GUNSLINGER CLASS GUIDE - PATHFINDER 2E

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every man's got a job but sometimes a man don't get that job done when it needs to be but you know what they say better late than never howdy my name is nonat and welcome finally to the gunslinger guide for pathfinder second edition i mean it's not that late right when did guns and gears come out like a couple weeks ago but we're here it's time let's discuss the gunslinger in guns and gears for pathfinder 2nd edition i don't know why it took me so long to get to this i love the gunslinger and i can't wait to really dive into this because unfortunately even though the book has been out for so long i haven't taken that much time to dive in i've looked at the inventor i've looked at the firearms but i haven't looked at the gunslinger so everything i know about it still pretty much comes from the play test so let's dive in look at this from an outside perspective i'm gonna keep the play test out of my mind for the most part because i probably don't remember that much anyway and let's talk about the gunslinger so the gunslinger is a dexterity based keyability score class with eight hit points per level a little squishier than something like a fighter or a ranger and clearly designed as a back liner however they do have some great starting proficiencies with expert perception expert fortitude saves expert reflex saves and trained in will overall you can't complain about those starting stats they begin trained in one or more skills based on their subclass as well as three plus their intelligence modifier and the big thing they are expert in simple firearms martial firearms and simple and marshall crossbows this is something that i'm really happy to see that paizo didn't just limit them to the firearm weapon group and that you can also make a viable crossbow gunslinger which i think sounds like a lot of fun they're also trained in all other non-advanced weapons which means they're pretty viable and flexible in their combat design and yes this is the only other class besides fighter who starts expert with a weapon type now this is a little more balanced because it is a very specific type of weapon but it's still cool to see that someone is finally up there with fighter on par for attack accuracy and this will be important for later because we're gonna see that the gunslinger is pretty reliant on critical hits to do the most damage they're also trained in light and medium armor which is kinda cool that they're not restricted to just light they can really deck themselves out which means with a high dexterity score like you're gonna have your gunslinger is gonna have some pretty decent armor level one for a gunslinger is gonna be pretty boring because they are a martial class they get their ancestry and background initial proficiencies and they pick their subclass which is called the gunslingers way there are four ways to choose from for a new gunslinger the fourth of which was not in the play tests i'm very excited we have the ways of the drifter pistolero sniper and vanguard gunslingers also start with singular expertise this is both a blessing and a curse gunslingers automatically gain a permanent plus one to all damage rolls for crossbows and firearms this will help a lot with early game damage which the gunslinger in the play test did struggle with i like how i said i'm gonna ignore the play test but i keep bringing up the play test but i think this is great for those really low level gunslingers getting a free plus one to damage on non-critical hits is going to help a ton i can't tell you how bad it felt to play like a level three gunslinger who would fire and then deal one damage like cool i managed to hit and i roll a one on my d6 fun though the curse part of this comes from the second paragraph because the gunslinger is so focused on firearms their capacity to learn other weapons is inherently limited they can only increase their proficiency with unarmed strikes simple and martial weapons via their class features even if you somehow take a multi-class or an archetype that would give you expert proficiency with light weapons you light what is this simple weapons you cannot increase it to expert until you get the class proficiency this is going to destroy every dual class option for marshall gunslingers obviously this wasn't designed for the dual class variant because the dual class variant is a variant but this means if you are a gunslinger and you take any other martial class like fighter you don't increase your proficiency with other weapons this means if you haven't seen my fighter dual class tier list first off come on the gunslinger deserves an even lower rank than i gave it which i won't spoil but this is brutal this one feature makes the gunslinger possibly the worst dual class option for any martial character so let's start talking about subclasses here the gunslingers ways each of them is going to give you a couple of different features to add to your character first off you're going to get proficiency in certain skills you're going to get a special type of reload action and then also an initial advanced and greater deed these are almost similar to something like a sorcerer's focus spells but they just give you new and interesting actions and abilities starting off with the way of the drifter which is designed to be a pistol and sword fighter very similar to a standard like pirate captain you might see with a blade and saber in one hand and a little flintlock pistol in the other drifter gunslingers are trained in acrobatics and they start with reloading strike so long as you are holding a one-handed firearm or crossbow and a one-handed weapon for a single action you get to strike with your melee weapon and reload your firearm this is absolutely incredible not only because this is two actions for one action this is a strike and a reload but usually you need a free hand to reload this action specifically gets rid of that requirement now you can't just normally reload while dual wielding that's sort of the limitation the drifter while dual wielding has to use reloading strike why i'd have no idea but technically yes if you're dual wielding you can't reload your gun but if you can stab someone you can reload your gun maybe you use their blood as like a lubricant or something i don't know drifters at level one start with into the fray which is a free action they can use whenever they roll initiative this is actually kind of insane all for a free action when you roll initiative you can draw a one-handed melee weapon a one-handed firearm or crossbow and on your first turn of combat your first action can be a stride action for free this gives you three free actions on your first turn of combat at level one sure it's draw draw move but that's incredible the positioning ability of the drifter gunslinger is probably unmatched at first level that is crazy good the only limitation with this one is you do need to stride toward an enemy with that free action you can't stride back or sideways you must end your movement closer to the enemy than you were before finnish the job is a level 9 ability for the drifter and is a really good backup option for a single action if your previous action was an attack with a firearm or crossbow you can make an attack with your melee weapon and it is at the same bonus as your previous attack the multiple attack penalty does not apply to this second attack the penalty still stacks up as normal this is still the second attack this turn so if you attack again you'll be at 2 map but this ain't bad at all this is phenomenal this is what the fighter's pressing strike wishes it could be drifter's wake is okay it's fantastic because you get the greater deed at level 15 automatically and it's not a feat sync but it's not overly crazy powerful but it is pretty powerful for three actions you make a single stride action and you can attack three times throughout that stride these attacks can be made with either a melee weapon or a firearm or crossbow now the limitation is that the firearm of course can only be used for one of these attacks because it needs to be reloaded what's awesome though is it doesn't say you need to be in melee to do this so if you want to drifters wake move stab someone slice someone else and then at the end of your stride shoot someone 20 feet away you can absolutely do that and the best part is that all three of these attacks are at your full multiple attack bonus no multiple attack penalty applies until after the third strike so this is fantastic action economy no complaints here way of the pistol arrow this is for your pistol hop and i don't know of fancy ways to just you have one or two pistols you're trained in either deception or intimidation and you start with ugh reload for one action you get to demoralize or create a diversion and reload again just this fantastic gunslinger action economy have two actions for one action yeah that's amazing you know if you demoralize they're gonna be frightened you've already reloaded for free so now you basically get a plus one to shoot them in the face this video is gonna get demonetized because we're talking about gun the pistolero's initial deed at level 1 is 10 paces as a free action when they roll initiative not only do they get plus two to their initiative role they also get to draw their one-handed firearm and can take a five-foot step as a free action on their first turn ten foot step ten foot step at ninth level they get pistolero's retort which is a reaction this is a ranged attack of opportunity if somebody within the first range increment of your pistol critically misses their attack against you you get to shoot them in the face the only downside with this is that pistols have pretty criminally low range increments so it's gonna be like 20 feet uh however it doesn't say ranged attack if somebody critically misses a melee attack you can say it with me shoot them in the face grim swagger level 15 is pretty cool it is a massive 30 foot aoe demoralized you get to try to intimidate all creatures within a 30-foot emanation of yourself what's cool about this one is it's effectively a fancy demoralize you can use deception for if you choose you could be lying about how crazy terrifying you should be and it'll work just as well you roll deception or intimidation against the will dc of every creature in the 30-foot area around you and if you succeed they're all frightened to frighten three on a crit success additionally if they're lower level than you want to crit success they're also fleeing this is amazing even on a normal success to hit every creature frightened to giving the minus two to attack roles minus two to armor class minus two to saving throws that is massive do you hit five creatures with this that's insane and remember frightened only goes down by one per round so let's give me another whole round of them all at frightened one your party is gonna be able to capitalize on this if you can hit this on a group and then your wizard throws a high level fireball with them all taking that penalty to saving throws oh the way of the sniper i bet you can't guess what weapons this one uses they begin trained in stealth and get the covered reload action for one action you can take cover or hide and reload obviously you need to be in an appropriate place to do either of these actions but this is really cool and great for the protection of the sniper if you're already behind a barricade or around a corner this means you can dump behind cover reload and now you have a loaded firearm and you have the ac bonus from cover very nice overall one shot one kill is probably my least favorite initial deed of all of them while the other ones get these really cool initiative and positioning bonuses the sniper gets 1d6 precision damage on its first attack in combat and only if you got to roll stealth for initiative so if you got ambushed tough if you weren't ready for this tough did you miss your first shot tough it also goes up very slowly only the 2d6 at 9th level and 3d6 at 15th level it's just not that much bonus damage i understand they're trying to make it you know the sniper should hopefully be trying to one shot a creature and don't get me wrong if you critically hit that's a lot of damage with the fatal trait doubling this that's really nice but if you don't crit you might be doing about 2d6 plus 1 damage at level one which is cool but it's only on your first shot now ninth level is where the sniper really comes into their own with vital shot this is a ranged power attack with a gun for two actions you take the shot if it hits you deal an additional weapon damage die and you inflict persistent bleeding damage if they were flat footed equal to the precision damage of one shot one kill which is 2d6 so now you have this two action shot which not only adds a damage die but also inflicts 2d6 persistent bleed damage now that is a lot of fun the critical vital shot that's what you live for as a sniper you live for turn one critical vital shot with one shot one kill while they're flat-footed ghost shot is fine at level 15 it's pretty good for one action you make a shot and if you were hidden or undetected you get to add the damage bonus from one shot one kill now this does not stack if it is also your first shot of the encounter but let me paint this picture for you at level 15. the fight starts you're already loaded you take the shot you deal your normal damage plus one shot one kill you also happen to be behind a bush for your next action you use your fancy gunslingers reload to hide and reload you succeed your stealth check your weapons reloaded use ghost shot you fire again that one because you successfully were hidden deals your normal damage plus the 3d6 from one shot one kill again it's great is it better than vital shot probably not but if you've already used vitalshot and the target is bleeding then hey no reason not to use ghost shot from then on and then use vitalshot when you need to reapply the bleed alright let's talk about the new one i have never even looked at way of the vanguard which seems to be all about shotguns they begin trained in athletics and get clear a path which is a single action probably reloads and requires you to be holding a two-handed firearm or crossbow so a heavy crossbow will work for this this is a very fancy shove action so of course you do get to reload as part of the single action but you also get to shove one creature in front of you with your weapon and if your weapon happens to have a bonus potency rune like a plus one you get to add that to your shove check additionally additionally if the action you took before this one was to shoot with that weapon you'll get to shove at the same bonus as that attack so you can fire and then shove at your full multiple attack bonus without suffering any penalty and as usual the penalty accrues as normal that's pretty cool it doesn't do any extra damage or anything but it is just a little bit of battlefield control you can shoot someone you can get them off you at no penalty and all at level one pretty solid if they don't have a reach weapon they're gonna waste an action stepping back up to you next turn which is never a bad thing living fortification is okay as a free action when you roll initiative you can draw a single two-handed firearm or crossbow and you get a plus one to armor class until the start of your first turn plus two if the weapon also has the parry trait this is okay if you roll really low on initiative this is actually amazing if you have a parry weapon plus two to armor class when you already are a dex based class that can wear medium armor that's massive you're gonna have a huge ac for level one the problem is it defends you from going last at initiative but if you go first this does nothing and you basically lose everything it's still quick draw which is not bad a lot of people take that as a feat at level two or four just to get this ability so that's not bad it's just a little underwhelming spinning crush is just so stupid and hilarious you begin spinning and you fire your weapon to give you momentum to spin in a massive circle and you hit every creature adjacent to you for 1d6 damage and this damage does go up with striking runes so 2d6 with striking 3d6 with greater striking whatever whatever and when they get hit they attempt a basic reflex save so you don't even need to roll to attack if they fail they take full damage and are pushed five feet away and if they crit fail they're taking double damage you also get to add your strength modifier this would be really fun for a strength-based gunslinger and i'm kind of glad they made this a thing a strength-based gunslinger sounds like a ton of fun who is literally like smacking and shoving people with his weapon that's just really clever design to me sorry my ice fell over and i got thirsty so siege breaker might be the coolest thing i've read so far from guns and gears as an entire book for three actions you jump or stride at the end of your stride action you shove the barrel of your gun into your target and pull the trigger you ignore 10 points of hardness and deal 3d8 additional bludgeoning damage holy cow on top of that you become immobilized afterwards and get ac bonus just like your initiative thing holy cow that's so cool you literally just run at someone shove your gun in their gut and blast them so anyway i started blasting this is amazing this is so cool i'm just sad it's level 15. it's only two actions i thought it was three after that you can like slap them in the face a little bit if you want or shove them cool as for class features gunslingers aren't too exciting it's some pretty typical marshall stuff they get most of their things from feats you got your skill feats your general feats your skill increases at third level the gunslinger becomes a little more resistant to controlling effects specifically their will saves increased to expert and if you fail but don't critically fail against an effect that would give you the controlled conditions specifically you can make a second save the second save is just a normal save but even if you fail you don't get to make a third one so it's basically just a second chance specifically against controlling effects kind of interesting i don't know why they gave it to the gunslinger but hey it's something unique and i like it ability boosts ancestry feeds weapon mastery so their firearms go up to master proficiency and everything else goes up to experts of course nothing else can increase to expert until they get this class feature perception to master weapon specialization their 9th level gunslinger subclass deed and class dc up to expert level 11 sees their reflex saves increase to master which means they auto crit succeed normal successes level 13 is legendary proficiency with firearms master with all other weapons and medium armor expertise which is expert in armor so this is the point where they're really starting to fall behind in the whole defense department as their proficiency lacks behind some other classes level 15 they get their level 15 subclass feature they also get greater weapon specialization at level 17 their fortitude saves increase to master and auto crits exceed normal successes level 17 is a huge power spike as they get shootist's edge increases class dc to master but they also ignore the penalty from the second and third range increments on their weapons these give this gives those close range pistol fighters a lot more room to shoot from mid-range and snipers are just shooting from across the football field so you won't see them ever again and unfortunately level 19 is really boring they don't get a capstone feature i guess shooter's edge is their capstone instead they just get master and perception and master and medium armor alright let's get into the meat 30 minutes into this recording the bird sings of my domain it's time to talk gunslinger feats and i'm probably not gonna do the whole thing in this accent but for the sake of those old west gunslingers out there i'll read the first one like so we're talking blast lock for one action so long as you're wheeled in a loaded firearm you can shoot it at a lock instead of using thievery to pick the lock you simply attack it instead if you succeed you open that lock and it's a complex lock you make progress if you quit succeed you make two steps of progress toward that complex lock now should you fail to shoot that lock the dc is actually increasing by two technically you're taking a penalty to all future checks but it's the same idea it's too hard to succeed if you crit fail you busted that lock up pretty bad inflicting a -4 circumstance penalty to all future attempts to pick that lock whether it be with a gun or a lock pick there was a lot of controversy around this feat when it appeared in the play test and it's interesting that they didn't really change it this is this is a big example of why is this a feat well i believe it's a feat because a it doesn't attack the lock you're not destroying the lock you are literally picking the lock with a bullet how does that work i don't know it's cool but note it does not say the lock is destroyed you know if you attack a lock with a hatchet you're gonna need to get through the lock's hardness you're gonna need to beat the ac you're gonna need to do enough damage to break it which means it can't be used afterwards with blast lock you can shoot it and then if you want to you can pick it up and re-lock it it does not break it which i think is an important distinction and why this is such a cool feat cover fire is pretty neat and one of the support tools in the gunslingers kit for one action once per round you can shoot a creature and if they choose to they can cover themselves if they don't have cover they get a plus two against your attack if they're already behind cover they get a plus four to ac against your attack now they do get a minus two to all ranged attacks they make until the end of their next turn also also if they choose not to duck you get a plus one to hit which is already on top of your expert proficiency at level one which is nutty so this is a really cool feat i like it if your fighter needs to get up to someone who's hiding and firing arrows you can provide cover fire and sure your attack may miss but they suddenly just got a lot less accurate with all of their attacks shooting the fighter who's running up to them crossbow crack shot is basically the same feat that the ranger has if you reload a crossbow you get a plus 2 circumstance bonus to damage with the next attack made with that crossbow what's unfortunate is that this does not stack with the natural plus one gunslingers get so it's just a plus one to damage basically not a full plus two but on the upside it does increase the crossbow's damage die by one step provided it's a simple crossbow which most crossbows are simple this is okay it's probably going to be a required feat if you want to be an effective crossbow gunslinger at least mechanically speaking it's cool i like it i don't think it would have been broken to make the plus 2 stack with singular expertise just make it a plus three and it would work the same way i think that'd be fine it'd be a lot of fun it would give a lot of credence and viability to the crossbow if you can suddenly be adding a flat plus three damage on your shots that's really cool dual weapon reload i bet you can't guess what this does for one action even if you're dual wielding you can reload a weapon that's it simple as that if you're not the way of the drifter you might need this if you're gonna be dual wielding alternatively you can just do the chad move and have 50 pistols on you and whenever one runs out of ammo you throw it down and pull out another one like drake of the 99 dragons hit the dirt if you see a ranged attack coming your way you can use your reaction to gain plus two to your armor class as well as leap up to your full leap distance but you always land prone pretty cool it's some nice movement on top of something it's not just nimble dodge again so it's a solid ac buff it's movement but you land prone i know bonus and a little negative i like it munitions crafter is awesome you get the alchemists infused reagents feature which gives you a number of reagents equal to your intelligence modifier plus your level and you get formulas for four first level items now these items can only be bombs and alchemical ammunition which i believe is a new type of item so you can make fancy ammo to shoot out of your guns you can make fancy bombs to throw at people or you can just use it to make normal low grade ammunition and if you do you get a ton of it every single batch of reagent which at level one you'll probably be getting at least two or three makes 10 rounds of ammo this means if you're just in the middle of the woods you were stripped of everything but your pistol you can still make ammunition and i think that should not be overlooked sword and pistol is a really cool way to inflict flat footed if you are dual wielding specifically a hand up gun gun gun gun gun gun if you are duel wielding a one-handed melee weapon and a one-handed firearm and you attack with the melee weapon first then your next attack if it is with your ranged weapon does not trigger reactions like attacks of opportunity on the other hand if you make a successful attack with your ranged weapon first then the enemy is flat-footed if your next attack is with your melee weapon this is a cool way to reward you for attacking and switching weapons as you attack and this is going to be incredibly powerful on the drifter being able to shoot and then strike reload making them flat footed to that strike and then maybe they can shoot again which won't trigger reactions even though it's gonna be a huge multiple attack penalty there's a lot of cool stuff you can do with sword and pistol defensive armament is gonna be amazing for the way of the vanguard because it makes any two-handed firearm you wield gain the parry trade simple as that that's gonna make all the vanguard abilities give the plus two to armor class instead of plus one plus you can also still take the perry action to give you plus two armor class this is phenomenal it also upgrades the parry trait if your weapon already had perry making the perry action give you plus two instead of plus one overall really cool for a defensive bulky firearms gunslinger i love it fakeout is a really interesting reaction if your ally is attacking a creature you can spend a reaction to make it look like you are also attacking that creature you make an attack role just like your ally with the aid action so if the attack would hit your ally gets a plus one to their attack if your attack would crit your ally gets a plus two to their attack additionally if you had already damaged that creature in the last round then you get a plus one to your aid check really nice on top of your high proficiency that plus one giving you a plus five on top of your expert you're probably gonna crit so giving your ally plus two to their attack really nice and i just love the support gunslinger viability my video from like a year ago still stands pistol twirl is a ranged faint for one action you make a deception check too faint and if you succeed they are flat-footed to your next melee or ranged attack not just melee like the normal faint action just be careful if you critically fail you will be flat-footed against their next attacks the range of this faint is based on your weapon and can only be used if you are within the first range increment of your equipped firearm quick draw for one action you draw your weapon and attack with it i don't know why this is a feat all gunslingers get to draw their weapon for free during initiative why is this a feat i guess for multi-class archetypes you could take this if you're like a fighter gunslinger why would you ever be a fighter risky reload is phenomenal for one action you get to reload your firearm and make a strike however if you miss your firearm misfires this is something that's not really been covered if you're more curious about firearm misfires check out this video i made a few weeks back talking about all the new firearms available in guns and gears so warning shot seems kind of insane as long as you're trained in intimidation you can take this feat and for one action you can demoralize but rather than the normal range of 30 feet you can intimidate up to the firearms maximum range not its range increment its maximum range which if the base rules are to be believed ranged weapons can attack up to 6 range increments away if you have 150 foot range or something like a drake rifle you can demoralize from 900 feet away at level two like i know this won't really do much it's not a broken mechanic it just seems insane like how do they even know you're threatening them i feel like this is a typo i feel like this has to say like maybe up to its second or third range increment maximum range seems unnecessary of course this also gets past the -4 penalty if they don't share language to you because everyone speaks the language of gun alchemical shot really really cool without chemical ammunition you have bomb you have gun shoot bomb for two actions if you're holding a one-handed firearm you interact to take in a chemical bomb out of your inventory you then pour the contents into your gun and shoot it this changes all of the base damage of your firearm into the same damage type as the bomb if you use alchemist fire your entire shot deals fire damage and it deals an additional 1d6 damage of that type all really freaking cool be aware though even if you normal fail not a crit fail if you normal fail your shot not only does your gun misfire jamming it but you take 1d6 damage of the bomb's type and levels 11 and 17 this persistent damage increases to 2d6 and 3d6 respectively this is kind of amazing combined with something like vital shot on the sniper because vitalshot you can inflict bleed without chemical shot you can inflict fire keep this in mind ladies and gentlemen if you craft a bunch of different elements you have a cold bomb a fire bomb an electric bomb you can stack these you hit them without chemical shot one round now they're taking persistent fire damage next round you do it with cold now they're taking persistent fire and persistent cold then electricity and all of a sudden at level four you've inflicted three d six persistent damage provided they didn't make the save to take any of them off this is nuts and i'm here for it black powder boost boost black powder boost is awesome and i don't care if you people say it's unrealistic for one or two actions you can rocket jump you take your firearm and you shoot it down to add a plus 10 foot bonus to whatever distance you travel by jumping if you spend two actions you can use it to assist your long jump in high jump or for one action you can just leap keep in mind this adds 10 feet vertically or horizontally if you need to jump up to a 15 foot ledge as long as you can high jump at least five feet off the ground you can black powder boost all the way up to 15 feet grab it and pull yourself up this is so cool i think level 4 is honestly a little too high especially because you're getting close to the point where some characters can already like polymorph into a fly and get up there or even castling that lets them fly but this is still really neat and i love it and fun fact if you have the quick jump skill feat you can use this alongside your high jump long jump for one action just like the quick jump it's it's so well designed guys i love the system instant backup is kinda cool as a reaction if your weapon ever misfires and jams you can drop it and draw a new one will this save you a ton maybe not because you've already fired which means you're already going to be suffering a multiple attack penalty but hey you don't have to reload that you don't need to unjam that you already have a new loaded gun to use at the start of the next turn at the very least or take a shot with granted at lowered accuracy this turn paired shots is just amazing for two actions you shoot twice and both are at your full multiple attack penalty or current multiple attack penalty and their damage is combined this is something i haven't talked about enough in past videos but it's something i'm coming to appreciate more and more as i play more pathfinder anything that allows you to attack multiple times and combine their damage is huge because certain things like say a golem might have hardness 10 so if you shoot it for 15 you're only doing 5 damage if you shoot it for 15 twice you're only doing 10 damage but with something like paired shots if they both deal 15 damage you end that 15 together make it 30 and then you subtract the hardness meaning you did 20 damage you doubled your damage because they were added together and as your numbers get higher and hardness gets higher that becomes more and more important the fact that they're both at the same multiple attack penalty is also crazy good the only limitation is that paired shots both need to be on the exact same target and you need to be dual wielding obviously running reload just another way to get good action economy when you reload you can also stride step or sneak you are just my favorite person i love what is your name i need to remember your name because it's really hard to remember but i love you and you are like my favorite iconic now mika ironsight i love you now mika i'm never gonna remember your name i can barely remember my own but you are probably one of my favorite iconics advanced shooter is pretty great and i wish we had more feats like this available to more classes you pick firearms or crossbows and forevermore advanced weapons of that group are considered martial which means you get to apply your entire proficiency to them rather than being -2 behind everything else unfortunately to my knowledge only fighters and gunslingers get a feet like this so no one else can really make any good use of advanced weaponry cauterize is so amazing it just plays perfectly into the support role of the gunslinger let's say you're sitting there and your cleric has just been cut they're bleeding profusely and you need to cauterize that wound instantly well you take your loaded firearm you shoot somebody and in the same action you twirl your gun and press the superheated barrel against their wound and they get to instantly make a roll to get rid of their persistent bleed with the lower dc of effective help which i think makes it dc 10 or something it's just so funny i love it it's just such a good role play mechanic like this is gonna hurt bang oh it's not the thing of beauty drifters juke for two actions only for way of the drifter this is pretty great you need to be specifically holding a one-handed firearm and one-handed melee weapon but for two actions you get four step strike step strike one strike needs to be with the firearm one strike needs to be with the weapon but this is great if say your target happens to be oh i don't know ten feet away from you you can step five feet shoot them in the face step five feet stab them in the face perfectly done fantastic the only downside is that the second attack does suffer from multiple attack penalty so your melee strike or range strike whichever one is second is probably going to be a little weaker but remember does this stack with sword and pistol it sure does it's not your next action it is your next strike before the end of the turn so yes if you have sword and pistol and you have drifter's juke then you can step shoot step stab and guess what they're flat-footed munitions machinist if you have the alchemical ammunition crafting from level 1 to whichever it was your alchemical crafting level is now your level -3 rather than being stuck at level 1. it now grows and level with you which means you can make some really cool ammunition phalanx breaker is what every way of the vanguard wants for two actions you make a range strike with a two-handed firearm or crossbow and if you hit them they are instantly shoved back 10 feet 20 feet if you critically hit them and if they hit an obstacle they take bludgeoning damage equal to half your level so it's not a lot of bonus bludgeoning damage but it's just cool to be able to shoot somebody and knock them back no save nothing if you hit they're going back what's kind of hilarious is that there's no size restriction if there is a gargantuan creature who is like 30 feet by 30 feet and you shoot them they're pushed back 10 feet as long as you hit them they are pushed back kind of cool pistolero's challenge is one of my favorite kind of feat designs in that it gives you a huge bonus but it also gives you a big detriment you get to roll deception or intimidation against one creature's will dc within 30 feet if you succeed on your check they are forced to accept your challenge until one of you is defeated flees or the fight is over you deal bonus damage to each other this starts at plus two but goes up as your mastery and proficiency in the skill used goes up if you your legendary intimidation when you use pistolero's challenge you deal four additional damage to each other and the best part regardless of the result of your check the target is immune to your challenge until noon and if you crit fail you get scared you can't use the challenge again for one minute what's fantastic about this is there's nothing that says you can't use this on multiple targets so you can challenge someone and then take the first shot on the same turn this is basically a one action plus damage on your next attack really cool and this is a status bonus so it does stack with crack crossbow shot which i believe was a circumstance bonus so that's a lot of bonus damage if you use this with a crossbow scatterblast is fine i like that there's support for scatter weapons like shotguns for two actions if your weapon has the scatter trait your range increment increases by 20 feet and the radius of the scatter blast increases by 20 feet which is massive because that says radius which means the total burst of it is increased by 40 feet insane but scatter doesn't deal all that much damage if you're fighting 50 enemies this will be fantastic dealing three or four damage to 50 enemies really cool but is it worth misfiring on a failure and breaking your gun on a crit failure this is going to explode it's going to deal damage to you and all creatures in a 20-foot burst it's not great like at least you can fix it but that gun is useless for the rest of the encounter sure for splash damage in like a 50-foot burst not bad but also not great it's level six four damage isn't all that much and it's level six it's only gonna be two damage why if this like doubled the damage of the scatter trait that would be super cool i think that's what it needs most and the sniper subclasses sniper's aim is probably the least exciting level six feat for two actions you shoot and you gain a plus two to hit you ignore concealment and if it happens to have kickback and you can't control it you get to ignore kickback as well this would be good if the sniper didn't have other two action attacks like vitalshot at level 9 that it wanted to use i think snipers will also make great use of things like the alchemical ammunition so sniper's aim not terribly exciting the problem otherwise is that level 6 pretty much only gives you offerings for your subclass and one or two other things so hopefully gunslingers will at least get one or two more level 6 feats in the future bullet split is stupid and i really like it you have to be holding a one-handed firearm and a slashing melee weapon in the other hand you line your sword up press your barrel perfectly against it and take a shot from there the bullet hits your blade and splits in half allowing you to shoot two targets at the same multiple attack bonus for one action the targets do need to be adjacent to one another and you take a minus two on both shots but this is just so funny and over the top and i'm absolutely here for it again they use the term within your weapon's maximum range why does that matter i guess you know like was that a placeholder text that was supposed to be changed to range increment because that feels weird because again if you're using a sniper you can use bullet split from 900 feet away sure you're gonna be at like -14 to the shots but still you can do it brit and tenacity once per hour if you fail a fortitude or will save you can roll it again at plus two plain and simple i like it leap and fire is such a fun upgrade to hit the dirt now when you use your reaction to hit the dirt you jump you get plus two to your armor class and as you're mid flight you take a shot i'm stuck the shot has to be against the creature who triggered the reaction but it's a really cool return fire ability that we haven't seen a lot of the only other example i can think of is the monk who can catch and throw arrows back at targets it's really cool and i love it so it's about one in the morning and i'm editing this but i explained smoke curtains so wrong and misunderstand it so bad that i needed to completely re-record an explanation for this feat smoke curtain is really simple for two actions you load extra powder into your gun you make a rain strike as normal that deals damage whatever but you also explode a 20 foot emanation of smoke on your location plain and simple but i'm gonna leave in my bad explanation just so you can see how bad i am sometimes at interpreting text so go ahead and enjoy this ignore everything i'm about to say about smoke curtain it's it's so wrong smoke curtain's okay for two actions you take a pile of black powder you throw it into the air and you shoot it with your firearm it explodes and creates a smoke cloud of 20-foot burst concealing everyone inside and everyone outside of course is concealed to those inside the smoke only lasts until the start of your next turn though my question comes from this you make a strike with your firearm what's the dc is it a standard dc for your level if so why why as you level up does it get harder to hit the smoke above you are you shooting a creature and you're shooting through the smoke maybe that's it maybe that's what i'm not understanding maybe you take the powder you like throw it up between you and your target and you shoot through it so it makes the smoke and then the bullet still travels to its original target i think that might be what it means because it says if you critically fail your strike you misfire so i think that's what it means you throw up the powder between you and your target and you still shoot the target like normally it just also creates the smoke in which case this is better than it originally thought because i originally didn't think it counted as an attack as well stab and blast is insane now you have to have a weapon with a bayonet or some kind of weapon on the end of your firearm and you need to make a melee strike first but if you successfully melee strike them you can then make a ranged attack in point blank with plus two to the attack roll also this is at the same multiple attack bonus also this is one action this is one action to attack twice and if the first attack hits the second attack is plus two more accurate and again even crazier the second attack is with your firearm so the first one you're level eight you've got probably what expert with a rapier let's say you stab with a rate no no it's not records the thing so no wait it's still with the firearm they're both with the firearm you have master proficiency and if you hit you get plus two that's basically legendary proficiency at level eight holy crap called shot for two actions you pick a part of your target's body the arms legs head or wings and then make your shot if you successfully hit the target they get a different debilitation depending on where you called the shot if you hit their arms they are in feeble 2 until the end of your next turn and enfield 1 for a minute on a crit the head works the exact same way but stupefied stage two for one round and stage one for a minute on a crit the legs inflict a ten foot speed penalty for one turn and on a critical hit a minus five foot speed penalty for a full minute and wings shoot them out of the sky if you are able to hit them in the wings it falls 20 feet down if you quickly hit it falls 40 feet unfortunately and i'm so kind of upset about this pathfinder is very afraid of fall damage 2e specifically so any feat like this always says they fall gradually enough that they take no damage come on let me shoot a dragon out of the sky and it just falls 40 feet and takes 4d6 damage that face plants like it's only falling a max of 40 feet 46 damage at level 8 10. that's not that bad come on just let me face place a dragon out of the sky deflecting shot as a reaction if an ally is within your first range increment of your weapon and they are about to be hit by an attack and your firearm is loaded you can spend your reaction and shoot off your firearm to give your ally a temporary plus two armor class against that attack what's nice is you can use this reaction after the result is revealed if you know they just got critically hit by plus one over their ac you can use deflecting shot to turn it into a normal hit just like that if there are only one over being hit you can use deflecting shot to turn it into a miss it is fantastic if you have something like a swashbuckler on your team and you know that creature just barely escaped a critical miss you can use your reaction to make it a critical miss triggering your swashbuckler's reaction to attack for free fantastic reaction with tons of versatility it'll never not be useful penetrating fire for two actions shoot two targets who happen to be adjacent to each other and you can shoot straight through them roll once apply it to both deal damage to both simple feet stuttering next feat precious munitions now you can spend your infused reagents you use to make your magical fancy ammo to make cold iron out of mantine and silver ammunition and one batch of reagents only makes one shot but you're level 10. you might have like a 14 or 16 intelligence you can make 13 or 14 shots of this if you know you're going against a werewolf load up on silver shot no i'm saying and then at level 15 you can make the high grade version of all those ammunitions i'm so happy that rebounding assault stayed in the game it is the stupidest feat in pathfinder 2e and i'm so happy it's still here for two actions if you are wielding a one-handed melee weapon and a one-handed firearm you throw your melee weapon and you shoot it with your firearm to make it go faster and hit harder you need to make a ranged thrown weapon strike with your melee weapon and a rain strike with your firearm both at your full bonus which is nice multiple attack penalty doesn't apply until after you can do this even if your melee weapon doesn't have the throne trait granted its range increment is only 10 feet if it doesn't if both attacks are successful combine the damage you get to combine the damage of your melee weapon and your bullet into one big hit and deal 1d6 additional precision damage [Applause] the best part the impact causes your weapon even if it does piercing or slashing damage to ricochet off the target back to your hand i love this feat it's so dumb but again being able to combine damage into one hit like i was just talking about it's big for getting around resistance and uh hardness it's a good fit redirecting shot as a reaction if you see an ally miss their ranged attack you can shoot your gun to put their projectile back on track now unfortunately this doesn't mean they get to use your attack instead they can't make use of your master proficiency at this point they only can make use of your die roll so if they rolled a 5 and missed you can use your reaction and if you roll a 16 they get to take that 16 and apply their bonuses i do like it more this way i believe in the play test they got to use your total result instead and that kind of felt bad because it felt like the gunslinger got to take your attack for you whereas this way they just get to help you by rolling an extra die effectively giving you d d style advantage and you can choose to take the higher one additionally it does ignore lesser and standard cover which can make a big plus two plus four difference to your accuracy it's a great reaction i love the support gunslinger and how many options they have for reactions trick shot is really tough to use for the gm but a lot of fun and the gm can have fun making sure that every situation just happens to have something that can be trick shot you make an attack against an easy dc of your level which you should never miss with your master proficiency in firearms and you shoot at either an object that can be dislodged or something that is explosive it can if it can be dislodged you can move it up to 10 feet in any direction the example it gives is if a wizard is pondering an orb you can knock it 10 feet in any direction knock it off a table and shatter it cool if something is explosive doesn't matter if it's a bottle of rum or an actual half-life exploding barrel you can shoot it and it does 6d6 damage with a basic reflex save in a 20-foot burst there's a t at the end of burst and it's all against your class dc this is so dumb and i love it and every time you go up two levels the damage of the explosion goes up keep in mind this means maybe maybe your barbarian keeps a tanker of ale a big barrel of ale on hand a very volatile rum now you're gonna sneak over set it down walk away and you can just boop who needs a wizard you've got fireball twin shot knock down is fine for two actions if you are dual wielding two single-handed firearms or crossbows you shoot both of them one is at the first multiple attack penalty this does suffer from it as normal but if you hit with both strikes it is an auto knockdown this is good i don't think it's quite as strong as the fighter's knockdown because the fighter only needs to successfully hit one time but yeah if you can hit with two ranged attacks they are knocked prone pretty solid i can't complain about this prone is such a powerful condition in pathfinder 2e especially if you have someone with a attack of opportunity on your team i went on vacation but now i'm back so let's talk about more gun stuff level 12's blood in the air is okay for one action you make a ranged strike against a creature and if that creature happens to be concealed or hidden and you've damaged them within the last minute you can completely ignore the concealed condition and reduce the dc to hit them if they're completely hidden this is not terrible it's basically blind fight with extra steps but a minute is a long time if something casts invisibility in the middle of combat even if you can't see it you still have a really high chance to hit it this is nice basically it's blind fight but it only applies to this specific shot but you know your firearms you're not gonna do many fancy shots a lot of the time sure maybe you can't do something like your subclasses actions but you can still shoot them while they're invisible and that's nothing to sneeze at alternatively if you want to go full in to counter invisible creatures you can use dead eye deadeye is in my opinion worse than blood in the air for one action you can see invisible creatures until the start of your next turn kind of until the start of your next turn invisible creatures are merely concealed instead of hidden now this raises some questions on why you would take this over blood in the air now obviously dead eye you don't need to hit them blood in the air you need to have hit them with a bullet of ranged attack of some kind within the last minute dead eye you can just use it and you can see invisibility which there's no cooldown on this so you can probably say gm i'm going to keep using deadeye while we're exploring this tunnel and even though you can't see the full form of invisible creatures you will be able to tell they are there from just the minute little detail so that is useful deadeye is great as an exploration tool whereas blood in the air is better in the middle of combat so take your pick uh jedi because it makes them concealed means you'll still need to pass that dc5 to hit them so it's a very similar effect to blood in the air uh just a little different i suppose a little different taste of the same flavor flesh wound isn't great for firearms if you're using something like a heavy crossbow i think this feat has some viability but basically for one action you take extra precautions and even if your attack is going to miss you still get to deal one damage die the problem is that firearms have very low base damage die most firearms deal bonus damage thanks to fatal or deadly traits however if you're using something like a crossbow which already has like a d10 or even a d12 damage die then it gets a little bit better what is nice is you do get to add weapon specialization which at level 12 you're getting really close to greater weapon specialization which means this attack even if you miss not a critical miss but a normal miss you're still going to deal what eight bonus damage on top of your damage die that ain't terrible plus this does not have to be used on your first attack and honestly it can be used on every attack which granted again you're a gunslinger so it's not gonna be super amazing but hold on this doesn't say a firearm you could use this with a bow it would be terrible because you'd have no other support but if you use this or honestly not even with a bow i guess there are weapons now that have the clip feature so you only have to reload like every six shots or whatever so with flesh wound you could use flesh wound three times in one turn it's not a flourish it's not a press so you can flesh wound three times and if even if all three of your attacks miss you're still dealing three damage die plus your weapon specialization three times you know what actually by talking about it i have completely come around a flesh wound this is really cool on like a machine gun build if you're holding weapons that have clips of multiple shots so you can fire three times in one turn this is fantastic even so you could use your first shot to do something fancy and then flesh wound on your second or third shot because they're less accurate uh i actually love this i did not think i would love this i have convinced myself good job me i tip my hat to me oh but to finish my thought from earlier because i totally added my way away from it uh it just says make a range strike not with a firearm so if you have something like a short bow or a longbow you can use flesh wound for all of your attacks and you deal damage on normal misses if you have a longbow you're dealing 1d8 plus weapon specialization every single time if you miss unless you critically miss so that could be a really interesting gimmicky build ricochet shot is a really interesting and fancy way to get around cover you can shoot a spot within your first range increment and bounce your projectile off of it and when determining cover of your target they have to have cover from the ricochet point not from your point so if there's a wall next to them and that's completely adjacent to them parallel behind their cover you can shoot the wall it ricochets off the wall and if they don't have cover from that wall uh it gets past their cover ac bonus very fun now one thing it doesn't really say but i believe it's implied is that this doesn't become the new starting point of your shot you need to calculate the distance to the ricochet point and then from the ricochet point to your target and that is the total distance you are shooting so keep that in mind when calculating range increments and penalties shattering shot is such a fascinating feat it's made obviously to be combined with the alchemical feats from earlier but those feats are not a prerequisite this feat can also be used just if you have an alchemical bomb which means you can buy them or if there's an alchemist on your team they can lend them to you and this is incredible for one action so long as you are holding or wearing a bomb and like a bandolier you can toss the bomb you toss it get this you toss the bomb to one location within your first range increment what what if you have an archipus you can just casually toss this bomb a hundred feet in the distance you shoot it and then every creature in a 15 foot burst takes the full bomb damage no splash damage no persistent damage they're all taking the full bomb damage on a basic reflex save against your class dc if you're level 12 your alchemist can make level 11 alchemist fire which deals 3d8 damage now this isn't like a fireball but you know what this is one action for three actions if you have three bombs on you you can throw it shoot it throw it shoot it throw it shoot it that is nine d8 damage in a 15 foot burst that is repeatable as long as you have the bombs and it's a reflex save so it's not a multiple attack penalty which means you could also shoot for your full attack bonus like shoot a single enemy reload and then shattering shot this is so cool i guess you could only shattering shot three times if you're using a clipped firearm but even then this is incredible i want to make an alchemist and a gunslinger who work together now who's with me at level 12 we also have shooters camouflage [Music] shooters camouflage is okay you pick either urban or natural and when in that type of terrain you can hide or sneak even without cover nothing special i think rangers get something very similar unshakable grit is absolutely insane it is a direct upgrade to grit and tenacity which if you recall is a reaction to re-roll a fortitude or will save at plus two if you take unshakeable grit and you use grinton tenacity and re-roll into a normal success it is automatically bumped up to a crit success and even if you crit fail it's bumped up to a normal failure you cannot take double damage from a fortitude will save if you use grin tenacity with unshakable grit and if you normally succeed you're taking no damage and typically no effect this is amazing and really leads you to be able to make somewhat of a tanky gunslinger which i would love to do with the uh was it paragon veteran it's been like two weeks since i read this the big shotgun boy tank gunslinger sounds like so much fun vanguard that's the one thank you blast tackle blast tackle is a super awesome version of the stab and shoot feet from lower level for two actions you make a grapple check against one enemy now you have to have a two-handed ranged weapon of a crossbow or firearm to use this but if you succeed the grapple you can fire at this person and deal 3d6 bonus precision damage and so long as they remain grappled you can reload and keep shooting them with one action you literally have one arm around their shoulders the other on your weapon pressing it into their chest firing and then reloading and firing while holding them and your weapon together this is kind of brutal paizo come on now if you make a normal strike it won't do the 3d6 additional precision damage but remember you need to renew your grapple anyway so with blast tackle on the following turn you can just blast tackle again to renew your grapple and fire for the bonus damage third action reload you're in a really good place the biggest thing holding this feat back is that it doesn't ignore multiple attack penalty so while your grapple's going to be at your full bonus your strike is going to be at -5 if you're holding a two-handed firearm granted they are flat-footed because they're grabbed so you're gonna have a little bit better chance but uh careful come at me a direct upgrade to pistol arrows challenge you can have any number of pistoleros challenges active at one time this is okay i guess the bonus damage to pistolero's challenge only comes from strikes so if you can figure out a way to strike multiple people at the same time this is fantastic but unfortunately using something like shattering shot to deal aoe damage isn't gonna get the damage bonus and you have to be careful because everyone you challenge also gets a damage bonus against you so i don't really see the point of this feat i guess it gives you more options on who you want to shoot without sacrificing your damage bonus but it doesn't seem amazing dance of thunder is fascinating this has changed a lot since the play test dance of thunder i believe was a level 18 feat at the time but now it is level 14 and comes with a lot of stipulations once per minute if your firearm crossbow is loaded and you are not fatigued you may step strike and reload in any order you choose at first that's not that impressive that's three actions for three actions but if your strike hits you can do all three actions again step strike reload and if that strike hits you can do all three actions again step strike reload that is three step actions three reload actions and three strike actions for three total actions spent and no matter what you become fatigued for one minute after using it this is gonna hurt if you use dance of thunder and miss your first shot that's gonna feel awful you're still fatigued you still can't use it for one minute that's terrible but if you can land three full shots that's amazing in the play test this was just a high level feat that had no way of failing you just got to take nine actions for three so i think this is a lot more balanced and i'm glad they lowered the feet level to go with it i love this it's super risky but that often falls in line with the gunslinger's way of play they put everything they have into one big move and if it fails it really blows up in their face and i appreciate this i think dance of thunder was made very well in the full release disruptive blur for the drifter isn't bad this is just a permanent upgrade forever and after a strike with a firearm or crossbow creatures cannot take movement triggered reactions for the rest of the drifter's turn so this is a very selfish ability you know it's not going to help your allies but if you are in combat and you shoot them with your pistol as a drifter and you hit well guess what you can spend your next two actions to run away with stride because you know they can't attack of opportunity you or do anything based on movement now i'm sad it has to be with a firearm or crossbow because correct me if i'm wrong but some attacks of opportunity do trigger on ranged attacks in melee actually i think i'm wrong i don't think in pathfinder's second audition they do trigger attacks of opportunity because they're not interact actions so yeah never mind disruptive blur is even better you can shoot them in melee with your pistol and get away scot-free or if you need to run past someone dangerous you can shoot them first and then run past them overall a really good upgrade for the drifter gunslinger the way of the sniper of course gets a feat called headshot and this might be the lowest character level instant death effect in pathfinder 2e for two actions if you have already shot someone in the last minute and then you critically succeed a shot against them they need to make a fortitude save against your class dc or die instantly now there's a lot of stipulations it's a death effect it's an incapacitation effect but it also doesn't affect things that don't have heads like oozes or dullahans uh and if they make their savings throw they are immune for 24 hours there's a lot of ways this can go wrong but boy when this goes right though something i would like to point out all they have to do is succeed if they normal fail their fortitude save the creature dies and yes this has incapacitation but let me paint you a picture a level 14 sniper uses headshot on a level 20 baelor and nat 20's their attack roll just scraping by with a critical hit well of course it's got incapacitation so the bailor gets to make their fortitude save and they're going to treat their save result as one higher but that bailor rolls in that one sure this would be a crit failure but because of incapacitation it gets treated as a normal failure normal failure is still instant death normally these effects only kill on a crit fail and make it so because of incapacitation they don't work on a higher level creature this is not the case with headshot it's incredibly unlikely don't get me wrong that is a one in a million chance but it can happen also you need to have shot them before in the last minute even less likely but it can still happen the door is open somebody is going to headshot the bbeg while he still has 700 hit points left and they're not supposed to be fighting him yet but they're gonna at 20 he's gonna nat one it's only gonna be a normal failure but it's gonna be a headshot i can't imagine how many people are gonna make this build just to try and make this work just to say that they got the head shot on like the grim reaper and one shot this thing like what's important about this is this is going to be really effective against bosses that might be two levels above you you know if you're level 18 and you're fighting that level 20 bailor this becomes a lot more likely still very hard to pull off but not impossible showstopper an upgrade to pistol twirl when you use pistol twirl to do a ranged feint you can faint against every creature within your weapon's first range increment two weapon fuselage is flurry of guns for one action you attack twice with two loaded firearms this does still use multiple attack penalty which is rough but it's not terrible fatal bullet is such a cool feat but i think it should have been lower level with an upgraded version at level 16 or 18. if you get a critical hit with a firearm that has the fatal trait you add an additional fatal damage die this is great this is double or nothing on what the gunslinger does your normal attacks are no stronger but when you crit boy do you crit so if you have a fatal d12 all of your damage die get upgraded to d12s and then you add one d12 if you have fatal bullet you add another d12 my problem is that this is level 16. at level 16 getting to add 1d12 to your damage is fine you can think of that as adding an average of 6 extra damage it's not that special if this were like level six or level eight i think it'd be really exciting the opportunity to add one d12 to your critical hits super fun maybe at level 16 you get to add two or three extra d12s that'd be fantastic but one d12 bonus damage at level 16 just isn't that exciting hair trigger is really good if you are not a dual wielding gunslinger when you use your initial free action in combat to draw your weapon for free you can also make a strike for free this is amazing but it is balanced so that dual wielders can't make two strikes for free in fact it kind of has them make a choice with hair trigger if you are a dual wielding say a pistolero then you can either draw both of your weapons or draw one and shoot it you cannot draw both and shoot both you cannot draw both and shoot one it is a choice you have to make so this is clearly designed with the sniper or the drifter in mind this feat exists so if you thought the monks return fire feet or whatever it's called was ridiculous you got no idea let's take a look at instant return as a reaction if an enemy misses you with a ranged attack and your firearm or crossbow is not loaded you can grab the thing that missed you doesn't matter what kind of ammunition it is load it into your weapon and shoot it back if you have a crossbow and someone shoots you with a pistol and they miss you can grab the pistol bullet put it in your crossbow and shoot it at least the monk is like quasi-magically throwing it super hard how is your shotgun shooting a crossbow ball before you yell at me in the comments i misread it i missed appropriate to your weapon don't make fun of me i can't read i still like that idea though that you just catch a bolt loaded into your pistol and shoot it back i kinda like that god i can't read why is this my job ricochet master is an okay upgrade to ricochet shot rather than only being able to bounce off one solid surface now you can bounce off two if somebody has three levels of cover to their left right and front you can bounce it off the left wall ricochet it bounce it off the wall behind them and literally shoot them from in front of them but the bullet hits behind them completely ignoring cover also it now makes them automatically flat-footed against your first ricochet shot pretty cool final shot is an interesting risk versus reward which i've already talked about is something i love about the gunslinger for three actions and you are holding an unloaded firearm you load three times the black powder into it you are going all or nothing with this shot for three actions you reload the weapon make a strike within the first range increment and if you normal succeed it's automatically a crit which remember is amazing for gunslingers because of the fatal trait but if you miss whatsoever it is a critical failure and will misfire whether you hit or miss you are flat-footed until the end of your next turn and stunned one so you only get two actions on the following turn which means you can't final shot every single round alternatively you could go for a little bit more consistency and a little bit less risk piercing critical increases your automatic crit success range from 20 to 19 and 20. this doubles your chance to get an automatic critical now you are already legendary proficiency so i don't know how important this is if you're fighting things with ridiculous ac sure a 10 critical strike chance is huge and yeah if you're level 18 or 20 and you're going against things at level 22 or higher this is going to help a lot but if you're in like a horde counter and you're fighting a bunch of things that are your level or lower this is going to be less important because you'll probably crit on a 16 or higher already so it's tough to say but if you like consistency and you really want a chance to crit those big tanky bosses this is going to be fantastic for you unairing shot is fascinating it's not that powerful but it makes sense that it's a level 18 feat you make one strike within your firearms maximum range not range increment maximum range you do not take a penalty on this shot from range increments and you ignore one degree of cover if the target has lesser cover they have none standard is lesser and greater is standard something to keep in mind look at unerring shot this is not an action this is permanent if you are a sniper with an archibus you can just make every single shot from the maximum distance and ignore cover your sniper no longer needs to be any closer than 900 feet from the battle just forever at no penalty enjoy reach for the stars is hilarious but should not be a level 18 feet you need to already have black powder boost which lets you fire downward to jump higher but with reach for the stars you can stack up five charges of black powder boost each firing you 10 feet and you can choose which direction you aim for every charge this means you can shoot 50 feet straight up or you can go 20 feet up 30 feet sideways and then probably more with momentum but that's it why is this level 18 things can fly at like level 14 even champions can just fly permanently at level 18. who would spend their level 18 feet being able to jump 50 feet up it's cool don't get me wrong i mean a monk can fly at level 10 with a focus spell sure you can do this pretty much infinitely because it's just a piece of ammo which is nothing at level 18 but still it's a maximum of five so you can't go higher than 50 feet i don't know this feels like if this were level 12 or 14 i think it'd be really fun really cool but at level 18 your feet selection gets really tight because you have to choose would you rather have the ability to jump 50 feet in the air or the ability to shoot from 900 feet away at no penalty or have an automatic critical strike this is underpowered unfortunately level 20 feats first one's exactly what you'd expect perfect readiness you're perfectly quickened and you can use it to step or reload interestingly about this one you can't use it to stride only two-step so the gunslinger is not a mobile class and i think it's kind of cool that even at level 20 to keep that in mind they're all about very precise positioning not about moving to the battlefield at ludicrous speeds so you're obviously mostly going to use this to reload and now you can get two solid shots off every turn and end with a loaded firearm pretty good overall ricochet legend is fun but i kind of wish it was a little bit better ricochet legend if you have a ricochet master allows you to use ricochet shot within the first three range increments of your firearm so you can lose from super far away and the target does not get any cover whatsoever unless they have cover on all sides which i think includes up because you can shoot it off the ceiling and bounce it from above you know in addition the target must make a will save and if they fail they are stunned too which is actually incredible and they can't determine where the shot came from i think it would have been funny if alongside all of this you could ricochet a shot off of a creature into a different creature so like you can ricochet all within the first three range increments but allow you to use creatures as ricochet points and they take the damage as well i think that'd be really fun it's a level 20 feet i don't think it'd be that overpowered uh this is still fun though stun too is incredible and finally yeah the okay one slinger's reflexes you get an extra reaction every turn that can be only used on a gunslinger reaction just so you can't take a point of champion archetype and use that reaction it's okay gunslingers you know they're not swashbucklers they're not fighters they're not living for attacks of opportunity or anything i guess you can use instant return a second time but overall i don't see a whole lot of synergy with this i guess they do have the one that allows you to correct your allies attacks and being able to do that twice would be pretty good so there's something there i think this might actually be the support gunslingers level 20 feet hilariously enough i think the extra reaction is mostly useful for the feats that allow you to aid your allies so funny and that's it two weeks later after the original recording i came back i finished this and the gunslinger is out and yes before you ask i did have a wonderful vacation thank you i don't even know if this is the first video going up after i get back it's probably not but i did have a great vacation i went to vegas it was a bunch of fun i'm actually recording this right at the start of my vacation i'm technically going on two weeks of vacation but the first half is bulk recording and then they'll just be uploading during my second week so i might not be super active in the comments of this video fair warning but i do want to appreciate you so much for watching for coming back after my vacation i'm really hoping things go well and youtube doesn't kill me with its algorithm after missing a week and a half of uploads i want to give a massive shout out to my patrons for continuing to support me if you are interested in joining this list of cool people there is a lot going on in patreon i don't know if it's been officially updated yet because this video is going up like two weeks ahead of where i am right now in the world but keep your eye on the patreon there's some cool stuff going on but right now if you're interested i released an entire variant rule of dying actions which you might find super interesting thank you all so very much for watching i got a lot more work to do but i appreciate all of you so much so have a wonderful rest of your day and until next time known at once
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Channel: Nonat1s
Views: 58,859
Rating: undefined out of 5
Keywords: Pathfinder, Pathfinder 2e, Pathfinder Second Edition, Advanced Player's Guide, Pathfinder 2e APG, Nonat1s, Pathfinder 2e Nonat1s, Pathfinder 2e Level 1, Pathfinder 2e new features, Pathfinder 2e New Ancestries, Pathfinder 2e Gamemastery Guide, guns & gears, pathfinder 2e guns, pathfinder 2e gunslinger, nonat1s gunslinger, pathfinder gunslinger 2e, pathfinder gunslinger build, pathfinder guns and gears, pathfinder 2e firearms, gunslinger 101, nonat1s gunslinger guide
Id: b7-FQWcNQSM
Channel Id: undefined
Length: 82min 19sec (4939 seconds)
Published: Wed Jan 26 2022
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