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Tridus |
![Vampire Seducer](http://cdn.paizo.com/image/avatar/PZO1130-Vampire.jpg)
I'm quite surprised Munitions wasn't nerfed into the ground. Now if only you didn't have to spend an action to activate alchemical ammunition for some reason...
I think you answered why it wasn't nerfed into the ground. :)
The munition feat line is fun, but the action cost means you have to really think about when you use it. I had a Sniper Gunslinger in Ruby Phoenix who got a lot of mileage out of it because they would set up for a big shot with Greater Elemental Ammo over multiple turns. They'd do something like a normal turn, but the reload on that turn would be to load the elemental ammo.
On the next turn they can start by activating it an then use a special shot like Vital Shot (if they meet the conditions) and it was extremely effective.
But that requires both feat investment and a significant amount of setup work, so I don't think its overpowered. It rewarded the player for thinking ahead in terms of when they wanted to try to do it.
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thenobledrake |
Didnt I write just that?
No, because your statement was backed with a meaning that supported your other statement "He has a point" where as what I was saying is there's no valid point to be found in the territory of treating lack of redundant mention of a general rule as being the same thing as presence of an explicit specific rule.
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benwilsher18 |
3 people marked this as a favorite. |
I'm quite surprised Munitions wasn't nerfed into the ground. Now if only you didn't have to spend an action to activate alchemical ammunition for some reason...
The reason for the action tax is so that there is a reason to not use alchemical ammunition on every single shot, besides resource management. It means that Munitions Crafter is is just an option that gives you a way to hit weaknesses or apply debuffs that you might otherwise not be able to, while generally you will be using standard ammo most of the time.
If alchemical ammunition was superior to standard ammunition in every way, Munitions Crafter would become a feat tax for everyone that wanted to wield a firearm as it would effectively be providing quite a lot of "free" damage every single day.
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Powers128 wrote:That Mace Multipistol change happened with the last big errata and wasn't part of this Remaster. It's funny how a little change can make a combination weapon go from terrible to better than the best finesse combo weapon. I would probably still use the Triggerbrand for style points though.Perpdepog wrote:Yeah, although the mace multipistol is just a better triggerbrand rn. They only updated the combo weapons in guns and gears which did not include the triggerbrand unfortunately. I'm looking forward to the changes to the one's in TV since they're remastering that too.Powers128 wrote:Or the triggerbrand. You could also use the other one-handed weapons, as long as you don't mind being maybe a point lower depending on how high your strength is.Really happy with the gunslinger changes. Singular expertise didn't do anything with the changes to archer and mauler and other similar abilities. Are there any left that I haven't thought of? Or is it just combination weapons that can reach legendary?
In any case, drifter and triggerbrand are a lot more appealing now, even if drifter is kinda stuck with piercing wind or dagger pistol
Just because of the capacity trait? I feel like 2H a piercing wind will be better for the damage/fatal dice sizes. You can always drop a hand for free and regrip it as part of reloading to meet drifter requirements so long as you have a bow gauntlet on. You can even get it to two handed 1d8 with a L8 feat in the Inventor MC.
It does feel like the triggerbrand should get something more unique but what can you give it that is different than the mace or piercing wind. Feels like maybe a deadly d6 or backstabber on melee could work although I'd prefer it was the d6/fatal d10 to avoid the hand shenanigans.
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![Kobold Devilspeaker](http://cdn.paizo.com/image/avatar/PZO1130-Kobold3_90.jpeg)
Powers128 wrote:The funny thing about the three peaked tree build now is you can use your melee for your ranged attacks and your firearm for your melee attacks with salvo lol.What do you mean?
Best I can come up with is using the piercing wind in 2H. You can stab and blast, drop a hand, reload strike (from drifter and using a gauntlet bow in the other hand), regripping it in 2H for the next round.
You can always free hand drop a hand to toss a bomb with quick draw.
Long term you could even take inventor with a weapon innovation to get the 2H trait to make it a 1D8 finesse weapon in two hands.
I mean you can throw the trident with your firearm proficiency and rely on salvo for melee. Just pointing out the ironic role reversal. Making thrown attacks won't give you your precision damage though
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![Kobold Devilspeaker](http://cdn.paizo.com/image/avatar/PZO1130-Kobold3_90.jpeg)
Powers128 wrote:That Mace Multipistol change happened with the last big errata and wasn't part of this Remaster. It's funny how a little change can make a combination weapon go from terrible to better than the best finesse combo weapon. I would probably still use the Triggerbrand for style points though.Perpdepog wrote:Yeah, although the mace multipistol is just a better triggerbrand rn. They only updated the combo weapons in guns and gears which did not include the triggerbrand unfortunately. I'm looking forward to the changes to the one's in TV since they're remastering that too.Powers128 wrote:Or the triggerbrand. You could also use the other one-handed weapons, as long as you don't mind being maybe a point lower depending on how high your strength is.Really happy with the gunslinger changes. Singular expertise didn't do anything with the changes to archer and mauler and other similar abilities. Are there any left that I haven't thought of? Or is it just combination weapons that can reach legendary?
In any case, drifter and triggerbrand are a lot more appealing now, even if drifter is kinda stuck with piercing wind or dagger pistol
Yeah I know it was part of an errata a while back. I'm not sure if they'll get around to updating the triggerbrand since it was in impossible lands. I was kinda hoping it would show up in this remaster.
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kaid |
![Goblin](http://cdn.paizo.com/image/avatar/Pathfinder1_02c.jpg)
Wait Treasure Vault is getting Remastered!?
Makes sense for it to get a remaster. It is a big book of gear so when they need to reprint pretty easy lift compared to other remaster books to go through and get everything especially the alchemy stuff up to remaster standards.