SangoProduction
2017-11-04, 03:20 AM
So, Spheres of Might has a lot (and I do mean a lot) of support for guns.
So, I was wondering how we might optimize this. So, since guns aren't a new thing, one would tend to look at existing guides. Well, they seem to basically conclude that guns are strictly "meh". With exception to the Double Barreled [gun]. Mostly because of those pesky, pesky reload times.
Expert Reloading (http://spheresofpower.wikidot.com/equipment-sphere#toc10) reduces reload time to a move action. Then comes the Black Powder Brawler (http://spheresofpower.wikidot.com/black-powder-brawler). At level 2, you reduce reload times by 1 step. Now it's a swift action to reload. Before Rapid Reloading was changed to Expert Reloading, reloading would be a free action, with that alone.
But now you need 1 more decrease in reload time. You can select the Speed Lever (http://spheresofpower.wikidot.com/technician#toc97) invention from Gun Genius of Black Powder Brawler (also at level 2). Or you can pony up for Alchemical Cartridges.
Now you're blowing out only 1.1 gp per shot, rather than 6 gp (gunsmithing feat). That's rather significant, especially if you intend on using the many, many, many attacks per round option that I am. However, you can cut it down to "truly free" (at least for non-magical ammo), with a Legendary Talent (only limited by whether or not Legendaries are allowed in the game), Ceaseless Ammo (http://spheresofpower.wikidot.com/barrage#toc22).
Since you're not expending the ammo with that talent, an argument could even be had that this alone solves the reload problem. I wouldn't say so, just from a balance perspective. And that's clearly not the point of the talent.
Even solving the ammo problem though, you've got the "I need to enchant 2 weapons" problem as well. This can be kinda handled by the Tandem Offensive (http://spheresofpower.wikidot.com/dual-wielding#toc25) talent.
But, a 2 level dip in to Technician gets you Electrical Insights, which opens up the Railgun (http://spheresofpower.wikidot.com/technician#toc105) improvement for your gun. This gets rid of the gunpowder, which means you're playing only for the bullet, which means 1 sp a shot, which is mostly trivial, even if you don't have access to legendary talents.
What? You can't reload with both hands full? Never fear, for Impossible Reload (http://spheresofpower.wikidot.com/dual-wielding#toc17), is here. You also effectively gain +2 to hit (because you're reducing the penalty of dual-wielding 1-handed guns to be as though they were light)
OK. So, we just spent a good couple resources fixing the problems of guns. OK. I'm lying. There's still the problem of range. By default, non-advanced firearms have only 20 ft of touch-attack. That's within waddling distance of most everything in the game. Compare that to a bow, which never considers range, without going out of their way to. A Distance (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/distance/)enchantment helps to solve it, if rather expensively. Black Powder Brawler (BPB) is able to increase range increment by 5, every level, which is cool.
But, unlike normal martials, you have not only a full attack action, but also an attack and move action. (haha, that's a joke. Most martials don't do anything if they don't full attack. You do.) So, you can probably just waddle your own way up to that scary looking dragon in your poofy linens, and spew lead in to it. If they come to melee, 5ft step...or if they are deeper in reach... Well, again, you've got a free move action, compared to martials. Tumble. Acrobatics. You ain't no sissy. Show that overgrown lizard your moves. Hell, be fancy and take the Athletic sphere's Leap (http://spheresofpower.wikidot.com/athletics#toc4), which grants 1 rank per HD in Acrobatics.
Or instead of athletics, you spend Striker's Tension to make movement not provoke. But that's the easy way out.
Alternatively, take Close Combat Specialist (http://spheresofpower.wikidot.com/barrage#toc6), and don't provoke. Unfortunately, due to the requirement of having Martial Focus, you can't spend it for the sweet bonus attacks of the Barrage sphere.
If you can squeeze in 4 levels of Fighter, you can pick up Point Blank Master (http://www.d20pfsrd.com/feats/combat-feats/point-blank-master-combat/).
And lastly, the BPB gets Gun Genius grants inventions. One of these (http://spheresofpower.wikidot.com/technician#toc104) doubles your range. Another, Railgun (http://spheresofpower.wikidot.com/technician#toc105), (if you dipped 2 levels in Technician for Electric insights) triples your range.
There's another problem? Well, yeah. Misfire chance, although this can be resolve with Reliable enchantment, or a 1 level dip in Gunslinger (Quick Clear). Or select the BPB Accurate Shooter ability for -1 to misfire chance (stackable, if needed).
But yeah. With all the problems handled, we can look towards making the build good, rather than just not bad.
Your weapon of choice makes all the difference, as a martial character. And there are several options available to you:
The Pistol, and the Double Barreled Pistol. There's also Revolver, but there's literally no point when you can efficiently reload as a free action. 2-handed weapons are not presented here, because you don't benefit from Black Powder Brawler, which is just amazing for a gunslinger.
So, the Pistol, you get for free when entering either Black Powder Brawler, and Gunslinger, making these the obvious starter weapons. You'd want to start with only one, so as to space out your talent selections efficiently (also rushing down BPB for the quick reload is preferred).
Why would you not instantly try and move on to Double Barreled Pistols? (Addressed in SoM (http://spheresofpower.wikidot.com/using-spheres-of-might#toc18)). Honestly, not much reason not to, if you can bare the minus to hit for the entire round. It's basically one extra attack per round (which isn't enhanced by anything else from SoM, but it's still fine).
Also, don't forget that bringing along a Dragon Pistol is probably nice. Don't invest much in to it, but swarms can be a pain. And a dagger, as backup, is always nice. Sometimes you get eaten by a giant purple earthworm.
Attack speed is a force multiplier. So increasing damage per shot is of even greater use than if you were just making one shot. There aren't many ways to do this. However, Deadly Aim basically provides 2 + 1/2 BAB as bonus damage. You are already targeting touch, so the downside doesn't matter to you, at all.
Also, dipping one level in to Pistolero Gunslinger grants you your second pistol for free, but also grants Grit abilities, which solves the Misfire thing (quick clear) and allows you to spend Grit for +1d6 damage. You won't have any grit left over, halfway through your first round, but....
Going an extra 4 levels in to gunslinger lets you add Dex to damage, plus an extra 1d6 on Up Close and Deadly. That'll add up.
3 Levels in Trench Fighter, lets you add your Dex to damage as well. This doesn't stack. And it's probably not as good as 5 Pistolero levels. But it is 2 fewer levels. 1 Fewer if you don't count the dip. It's an option.
There is the Signature Deed (http://www.d20pfsrd.com/feats/general-feats/signature-deed-grit/), which lets you reduce the Grit cost by 1 for one deed...if you get 11 levels in Gunslinger. That's a really tough ask. But maybe there's some levels you don't particularly care about. And I mean...I guess you're now getting the equivalent a free +3 enhancement (ie. +3d6 damage).
Further, the Striker (BPB's base class) has a Tension effect, where you can spend Tension for a +1 bonus to Attack and Damage, per point. Normally it's only to Unarmed Strikes, but BPB grants Favored Weapon with one-handed firearms. This allows Pistols to benefit from Unarmed features. Further, you can be "in combat" with your friends (sparring), allowing you to build up tension (up to your Wisdom modifier). This makes for a damned powerful alpha strike.
Although almost certainly not intended, some talents in the Dual Wield sphere allow you to add your full Strength modifier to your off hand attacks. It does not specify that it has to be melee. But that makes you super MAD.
There is an interesting option in the Dual Wielding sphere Crushing Combo (http://spheresofpower.wikidot.com/dual-wielding#toc7), which, by spending your Combat Focus, adds your offhand weapon damage as a bonus to all attacks.
Period. That means, typically, you can gain +1d8 by having an off-hand pistol. Then just tack on every typical option for increasing weapon size.
Additionally, under the Equipment sphere, you can take Oversized Weapons (http://spheresofpower.wikidot.com/equipment-sphere#toc66) as a legendary talent, allowing you a +1 size (before things like Enlarge Person), while only taking the -2 penalty for using the weapon itself, and the effort to wield isn't increased either. This is actually, probably, a much better use of your focus than adding a couple extra attacks. Though it will make getting Blitz Focus to go off.
The Explosive Round (http://spheresofpower.wikidot.com/technician#toc103) invention grants an AoE to your guns. This could effectively increase your damage. It will require at least 2 levels of Technician to get chemical insight. It's probably not the one I would get, personally.
Powerful Load (http://spheresofpower.wikidot.com/technician#toc95)invention adds +1d4 damage to your shots. Again, that adds up.
DR wrecks builds that rely on multiple attacks. But, in Spheres of Power, there are options to do something about them.
First off, in Sniper, there's Targeted Assault (http://spheresofpower.wikidot.com/sniper#toc7), which lets you ignore 1/2 your BAB in (anything that reduces damage of your ranged attack). That's pretty darned useful.
Under Barrage, as a Legendary Talent, you've got Arrow Split (http://spheresofpower.wikidot.com/barrage#toc14), which groups your Barrage-bonus-attacks in to one for the purpose of DR. That's pretty huge. Especially if you can convince your DM that your doubled up shots from Double Barreled Pistols also count as barrage-bonus-attacks for this purpose.
Also, as a Striker Art, you can take Piercing Fist (http://spheresofpower.wikidot.com/striker#toc26), to total up your attacks as one against DR. By RAW, as long as you use a tension technique to get bonus attacks, then all attacks can be totalled up for the purpose of DR.
Getting bonus attacks is relatively easy.
First off is the Barrage base talent. 2 ranged attacks as an attack action (at -2). At level 6 and up, you can get yet another attack for yet another -2 to all for every 5 BAB by spending Martial Focus. Since we're targeting touch, the penalty matters little, compared to the expected increased dps of the bonus attack. Also note that the penalty applies to the Blitzed attacks, not all attacks.
Around level 6 as well, you also probably want to get Blitz Focus (http://spheresofpower.wikidot.com/barrage#toc4) for precisely this reason. This ought to allow you an effective infinite chain of blitzed attacks.
You can also spend 3 Tension to spend your Swift action to get an additional attack. Remember that your pistols count as unarmed strikes. At 7th level, you get another, although both of your swift action attacks get -4. Presumably, both cases use your base BAB as the start point. So yeah. That's pretty awesome.
Then Dual Wield base talent grants you one offhand attack, if you use an Attack Action with your main hand, although this causes both your main and offhand attack to take -2 penalty.
Pair Proficiency...actually doesn't work, because Barrage is a "Special Attack Action".
But, Following Strike (http://spheresofpower.wikidot.com/dual-wielding#toc1
51) does, so long as you hit with both your mainhand and offhand weapons, which should not be difficult. This grants an additional offhand attack, as a free action.
Haste (and the Speed enchantment)...does not help, unfortunately, as it requires a full round attack.
However, you can argue that Improved Two Weapon Fighting (or even Greater Two Weapon Fighting, but -10 is tough, even for a touch-attack based build) lets you get an additional attack in the attack action. Some DMs would not go for this. You do feat taxed the Two Weapon Fighting (unless using Feat Tax rules), as Dual Wield sphere is not associated with that feat, but it's still yet another attack.
And finally, the reason we are using Spheres of Might (aside from PBP): the talents. These are awesome. I'll just talk about these in general, and how they help a would-be gunslinging warrior of the spheres.
Expert Reloading (http://spheresofpower.wikidot.com/equipment-sphere#toc10). Reload rapidly. Woot.
Ceaseless Ammo (http://spheresofpower.wikidot.com/barrage#toc22). Because Moar Dakka needs Moar Ammo.
Tandem Offensive (http://spheresofpower.wikidot.com/dual-wielding#toc25). Because Money doesn't grow on trees. You mostly waste the second effect, unless it's allow for your ammo's special material to be transferred, not just your weapons. But still nice.
Impossible Reload (http://spheresofpower.wikidot.com/dual-wielding#toc17), because otherwise it's impossible to reload full handed. (at least, not without becoming a freak of nature)
Leap (http://spheresofpower.wikidot.com/athletics#toc4). Because memes. No. This isn't actually worth it. You're not even a skill monkey. You don't need to care about other skills, letting you invest acrobatics already.
Targeted Assault (http://spheresofpower.wikidot.com/sniper#toc7). Because DR sucks.
Arrow Split (http://spheresofpower.wikidot.com/barrage#toc14). Because DR sucks.
Close Combat Specialist (http://spheresofpower.wikidot.com/barrage#toc6). To not provoke. Probably not the best. Might be best if you frequently encounter reach of 20ft or greater.
Blitz Focus (http://spheresofpower.wikidot.com/barrage#toc4). To get blitzed, fool.
Following Strike (http://spheresofpower.wikidot.com/dual-wielding#toc15). MOAR DAKKA!!!
Oversized Weapons (http://spheresofpower.wikidot.com/equipment-sphere#toc66). What's more dakka if it's puny?
Crushing Combo (http://spheresofpower.wikidot.com/dual-wielding#toc8). Offhand damage = bonus damage? Sign me up.
Spheres
Barrage: Bonus attacks, and Point Blank Shot. Most of your talents will probably be put here.
Sniper: Precise Shot. You only care about Targeted Assault, really. The Legendary talents are great though. AoE cleave isn't bad.
Dual Wield: Extra attack. Also...marginally reduced penalty for duel wielding. Meh. These can wait. Crushing Combat can be a nice amount of bonus damage though (see damage control).
Scout: Stealth ranks = HD. Swift action identify weaknesses. Piercing Eye (http://spheresofpower.wikidot.com/scout#toc15), however, grants 5% concealment reduction, +5% per 2 HD. You also roll twice against Mirror Image (and presumably similar effects). Sense and Resist Scrying (http://spheresofpower.wikidot.com/scout#toc17), is nice if your DM uses Scrying. I've met 0 in my 2 decades playing.
Duelist: +1 stacking bleed per attack, on attack actions. Not great. But it's also just flat out bonus damage. And hey. If they can somehow survive your straight up damage, that means the bleed is worth something.
If you're going to take Duelist, and you've nothing else you've got particular interest for, then Long Cuts, and Ooze Ichor both help to solve the problem of bleeding just being too easily countered. Iai Slash doubles damage from bleed. Perforating Wounds also duplicates their Bleed as nonlethal. Gun Twirling (http://www.d20pfsrd.com/feats/grit-feats/gun-twirling-grit/) feat allows you to free-holster your guns, making it slightly more worthwhile.
Alchemy: Grants the ability to get free poison, which lasts for 24 hours. Apply your poison to your bullets. Boom bonus effects. You don't have to reapply them. And you are targeting an easy Touch AC. You should get good value. Also, if you hit your target with poison already, you don't need to load in a poisoned round. No waste. Painful Venin also adds +1/2 HD to your attacks that poison. So...cool. More damage. Nerve Poison eventually causes nausea, which means they can't fight, for a full minute.
You want Dex and Wisdom as high as possible, with Dex a bit higher priority. Wisdom will grant you Grit if you dip in to Gunslinger, as well as bonuses to basically all the class features of BPB (including Tension cap) and DC on any sphere technique you end up using. Next priority is Con, because HP. Lastly you want to get Intelligence to not be dumped, just so you're not completely incompetent at stuff that isn't guns. Then again, who needs Disable Device when you can shoot the lock?
Larger size means larger guns which means larger damage dice. This is then doubled up Dual Wield's Crushing Combat. The inverse is also true. Becoming smaller hurts your potential dpr, as crushing combat essentially doubles down on the dice difference.
So, there are a few races that are good for this.
Strix has +2 Dex, and Flight. Most things can't also fly, allowing you to be in relatively close range, and still be safe. You don't even need to invest in to the Fly skill, as you do have a move action after your fire off your guns.
Human, obviously, because bonus feats are good, and you can get +2 Dex.
Xeph +2 Dex. But, it also has +1 saves vs magic (guess what provokes most saves). Also can get either Call Weaponry or Quick Draw. Call Weaponry can get you expensive guns and ammo without paying a cent. But it's slow. Quick Draw lets you attack in the first action, and still move. If you were going to take Quick Draw anyway, then this is just Human+.
Aasimar (garuda blooded) gain +2 Dex and Wis, and can see invisibility 1/day. Azata Blooded gains +2 Dex, and Glitterdust. You could probably get the DC based on Wisdom. I'd prefer See invisibility because of the really long duration, and not needing to already know where the guy is. An invisible guy standing on top of you is always horrific for attacks of opportunity.
Jötunfolk gain +2 Con (no primary stats), but they are treated as Large creatures, while being medium (or any other size). And because this changes the size you are treated as, Oversized Weapons work with this. This lets you wield Huge sized weaponry. By level 11, with 4 feats, you can actually become Large size (and presumably subsume the effects of the stuff building up to this transformation), which allows you to actually get further increased size (such as Enlarge Person spell).
Ophiduan +2 Dex and +2 Wisdom. And if Prevenom Weapon works for ranged attacks, then it's also got a half decent racial trait. Also, +1 Natural Armor. Could go up to +2 if you want to lose 10 move speed. A solid choice, all around.
The Tengu has +2 Dex and Wis....and nothing else of particular note. I mean. You've got a natural weapon for if you get swallowed by something.
Same deal with the Vanara. But they've got a prehensile tail. Everyone likes prehensile thingamabobbers.
Goblin has +4 Dex, and -4 in dump stats. Unfortunately, they are small, but with a feat (http://www.d20pfsrd.com/feats/racial-feats/goblin-gunslinger-combat-goblin/), can use medium guns. Because it says medium guns, rather than a relative size to you, it won't work with size increasing. This is a relatively poor choice, but not strictly bad.
Kval is...weird. +2 Dex, +2 Wisdom. But are tiny sized. They wield weapons as though they were small sized. Small sized is still worse than medium. But you are basically negating the majority of penalties to attack through size alone, and get Dex on top of it. And again, because it says small, rather than a size relative to yours, you lose the benefit from increasing in size...though hilariously enough, you keep it if you shrink. Good thing physics doesn't work in D&D. And, hey. Toxic. Slowly kill whatever tries to eat you.
Gripli has +2 Dex and +2 Wisdom. But are small, and have no other notable uses.
So, I was wondering how we might optimize this. So, since guns aren't a new thing, one would tend to look at existing guides. Well, they seem to basically conclude that guns are strictly "meh". With exception to the Double Barreled [gun]. Mostly because of those pesky, pesky reload times.
Expert Reloading (http://spheresofpower.wikidot.com/equipment-sphere#toc10) reduces reload time to a move action. Then comes the Black Powder Brawler (http://spheresofpower.wikidot.com/black-powder-brawler). At level 2, you reduce reload times by 1 step. Now it's a swift action to reload. Before Rapid Reloading was changed to Expert Reloading, reloading would be a free action, with that alone.
But now you need 1 more decrease in reload time. You can select the Speed Lever (http://spheresofpower.wikidot.com/technician#toc97) invention from Gun Genius of Black Powder Brawler (also at level 2). Or you can pony up for Alchemical Cartridges.
Now you're blowing out only 1.1 gp per shot, rather than 6 gp (gunsmithing feat). That's rather significant, especially if you intend on using the many, many, many attacks per round option that I am. However, you can cut it down to "truly free" (at least for non-magical ammo), with a Legendary Talent (only limited by whether or not Legendaries are allowed in the game), Ceaseless Ammo (http://spheresofpower.wikidot.com/barrage#toc22).
Since you're not expending the ammo with that talent, an argument could even be had that this alone solves the reload problem. I wouldn't say so, just from a balance perspective. And that's clearly not the point of the talent.
Even solving the ammo problem though, you've got the "I need to enchant 2 weapons" problem as well. This can be kinda handled by the Tandem Offensive (http://spheresofpower.wikidot.com/dual-wielding#toc25) talent.
But, a 2 level dip in to Technician gets you Electrical Insights, which opens up the Railgun (http://spheresofpower.wikidot.com/technician#toc105) improvement for your gun. This gets rid of the gunpowder, which means you're playing only for the bullet, which means 1 sp a shot, which is mostly trivial, even if you don't have access to legendary talents.
What? You can't reload with both hands full? Never fear, for Impossible Reload (http://spheresofpower.wikidot.com/dual-wielding#toc17), is here. You also effectively gain +2 to hit (because you're reducing the penalty of dual-wielding 1-handed guns to be as though they were light)
OK. So, we just spent a good couple resources fixing the problems of guns. OK. I'm lying. There's still the problem of range. By default, non-advanced firearms have only 20 ft of touch-attack. That's within waddling distance of most everything in the game. Compare that to a bow, which never considers range, without going out of their way to. A Distance (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/distance/)enchantment helps to solve it, if rather expensively. Black Powder Brawler (BPB) is able to increase range increment by 5, every level, which is cool.
But, unlike normal martials, you have not only a full attack action, but also an attack and move action. (haha, that's a joke. Most martials don't do anything if they don't full attack. You do.) So, you can probably just waddle your own way up to that scary looking dragon in your poofy linens, and spew lead in to it. If they come to melee, 5ft step...or if they are deeper in reach... Well, again, you've got a free move action, compared to martials. Tumble. Acrobatics. You ain't no sissy. Show that overgrown lizard your moves. Hell, be fancy and take the Athletic sphere's Leap (http://spheresofpower.wikidot.com/athletics#toc4), which grants 1 rank per HD in Acrobatics.
Or instead of athletics, you spend Striker's Tension to make movement not provoke. But that's the easy way out.
Alternatively, take Close Combat Specialist (http://spheresofpower.wikidot.com/barrage#toc6), and don't provoke. Unfortunately, due to the requirement of having Martial Focus, you can't spend it for the sweet bonus attacks of the Barrage sphere.
If you can squeeze in 4 levels of Fighter, you can pick up Point Blank Master (http://www.d20pfsrd.com/feats/combat-feats/point-blank-master-combat/).
And lastly, the BPB gets Gun Genius grants inventions. One of these (http://spheresofpower.wikidot.com/technician#toc104) doubles your range. Another, Railgun (http://spheresofpower.wikidot.com/technician#toc105), (if you dipped 2 levels in Technician for Electric insights) triples your range.
There's another problem? Well, yeah. Misfire chance, although this can be resolve with Reliable enchantment, or a 1 level dip in Gunslinger (Quick Clear). Or select the BPB Accurate Shooter ability for -1 to misfire chance (stackable, if needed).
But yeah. With all the problems handled, we can look towards making the build good, rather than just not bad.
Your weapon of choice makes all the difference, as a martial character. And there are several options available to you:
The Pistol, and the Double Barreled Pistol. There's also Revolver, but there's literally no point when you can efficiently reload as a free action. 2-handed weapons are not presented here, because you don't benefit from Black Powder Brawler, which is just amazing for a gunslinger.
So, the Pistol, you get for free when entering either Black Powder Brawler, and Gunslinger, making these the obvious starter weapons. You'd want to start with only one, so as to space out your talent selections efficiently (also rushing down BPB for the quick reload is preferred).
Why would you not instantly try and move on to Double Barreled Pistols? (Addressed in SoM (http://spheresofpower.wikidot.com/using-spheres-of-might#toc18)). Honestly, not much reason not to, if you can bare the minus to hit for the entire round. It's basically one extra attack per round (which isn't enhanced by anything else from SoM, but it's still fine).
Also, don't forget that bringing along a Dragon Pistol is probably nice. Don't invest much in to it, but swarms can be a pain. And a dagger, as backup, is always nice. Sometimes you get eaten by a giant purple earthworm.
Attack speed is a force multiplier. So increasing damage per shot is of even greater use than if you were just making one shot. There aren't many ways to do this. However, Deadly Aim basically provides 2 + 1/2 BAB as bonus damage. You are already targeting touch, so the downside doesn't matter to you, at all.
Also, dipping one level in to Pistolero Gunslinger grants you your second pistol for free, but also grants Grit abilities, which solves the Misfire thing (quick clear) and allows you to spend Grit for +1d6 damage. You won't have any grit left over, halfway through your first round, but....
Going an extra 4 levels in to gunslinger lets you add Dex to damage, plus an extra 1d6 on Up Close and Deadly. That'll add up.
3 Levels in Trench Fighter, lets you add your Dex to damage as well. This doesn't stack. And it's probably not as good as 5 Pistolero levels. But it is 2 fewer levels. 1 Fewer if you don't count the dip. It's an option.
There is the Signature Deed (http://www.d20pfsrd.com/feats/general-feats/signature-deed-grit/), which lets you reduce the Grit cost by 1 for one deed...if you get 11 levels in Gunslinger. That's a really tough ask. But maybe there's some levels you don't particularly care about. And I mean...I guess you're now getting the equivalent a free +3 enhancement (ie. +3d6 damage).
Further, the Striker (BPB's base class) has a Tension effect, where you can spend Tension for a +1 bonus to Attack and Damage, per point. Normally it's only to Unarmed Strikes, but BPB grants Favored Weapon with one-handed firearms. This allows Pistols to benefit from Unarmed features. Further, you can be "in combat" with your friends (sparring), allowing you to build up tension (up to your Wisdom modifier). This makes for a damned powerful alpha strike.
Although almost certainly not intended, some talents in the Dual Wield sphere allow you to add your full Strength modifier to your off hand attacks. It does not specify that it has to be melee. But that makes you super MAD.
There is an interesting option in the Dual Wielding sphere Crushing Combo (http://spheresofpower.wikidot.com/dual-wielding#toc7), which, by spending your Combat Focus, adds your offhand weapon damage as a bonus to all attacks.
Period. That means, typically, you can gain +1d8 by having an off-hand pistol. Then just tack on every typical option for increasing weapon size.
Additionally, under the Equipment sphere, you can take Oversized Weapons (http://spheresofpower.wikidot.com/equipment-sphere#toc66) as a legendary talent, allowing you a +1 size (before things like Enlarge Person), while only taking the -2 penalty for using the weapon itself, and the effort to wield isn't increased either. This is actually, probably, a much better use of your focus than adding a couple extra attacks. Though it will make getting Blitz Focus to go off.
The Explosive Round (http://spheresofpower.wikidot.com/technician#toc103) invention grants an AoE to your guns. This could effectively increase your damage. It will require at least 2 levels of Technician to get chemical insight. It's probably not the one I would get, personally.
Powerful Load (http://spheresofpower.wikidot.com/technician#toc95)invention adds +1d4 damage to your shots. Again, that adds up.
DR wrecks builds that rely on multiple attacks. But, in Spheres of Power, there are options to do something about them.
First off, in Sniper, there's Targeted Assault (http://spheresofpower.wikidot.com/sniper#toc7), which lets you ignore 1/2 your BAB in (anything that reduces damage of your ranged attack). That's pretty darned useful.
Under Barrage, as a Legendary Talent, you've got Arrow Split (http://spheresofpower.wikidot.com/barrage#toc14), which groups your Barrage-bonus-attacks in to one for the purpose of DR. That's pretty huge. Especially if you can convince your DM that your doubled up shots from Double Barreled Pistols also count as barrage-bonus-attacks for this purpose.
Also, as a Striker Art, you can take Piercing Fist (http://spheresofpower.wikidot.com/striker#toc26), to total up your attacks as one against DR. By RAW, as long as you use a tension technique to get bonus attacks, then all attacks can be totalled up for the purpose of DR.
Getting bonus attacks is relatively easy.
First off is the Barrage base talent. 2 ranged attacks as an attack action (at -2). At level 6 and up, you can get yet another attack for yet another -2 to all for every 5 BAB by spending Martial Focus. Since we're targeting touch, the penalty matters little, compared to the expected increased dps of the bonus attack. Also note that the penalty applies to the Blitzed attacks, not all attacks.
Around level 6 as well, you also probably want to get Blitz Focus (http://spheresofpower.wikidot.com/barrage#toc4) for precisely this reason. This ought to allow you an effective infinite chain of blitzed attacks.
You can also spend 3 Tension to spend your Swift action to get an additional attack. Remember that your pistols count as unarmed strikes. At 7th level, you get another, although both of your swift action attacks get -4. Presumably, both cases use your base BAB as the start point. So yeah. That's pretty awesome.
Then Dual Wield base talent grants you one offhand attack, if you use an Attack Action with your main hand, although this causes both your main and offhand attack to take -2 penalty.
Pair Proficiency...actually doesn't work, because Barrage is a "Special Attack Action".
But, Following Strike (http://spheresofpower.wikidot.com/dual-wielding#toc1
51) does, so long as you hit with both your mainhand and offhand weapons, which should not be difficult. This grants an additional offhand attack, as a free action.
Haste (and the Speed enchantment)...does not help, unfortunately, as it requires a full round attack.
However, you can argue that Improved Two Weapon Fighting (or even Greater Two Weapon Fighting, but -10 is tough, even for a touch-attack based build) lets you get an additional attack in the attack action. Some DMs would not go for this. You do feat taxed the Two Weapon Fighting (unless using Feat Tax rules), as Dual Wield sphere is not associated with that feat, but it's still yet another attack.
And finally, the reason we are using Spheres of Might (aside from PBP): the talents. These are awesome. I'll just talk about these in general, and how they help a would-be gunslinging warrior of the spheres.
Expert Reloading (http://spheresofpower.wikidot.com/equipment-sphere#toc10). Reload rapidly. Woot.
Ceaseless Ammo (http://spheresofpower.wikidot.com/barrage#toc22). Because Moar Dakka needs Moar Ammo.
Tandem Offensive (http://spheresofpower.wikidot.com/dual-wielding#toc25). Because Money doesn't grow on trees. You mostly waste the second effect, unless it's allow for your ammo's special material to be transferred, not just your weapons. But still nice.
Impossible Reload (http://spheresofpower.wikidot.com/dual-wielding#toc17), because otherwise it's impossible to reload full handed. (at least, not without becoming a freak of nature)
Leap (http://spheresofpower.wikidot.com/athletics#toc4). Because memes. No. This isn't actually worth it. You're not even a skill monkey. You don't need to care about other skills, letting you invest acrobatics already.
Targeted Assault (http://spheresofpower.wikidot.com/sniper#toc7). Because DR sucks.
Arrow Split (http://spheresofpower.wikidot.com/barrage#toc14). Because DR sucks.
Close Combat Specialist (http://spheresofpower.wikidot.com/barrage#toc6). To not provoke. Probably not the best. Might be best if you frequently encounter reach of 20ft or greater.
Blitz Focus (http://spheresofpower.wikidot.com/barrage#toc4). To get blitzed, fool.
Following Strike (http://spheresofpower.wikidot.com/dual-wielding#toc15). MOAR DAKKA!!!
Oversized Weapons (http://spheresofpower.wikidot.com/equipment-sphere#toc66). What's more dakka if it's puny?
Crushing Combo (http://spheresofpower.wikidot.com/dual-wielding#toc8). Offhand damage = bonus damage? Sign me up.
Spheres
Barrage: Bonus attacks, and Point Blank Shot. Most of your talents will probably be put here.
Sniper: Precise Shot. You only care about Targeted Assault, really. The Legendary talents are great though. AoE cleave isn't bad.
Dual Wield: Extra attack. Also...marginally reduced penalty for duel wielding. Meh. These can wait. Crushing Combat can be a nice amount of bonus damage though (see damage control).
Scout: Stealth ranks = HD. Swift action identify weaknesses. Piercing Eye (http://spheresofpower.wikidot.com/scout#toc15), however, grants 5% concealment reduction, +5% per 2 HD. You also roll twice against Mirror Image (and presumably similar effects). Sense and Resist Scrying (http://spheresofpower.wikidot.com/scout#toc17), is nice if your DM uses Scrying. I've met 0 in my 2 decades playing.
Duelist: +1 stacking bleed per attack, on attack actions. Not great. But it's also just flat out bonus damage. And hey. If they can somehow survive your straight up damage, that means the bleed is worth something.
If you're going to take Duelist, and you've nothing else you've got particular interest for, then Long Cuts, and Ooze Ichor both help to solve the problem of bleeding just being too easily countered. Iai Slash doubles damage from bleed. Perforating Wounds also duplicates their Bleed as nonlethal. Gun Twirling (http://www.d20pfsrd.com/feats/grit-feats/gun-twirling-grit/) feat allows you to free-holster your guns, making it slightly more worthwhile.
Alchemy: Grants the ability to get free poison, which lasts for 24 hours. Apply your poison to your bullets. Boom bonus effects. You don't have to reapply them. And you are targeting an easy Touch AC. You should get good value. Also, if you hit your target with poison already, you don't need to load in a poisoned round. No waste. Painful Venin also adds +1/2 HD to your attacks that poison. So...cool. More damage. Nerve Poison eventually causes nausea, which means they can't fight, for a full minute.
You want Dex and Wisdom as high as possible, with Dex a bit higher priority. Wisdom will grant you Grit if you dip in to Gunslinger, as well as bonuses to basically all the class features of BPB (including Tension cap) and DC on any sphere technique you end up using. Next priority is Con, because HP. Lastly you want to get Intelligence to not be dumped, just so you're not completely incompetent at stuff that isn't guns. Then again, who needs Disable Device when you can shoot the lock?
Larger size means larger guns which means larger damage dice. This is then doubled up Dual Wield's Crushing Combat. The inverse is also true. Becoming smaller hurts your potential dpr, as crushing combat essentially doubles down on the dice difference.
So, there are a few races that are good for this.
Strix has +2 Dex, and Flight. Most things can't also fly, allowing you to be in relatively close range, and still be safe. You don't even need to invest in to the Fly skill, as you do have a move action after your fire off your guns.
Human, obviously, because bonus feats are good, and you can get +2 Dex.
Xeph +2 Dex. But, it also has +1 saves vs magic (guess what provokes most saves). Also can get either Call Weaponry or Quick Draw. Call Weaponry can get you expensive guns and ammo without paying a cent. But it's slow. Quick Draw lets you attack in the first action, and still move. If you were going to take Quick Draw anyway, then this is just Human+.
Aasimar (garuda blooded) gain +2 Dex and Wis, and can see invisibility 1/day. Azata Blooded gains +2 Dex, and Glitterdust. You could probably get the DC based on Wisdom. I'd prefer See invisibility because of the really long duration, and not needing to already know where the guy is. An invisible guy standing on top of you is always horrific for attacks of opportunity.
Jötunfolk gain +2 Con (no primary stats), but they are treated as Large creatures, while being medium (or any other size). And because this changes the size you are treated as, Oversized Weapons work with this. This lets you wield Huge sized weaponry. By level 11, with 4 feats, you can actually become Large size (and presumably subsume the effects of the stuff building up to this transformation), which allows you to actually get further increased size (such as Enlarge Person spell).
Ophiduan +2 Dex and +2 Wisdom. And if Prevenom Weapon works for ranged attacks, then it's also got a half decent racial trait. Also, +1 Natural Armor. Could go up to +2 if you want to lose 10 move speed. A solid choice, all around.
The Tengu has +2 Dex and Wis....and nothing else of particular note. I mean. You've got a natural weapon for if you get swallowed by something.
Same deal with the Vanara. But they've got a prehensile tail. Everyone likes prehensile thingamabobbers.
Goblin has +4 Dex, and -4 in dump stats. Unfortunately, they are small, but with a feat (http://www.d20pfsrd.com/feats/racial-feats/goblin-gunslinger-combat-goblin/), can use medium guns. Because it says medium guns, rather than a relative size to you, it won't work with size increasing. This is a relatively poor choice, but not strictly bad.
Kval is...weird. +2 Dex, +2 Wisdom. But are tiny sized. They wield weapons as though they were small sized. Small sized is still worse than medium. But you are basically negating the majority of penalties to attack through size alone, and get Dex on top of it. And again, because it says small, rather than a size relative to yours, you lose the benefit from increasing in size...though hilariously enough, you keep it if you shrink. Good thing physics doesn't work in D&D. And, hey. Toxic. Slowly kill whatever tries to eat you.
Gripli has +2 Dex and +2 Wisdom. But are small, and have no other notable uses.