S&S Gunslinger build


Advice


I realize that the ap on it's own doesn't prohibit guns, nor flaunts their use, and I've been told that there won't be any guns in the loot tables which is fine. However I've been kicking around a couple ideas, and so I'd like some advice on what would be a good way to do things.

Option A (screw ship combat)
pickup feats and other things and to buff my character's actual combat, maybe pick up amature swash to get access to feather of panache, and some function on my rapier.

Option B (siege combat, screw melee)
don't bother with amature swash, pick up more ranged feats, and siege engine profiency, which is 2 feats (was a gunslinger... didn't think about needing other firearms). This hinges on being able to get cannons, and even then could still use balistia

option c(focus on ranged, screw everything else)
pick up deadly aim, don't bother with melee, or the siege weapons. Seems the most focused, and kinda most greedy version.

Suggestions from a lvl 3 gun slinger with the stat array
12, 16, 14, 12, 16, 7
with point blank percise, and rapid reload


b or c can work. the problem with the sword and pistol build comes down to one thing, reloading. if you can get reloading to work while wielding a sword in one hand and a pistol in the other then things are open for amateur swashbuckler but you have to be able to lock down reloading first.


So I'm not thinking sword and pistol simply being able to build grit/panache while, swimming, or use the supirior crit range on the rapier to get grit back. I could probly use the feather of panache without amature swash but it's an option for extra grit...

Sovereign Court

In our S&S game I play a gunslinger (siege gunner); here's the build:

Male Rogue 2 (pirate) / Gunslinger 5 (siege gunner)
CN Medium Half-elf / Humanoid (Half-elf)
Init +7; Senses Perception +14, Low-light Vision, Keen Senses,
==DEFENSE==
AC 24, touch 20, flat-footed 15 (+2 armor, +2 shield, +7 dex, +2 dodge, +1 insight)
hp 59 (2d8+5d10+7)
Fort +7, Ref +16, Will +5
Armor Defiant (humans) Quilted Cloth +1, Light, Gain DR 3/- against small ranged piercing weapons; +2 AC and DR 2/- vs humans.
Shield Buckler +1 of Light Fortification (25% chance of negating crits and sneak attacks)
Defensive Abilities Elven Immunities, Evasion, Gunslinger's Dodge
==OFFENSE==
Spd 30 ft/x4
Ranged Distance Dragon Pistol +1 +14/+9 (1d6+8) 20/x4 CM +1; scatter 20-foot cone (pellets); [MF] 1-2 (5 ft); Range 20 ft. (bullet)
Ranged Merciful Dragon Pistol +1 +14/+9 (1d6+8 [+1d6 NLD]) 20/x4 CM +1; scatter 20-foot cone (pellets); [MF] 1-2 (5 ft); deals nonlethal damage; Range 10 ft. (bullet)
Ranged Masterwork Double Hackbutt +14/+9 (2d12) 20/x4 CM +1; [MF] 1-2 (5 ft); [C] 2; Range 50 ft. (bullet)
Ranged Masterwork Dragon Pistol +14/+9 (1d6+7) 20/x4 CM +1; scatter 20-foot cone (pellets); [MF] 1-2 (5 ft); Range 10 ft. (bullet)
Ranged Masterwork Double-Barreled Musket +14/+9 (1d12) 20/x4 CM +1; [MF] 1-3 (5 ft); [C] 2; Range 40 ft. (bullet)
Ranged Masterwork Dagger (thrown) +14/+9 (1d4+poison) 19-20/x2 CM +1; Range 10 ft.
Melee Spiked Gauntlet +1 +7/+2 (1d4+1) 20/x2 CM +1; can't be disarmed
Siege Engine Direct +13
Siege Engine Indirect +22
Special Attacks Sneak Attack [1d6], Swinging Reposition (Ex), Targeted Blast, Scattershot, Pistol-Whip, Gun Training (Dragon Pistol)
==STATISTICS==
Str 10, Dex 24, Con 13, Int 16, Wis 13, Cha 7
BAB +6, CMB +8, CMD +28 (includes +2 from Wayfinder slotted Dusty Rose Prism Ioun Stone)
Feats Armor Proficiency (LIGHT), Deft Shootist Deed, Dodge, Exotic Weapon Proficiency (Firearms), Gunsmithing, Mobility, Rapid Reload, Sea Legs, Siege Engineer, Skill Focus (Profession (sailor)
Skills Acrobatics +19, Climb +8, Craft (alchemy) +7, Craft (ships) +13, Disable Device +13, Escape Artist +11, Knowledge (engineering) +16, Knowledge (local) +12, Linguistics +7, Perception +14, Profession (sailor) +17, Sense Motive +5, Sleight of Hand +11, Stealth +17, Swim +12
MC Deeds (Targeted Blast, Gunslinger's Dodge, Quick Clear, Pistol-Whip, Scattershot, Utility Shot (Blast Lock, Scoot Unattended Object, Stop Bleeding), Siege Gunner Grit, Gunsmith, Engineer Training (Ex)
Traits Besmara's Blessing (Campaign: Skull and Shackles) (PFAP: SkSh PG 5), Cheat Death (Religion: Besmara) (PFCo: PoIS 27), Hurricane Savvy (Regional: The Shackles) (PFCo: ISP 53)
Drawback Paranoid
Languages Aquan, Common, Elven, Orc, Polyglot, Sahuagin
==Magic==
Eq'd Magic Belt of Incredible Dexterity +4, Endless Bandolier, Boots of the Cat, Gloves of Reconnaissane, Besmara's Tricorne, Death's Head Talisman (10 HD), Ring of Swimming (R), Cape of Free Will (+2/+3), Handy Haversack, tracer bullets x10, oil of silence x5, dry load powder horn, Far-reaching Sight (installed on double hackbutt or double-barreled musket), Wand of Abundant Ammunition (usable by other party members - on loan)
Ioun Stones Dusty Rose Prism, Typical (in Wayfinder)
Misc Ioun Torch, Potions, cartridges (regular, dragon's breath, entangling shot, flare), bullets (regular, adamantine, alchemical silver, cold iron, ghost salted), mundane items including extra powder horn and black powder keg, all in Handy Haversack


I'm a pistolerlo so i have to burn a couple feats to get the siege profencity and such, but that's a pretty good idea, if i wasn't terriably worried about the sealegs/rope swing would you pick up swash?

So plume of panache can be used by a gunslinger w/o amature swash, so I can put that off until i can afford it for basiclly extra grit with a slight bonus... I could grab a dip of swash for swash finese, though because of my cha, i'd only get 1 panache worth it? don't bother meleeing ppl.


So I figured out a way to do siege build.

4 ewp (balistila/firearms) :ballistia incase of gm not allowing cannons:
5 siege engineer
7 rapid shot
8 deadly aim
9 diehard?/cluster shot?/focus?
11 Master siege engi/ signature deed
12 signature deed
13 ??

using pdk's suggestion, and using swash dip instead of rogue
4 raipid shot
5 deadly aim
6 swash 1(inspired blade) (finese/focus) (int and cha to grit so 2) only get grit on raiper crits. (basicly everything I wanted)!
7 fencing grace
9 cluster shot?/focus gun?
11 ???
13 sig deed/sig deed

focus on gun
4 rapid shot
5 deadly aim (deadly aim)
7 cluster shot?/weapon focus
8 ???
9 ???
11 sig deed
12 sig deed
13 ???

I have never stop shooting, and defensive stratagist, so Diehard would allow me to die at neg wis rather than neg con

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