I am considering playing a Gunslinger when next we play Pathfinder (I am currently GMing a game, and we'll be switching off afterwards), and thumbing through the Ultimate Combat Playtest v. 2, and I'm wondering how best to keep my damage progression on a decent track. I've considered a couple of things, like taking the various feats which increase damage and critical threat range (seems most guns crit at x4), and enchanting my gun, but I was wondering if anyone had some other ideas on how to keep damage high.
There are a couple of things working against me:
- Ammo is expensive: A single shot, if made by the Gunslinger costs a minimum of 1gp 1sp, and that's the kind of ammo which takes a standard action to reload (move if you have rapid reload). Alchemical rounds cost something like 6gp a piece.
- Guns are expensive: A single shot pistol is 1,000 gp (but the Gunslinger can make one for half). Ultimately I think I want a revolver so I can get up to 6 shots before having to reload.
- Guns don't add ability bonuses: Like crossbows, they do static damage. 1d8 for a pistol.
Things working for me:
- Within one Range Increment, guns resolve against touch AC: Which means I will probably almost always hit. That's awesome, but doesn't help my damage.
- Aimed shots at level 7: These are kind of awesome, and can cause nifty status effects.
I don't really need powergaming levels of damage here, just want to keep a moderate level of damage.