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Pathfinder Guns & Gears: An In-Depth Review
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8458075" data-attributes="member: 6801252"><p>So, I got to make a post on reddit about this recently, but when using a reload weapon, the basic loop in terms of actions and multi attack penalty looks like this, I'm gonna share it because its really neat exposition on the kind of fun action optimization you can do with a gunslinger.</p><p></p><p>Turn 1: Shoot (-0), Reload, Shoot (-5) + Turn 2: Reload, Shoot (-0), Reload-- and then it loops if you can continue firing and reloading, the Gunslinger has the increased proficiency for guns that the Fighter gets, which means its very likely to hit and fairly likely to crit in most scenarios. Many (but not all) of the guns have fatal dice, which means they hit harder when they crit (by increasing the die size to the listed value and adding an extra. The class has subclass features and class feats that offer specific reload options that let you reload while doing something else (and in one case, reload while attacking, at the risk of misfiring your gun if the attack doesn't land and needing to take an action to clear it.)</p><p></p><p>In tandem with the many different guns, building a Gunslinger feels like working through a puzzle with the way the action economy works, for example a double barrel Musket which has a d6 and Fatal d10s... if you don't use the option to fire both barrels at once can change your four turns to look like this:</p><p></p><p>Shoot, Reload, Shoot + Shoot, Reload, Shoot + Reload, Reload, Shoot + Shoot, Reload, Shoot -- this pattern means you only miss one of your -5 'second attacks' to reload for four rounds of combat (the second one you would lose is being displaced into round 5, and its been fairly rare for combat to go that long.)</p><p></p><p>If you wanna get real fancy (and gamble a bit) you can take the Risky Reload feat at 2, and then use it on round 3 to get that attack back as well by replacing the first reload with a Risky Reload, then reloading and firing as normal with the following two actions, then doing the same the following round, so it looks like this:</p><p></p><p>Shoot, Reload, Shoot + Shoot, Reload, Shoot + Risky Reload, Reload, Shoot + Risky Reload, Reload, Shoot</p><p></p><p>Granted, it breaks if you miss either risky reload, but its also your first shot on each of those turns, so that isn't too likely to happen that often so its probably a worthwhile usage. Now if we pick another reload feat up, or have one we like from one of the class paths we can substitute some of those <em>bare</em> reloads as well. I'd actually be tempted to use a double barrel pistol instead, smaller damage, but then it synergizes with the Pistolero path better, and you can demoralize/create a diversion when you reload (and get some other cool bonuses), technically you can do that with the musket but some of the later class path features are useless to you. The musket is better for a sniper, who can take cover and hide on reload, and increases that first turn damage which is neat.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8458075, member: 6801252"] So, I got to make a post on reddit about this recently, but when using a reload weapon, the basic loop in terms of actions and multi attack penalty looks like this, I'm gonna share it because its really neat exposition on the kind of fun action optimization you can do with a gunslinger. Turn 1: Shoot (-0), Reload, Shoot (-5) + Turn 2: Reload, Shoot (-0), Reload-- and then it loops if you can continue firing and reloading, the Gunslinger has the increased proficiency for guns that the Fighter gets, which means its very likely to hit and fairly likely to crit in most scenarios. Many (but not all) of the guns have fatal dice, which means they hit harder when they crit (by increasing the die size to the listed value and adding an extra. The class has subclass features and class feats that offer specific reload options that let you reload while doing something else (and in one case, reload while attacking, at the risk of misfiring your gun if the attack doesn't land and needing to take an action to clear it.) In tandem with the many different guns, building a Gunslinger feels like working through a puzzle with the way the action economy works, for example a double barrel Musket which has a d6 and Fatal d10s... if you don't use the option to fire both barrels at once can change your four turns to look like this: Shoot, Reload, Shoot + Shoot, Reload, Shoot + Reload, Reload, Shoot + Shoot, Reload, Shoot -- this pattern means you only miss one of your -5 'second attacks' to reload for four rounds of combat (the second one you would lose is being displaced into round 5, and its been fairly rare for combat to go that long.) If you wanna get real fancy (and gamble a bit) you can take the Risky Reload feat at 2, and then use it on round 3 to get that attack back as well by replacing the first reload with a Risky Reload, then reloading and firing as normal with the following two actions, then doing the same the following round, so it looks like this: Shoot, Reload, Shoot + Shoot, Reload, Shoot + Risky Reload, Reload, Shoot + Risky Reload, Reload, Shoot Granted, it breaks if you miss either risky reload, but its also your first shot on each of those turns, so that isn't too likely to happen that often so its probably a worthwhile usage. Now if we pick another reload feat up, or have one we like from one of the class paths we can substitute some of those [I]bare[/I] reloads as well. I'd actually be tempted to use a double barrel pistol instead, smaller damage, but then it synergizes with the Pistolero path better, and you can demoralize/create a diversion when you reload (and get some other cool bonuses), technically you can do that with the musket but some of the later class path features are useless to you. The musket is better for a sniper, who can take cover and hide on reload, and increases that first turn damage which is neat. [/QUOTE]
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