play).

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If you aren't planning on using the double shot aspect of a double pistol, why stop at 2 barrels? Pepperbox has the same stats as a double pistol, but has a capacity of 6. Still misfires on 1-2 as the double pistol. It does need a free hand to rotate between barrels though, which the regular double pistol does not.
Personally, I am a fan of the Dragoon Pistol (not to be confused with the Dragon Pistol). It loses a crit multiplier, but has 3 shots and a longer range. A single reload action reloads a full clip of 3, but can't be reduced in action types as much as regular firearms.

VoodistMonk |

My absolute best advice for a Buccaneer Gunslinger is to take a level of Musketeer Swashbuckler, as soon as possible... hey look, Quick Clear... and other Swashbuckler stuffs...
You use Charisma anyways... Grit and Panache are interchangeable... Charisma will contribute to both your Pools anyways... and now Crits/Kills with a gun, AND Crits/Kills with a 1H/light piercing weapon BOTH refill your combined Pool...
You also, happen to have Rapid Reload Musket, for free... in case you ever needed to use a longarm. And Weapon Finesse for Rapiers, yay... just in case you run out of ammo...
Also, probably just use a Pepperbox/Revolver.

Mandarax |
Arr, the pepperbox be a lubberly-looking weapon. I'll leave that to the landlocked dandies, methinks.
The dragoon pistol, meanwhile... That tickles me. The extra range increment and extra shots both seem like they'd be worth the reduced critical multiplier, as I'd be spending more time shooting and less time reloading, making up for missed critical damage with greater sustained firepower. (Glad I've got an entire ship of 'vulture capitalists' at my command to help afford the ammo bills, though really I guess it's no more expensive than regular firearms)
I hadn't considered multi-classing, but Musketeer looks really appropriate. Level 11 in Buccaneer gets me some deeds I really want, plus a third attack so I think I'll take that first, but for my next level, Musketeer may be in the cards. I carry a multi-barrel musket as well (a commandeered homebrew dwarven Nock Volley Gun) that I bet the DM would let me use that feat with - though it'd still be a slow one-barrel-at-a-time affair, but who knows, I may find a use for it.
Another question, any opinions on Lucky vs Reliable enchantments?

avr |

The paddle-foot pistol is another option. 4 shots before reloading per pistol. Looks pretty wonky, though not a dandies weapon IMO.
Lucky will save you from a misfire once per day at most, or you might use the grit for something else. Reliable reduces misfires all day long. How often you have one-fight days determines which is likely to be better.