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Hi i was thinking of running a spell hub character?
I was thinking of running 1 lv spellslinger and the rest as kensai, but need some help.
Im going to use a bastard sword in 1 hand with a pistol in the other. My main question is...

If a Spellslinger can cast spells through there gun, plus channel arcane energy whilst using a 2 handed weapon, would it be right to say that this build would allow the character to use spellstrike with the sword, whilst still having the pistol in the off hand.

Im looking to build a character who can cast spells, fight in close and range and help outside combat.
Going down the Kirin Style feats to help with the combat side of things, and help outside of combat with knowledge rolls.

If you can help me please do.

Tanks


Just wondering what people would think of this build?

Ive started off with two main stats in mind,DEX and Int.

I'm going for the first 5 levels as a Gunslinger (Musket Master) focusing on offence (Pointblank set with Focus shot thrown in). With the perpose of dealing "Dex damage",+"INT damage"+gun damage.

For levels 6-10 was planning to go in to Magus (Kensai), With Cuning Defence filtering the INT bonus into AC (combine with Nimble dodge bonus from gunslinger) whilst being able to pump the weapon (Rifle) with the Arcana Pool and add Elemant damage to the barrel.

Levels 11-20 go Wizard (Spellslinger) granting me more spells to cast or turn into weapon bonuses, or both.

I thought of this idea for three reasons

1) Using the game mecanics to my advantage to see how much you can do with only 1 physical and mental stat and see how much they work with each other to tick as many boxes as possible (to hit, damage, ac, skills, spells, saves).

2) This build is my project to break me into playing a spell caster. I dont know why, but ive allways sucked at playing a spell caster and never realy enjoyed it.

3) Character development from the role(not roll)play side of things. having started out as a fighter build for the firat 5 levels, then breaking into the a fighter/caster then ending up as a pur caster for the last half. Ithought this would be very interesting to run as if the character was the first of its kind. slowly developing its magic skills as a range fighter befor it becomes a caster that holds its fighter's past close to its hart (in the form of a spell slinger).

I still need to sort out all the feats but weapons finese is most likely be one of them to have a low(ish) Stength, but be able to hit with a sword if jumped.

I was thinking of abusing the Gunslinger+Gunsmith combo by picking up Master craftsman to create magic Rifles and ammo with out craft rolls.

Feel free to comment on this idea (it all helps) and any feat tree ideas i would love to hear.

(sorry for any spelling and/or grammar mistakes)


Reading this thread has helped and confused me a bit.
Looking at all the information there is, I can only see one way I the scorpion whip can use fairly.

Your character must have Weapon Proficiency (Whip) or Exotic Weapon Proficiency (??Whip) to use a whip in this way.

If you put whips into a category of there own, using the stats of a whip (5-15ft reach, disarm, trip and 1D3 non-lethal damage) as the base weapon you can structure the other whips around that by trading the abilities of the weapon (like what you would do with racial traits)

this would make whips easier to understand since the Scorpion Whip would trade the 1D3 for a 1D4, Non-lethal to lethal (unless you want to take a -4 like any other weapon) and if you want to use perform function take your pick of trip, disarm or reach.

This works well with the Nine-section whip and applying whip feats as well.

If your character does not have Weapon Proficiency (Whip) or Exotic Weapon Proficiency (??Whip) than you use the weapon as stated so the scorpion whip is just a 1D4 Performance whip that gives AOO to the thing your trying to kill.

This set up makes it easy for the DM, and PC to keep track on what whips can and can not do. This is a house rule which I use to sort out the scorpion whip.