Ever Vigilant vastly improves the Ranger’s action economy. I didn’t even consider taking this ability until I saw other players use it. Hell, talking about taking Sniper Duo instead of some of the alchemist feats could work really well and let the Gunslinger feel good when their Fighter partner scores a solid hit.With this ability the Ranger gets to move twice and still overwatch. It might be changing tactics a bit (as you suggest) before insta-gibbing targets, or even just finding ways for the two to coordinate better so they feel like a team. If the fighter is making other party members feel bad, even unintentionally, it's worth having that conversation with the GM and looking for an amenable solution. My point isn't to shame the fighter, but to bring them into the discussion. So if all the problems the party is facing are things that a 'railgun' (Eldritch Archer fighter) can solve with their trick, then the Gunslinger is going to feel bad and really no amount of mechanical fixes are going to solve that underlying problem. It's a collaborative game, afterall, and it looks like they've got two folks gunning for the same role in the party (primary ranged damage dealer specializing in single shot damage). My point was more that if this is an arms race, the Fighter is going to win in the white room every time. Telling the fighter to apply slow 1 to the boss though might make them look even better though. Gesalt wrote: Telling the fighter to stop fighting because they're making the non-fighter look bad is not likely to go over well. Could even use those extra feats to shift into Investigator for DaS to help decide when alchemical shot is worth using vs. If they do want to keep the gunslinger base, then trading out some of those feats for more ways to fire the gun more quickly/consistently is the way to go. Even the Precious Munitions feat isn't going to compare with a pure physical damage blast from the archer capable of busting through most DR. Most of the additional Munitions feats improve the bomb damage, but that's totally wasted on Alchemical Shot since it scales on level, not the bomb. Perhaps shifting to a support alchemist roll (focused on bombs) and grabbing Gunslinger dedication would reorient a bit. Your gunslinger seems more like they're trying to play like an alchemist with a gun than a gunslinger who dabbles in alchemy. However, have you considered talking to the Fighter/Eldritch Archer about doing something other than nova striking? That's about as optimized for a big hit as you can get. I want to agree with Pixel Popper mostly. It also gives Spellsling which is identical in almost every way to Eldritch Shot. Running Reload or Basic Beast Gunner Spellcastingīeast Gunner Dedication gives training in Arcane or Primal spell attack rolls and spell DCs and grants spontaneous casting with a single cantrip.pick something Hit the Dirt isn't horrible.With a Drake Rifle, though, he is primed to join the Eldritch Archer with Beast Gunner's Spellsling: ![]() A d8 Arquebus with Fatal d12 outshines the d10 Drake Rifle over an adventurer's lifetime of use.Īlso, note, the Drake Rifle is "a distinct type of martial firearm that deals 1d10 damage with a range increment of 150 feet and reload 1." (Emphasis added) So, your slinger does not need Advanced Shooter.Īdditionally, the level of Bomb does matter for Alchemical Shot, but, since Munitions Machinist sets the Alchemy Level for ammunition and bombs to the character's level minus 3, it doesn't matter until level 14. With Gunslinger Proficiency and reliably flat-footed targets, a Sniper should be making Critical Strikes pretty frequently. However, especially with multiple types of persistent damage ticking every round, it can quickly make up for underwhelming single-shot damage.Īlso, unless he's going to Archetype into Beast Gunner, Sniper is all but begging for a rifle with the Fatal trait. ![]() Alchemical Shot and the Advanced Sniper Deed Vital Shot both reliably stick Persistent Damage which can seem underwhelming at first.
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