New and improved combination weapons!


Pathfinder Second Edition General Discussion

Grand Archive

I'm really happy with these changes. Gunsword now has a solid niche for close quarters gunning. How do the rest fair you think?

I hope the treasure vault combo weapons get another look too since they weren't included.


I'm surprised the gun portion of gunsword is D10 but not the sword. Not a huge deal but it made me scratch my head

Grand Archive

WWHsmackdown wrote:
I'm surprised the gun portion of gunsword is D10 but not the sword. Not a huge deal but it made me scratch my head

All of the changes were to one mode or the other, except for the explosive dogslicer and the black powder knuckle dusters.

Some are definitely better than others. The one handed combo weapons didn't change much, the mace multipistol being the outlier with finesse. The dagger pistol didn't get a buff at all which kinda stinks.


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I welcome the mace pistol change.
To me it was almost the perfect sidegrade to triggerband, but without finesse it wasn't really usable.

Grand Archive

shroudb wrote:

I welcome the mace pistol change.

To me it was almost the perfect sidegrade to triggerband, but without finesse it wasn't really usable.

I hope the triggerbrand gets a touch up too if/when the impossible lands errata drops.


Powers128 wrote:
shroudb wrote:

I welcome the mace pistol change.

To me it was almost the perfect sidegrade to triggerband, but without finesse it wasn't really usable.
I hope the triggerbrand gets a touch up too if/when the impossible lands errata drops.

Either Triggerbrand's ranged attack's range would need to go from 30 ft. to 40 ft., or add Agile back to the melee attack (since TB is a combo of a shortsword and a flintlock pistol). I'd much prefer the latter, honestly.

Or both! Both would be good.

Grand Archive

Ezekieru wrote:
Powers128 wrote:
shroudb wrote:

I welcome the mace pistol change.

To me it was almost the perfect sidegrade to triggerband, but without finesse it wasn't really usable.
I hope the triggerbrand gets a touch up too if/when the impossible lands errata drops.

Either Triggerbrand's ranged attack's range would need to go from 30 ft. to 40 ft., or add Agile back to the melee attack (since TB is a combo of a shortsword and a flintlock pistol). I'd much prefer the latter, honestly.

Or both! Both would be good.

Making it agile is unlikely. It would basically be a better short sword at that point. Maybe add kickback to the gun mode would be what I'd like


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If the triggerbrand wasn't so explicitly a combination of a shortsword and a flintlock I'd have suggested bumping its gun damage to d6s, but leaving the Fatal trait at d8s. Then it'd be more like the combination of a shortsword and a dueling pistol, which sounds neat, but loses out on the shortsword's Agile and the dueling pistol's Fatal d10 one-handedness. Concealable too, I s'ppose.

I'm really hoping we get a feat that lets you Lightning Swap with a combination weapon so you can switch the modes more easily. With Swap now being a thing, combo weapons have a kinda fun niche of saving you money runing up your kit, but also constraining your choices for what you can switch between, and also paying by losing a trait or two. I like that niche.


They seem pretty good overall... but yeah, there are one or two changes I'd still like to see. Something like, say, the dagger pistol being simple in dagger mode & martial in pistol mode, that'd be a neat way to open up combination weapons to more classes. (Most classes get at minimum expert simple weapons, so making the dagger pistol simple/martial would make it scale for everyone if they're willing to invest in Gunslinger Dedication & Firearm Expert.)


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Pathfinder Rulebook Subscriber
WWHsmackdown wrote:
I'm surprised the gun portion of gunsword is D10 but not the sword. Not a huge deal but it made me scratch my head

Yeah that one surprised me. The gun portion was generally okayish while the sword half is clearly a bit underbudget.

A buff is a buff, but a d8 two hander with only versatile is still really rough, especially with the Swap action in the remaster.

Grand Archive

I'm actually fairly excited to make a triggerbrand with a gun sword now. If you're lucky, you can pick up an obsidian edge right in time for salvo. Really great combo with those.


Pathfinder Lost Omens, Rulebook Subscriber

Meanwhile Explosive Dogslicer is buffed in both modes with the addition of Fatal d10 to ranged mode and Agile on the melee mode. Almost makes everyone going combination weapon want to be either half-gobbo or half-human. Shame it costs double the standard for the ammunition though @ 2sp for 10 rounds of ammunition.

Dark Archive

I think the Hammer Gun on a Fighter MC Mauler is in a good spot now with the 1D10 melee damage dice. With a 18 STR/16 DEX/14 CON you could have ranged attacks at ~0 to -2 off for most levels (except L20 due to the delay in DEX vs. STR) compensated for by getting firearms on the same proficiency progression that a fighter would have. You won't have any reload support but the gun side will make for a reasonable back-up ranged weapon. You'll be firing at the same accuracy as other martials (not great for a fatal weapon, but better than being behind on dex and proficiency to use a back-up ranged weapon and paying tons of WBL on two weapons or reducing weapon options via blazons of shared power.

I feel like the explosive dogslicer could be really cool if you could find a way to keep your proficiency in swords/firearms on par (then you'd be a DEX forward fighter). Maybe for a high level game to use the L10 swordmaster feat for some weird double slice switch hitter?

Grand Archive

HenshinFanatic wrote:
Meanwhile Explosive Dogslicer is buffed in both modes with the addition of Fatal d10 to ranged mode and Agile on the melee mode. Almost makes everyone going combination weapon want to be either half-gobbo or half-human. Shame it costs double the standard for the ammunition though @ 2sp for 10 rounds of ammunition.

Ah yes, that thing is goated now. Bummer that taking advanced shooter would only give you proficiency with the gun half of that thing. Gotta go through goblin to get the whole thing.

Grand Archive

Red Griffyn wrote:

I think the Hammer Gun on a Fighter MC Mauler is in a good spot now with the 1D10 melee damage dice. With a 18 STR/16 DEX/14 CON you could have ranged attacks at ~0 to -2 off for most levels (except L20 due to the delay in DEX vs. STR) compensated for by getting firearms on the same proficiency progression that a fighter would have. You won't have any reload support but the gun side will make for a reasonable back-up ranged weapon. You'll be firing at the same accuracy as other martials (not great for a fatal weapon, but better than being behind on dex and proficiency to use a back-up ranged weapon and paying tons of WBL on two weapons or reducing weapon options via blazons of shared power.

I feel like the explosive dogslicer could be really cool if you could find a way to keep your proficiency in swords/firearms on par (then you'd be a DEX forward fighter). Maybe for a high level game to use the L10 swordmaster feat for some weird double slice switch hitter?

You could fit gunslinger archetype in after filling out your mauler feats to grab touch and go and triggerbrand salvo. This is a darn good build past that point.


Squiggit wrote:
WWHsmackdown wrote:
I'm surprised the gun portion of gunsword is D10 but not the sword. Not a huge deal but it made me scratch my head

Yeah that one surprised me. The gun portion was generally okayish while the sword half is clearly a bit underbudget.

A buff is a buff, but a d8 two hander with only versatile is still really rough, especially with the Swap action in the remaster.

I'm with both of you, I'm not sold on how good the buff is and largely I'm not sure what to make of it still. It seems the perception is that with the sword end always potentially threatening a crit to take advantage of Critical fusion (and effectively boosting your damage up to D10 levels on said crit). It will remain to be seen if this actually ends up helping my PC with a Gun Sword.

Powers128 wrote:
I'm actually fairly excited to make a triggerbrand with a gun sword now. If you're lucky, you can pick up an obsidian edge right in time for salvo. Really great combo with those.

I don't have any right to tell you how to feel, however I would recommend you temper your expectations still. There's still some weird nonbo-ness with Gunslinger that these fixes don't address. Namely, you still don't get critical specialization with the sword end so you don't normally get to use Critical Fusion without another feat giving it to you. And be wary that some of the easy fixes for the specialization (like Mauler Dedication) are not allowed to work to their full extent because of how Singular Expertise prevents your proficiency from advancing to your firearm's level.

That said, I'd recommend playing virtually any other martial class w/ a gun sword (Fighter seems best) and just grab the gunslinger dedication so you can snag Salvo at 12. At 5 most martial classes give you your specialization and while at 6 you won't have Salvo you can still do some combination weapon things until you can get it.

Grand Archive

Darth Grall wrote:
Squiggit wrote:
WWHsmackdown wrote:
I'm surprised the gun portion of gunsword is D10 but not the sword. Not a huge deal but it made me scratch my head

Yeah that one surprised me. The gun portion was generally okayish while the sword half is clearly a bit underbudget.

A buff is a buff, but a d8 two hander with only versatile is still really rough, especially with the Swap action in the remaster.

I'm with both of you, I'm not sold on how good the buff is and largely I'm not sure what to make of it still. It seems the perception is that with the sword end always potentially threatening a crit to take advantage of Critical fusion (and effectively boosting your damage up to D10 levels on said crit). It will remain to be seen if this actually ends up helping my PC with a Gun Sword.

Powers128 wrote:
I'm actually fairly excited to make a triggerbrand with a gun sword now. If you're lucky, you can pick up an obsidian edge right in time for salvo. Really great combo with those.

I don't have any right to tell you how to feel, however I would recommend you temper your expectations still. There's still some weird nonbo-ness with Gunslinger that these fixes don't address. Namely, you still don't get critical specialization with the sword end so you don't normally get to use Critical Fusion without another feat giving it to you. And be wary that some of the easy fixes for the specialization (like Mauler Dedication) are not allowed to work to their full extent because of how Singular Expertise prevents your proficiency from advancing to your firearm's level.

That said, I'd recommend playing virtually any other martial class w/ a gun sword (Fighter seems best) and just grab the gunslinger dedication so you can snag Salvo at 12. At 5 most martial classes give you your specialization and while at 6 you won't have Salvo you can still do some combination weapon things until you can get it.

I'm aware of the limitations. Critical fusion is not a good tactic anyways for triggerbrand so I'm not worried about that. But in the range that you'd want to be at as a triggerbrand, you can play it like you would a vanguard with a harmona gun until the opportunity for salvo presents itself. The only thing that really bothers me is the 9th level deed. That thing is weird and not very useful

Grand Archive

The hammer gun is probably the best use case for a fighter/mauler build. D10 is plenty to work with and functions better with critical fusion for the extra damage or for just using the hammer specialization which is usually better than sword, although it suffered a nerf in the errata.


Powers128 wrote:
I'm aware of the limitations. Critical fusion is not a good tactic anyways for triggerbrand so I'm not worried about that. But in the range that you'd want to be at as a triggerbrand, you can play it like you would a vanguard with a harmona gun until the opportunity for salvo presents itself. The only thing that really bothers me is the 9th level deed. That thing is weird and not very useful

Oh fair, as long as you know since I think it's not obvious at a glance. I would say that critical fusion still isn't bad (Not quite good though) when you can't use Salvo (Most likely when you've already used an action with flourish) or are suffering from MAP already so you wouldn't benefit from another attack.

Agree on the 9th level deed, it's weird. But an alright back up I suppose if you don't have a flanker to assist you and give you off-guard easier.

Grand Archive

Darth Grall wrote:
Powers128 wrote:
I'm aware of the limitations. Critical fusion is not a good tactic anyways for triggerbrand so I'm not worried about that. But in the range that you'd want to be at as a triggerbrand, you can play it like you would a vanguard with a harmona gun until the opportunity for salvo presents itself. The only thing that really bothers me is the 9th level deed. That thing is weird and not very useful

Oh fair, as long as you know since I think it's not obvious at a glance. I would say that critical fusion still isn't bad (Not quite good though) when you can't use Salvo (Most likely when you've already used an action with flourish) or are suffering from MAP already so you wouldn't benefit from another attack.

Agree on the 9th level deed, it's weird. But an alright back up I suppose if you don't have a flanker to assist you and give you off-guard easier.

Flanking doesn't help with ranged attacks so it does have that niche I guess. It's just not gonna beat salvo unless you actually have something significant to steal for whatever reason.

You get to use critical fusion for one level before salvo so yeah, it's not that relevant. You could still use it though just with your firearm specialization. Potential stunned is probably better than a few extra points of damage.

Mainly, triggerbrand just suffers before salvo but it's not so bad with a d10 with kickback now. Totally manageable.

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