I just got the Advanced race guide; What a great ideal for a race and Gunslinger class?


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The Exchange

Howdy Gamers:

I would like to express my ideal for a Gun slinger class for the first time. I have the opion to choose from any race in the Adv Race guide. I dont know what would be a great role for a race to match up as a gunslinger role? I am looking if ideals to help me choose the right race and can be any race in the book.

Thanks


idea not ideal {minor nit pick}

I've always thought that only dwarves and tinker gnomes make sense as gunslingers. But that's mostly my brain stuck on a concept.

Silver Crusade

For Musket Master, any race that gives +2 Dex and +2 Cha is really good, so halfling, Catfolk, Dhampire, Drow...ect.

Hobgoblin is just all around good, straight +2 Dex +2 Con, no negatives

For classic Gunslinger, Tengu is good, get +2 Dex +2 Wis, -2 Con, Udine is even better since the dump stat is Str.

Human is always good for Gunslinger, they tend to be feat heavy.

Dark Archive RPG Superstar 2013 Top 32

If you add Blood of Fiends and Blood of Angels to the mix, aasimars and tieflings get considerably broader applications than just what is represented in the Advanced Race Guide.

In PFS right now, I have an azata-blooded (+2 DEX, +2 CHA) aasimar gunslinger (mysterious stranger archetype). I'm loving it!

Silver Crusade

Basically:

Standard Gunslinger is looking for Dex Primary and Wisdom Secondary, with Str and Cha the dump stats.

Some gunslinger archetypes are looking for Dex Primary and Charisma Secondary, with Str the dump stat (Wisdom can be dumped, but I hate having bad will saves)

Any class that gives you a Dex boost with no drawback, like Hobgoblin and Human and Half Orc are good as well.

Sczarni

Don't go mysterious stranger if you want to be competitive...if you are more a flavor player then fine, but the mysterious stranger loses Gun Training so its a hit to damage output.


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Elamdri wrote:
... Udine is even better since the dump stat is Str...

Ok, I would have a problem with an underwater race using guns without heaps-o-magic to keep the powder dry. And back pressure from water in the barrel should cause it to explode.

The Exchange

Elamdri wrote:

For Musket Master, any race that gives +2 Dex and +2 Cha is really good, so halfling, Catfolk, Dhampire, Drow...ect.

Hobgoblin is just all around good, straight +2 Dex +2 Con, no negatives

For classic Gunslinger, Tengu is good, get +2 Dex +2 Wis, -2 Con, Udine is even better since the dump stat is Str.

Human is always good for Gunslinger, they tend to be feat heavy.

Question: Would a Fetchling be good for a gunslinger?

GM is letting everyone in the party roll; Stats Roll is 4d6 drop the lowest and reroll 1's

6/6/5/3 drop the 3 =17
6/6/4/1 reroll 1 is 6; drop the 4 =18
6/6/5/1 reroll 1 is 5; drop the 5 =17
6/1/1/3 reroll 2x1's is 2x6; drop the 3 =18
5/1/1/1 reroll 3x1's is 3x6; drop the 5 =18
3/6/1/6 reroll 1 is 6; drop the 3 =18

level starting at 4th. The GM is letting me own two (+1)Revolvers(GM letting each members to have one special choice of weapon or item to start with.


Kydeem de'Morcaine wrote:
Elamdri wrote:
... Udine is even better since the dump stat is Str...
Ok, I would have a problem with an underwater race using guns without heaps-o-magic to keep the powder dry. And back pressure from water in the barrel should cause it to explode.

tut tut tut! We must never let roleplay get in the way of MAXIMUM OPTIMIZATION! :D

My group would tell you "Play what you feel like playing, but make it interesting and have coherent roleplay."

If you're looking at it in terms of pure stat bonuses, I would say refer to what Elamdri posted.

Sczarni

Salarain wrote:
Elamdri wrote:

For Musket Master, any race that gives +2 Dex and +2 Cha is really good, so halfling, Catfolk, Dhampire, Drow...ect.

Hobgoblin is just all around good, straight +2 Dex +2 Con, no negatives

For classic Gunslinger, Tengu is good, get +2 Dex +2 Wis, -2 Con, Udine is even better since the dump stat is Str.

Human is always good for Gunslinger, they tend to be feat heavy.

Question: Would a Fetchling be good for a gunslinger?

GM is letting everyone in the party roll; Stats Roll is 4d6 drop the lowest and reroll 1's

6/6/5/3 drop the 3 =17
6/6/4/1 reroll 1 is 6; drop the 4 =18
6/6/5/1 reroll 1 is 5; drop the 5 =17
6/1/1/3 reroll 2x1's is 2x6; drop the 3 =18
5/1/1/1 reroll 3x1's is 3x6; drop the 5 =18
3/6/1/6 reroll 1 is 6; drop the 3 =18

level starting at 4th. The GM is letting me own two (+1)Revolvers(GM letting each members to have one special choice of weapon or item to start with.

Wow that is just unfair...why not just let everyone start at 18 in all stats. Take whatever gives you +2 Dex and then take Pistolero if you are stuck on using Revolvers. Remember you need a free hand to reload.


ossian666 wrote:
Salarain wrote:
Elamdri wrote:

For Musket Master, any race that gives +2 Dex and +2 Cha is really good, so halfling, Catfolk, Dhampire, Drow...ect.

Hobgoblin is just all around good, straight +2 Dex +2 Con, no negatives

For classic Gunslinger, Tengu is good, get +2 Dex +2 Wis, -2 Con, Udine is even better since the dump stat is Str.

Human is always good for Gunslinger, they tend to be feat heavy.

Question: Would a Fetchling be good for a gunslinger?

GM is letting everyone in the party roll; Stats Roll is 4d6 drop the lowest and reroll 1's

6/6/5/3 drop the 3 =17
6/6/4/1 reroll 1 is 6; drop the 4 =18
6/6/5/1 reroll 1 is 5; drop the 5 =17
6/1/1/3 reroll 2x1's is 2x6; drop the 3 =18
5/1/1/1 reroll 3x1's is 3x6; drop the 5 =18
3/6/1/6 reroll 1 is 6; drop the 3 =18

level starting at 4th. The GM is letting me own two (+1)Revolvers(GM letting each members to have one special choice of weapon or item to start with.

Wow that is just unfair...why not just let everyone start at 18 in all stats. Take whatever gives you +2 Dex and then take Pistolero if you are stuck on using Revolvers. Remember you need a free hand to reload.

Hi Ossian,

My table uses the same rule and those rolls right there....that's just not..

That's not normal.

At all.

Median roll would be about 12. Usually we get rolls around 13-15

Dark Archive RPG Superstar 2013 Top 32

Salarain wrote:

GM is letting everyone in the party roll; Stats Roll is 4d6 drop the lowest and reroll 1's

6/6/5/3 drop the 3 =17
6/6/4/1 reroll 1 is 6; drop the 4 =18
6/6/5/1 reroll 1 is 5; drop the 5 =17
6/1/1/3 reroll 2x1's is 2x6; drop the 3 =18
5/1/1/1 reroll 3x1's is 3x6; drop the 5 =18
3/6/1/6 reroll 1 is 6; drop the 3 =18

So... every single die you rerolled (except the 2nd one) came up as a six?

If I were your GM, I'd make you replicate that feat directly in front of me. And if you DID roll these in front of him, then he's a maniac for letting you keep them. :)

Silver Crusade

2 people marked this as a favorite.
Kydeem de'Morcaine wrote:
Elamdri wrote:
... Udine is even better since the dump stat is Str...
Ok, I would have a problem with an underwater race using guns without heaps-o-magic to keep the powder dry. And back pressure from water in the barrel should cause it to explode.

...Udine isn't an underwater race. They don't have waterbreathing. If you read their society information, they usually build cities by the coast or floating cities, but not underwater. Because they can't breath water.

Just because someone is half water elemental doesn't mean they're automatically an underwater race. That's Racist.

Dark Archive RPG Superstar 2013 Top 32

ossian666 wrote:
Don't go mysterious stranger if you want to be competitive...if you are more a flavor player then fine, but the mysterious stranger loses Gun Training so its a hit to damage output.

Mysterious Stranger can add CHA to damage at level 1 for 1 grit point. Gun Training adds DEX to damage at level 5. With both stats at 18 and grit coming out of my eyeballs, I have yet to fire a shot that DIDN'T add my CHA to damage on it. :)

I don't feel that I'm missing out on much.


Wow, with quad 18s and 2 17s id play somthing more optimal than a gunslinger lol

Silver Crusade

Salarain wrote:
level starting at 4th. The GM is letting me own two (+1)Revolvers(GM letting each members to have one special choice of weapon or item to start with.

Gunslinger cannot effectively support two pistols on it's own because you need a free hand to reload your weapon.

If you REALLY want to do two pistols, I would suggest dipping two levels into Vivisectionist Alchemist. That would give you 1d6 Sneak attack, 1st level alchemist extracts, a Dex Mutagen, and you can take your alchemical discovery and get the Vestigal Arm discover from ultimate magic. That will give you a third arm to reload your guns.

The Exchange

Fatespinner wrote:
Salarain wrote:

GM is letting everyone in the party roll; Stats Roll is 4d6 drop the lowest and reroll 1's

6/6/5/3 drop the 3 =17
6/6/4/1 reroll 1 is 6; drop the 4 =18
6/6/5/1 reroll 1 is 5; drop the 5 =17
6/1/1/3 reroll 2x1's is 2x6; drop the 3 =18
5/1/1/1 reroll 3x1's is 3x6; drop the 5 =18
3/6/1/6 reroll 1 is 6; drop the 3 =18

So... every single die you rerolled (except the 2nd one) came up as a six?

If I were your GM, I'd make you replicate that feat directly in front of me. And if you DID roll these in front of him, then he's a maniac for letting you keep them. :)

The rolls were done on a website rpol.net; this is what I actually got on the site and review and appove by the GM.

Silver Crusade

Also, Dat Stat Distribution

Silver Crusade

I'm just gonna say, if I had an 18,18,18,18,17,17, I would play the most BEASTLY of all clerics.


WerePox47 wrote:
Wow, with quad 18s and 2 17s id play somthing more optimal than a gunslinger lol

Yeah this is one instance where I would play the wizard. Just so I can walk up to the Fighter, punch him in the face and say "You mah B1@#$ now HAR HAR HAR".

salarain wrote:


The rolls were done on a website rpol.net; this is what I actually got on the site and review and appove by the GM.

If those rolls were made on a website and you can show the parameters of each roll and each iterative roll, and your DM already approved, then good on you! Have fun playing a beast of a character! :D

The Exchange

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The gnome gunslinger archatype seems awesome, shooting thunderstones with high save dcs.

The Exchange

What about Goblin?

Silver Crusade

Goblin would be ok, but realize you're going to be using small weapons. Also, don't play an archtype that relies on charisma.

Sczarni

Fatespinner wrote:
ossian666 wrote:
Don't go mysterious stranger if you want to be competitive...if you are more a flavor player then fine, but the mysterious stranger loses Gun Training so its a hit to damage output.

Mysterious Stranger can add CHA to damage at level 1 for 1 grit point. Gun Training adds DEX to damage at level 5. With both stats at 18 and grit coming out of my eyeballs, I have yet to fire a shot that DIDN'T add my CHA to damage on it. :)

I don't feel that I'm missing out on much.

So you can add +4 damage to 4 shots per day. On a dual wielder ok not as bad as a single gun, BUT its 4 shots per day. That is like half of a combat or MAYBE one combat, AND you really shouldn't be increasing that stat much more. God forbid you have to use a different deed.

Eh its sub-optimal, but again if thats what you want its your character whatever is fun for you.

I'd rather have my main Physical stat be Dex and my main Mental stat Wis so that my AC and Will saves (your weak save) would be sky rocketing and conveniently be making my damage increase as well.


I recommend the kasatha.

The Exchange

Elamdri wrote:
Goblin would be ok, but realize you're going to be using small weapons. Also, don't play an archtype that relies on charisma.

lol, i forgot about that, but have a ring made Large person spell active all time. :D

The Exchange

Necromancer wrote:
I recommend the kasatha.

arnt these guys a cr+2?

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ossian666 wrote:
So you can add +4 damage to 4 shots per day. On a dual wielder ok not as bad as a single gun, BUT its 4 shots per day. That is like half of a combat or MAYBE one combat, AND you really shouldn't be increasing that stat much more. God forbid you have to use a different deed.

You get a point of grit back every time you kill something or crit. Since crits almost always = dead thing, critting gets you 2 points back. I have yet to run out.

It'll be interesting to see how it goes at the higher levels.

Sczarni

Salarain wrote:
Elamdri wrote:
Goblin would be ok, but realize you're going to be using small weapons. Also, don't play an archtype that relies on charisma.
lol, i forgot about that, but have a ring made Large person spell active all time. :D

Goblins can use Medium guns with a feat called Goblin Gunslinger.

Fatespinner wrote:

ossian666 wrote:

So you can add +4 damage to 4 shots per day. On a dual wielder ok not as bad as a single gun, BUT its 4 shots per day. That is like half of a combat or MAYBE one combat, AND you really shouldn't be increasing that stat much more. God forbid you have to use a different deed.
You get a point of grit back every time you kill something or crit. Since crits almost always = dead thing, critting gets you 2 points back. I have yet to run out.

It'll be interesting to see how it goes at the higher levels.

And being twice as likely to misfire (four times if you consider you are using 2 guns) I'd rather have the grit to clear my guns instead of wasting turns doing it. Just my 2c.


Salarain wrote:
Necromancer wrote:
I recommend the kasatha.
arnt these guys a cr+2?

You mentioned using the ARG to select a race and I wasn't sure as to the power level of the other PCs, so I went out on a limb and suggested what I would love to run as a gunslinger (especially in a wild west setting). In fact, you could drop Greater Defensive Training and Jumper to put the race on par with tieflings.

My next suggestion would be to build a Mysterious Stranger (CHA-focused gunslinger archetype) catfolk.

The Exchange

Fatespinner wrote:
ossian666 wrote:
So you can add +4 damage to 4 shots per day. On a dual wielder ok not as bad as a single gun, BUT its 4 shots per day. That is like half of a combat or MAYBE one combat, AND you really shouldn't be increasing that stat much more. God forbid you have to use a different deed.

You get a point of grit back every time you kill something or crit. Since crits almost always = dead thing, critting gets you 2 points back. I have yet to run out.

It'll be interesting to see how it goes at the higher levels.

How do I get more Grit points or the best way to develop the most?

The Exchange

Necromancer wrote:
Salarain wrote:
Necromancer wrote:
I recommend the kasatha.
arnt these guys a cr+2?

You mentioned using the ARG to select a race and I wasn't sure as to the power level of the other PCs, so I went out on a limb and suggested what I would love to run as a gunslinger (especially in a wild west setting).

My next suggestion would be to build a Mysterious Stranger (CHA-focused gunslinger archetype) catfolk.

the book shows 20 points of rp is Cr1, so the Kasatha is a cr1. i could remove Terrain Stride(desert). this will make it a rp19 = 0cr?

Silver Crusade

ossian666 wrote:
Salarain wrote:
Elamdri wrote:
Goblin would be ok, but realize you're going to be using small weapons. Also, don't play an archtype that relies on charisma.
lol, i forgot about that, but have a ring made Large person spell active all time. :D

Goblins can use Medium guns with a feat called Goblin Gunslinger.

Ah, wasn't aware of the existence of that feat.


Goblin or Ratfolk have a lot of flavor and would be quite fun, for gunslingers.

Grand Lodge

Goblins have a Goblin only feat that allows them to wield medium sized firearms without penalty.

Goblins are monster Gunslingers.

Sczarni

Salarain wrote:
Fatespinner wrote:
ossian666 wrote:
So you can add +4 damage to 4 shots per day. On a dual wielder ok not as bad as a single gun, BUT its 4 shots per day. That is like half of a combat or MAYBE one combat, AND you really shouldn't be increasing that stat much more. God forbid you have to use a different deed.

You get a point of grit back every time you kill something or crit. Since crits almost always = dead thing, critting gets you 2 points back. I have yet to run out.

It'll be interesting to see how it goes at the higher levels.

How do I get more Grit points or the best way to develop the most?

Mysterious Stranger gets grit based on Cha and the rest get grit based on Wis. Thats really the only way to get grit (there may be magic items but don't waste money on them). I'd rather get grit based on Wis because then bumping my Wis to ge grit also bumps my Will saves.

I'm still more of a fan of Pistolero than Mysterious Stranger. Keep in mind no matter what direction you go there is a cheesy way to dual wield and then there is the Alchemist way...either way you will have to account for how you will reload your guns unless the GM says you can do it with no free hands.

The Exchange

ossian666 wrote:
Salarain wrote:
Fatespinner wrote:
ossian666 wrote:
So you can add +4 damage to 4 shots per day. On a dual wielder ok not as bad as a single gun, BUT its 4 shots per day. That is like half of a combat or MAYBE one combat, AND you really shouldn't be increasing that stat much more. God forbid you have to use a different deed.

You get a point of grit back every time you kill something or crit. Since crits almost always = dead thing, critting gets you 2 points back. I have yet to run out.

It'll be interesting to see how it goes at the higher levels.

How do I get more Grit points or the best way to develop the most?

Mysterious Stranger gets grit based on Cha and the rest get grit based on Wis. Thats really the only way to get grit (there may be magic items but don't waste money on them). I'd rather get grit based on Wis because then bumping my Wis to ge grit also bumps my Will saves.

I'm still more of a fan of Pistolero than Mysterious Stranger. Keep in mind no matter what direction you go there is a cheesy way to dual wield and then there is the Alchemist way...either way you will have to account for how you will reload your guns unless the GM says you can do it with no free hands.

This is true, most GM wont allow the free hand. This would be nice.

Dark Archive

You don't need the alchemist vestigial arms to reload 2 guns. All you need is weapon cords and Quickdraw, however, since the DM is allowing him to use revolvers he may not need Quickdraw as he may only need to reload once a turn. With this set up he can drop his weapon as a free action load one gun, then drop that gun quickdraw the other, load it and then pick the other back up.


Elamdri wrote:
I'm just gonna say, if I had an 18,18,18,18,17,17, I would play the most BEASTLY of all clerics.

I'd play a commoner and kick the carp out of all those pesky fighters and barbarians anyway (at least for a few levels).

Silver Crusade

SaddestPanda wrote:
You don't need the alchemist vestigial arms to reload 2 guns. All you need is weapon cords and Quickdraw, however, since the DM is allowing him to use revolvers he may not need Quickdraw as he may only need to reload once a turn. With this set up he can drop his weapon as a free action load one gun, then drop that gun quickdraw the other, load it and then pick the other back up.

You're really stretching the free actions there. If I was GM I wouldn't let you do that.

Sczarni

SaddestPanda wrote:
You don't need the alchemist vestigial arms to reload 2 guns. All you need is weapon cords and Quickdraw, however, since the DM is allowing him to use revolvers he may not need Quickdraw as he may only need to reload once a turn. With this set up he can drop his weapon as a free action load one gun, then drop that gun quickdraw the other, load it and then pick the other back up.

Eh depending on the GM...this reaks of cheese...

It also says Weapon Cords may interfere with finer actions...reloading a gun to me is a finer action.


Mysterious Stranger is the Never Miss class. Its most important stat is Charisma, not Dexterity (which is only second most important.) Your charisma determines your Grit pool (which you use each round to deal damage), your aforementioned extra damage, and the number of times per day you ignore a misfire (independent of your grit pool). If you happen to roll a misfire on any of your shots, you ignore it. If a 2 on the die would hit, you hit. If you roll a 1, you still miss but you don't miss out on a turn of attacks.
The Dragon Pistol is a Stranger's best friend, as you can use those alchemical cartridges to decent effect. Dragon's Breath doesn't misfire for you, so you can take a full attack with it and deal 2d6+Cha, divide by two on a save. Rapid shot comes with no penalty when you don't need to make an attack roll. (If Reflex saves are likely, hit them with Entangling Shots first.)
Of course, you also can use magic device well too. This can give you access to those spells that help firearms, like once that replace nonmagical ammunition. (And Dragon's breath is nonmagical.)
This class works for any class that boosts Charisma, and works best for those that get both Charisma and Dexterity.

The Pistolero is the class that does the most damage, but you have to get to 11th level to see its true power. If you have a huge pile of Grit, you can get your bonuses on each shot.
The class pairs VERY well with the Kobold Bushwhacker archetype. You lose out on feats, but you will be able to deal more damage than even the base Pistolero if you're smart about it.

Musket Master is the only class that can full attack with a two-handed firearm early enough to make it worthwhile. Any class that gets a bonus to Dex can work here.

My personal picks for best 'slingers are Goblins and Svirfneblin. Svirfneblin are so completely pumped right out of the gates. Racial +2 dodge to AC, blindness as a SLA, Darkvision, Nondetection, Spell Resistance 11+level, bonuses to both Dex and Wis... my GM won't allow them.


I second the gnome experimental gunslinger. Since you have the stats of a solar, I don't think having the right racial stats really maters too much.

The Exchange

Would a Fetchling be any good choice for a gunslinger?


Yeah, fetchlings are worth trying out for their defensive/mobility abilities alone.


You should consider using both the Pistolero and Mysterious Stranger archetypes. They don't have any overlap and you get your gun training back with additional damage bonuses at high levels.

Sczarni

Aratrok wrote:
You should consider using both the Pistolero and Mysterious Stranger archetypes. They don't have any overlap and you get your gun training back with additional damage bonuses at high levels.

That is a misprint as the 5ht level ability is supposed to replace Gun Training for both Archtypes...so clear that with a GM first.

Grand Lodge

Seriously, Goblins are awesome gunslingers.

Sczarni

blackbloodtroll wrote:
Seriously, Goblins are awesome gunslingers.

This. Splash 2 levels of Alchemist to get an extra arm, Extracts (ability to use wands), and Mutagen. Gunslinger in my campaign shoots 6 bullets per round at like +11/11/11/11/6/6 doing like 1d6+7 damage per shot and with Cluster Shots if he full attacks he rolls all hits and damage before applying damage reduction...all at level 7.


Strix, They have a cool native american vibe to them (their land was taken their peoples slaughtered) that and they make damn good musketmasters +2 dex , flight 60 (Average), Dark vision.

Downside is you will need minimum 12 int so you can speak common that being said dump cha (scary detached dark skinned bird man), Keep str at arround 10 or so and the rest should be golden.

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