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Building a gunslining rogue


Advice

51 to 65 of 65 << first < prev | 1 | 2 | next > last >>

Blackblood I like the idea of 2 2 handed weapons but what about the insane minus?


Sneak Attack doesn't apply to area attacks.
"Attacks which affect areas do not deal precision damage."


thank's blueluck, I assumed it did because I'd heard of people saying arcane trickster can use SA with fireball which is area of effect.


Run, Just Run wrote:
thank's blueluck, I assumed it did because I'd heard of people saying arcane trickster can use SA with fireball which is area of effect.

That's an arcane trickster class ability.


Tiny Coffee Golem wrote:
Run, Just Run wrote:
thank's blueluck, I assumed it did because I'd heard of people saying arcane trickster can use SA with fireball which is area of effect.
That's an arcane trickster class ability.

I know I re-read the final ability.


Pathfinder Companion Subscriber
Run, Just Run wrote:
Blackblood I like the idea of 2 2 handed weapons but what about the insane minus?

Grab the Two-Weapon Fighting feat, and you will bring it down to -4/-4.

You are hitting touch, so it's not so bad.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber

Some levels in gunslinger would be useful, especially for being able to save on feats (no need to take Amateur Gunslinger or Gunsmithing) and getting more than one deed. I'd recommend against taking the pistolero archetype, however; the deadeye deed is way too useful to wait for. Also, the deadshot vest (Ultimate Equipment) is pretty much a must have item.

You should also consider taking some alchemist levels. The vivisectionist archetype lets you continue advancing in Sneak Attack, you can brew your own Dex mutagen (as an alchemical bonus, it stacks with enhancement bonuses), and gain Poison Use (pitted bullets, anyone?; especially with the Concentrate Poison discovery).


sorry I haven't checked in I thought it was on it's last legs blackbloodtroll and Dragonchess Player. Dragonchess, I'm thinking about going for vivesectionest so I can duel wield two Two handed weapons. Nice to know about the poison use though. I'll check out deadshot vest.

Sczarni

Don't forget that alchemists get psuedo-spellcasting! If you're willing to invest in some Int as well as Dex and Wis, you can cast True Strike and Cure Light Wounds and all sorts of good stuff on yourself.

As for discoveries, once you're done grafting extra limbs onto yourself, I recommend Feral Mutagen. Giving yourself a natural attack handily solves the problem of what you do if someone gets into melee with you and all your hands are full of guns.


I might invest in int because I think theirs a feat that adds int to dmg, on the other hand that starts getting MAD, although my main focus is to get multiple sneak attacks and true-strike is a one off spell, do you still sugest I get it and push for say a 14 intelligence. Also what race would you sugest, goblin for bonus to stealth and dex, human for feat or elf for bonus to dex and int?

Sczarni

Okay, let's sit down and talk about builds.

To get two extra arms, you'd need four levels of alchemist, minimum. That'll get you 5+INT 1st-level extracts and 1 2nd-level extract. Since alchemists don't have any save-or-suck spells, all you need is 12 INT-- enough to cast 2nd-level extracts.

Then you want to go gunslinger. At least five levels for that sweet, sweet gun training. Once you've got that, you can look into rogue levels, but with vivisectionist sneak attack, you might not even need to be a rogue.

So, DEX as high as you can, WIS at least 14 (higher if you can manage), INT 12, and dump everything else as you please. Elf would be a good choice.

I'd take your first level in gunslinger to get the starting weapon (a musket?), then two levels in vivisectionist for the extra arm-- now you can wield your weapon and still have a free hand to drink extracts/mutagens or whatnot. Back to gunslinger until you can afford to buy the second gun, at which point you'll need those two extra vivisectionist levels.

As for spells, if you're dumping CON I'd say you want to take full advantage of the fact that you basically get a bunch of free CLW potions every day. Negate Aroma might be good for your stealth, and Enlarge Person is always nice, but the 1dt-level list isn't too exciting. Good luck deciding on a 2nd-level spell though-- do you go with Cat's Grace for the extra DEX, Invisibility for the stealth, or False Life to compensate for the low CON?


I am thinking of skipping rogue most definitly, for vivisectionist, should I also take bombadier for imbuing amunition they can both be used. Also what feats do you sugest?

Sczarni

Bombadier and vivisectionist won't stack-- vivisectionist replaces the bomb class feature with sneak attacks. Here's my thoughts on a build.

Elf, with Elite Array

STR 12
DEX 17 (15+2)
CON 11 (13-2)
INT 12 (10+2)
WIS 14
CHA 8

Levels/Feats:

1)Alchemist(Vivisectionist), Deadly Aim (wielding a single hand crossbow at this point)
2)Alchemist, Vestigal Arm
3)Alchemist, Two-Weapon Fighting (get the second crossbow now)
4)Alchemist, Vestigal Arm (put your +1 in DEX, obvs)
5)Gunslinger(Musket Master), Point-Blank Shot (replace your main hand crossbow with a musket here, keep the off-hand crossbow and your fourth hand free)
6)Gunslinger
7)Gunslinger, Improved Two-Weapon Fighting
8)Gunslinger, (another +1 in DEX, you now have enough for Greater TWF)
9)Gunslinger, Precise Shot (Musket Training means you've now officially come online)

Purchase your fancy rifles anytime you can afford to do so.

I can't remember if entangled lets you make Sneak Attacks, but if it does, use that Craft(Alchemy) on tanglefoot bags.

Once you've got musket training, consider taking a fifth alchemist level for that third d6 of sneak attack damage.


Ah well on the bombardier thanks for the build help.


From here on out I'll build it unless someone has a tasty tid bit they just have to add in.

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