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Gunner Problem
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"Vital Shot (Ex): If a gunner can catch an opponent flat-footed, he can fire his firearms to strike a vital spot for extra damage. Any time the gunner’s target would be denied his Dexterity bonus to AC, the gunner’s attack deals extra damage. The extra damage is +1d6 at 1st level and an additional +1d6 every three levels thereafter. Should the gunner score a critical hit with a vital shot, this extra damage is not maximized. This ability only functions at point-blank range (30 feet). Gunners with both Far Shot and Precise Shot feats can extend this 50% to 45 feet. All the limits on what targets can be affected are the same as for a thief’s sneak attack ability."

This is essentially Sneak Attack for a Gunner, however the issue lies that once the opponent has acted, they are no longer considered flat footed unless caused by some other ability. So if the Gunner does not go first, he cannot "Vital Shot" an opponent, because ranged characters do not count for flanking, thus not gaining the Sneak Attack benefit. So the gunner has to go first, or not gain any benefit from this ability, until higher levels where some feats and items allow access to it, but at lower level the Gunner must act first.

This seems to be a problem for overall damage early on, and usefulness of the class in general.
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Messages In This Thread
Gunner Problem - by Gizmo - 11-03-2012, 03:25 PM
RE: Gunner Problem - by Viladin - 11-07-2012, 11:47 AM
RE: Gunner Problem - by Gizmo - 11-07-2012, 01:01 PM
RE: Gunner Problem - by Nihilarian - 11-07-2012, 01:06 PM

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