Gunslinging Warpriest


Advice


So I’m building a Warpriest of Ragathiel, he will be LG but extreme in his beliefs. Think of the Gray Knights from Warhammer 40k, This isn’t a mini-max build but I want something that could still hold his ground but be flavorful as well. Let me know what you think

Stat Array 25 point
STR: 10
DEX:16
CON:10
INT:10
WIS:19
CHA:7

Race: Human

Classes : Gunslinger (Musket Master) first level, Warpriest 19

Blessings: Good and Destruction

Feats:
1 - Rapid Reload (Musket)/ from Musket Master
1 - Deadly Aim
1 - Additional Traits: Magical Knack, Fate's Favored
2 - Weapon Focus (Musket)/from Warpriest
3 - Point-Blank Shot
4 - Rapid Shot
5 - Precise Shot
7 - Weapon Spec (Musket)
7 - Hammer the Gap
7 - Clustered Shot
9 - Greater Weapon Focus (Musket)
10 - Quicken Blessing (Battle Companion)
11 - Quicken Blessing (Destructive Attacks)
13 - Snap Shot
13 - Improved Snap Shot
15 - Quicken Blessing (Holy Strike)
16 - Greater Weapon Spec (Musket)
17 - Improved Init
19 - Point-Blank Master
19 - Improved Crit


Warpriest doesn't really need such high wisdom to begin with. He isn't really good at offensive casting. At most I would start with 16 wisdom and buff your con up.

You also should stay in Musket Master for 5 levels, to get dex to damage. Otherwise you're damage will consist of only 1d12 + deadly aim +magical enhancement. At low levels it will suck terribly.

Snap Shot and Improved Snapshot probably aren't that great since your goal should be to stay away from the enemy as far as possible.


Pathfinder Rulebook Subscriber

May be since GK's use melee and bolters, the Swash archetype for pistol/sword dual wielding would work better with warpriest?

Then you can fight with both, or dual wield pistols?


What Claxon said, with the addendum that you can grab Trench fighter 3, or Savage Technologist 5 instead. I don't feel like Muskets are a good fit for the warpriest btw. Savage Technologist 5 with dual pistol-daggers would be funny and awesome (warpriest favored weapon actually boosting your damage die while you are at it).


Pathfinder Rulebook Subscriber

OR
black powder inquisitor/warpriest?
uses guns
has judgements
gets Bane
get warpriest swift buff
get warpriest damage bonus on weapons


I believe you need 3 levels of Musket Master to properly reload your musket as a free action. I have a Gun Priest in PFS who uses pistols due to not wanting to further delay my Warpriest levels.

Divine Favor, Deadly Aim, Point-Blank Shot and the Destruction blessing do a good job offsetting the lack of DEX-to-damage, and can even exceed a "normal" Gunslingers damage at higher levels especially with the 'slinger losing easy access to Arcane Strike due to the recent FAQ reversal.

Warpriest meshes pretty well in terms of giving the Gunslinger some unusual tricks. I have the Trickery blessing for move action doppelgangers, and prepare a Silence for when I need to do some unobtrusive shooting (or cut off an enemy spellcaster). You get just enough bonus feats as a Human Warpriest to fill out your ranged arsenal, although you should definitely consider more CON unless you plan to fight primarily with a Distance Musket.


Its not a 1-for-1 Gray Knight, I really didnt even want to do the one dip into gunslinger but its pretty much a most for what I wanted for this build. What are better feats that I should pick up vs snap shot and imp Snap shot?


unless you are using advanced firearms, rapid shot is pointless on a musket master who doesn't go to level 3 and get fast musket. without fast musket the character doesn't have access to free action reloading using rapid reload (free for musket masters) and alchemical cartridges. without free action reloading the character can at best get move action reloading which allows only one shot per round.

if you are using advanced firearms then musket master is a poor choice since the big advantage at level 1 is rapid reload (musket) isn't rapid reload (rifle) without GM approval.

more levels of musket master or use a pistol.


You need 3 levels musket Master to get
"Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed."

With out it you wont get to shoot more than once pehaps twice pr round.
And when you are at it you May as well get 5 levels to get dex to Dam.
Or you Can do with out gunslinger levels and use a pistol.
Edit: i Think using sacred Fist May be a good option if you want to shoot fast.


I'm not getting the idea here - this seems much more useful, especially from early levels:

Race Hmn Point-Blank Shot
CL1 Gun1 Precise Shot
CL2 Wrp1 Weapon Focus (Pistol)
CL3 Wrp2 Rapid Reload
CL4 Wpr3 Rapid Shot
CL5 Wrp4 Dazzling Display (Pistol)
CL6 Wrp5
CL7 Wrp6 Gun Twirling (Pistol), Quick Draw, Two-Weapon Fighting
CL8 Wrp7
CL9 Wrp8 Improved Two-Weapon Fighting
CL10 Wrp9 Greater Weapon Focus
CL11 Wrp10 Snap Shot
CL12 Wrp11
CL13 Wrp12 Greater Two-Weapon Fighting, Point Blank Master, Amateur Swashbuckler (Opportune Parry & Riposte)
CL14 Wrp13
CL15 Wrp14 Combat Reflexes
CL16 Wrp15 Hammer the Gap
CL17 Wrp16 ???
CL18 Wrp17
CL19 Wrp18 ???, ???, ???


It would require an alignment shift to LE but the worship of Cixyron in a home game opens up some interesting possibilities for Vital Striking.

As a Warpriest you can take the Vital Strike line at near the same progression as a Fighter using Warpriest bonus feats; you can also take Improved Critical (Musket) and Greater Weapon of the Chosen to drastically increase the chances of rolling a critical threat. If you can swing the "dead" prereq feat, Guided Hand lets you be SAD in WIS. Your initiative and AC will be lower, but you'll be a much better spellcaster and have a huge Will save and Grit pool.

Then you can grab a +1 Distance Musket, swift action enhance it with Axiomatic or Merciful or Fervor a spell, standard action (Greater) Vital Strike from ~80 feet away (or more if you spend grit), and move action reload. This plays similarly to the Inquisitor / Gunslinger build except you trade some WIS synergies and "free" Bane for swift action spellcasting and additional bonus feats. Depending on how things shake out you could probably find a Warpriest archetype in the future to augment the game plan.

Unfortunately Cixyron lacks the Destruction or Air domains, but the Evil blessing still provides a Battle Companion at least and the Artifice blessing can do some odd things to buff your allies (and at high levels when you can activate it as a Swift action you can do strange things like transfer Ghost Touch from your backup gun to your primary weapon). Note that this build won't come close to doing the kind of damage a pistol build can do, but it basically can't miss and can reliably inflict damage from large distances. The Killer trait is very strong here for a flat +4 damage on a critical hit; since Vital Strike damage is not multiplied on a critical hit any spells that add static damage that is multiplied on a crit are prized.


My GM will be allowing advanced firearms, the reason I went MM was for the extra 10ft deed. What’s a better Archetype then MM if you get advanced firearms? I had thought of going Pistol, but I thought musket had a better fit and fell to the character but Rapid Reload with an Alch cartage does get me free action reloads.


Azgara wrote:
My GM will be allowing advanced firearms, the reason I went MM was for the extra 10ft deed. What’s a better Archetype then MM if you get advanced firearms? I had thought of going Pistol, but I thought musket had a better fit and fell to the character but Rapid Reload with an Alch cartage does get me free action reloads.

Pistolero gives you extra precision damage with a Pistol, at the cost of Deadeye.

The build I showed allows for a dual-wielding gun-nut that parrys & ripostes with a pistol at 13th level. If you don't want that insanity, just go for Dual Enhancement so you can apply your numerical bonuses to both weapons with one swift action (and, if the DM allows it, with just one Round of use with DE - it's not clear if RAI was to do this or not with this feat yet).

If you're allowed a Double-Barrel Pistol, at 15th level, you're going:

Without Rapid Shot or Double-Barrel firing: +14/+14/+9/+9/+4/+4

With Rapid Shot, without Double-Barrel firing: +12/+12/+12/+7/+7/+2/+2

With Rapid Shot, with Double-Barrel firing: +8/+8/+8/+8/+8/+8/+3/+3/+3/+3/-2/-2/-2/-2

All these attacks are dealing 1d10+3 (+3 from Sacred Weaopon)


Azgara wrote:
My GM will be allowing advanced firearms, the reason I went MM was for the extra 10ft deed. What’s a better Archetype then MM if you get advanced firearms? I had thought of going Pistol, but I thought musket had a better fit and fell to the character but Rapid Reload with an Alch cartage does get me free action reloads.

If you get advanced firearms you dont want a musket! You want 2 revolvers at least that is what i would get. ( doublebarraled shot gun mat be better but nobody like a guy using double barelled stuff) touch AC till 100 ft. If guns are your deitys favored weapon you should go with sacred Fist and flurry with the guns from level 3. If not than you Can be a normal war prirst. If you want a level dip to get profession and gunsmithing feats? Consider the spell slinger.


Pistol would make the build easier, I just didnt want to be really cheese with the Double-Barrel pistols.


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Crusader's Flurry only works on melee weapons, so you cannot go Sacred Fist and flurry guns.

I actually had the same thought Cap. Darling, until I thought it all the way through and remember that it only applies to melee weapons.

Because it made me question why I didn't make a Sacred Fist bow user, and then I remembered.


What about Pistolero 1/Warpriest 19

1 - Rapid Reload (Pistol)/ from Pistolero
1 - Precise Shot
1 - Point-Blank Shot
2 - Weapon Focus (Pistol)/from Warpriest
3 - Deadly Aim
4 - Rapid Shot
5 - Dazzling Display (Pistol)
7 - Gun Twirling (Pistol)
7 - Two-Weapon Fighting
7 - Quick Draw
9 - Improved Two-Weapon Fighting
10 - Quicken Blessing (Destructive Attacks)
11 - DualEnchament
13 - Greater Two-Weapon Fighting
13 - Point-Blank Master
15 - Greater Weapon Focus (Pistol)
16 - Hammer the Gap
17 - Weapon Spec (Pistol)
19 - Greater Weapon Spec (Pistol)
19 - ???


Why do you use old guns if your game have advanced?


Claxon wrote:

Crusader's Flurry only works on melee weapons, so you cannot go Sacred Fist and flurry guns.

I actually had the same thought Cap. Darling, until I thought it all the way through and remember that it only applies to melee weapons.

Because it made me question why I didn't make a Sacred Fist bow user, and then I remembered.

Good catch. That will, pehaps, teach me to look up stuff before i give out advice.


Cap. Darling wrote:
Why do you use old guns if your game have advanced?

I just put down pistols, the GM for this game is giving us special items that level with us and he may be giving me a weapon that levels with me so I will need to talk to him on what he wants to classify that weapon as. He is pretty open about things.


Cap. Darling wrote:
Claxon wrote:

Crusader's Flurry only works on melee weapons, so you cannot go Sacred Fist and flurry guns.

I actually had the same thought Cap. Darling, until I thought it all the way through and remember that it only applies to melee weapons.

Because it made me question why I didn't make a Sacred Fist bow user, and then I remembered.

Good catch. That will, pehaps, teach me to look up stuff before i give out advice.

To be fair, if you could use it on ranged weapons such as bow or gun it would be incredibly powerful.

I would probably play an obscene amount of bow using Sacred Fists.

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