What is the best use case for the Gunner's Bandolier?


Advice


The brace of pistols playstyle was talked up a lot in the playtest but looking at it more recently I'm struggling to find a build where this would be better than just having one gun you reload. You can use it to bring a variety of guns and pick the one that best suits the situation but if I'm using the gunner's bandolier I'm trying to emulate Victor Saltzpyre leaving a bunch of dueling pistols on the floor, y'know?

It isn't good for dual-wielding either with a melee weapon or another gun since it is incompatible with the blazons of shared power, which immediately eliminates the main concept I'd expect the bandolier to fulfill. It's definitely not good for Gunslingers since the draw action doesn't give you your reload ability, so you need to figure out another class for it. Maybe a Magus or Fighter/Wizard that wants to use their offhand on a true strike staff and can't keep a hand open for reloading? I dunno.

Liberty's Edge

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It works pretty well for characters that don't have a special reload mechanic, or like a Spellshot where your special reload isn't necessarily always useful. But I think it was mostly created to enable the "draw, fire, drop, repeat" playstyle at all, since otherwise it's completely unsustainable.


For those unfamiliar with the item: Gunner's Bandolier


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It's a flavor item for a really inadvisable playstyle. It has no practical use case.


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Pathfinder Rulebook Subscriber

Agree with gesalt. It's an item that exists to allow you to do a very specific thing if you want to.

Like other, similar options, it has an intentionally conservative design that makes it kind of a bad idea to use, but not so bad as to render the build it's designed to enable nonfunctional.


Quote:
Activate [Single Action] envision; Effect You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner's bandolier and removing the runes from any previously drawn weapon. Then, you Interact to draw the weapon.

Emphasis added.

As a single Action activation that includes Interacting to draw, the Gunner's Bandolier doesn't interact with Quick Draw.

Soooo... to the OP's observations, you are quite right. The Gunner's Bandolier is no better than having a single pistol that you reload, even if you don't have a special reload. "Interact to reload" is the same action economy as the Gunner's Bandolier activation.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I like it for the ability to pull a gun, do the fire/reload etc as necessary. If I need to drop the gun, that's fine. I pull the next one out when my hands are available. When all is said and done, I can bring the guns back to me and not have to worry about retracing my steps or if I dropped it overboard etc.

Niche use, definitely. Full of flavor, sure. Optimized to help maximize DPR, not at all.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

You could also take all the guns out, then call them to you later on in case you are going somewhere they won't let you carry weapons.

Most people make you hand over the gun, not take off the entire belt.


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It's actually quite decent for Gunslingers that use a lot of misfire actions.

You can spam those and if you ever misfire you can just draw a new gun instead of having to clear it.


In the case of feat-induced misfire, there isn't any real advantage to spending an action clearing the jam and spending an action to use the bandolier, is there?


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Blake's Tiger wrote:
In the case of feat-induced misfire, there isn't any real advantage to spending an action clearing the jam and spending an action to use the bandolier, is there?

I might be wrong but you gotta clear the jam THEN reload.


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Onkonk wrote:

It's actually quite decent for Gunslingers that use a lot of misfire actions.

You can spam those and if you ever misfire you can just draw a new gun instead of having to clear it.

Oh this is a great idea actually, Risky Reload is a great reason to want to throw away your gun and draw a different one. Congratulations and thank you for answering my question, this is a character I'd be interested in playing.


It would be really good if it worked with Quick Draw for dual wielding, but as it is now it is only decent for what Onkonk mentioned (Specially with Jezails and Risky Reload, as you can easily attack twice with a Fatal d12 weapon every turn for a whole combat).


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Over a year later, but for the sake of anyone visiting this thread for help... what every single reply missed in the original post is that the item is especially useful for characters who need to use their offhand for something other than reloading, like a magus holding a staff.

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