Pathfinder - Gunslinger Deeds Breakdown
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I will use the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.
- : Bad, useless options, or options which are extremely situational.
- : OK options, or useful options that only apply in rare circumstances
- : Good options.
- : Fantastic options, often essential to the function of your character.
Deeds are a sizable list of uses for the Gunslinger's Grit points.
(Ex): Just take Long Shot. If you need more range than that, you can either move closer or run away.
(Ex): Situational, but occasionally useful and certainly amusing.
(Ex): Misfires happen, and when they do it's nice to have this ready.
(Ex): A free bonus to initiative is great, but the ability to draw a weapon for free with quick draw is silly because quick draw already makes drawing a weapon a free action.
(Ex): Very cool, but only situationally useful.
(Ex): These shot are really cool tricks, but they're somewhat situational. They don't cost Grit, which is really nice.
- : This is great if you don't have a Rogue in the party, but be careful of that high AC. It also makes True Strike into a hillarious lock picking mechanism.
- : Cool, but situational.
- : Bleed effects are infrequent, but can be very dangerous if you don't have healing on hand.
Practical Guide to Vital Strike. Most of the advice there works perfectly with Dead Shot, but Dead Shot takes a full round action rather than a standard action, and you have the ability to deal partial damage with Dead Shot if not all of the attacks hit. Of course, like Vital Strike you need to build yourself to make Dead Shot work. If you don't want to do that (and I can't blame you), pretent this doesn't exist.(Ex): Basically Vital Strike for free. If you plan to use this, see my
(Ex): If you have a rogue handy, this can save them the trouble of flanking, but it won't do you a lot of good.
(Ex): Trip and Disarm with no CMB roll and no feats. You still make your attack as a touch attack within the first range increment, so you're basically guranteed to succeed.
- : Disarm with no CMB check. Absolutely devastating.
- : Confusion isn't a great status effect. The target has a 25% chance to act normally, and can still be dangerous to you and your allies.
- : Trip with no CMB check. Absolutely devastating.
- : Not worth a Grit point.
- : Very situational.
(Ex): Normal bleed damage usually isn't very scary, but if your dexterity is high (and it should be), it can add up very quickly on big enemies with tons of hit points. Constitution bleed is even better.
(Ex): Just spend a grit point to use Rapid Clear and fix your gun before this becomes a problem.
(Ex): You should have Rapid Reload if you're a Gunslinger. Pistols can be reloaded as a free action with Rapid Reload and alchemical cartridges, but this allows you to fire a musket twice in one round.
(Ex): Evasion is amazing at any level.
(Ex): Excellent when you are outnumbered or low on ammunition.
(Ex): Two points is steep, but a reroll on a saving throw will absolutely save your life. Rerolling skills can be nice when the pressure is on, but Gunslingers are not skill monkeys.
(Ex): This will save your life, and might win the fight for you.
(Ex): Very situational. Firearms generally have a x4 critical multiplier, and with any sort of decent enhancements that should add up to a huge pile of damage.
(Ex): Stunned is a fantastic status condition, but two grit points is very costly.