This way you have 21 move actions to load your gun, one for yourself to let you aim it, and you still get have your own standard and move action to make your full attack and fire all those shots, so in this case you have the potential to fire seven times, and thus the deed works. You can narrow that down to 10 with Master siege engineer which lets them use move actions, and drop it down to seven if you give your guys (and yourself) a fantastic item called a swift runners shirt, which allows you to convert your swift action to a move action once a day. By default you'd need seven x your load time, which is three, so it could get a little cramped with 21 people huddling around a cannon. If you have a gunnery team (they can be level 1 commoners, it doesn't matter) to reload the cannon for you, than you can make up enough actions to pull this off no problem. The key here is the wording of "all her attack potential".īecause cannons take at least a move action to reload, and another one to aim, you can't actually use it on a cannon because you wouldn't be able to load seven shots into the cannon in your one turn and thus are breaking the action economy. Its a really powerful skill, but not but is not too unbalanced unless you're fighting something which relies on DR exclusively. Mechanically this changes a gunslingers hail of bullets to a single powerful shot in order to bypass DR and other similar things, kind of like vital strike, or the monk's equivalent which reads the same but for flurry of blows. The gunslinger must spend 1 grit point to perform this deed." She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger only misfires on a dead shot if all the attack rolls are misfires. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. "At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. I've actually been thinking of playing a gunslinger 1 / Fighter who is a siege expert, and carries around a small cannon. Oh, yes, and as a little extra gravy, the damage is dealt as one lump sum, so Damage Reduction? What's that? Plus, if you manage to critical with even one shot, you have a very good chance of quadrupling the damage from the whole shebang. 40d6+(x5 dex) if it's a fiend's mouth cannon, and really, you want it to be if you're already dumping thousands of gold into this strategy. a level 11 gunslinger with a haste buff and the rapid shot feat is looking at a single cannonball dealing 30d6+(x5 dex) damage. The Dead Shot deed allows you to pool all your iterative attacks into one singular massively powerful shot. We're looking at 6d6 per shot, which is honestly pretty good for actual weapon damage, but that's because, you know, it's a siege weapon It's the reason gunslingers only use them if they're going after something like a fortified gate. Cannons are unwieldly and take multiple full round actions from an entire team to reload, but are very powerful.
0 Comments
Leave a Reply. |