Tips and tricks for gunslingers


Advice


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Just some stuff I picked up from various sources and from my own playing/theorycrafting. I thought it'd be cool to share them, just in case they might help others. If you've got something similar, please share as well ^^

The most basic things is that you can have a free hand when using a two-handed gun/xbow, at least temporarily. When you have discharged your weapon, you can Release one hand for free, so you now have a free hand to do things with. Then, Interact to Reload (or use another Reload action like your Slinger's Reload), which in addition to everything else, allows you to put your second hand back onto the weapon for free. Bam, limited free hand usability for no extra cost.

Second, if you don't like the crit-centric playstyle of most guns, the taw launcher is your best friend. It combines a strong d10 damage die, having whatever damage type you want and the huge crits into one, nice package. You can grab it at level 1 as a human with Unconventional Weaponry or just at level 6 with a class feat.

Third, the boomslinger. There was a thread recently that made me aware of this, but I can't find it anymore. Basically, take Munitions Crafter at level 1 and Quick Draw at level 2. Shoot, throw Bottled Lightning to make a guy flat-footed to your entire team and deal some damage, Reload. Not necessarily in that order, Pistolero and Sniper should probably Reload second to get the benefit of that for their bomb throw. At level 6, Munitions Machinist is recommended for better bombs, but it is not strictly necessary. Alchemist Goggles are your friend in any case, though. This can be combined with the first tip to still wield a two-handed weapon.

Fourth, how to shoot a lot without spending actions to reload every single time. Easy, get a Gunner's Bandolier and treat it like your primary weapon. 4 dueling pistols are a significant investment early on, but it will pay off. This is where the cheese feat, Risky Reload comes in. Shoot, Risky Reload (Reload+Shoot) and then regular reload. If you gun misfires, who cares, Release and use the Bandolier's active ability to grab the next one for the same action cost as reloading it would cost. A reliable two shot attempts per round without breaking the bank.

The last one is a variant of the previous one, though it requires your group to play with the Automatic Bonus Progression variant rule. Otherwise, you simply won't have the money. Get at least two dueling pistols, preferably three. Get Risky Reload as normal and use it the same way, but at level 4 you pick up Instant Backup. Works as the previous one, but you also skip the extra action cost of drawing the next gun.


One idea I’ve had the is to use the Gunner’s Bandolier so that your Gunslinger can carry a bunch of different guns to deal with different situations. In most encounters a Dueling Pistol or Clan Pistol will do the job. However, if you run into a swarm, draw your Dragon Mouth Pistol instead. If you run into an enemy weak to slashing or bludgeoning damage, keep a Hand Cannon to deal with those. And you can use a Hand Crossbow or a Gun outfitted with an Air Cartridge modification if you’re fighting in the rain or underwater or any other location where your gunpowder could get soggy.

And all these weapons will be kitted up with the Fundamental Runes you need to succeed because they’re also holstered in your Gunner’s Bandolier.


One thing that could be useful for 2 handed firearms if you plan to use risky reload / flesh wound / dance of thunder or otherwise plan to make more than one attack on your turn is don't be ashamed of using a Harmona gun or like previously mentioned, the taw launcher, which has conveniently has been errata'd to count as a crossbow so you can get proficiency with it with advanced shooter at 6th level. Nothing wrong with going with some good consistency.


aobst128 wrote:
One thing that could be useful for 2 handed firearms if you plan to use risky reload / flesh wound / dance of thunder or otherwise plan to make more than one attack on your turn is don't be ashamed of using a Harmona gun or like previously mentioned, the taw launcher, which has conveniently has been errata'd to count as a crossbow so you can get proficiency with it with advanced shooter at 6th level. Nothing wrong with going with some good consistency.

The Taw Launcher was also errated to have the Conrasu trait, which means a Conrasu character can start with one at Level 1 with the Conrasu Weapon Expertise feat.


That's actually a fairly questionable interpretation of Reload. It seems clear to me the intent is that you end up with your weapon back in its 2h grip, even though you have to remove a hand to load ammo.

I would check with your GM on that one.


Pathfinder Rulebook Subscriber

There's nothing questionable about it, the reload action specifically says you can do this.

If your GM wants to for some ungodly reason nerf two-handed reload weapons, that's their prerogative but I really wonder why.


"Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."

That's the actual text in the rulebook. It's clear that it means specifically that interacting to Reload a 2h weapon does the following in sequence:
1) Remove a hand
2) Reload ammo
3) Put hand back on weapon

It does not say you get to do 3 if you weren't already holding with both hands, and in fact the use of "then" implies you must do the first to do the second. The purpose of the rule here is that you don't have to spend extra actions to reload despite not having a free hand. It is not some global action economy hack.

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