| Squark |
Hello, I've gotten into Pathfinder 2e recently and am quite enjoying it. However, I've run into a few questions regarding firearms while brainstorming character ideas and was unable to find a definitive answer online , so I thought I'd try the forums. I included links to the rules where relevant for everyone's convenience.
1) Does wielding a one-handed firearm or crossbow with an attached bayonet (or other attached weapon) disable the Thaumaturge's Implements empowerment? My gut says yes, but I thought I'd ask more experienced players for reference.
2) Since I assume my reasoning in the above is correct, could Blazons of shared Power be used to share runes between an attached weapon and the base weapon if the base weapon was one-handed?
3) So this borders on theoretical optimization as it's rather silly*, but I thought I'd ask. A Thrower's Bandolier can contain up to two bulk of weapons with the thrown property. Dagger Pistols have the Thrown 10 ft. property and are light bulk. Could someone store 20 Dagger pistols in a Thrower's Bandolier and use quick draw to draw a new one every time they wanted to fire? This definitely doesn't feel intended, especially since the Gunner's Bandolier has specific functions in place to ensure it isn't used to bypass the firearm action tax.
*Although probably not broken, since I think the damage both with regular hits and critical hits is less than what a shortbow does
| aobst128 |
1: technically it does disable empowerment RAW but I don't think it's intentional. As far as I can tell, the mechanic is just to prevent dual wielding or using 2 handed weapons.
2: yes, blazons work as written for attached weapons and one handed ranged weapons.
3: it works RAW but probably not intended. Unlikely to be broken since combo weapons are weak already. Interestingly enough, the throwers bandoliers functions like a very versatile combo weapon already with all the possible weapons you can put in them that allow you to switch hit. Using them for low damage firearm strikes instead of thrown strikes doesn't change much.
| aobst128 |
I presume you're theory crafting a gun-slinging thaumaturge. Your best bet is a dueling pistol with risky reload from gunslinger multiclass. Most tables would allow the attached weapon to keep your bonus going I'd say. If not, the gunners bandoliers can hold a triggerbrand in case you need melee.
And if you're looking for optimization, weapon thaums are particularly good with a triggerbrand once they can grab triggerbrand salvo. Intensify for a +2 on the first strike and then a +4 on the next fatal firearm strike.
| YuriP |
1) I consider that implement that you are talking about is weapon. If it's so it doesn't disable the implement benefits it will just restrict it to the part that is your implement (if is your firearm will be only applied to your shots if is your bayonet will only be applied to your melee attacks with it).
Combination weapons like Gun Swords can workaround this restriction because it's the same weapon with 2 modes.
*Its really a bit dubious if a one-handed weapon with an attachment is still considered a "single" one-handed weapon or not. I really don't know if it will disable the implements or not. It's up to your GM to decide but I don't imagine this breaking or cheesing the game.
2) Yes
3) May looks like a cheese but nothing in Thrower's Bandolier says that you have to throw the weapon just that the weapon must have the throw trait. Its pretty common to use it to draw a throw weapon but use it as melee due the situation. So wouldn't be so strange if you do a similar thing with Dagger Pistols to shot.
The advantage of Gunner's Bandolier over the Thrower's Bandolier is that this second only will only work with a specific 1d4 pistol while the Gunner's Bandolier will work with any reload 1 firearm.
| Squark |
I presume you're theory crafting a gun-slinging thaumaturge. Your best bet is a dueling pistol with risky reload from gunslinger multiclass. Most tables would allow the attached weapon to keep your bonus going I'd say. If not, the gunners bandoliers can hold a triggerbrand in case you need melee.
And if you're looking for optimization, weapon thaums are particularly good with a triggerbrand once they can grab triggerbrand salvo. Intensify for a +2 on the first strike and then a +4 on the next fatal firearm strike.
Actually, I went with an air repeater. The bayonet questions were born out of the knowledge that at some point I will have to attack more than six times in combat, and if I can avoid having to draw a melee weapon, so much the better.
... That actually brings up another question. Can a partially spent magazine be refilled in between combats? I'd rather not litter my backpack with partially spent magazines. It doesn't help that the only official art of an air repeater I can find doesn't show where the magazine is
| aobst128 |
aobst128 wrote:I presume you're theory crafting a gun-slinging thaumaturge. Your best bet is a dueling pistol with risky reload from gunslinger multiclass. Most tables would allow the attached weapon to keep your bonus going I'd say. If not, the gunners bandoliers can hold a triggerbrand in case you need melee.
And if you're looking for optimization, weapon thaums are particularly good with a triggerbrand once they can grab triggerbrand salvo. Intensify for a +2 on the first strike and then a +4 on the next fatal firearm strike.
Actually, I went with an air repeater. The bayonet questions were born out of the knowledge that at some point I will have to attack more than six times in combat, and if I can avoid having to draw a melee weapon, so much the better.
... That actually brings up another question. Can a partially spent magazine be refilled in between combats? I'd rather not litter my backpack with partially spent magazines. It doesn't help that the only official art of an air repeater I can find doesn't show where the magazine is
I see. Air repeater is a solid choice. You aught to be able to replenish your magazines. I don't see why you couldn't at least. The bullets would need to be able to be retrieved and loaded individually into the mag if you ever have specific ammunition or poison you'd want to use.