Gunslinger Assistance


Advice

Liberty's Edge

So I'm kicking around the idea of making a gunslinger for pbp which means its going to be very slow to level so I'd like the build to come together by level 5, but that's not really a requirement. I'm not asking for a build, I'm asking for a nudge in the right direction, rather that's one of the builds I mention below or some other direction.

Rules:
25 point buy
3 traits (2 from any 1 category)
anything from the srd is fair game.
Emerging firearms
Advanced firearms is okay.

Currently I've got 2 ideas I'm kicking around.

1) Human or Halfling Mysterious Stranger 1 / Paladin (Oath of Vengeance) X.

This build is strange in that it focuses significantly more on charisma than dexterity. I just can't imagine this getting enough attacks in a round to really make the grit ability to add charisma to damage more than just several times per day.

2) Human or Half-Elf Gunslinger 5 / Urban Barbarian 1 / Weapon Master Fighter 4

This is a more standard build focusing heavily on dexterity. It also allows weapon specialization, gloves of battle (or whatever they're called) and furious weapons. Half-elf primarily for the +2 to will saves.

Sovereign Court

IMO, I would stick purely with a gunslinger build. Go with a Human as you want to optimize that first level of feats and go with the musket master archetype

Level 1: Point Blank Shot, Rapid Reload: Musket, Precise Shot
and then grab: Rapid Shot, Deadly Aim and Weapon Focus: Musket, which you should have by level 5, make sure to grab some alchemical cartridges as it will decrease that reload time to free actions by level 5

I would stick with gunslinger and get Dodge, Mobility, Deft Shootist Deed, Signature Deed: Bleeding Wound, Snap Shot, Combat Reflexes, Improved Snap Shot

The build is based on AoO and free bleed damage. Warning: your gm may hate you for it

Sczarni

Make sure and grab a Distance Musket. Doubles the Range increment of the Musket.

Sczarni

Oh and CONSIDER a Double Barrel Musket. Having the OPTION to take a -4 to fire off BOTH barrels at the same time for each of your attacks is a nice last ditch option to have...

Liberty's Edge

Bleed damage doesn't stack though, and I can still go the AoO route with either of the above builds, so what makes the musket master build good, I'm missing it.

Dark Archive

Pathfinder Rulebook Subscriber

A question for Tierce's build.

Can you reload your weapon after taking an AOO outside of your turn?

If reloading a weapon is a free action, and free actions are only available on one's own turn (except for speaking), then using combat reflexes to get AOO's with a musket will not work past the first available AOO that a character would normally get.

Am I missing something here? I would really like to think that you could reload your gun as a free action and get multiple AOO's outside your turn with the snap shot line of feats, because my own gunslinger would love that. However it doesn't appear to be the case.

Sczarni

ShadowcatX wrote:
Bleed damage doesn't stack though, and I can still go the AoO route with either of the above builds, so what makes the musket master build good, I'm missing it.

The musket master gets the ability to reload a Musket as if it was a 1H pistol. Combine that with the FREE Rapid Relaod Musket feat you get and Paper Alchemical Cartridges and you can reload as a FREE action.

I just built a Human Musket Master for a buddy of mine and at level 6 he is shooting from 80 ft. out at touch AC with Rapid Shot and Deadly aim with a +9/+4/+4 each turn for 1d12+11 damage? AND if you want to get super risky and fire BOTH barrels its 6 total shots at +5/+0/+0.

Sovereign Court

Veldebrand wrote:

A question for Tierce's build.

Can you reload your weapon after taking an AOO outside of your turn?

You sure can, as long as its free actions. As many as you want too if you take combat reflexes

Here's the link FAQ

Liberty's Edge

ossian666 wrote:
ShadowcatX wrote:
Bleed damage doesn't stack though, and I can still go the AoO route with either of the above builds, so what makes the musket master build good, I'm missing it.

The musket master gets the ability to reload a Musket as if it was a 1H pistol. Combine that with the FREE Rapid Relaod Musket feat you get and Paper Alchemical Cartridges and you can reload as a FREE action.

I just built a Human Musket Master for a buddy of mine and at level 6 he is shooting from 80 ft. out at touch AC with Rapid Shot and Deadly aim with a +9/+4/+4 each turn for 1d12+11 damage? AND if you want to get super risky and fire BOTH barrels its 6 total shots at +5/+0/+0.

How are you firing out to 80 ft with only a 10 ft range? That's the part that's really impressive to me. I'm assuming its grit, but if not then that's definitely something I'd be interested in grabbing.

The mysterious stranger / oath of vengeance paladin I'm working on is looking at roughly:

+11/+11/+6 for 1d8+14 (having advanced firearms really makes the speed to reload immaterial) but only out to 20 feet. Of course, that's with smite and grit (of which he should have plenty of both, charisma's his main stat and nearly 60 dpr / round should be enough to drop something and regain grit).

Sczarni

ShadowcatX wrote:
ossian666 wrote:
ShadowcatX wrote:
Bleed damage doesn't stack though, and I can still go the AoO route with either of the above builds, so what makes the musket master build good, I'm missing it.

The musket master gets the ability to reload a Musket as if it was a 1H pistol. Combine that with the FREE Rapid Relaod Musket feat you get and Paper Alchemical Cartridges and you can reload as a FREE action.

I just built a Human Musket Master for a buddy of mine and at level 6 he is shooting from 80 ft. out at touch AC with Rapid Shot and Deadly aim with a +9/+4/+4 each turn for 1d12+11 damage? AND if you want to get super risky and fire BOTH barrels its 6 total shots at +5/+0/+0.

How are you firing out to 80 ft with only a 10 ft range? That's the part that's really impressive to me. I'm assuming its grit, but if not then that's definitely something I'd be interested in grabbing.

The mysterious stranger / oath of vengeance paladin I'm working on is looking at roughly:

+11/+11/+6 for 1d8+14 (having advanced firearms really makes the speed to reload immaterial) but only out to 20 feet. Of course, that's with smite and grit (of which he should have plenty of both, charisma's his main stat and nearly 60 dpr / round should be enough to drop something and regain grit).

No grit. That is CLEARLY a misprint that nobody has bothered to FAQ/Errata that I can see. Anyone hunter would tell you that even an early musket will fire further than 10 ft. lol. Just look at the pistol and double barrel pistol...no change.

I don't count advanced firearms because A) they are EXPENSIVE for any low to mid level character and B) they are a lot of cheese.

Shadow Lodge

ossian666 wrote:
I just built a Human Musket Master for a buddy of mine and at level 6 he is shooting from 80 ft. out at touch AC with Rapid Shot and Deadly aim with a +9/+4/+4 each turn for 1d12+11 damage? AND if you want to get super risky and fire BOTH barrels its 6 total shots at +5/+0/+0.

I would have left this as a mistype if you hadn't done it twice...

CRB wrote:

Rapid Shot (Combat)

You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a
ranged weapon, you can fire one additional time this
round at your highest bonus
. All of your attack rolls take a
–2 penalty when using Rapid Shot.

Your highest BAB, not your lowest. So it'd be +9/+9/+4, not +9/+4/+4.

As for the Range question, I'm guessing that ShadowCat missed that part about it being a "musket" master. Muskets normally have a range of 40', not 10. And previously Ossian mentioned a distant musket, thus the 80'.

Sczarni

1 person marked this as FAQ candidate.
Eric Clingenpeel wrote:
ossian666 wrote:
I just built a Human Musket Master for a buddy of mine and at level 6 he is shooting from 80 ft. out at touch AC with Rapid Shot and Deadly aim with a +9/+4/+4 each turn for 1d12+11 damage? AND if you want to get super risky and fire BOTH barrels its 6 total shots at +5/+0/+0.

I would have left this as a mistype if you hadn't done it twice...

CRB wrote:

Rapid Shot (Combat)

You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a
ranged weapon, you can fire one additional time this
round at your highest bonus
. All of your attack rolls take a
–2 penalty when using Rapid Shot.

Your highest BAB, not your lowest. So it'd be +9/+9/+4, not +9/+4/+4.

As for the Range question, I'm guessing that ShadowCat missed that part about it being a "musket" master. Muskets normally have a range of 40', not 10. And previously Ossian mentioned a distant musket, thus the 80'.

But if you look in the book for some reason the DOUBLE Barrel Musket is listed at a 10' Range. Thats why I think it is a typo. And yea I was at work and typing fast. My bad on the attack order.

Dark Archive

Pathfinder Rulebook Subscriber

Thanks for the FAQ link Tierce

Liberty's Edge

ossian666 wrote:
Eric Clingenpeel wrote:
As for the Range question, I'm guessing that ShadowCat missed that part about it being a "musket" master. Muskets normally have a range of 40', not 10. And previously Ossian mentioned a distant musket, thus the 80'.
But if you look in the book for some reason the DOUBLE Barrel Musket is listed at a 10' Range. Thats why I think it is a typo. And yea I was at work and typing fast. My bad on the attack order.

You're probably correct, I hadn't noticed that before. But I'm still curious as to how you're getting 80 feet, is it a distant double barrel musket? That seems FAR out of range for a 6th level character going by WBL. Significantly more expensive than the advanced firearm.

Sczarni

a +1 Distance Double Barrel I think (I don't have my books open bc I am at work) is like 10,500. WBL for a level 6 character is 16,000, so basically the character I made for my buddy had that weapon and a +2 Dex Belt and that was it. If things are trying to hit him there is an issue, but with a 22 Dex (+6 mod) and a Mithril Shirt he is sitting at a 20 AC. Does he have much other gear? Nope. Should he? Eh his job is to kill things...

Now I built him using a 20 point buy, so obviously your mileage may vary depending on the GM.

Liberty's Edge

Characters aren't suppose to have over 1/2 their WBL on any one item. And pretty close on the double barrel, 10,800, assuming that double barrel weapons don't have to be enchanted for each barrel (or made master work for each barrel) but it doesn't say anything about it so I assume not.

Sczarni

ShadowcatX wrote:
Characters aren't suppose to have over 1/2 their WBL on any one item. And pretty close on the double barrel, 10,800, assuming that double barrel weapons don't have to be enchanted for each barrel (or made master work for each barrel) but it doesn't say anything about it so I assume not.

And thats the thing...the book says SHOULD and then goes on to say how different classes and characters may spend more on one thing than another.

If I were a Musket Master do you know where my pride, joy, and bling is gonna be? My Musket.

If your GM sticks to that, then...poo on him.

Dark Archive

Pathfinder Rulebook Subscriber

In society play I assume the 40' range on the double barreled musket won't fly. Regardless, I think it will be nifty for my Deft Shootist Deed build.

Questions:
1) If I use one iterative to blast with both barrels, effectively rolling 1d20 for each blast from the barrel, and one of them misfires, ONLY that barrel misfires and doesn't effect the other barrel right?

2) So if I keep going on with my iteratives I can keep firing with the non-misfired barrel without any problems, correct?

3) Same thing with critical threats. Does each barrel confirm separately?

Additionally, if both barrels misfire I must spend a grit point next turn to clean one barrel, and a standard to clean the other, (in case of both of them mis-firing).

The misfire chance on a double barreled musket with paper cartridges is 1-4 (or 20%). Pretty high, but should be fun.

Dark Archive

Pathfinder Rulebook Subscriber

Any insight to the double barreled musket questions?

Sczarni

Eh not sure how it would roll...I'd have to look around the forums to see how they classify a double barrel.

Dark Archive

Pathfinder Rulebook Subscriber

This could get interesting with "Hammer the Gap". I doubt that any GM would allow shooting both barrels to count as subsequent hits, but if they did.... wow.

With BAB +11, and rapid shot, that would be 8 dice rolls shooting with both barrels at TOUCH AC.

from SRD..

Quote:


Hammer the Gap (Combat)
You repeatedly strike the same location, causing increasing amounts of damage.

Prerequisite: Base attack bonus +6.

Benefit: When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.

Sczarni

That is a GREAT feat. Its 3PP I assume though.

Dark Archive

Pathfinder Rulebook Subscriber

What does 3PP mean?

Sczarni

Third Party Publisher

Sczarni

NVM its UC

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