
Fangmccloud1 |

Okay so I have four arms rat folk gun chemist that has a pistol I have fast ordinance paper cartridges as well as the beneficial bandelier that reloads by saying the phrase as well as rapid shot as well as rapid reload I'm currently level 8 with mythic level 4 and I'm about to become level nine and I'm going to go with the main level for this one what can I do to get more than three attacks with this gun if there is a way to do that any advice or ideas? as I know I got two from my ordinance and fast ordinance and one for my rapid shot.

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Rapid Reload reduces your reload from a Standard Action to a Move Action, and using Alchemical Cartidges will reduce it again from a Move Action to a Free Action, so you should be good here: The Beneficial Bandolier's special reload ability won't actually help you in most cases.
Generally speaking, the point of having extra arms is to allow you to wield a pistol in each of your 'normal' hands and use the 'extra' hands to reload them, so the Two-Weapon Fighting -> Improved Two-Weapon Fighting - > Greater Two-Weapon Fighting feat tree is the normal path for 'more dakka'...
You should have Haste as an extract option for an extra attack each round (albeit at an action cost to actually use).
You don't mention which Mythic path you are on, but most of them offer a 'spend one MP to get an extra attack as a swift action' baseline ability. Champions, for instance, get the following options:Select one of the following abilities. Once chosen, it can’t be changed.
Distant Barrage (Ex): As a swift action, you can expend one use of mythic power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target’s cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Fangmccloud1 |

Thank you for the heads up and the information I will definitely keep that in mind so the main focus would be having two pistols with two weapons fighting and two weapon fighting improvement and grab haste as soon as possible sadly I went to the tricksters mythic for mirror Dodge as well as shadow step I think I left the papers there and another one that allows me to choose a target and it prevents them from doing attack of opportunities on me unless I do a specific action which will allow me to get away

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Thank you for the heads up and the information I will definitely keep that in mind so the main focus would be having two pistols with two weapons fighting and two weapon fighting improvement and grab haste as soon as possible sadly I went to the tricksters mythic for mirror Dodge as well as shadow step I think I left the papers there and another one that allows me to choose a target and it prevents them from doing attack of opportunities on me unless I do a specific action which will allow me to get awayIf you are on the Trickster path, you should have either 'Fleet Charge' or 'Surprise Strike' for an extra attack option:
Select one of the following abilities. Once chosen, it can’t be changed.
Deadly Throw (Ex): As a swift action, you can expend one use of mythic power to draw a thrown weapon or alchemical item and make a ranged attack with it. This attack doesn’t provoke attacks of opportunity. When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range.
Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

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I do have surprise strike but my GM does not believe deadly throw would count for the gun chemist because of he's not throwing or something like that I can't remember specifically
Yeah, Deadly Throw is useless for you, but Surprise Strike should work perfectly fine (as would Fleet Charge).
I'd probably would have recommended taking the 'Fleet Charge' option as it makes it easier to get within the first range increment of your pistols and get your 'bonus' attack - and - your full attack routine in the opening round, giving you a very nasty Alpha Strike potential (which is kinda the point of Mythic).

Fangmccloud1 |

That sounds interesting I do have a enchantment of distance on my pistol which gives it a total of 40 ft as well as a enchantment of shock although right now I only have one pistol I do appreciate everything that you're telling me and I will do my best with our next session when we level up to get the necessary stuff assuming I have enough gold for the extra equipment in my being ordinary pistol for the starting but still the power will be out there... So with that Would that be technically be six total shots if I use my fast ordinance both pistols doing their ordinance combined with their fast ordinance followed up with paper cartridge and rapid shot.... And when not using fast ordinance it would be only four times if I'm using just the paper cartridge combo with rapid shot? Assuming I had two pistols