![]() ![]() I would rule that Advanced Firearms take a move action to full load, but then expand Rapid Reload (which doesn’t mention advanced firearms) to allow characters to reload their advanced firearms as a free action. The description for Metal Cartridges describes them as more advanced alchemical cartdidges, which could be interpreted to mean that they reduce the move action reload time to a free action. Advaned Firearms onle use metal cartridges, and the entry on advanced firearms states that they take a move action to fully load. It is unclear if Metal Cartridges, which are used for Advaned Firearms, reduce the reload time. Combined with rapid reload, you can reload one-handed firearms as a free action, and you can reload two-handed firearms as a move action. In addition, you can use Alchemical Cartridges to reduce the reload time further. Pistol users can load and make a single attack in a turn, and Musket users can reload and move in the same turn. Rapid Reload is basically required for gun users. Either way, you’re only going to be able to attack once ever other round unless your weapon has a capacity above 1 or you are carrying multiple guns. One-handed weapons (pistols, etc.) take a Standard Action, and two-handed weapons (muskets, etc.) take a Full Round Action, and that’s just for a single barrel. Loading your weapon is the hardest part of using a gun. Limitation has major tactical implications for gun users, and places a greatĭeal of importance on good positioning and careful tactical movement. Pistol users will be within 20 feet and musket users within 40. While making attacks which are nearly guranteed to hit.Įarly firearms can only penetrate within their first range increment, so This allows theĪpplication of Deadly Aim, thereby dramatically increasing your damage output Their damage isn’t that much better than normal weapons, firearms can be usedĪgainst touch AC, but without technically being touch attacks. Penetration is what sets firearms apart from other ranged weapons. Additional barrels allows you make additional attacks before needing to reload, which can help give you an advantage early in a fight. CapacityĬapacity is one of the early limitations on damage output for gun users. Rogues who want to dabble in firearms can take the Firearm Training talent. Any class or archetype which depends on firearms will provide this feat for free. This means that anyone can come along and learn to use every firearm with a single feat. Unlike most exotic weapons, firearms all use one feat for proficiency. ![]() Blue: Fantastic options, often essential.Red: Bad, useless options, or options whichĪre extremely situational.Also note that many colored items are also links to the Paizo SRD. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. If you would like help with Pathfinder options not covered here, please email me and I may be able to provide additional assistance. We support a limited subset of Pathfinder’s rules content. It is the most recently written and most complete. Start by reading the Firearms section in the Ultimate Equipment guide. To make the best use of firearms, we must first understand how they work, and examine what options are available to us. With the sizable list of weapons, feats, and class archetypes which support firearms, many classes and characters can make use of these potent weapons. The Ultimate Equipment Guide includes rules for new firearms. Ultimate Combat introduced firearms alongside the Gunslinger class. ![]()
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