Need Advice: Musket Master


Advice


Hello everyone.
The next campaign we are doing, the GM has allowed me to use Musket Master as my class.

It is a custom campaign using the pointbuy system.
I know nothing about building a character that is dex based and would like some help.

So here is what you may need to know:

Level 10
Point Buy system.
Race: Ifrit (It is too late to change race)
The GM has given us 63k GP to work with.
Advanced fires arms are OK.

So if I could get some help on this it would be great. We start the new campaign next week.

Thanks In Advance!


first, you're going to be broken since advanced firearms are legal, enjoy it.

second, what is the point buy? 15? 20? 25?


If you are getting advanced firearms, check if your GM is using the 'guns everywhere' rules - these change the prices of all firearms and ammunition, and the default quantity/prevalence of these. If he isn't, then he shouldn't allow advanced firearms at all.

Advanced firearms are ridiculously unbalancing unless the world changes - every ranged character/enemy/monster who can get hold of one will be using it. And being a musket master is a poor choice, since their one major advantage over other gunslingers no longer applies (being the only one who can get to reload a 2-handed gun as a free action). Pistoleros using Up Close & Deadly (particularly after L11, when Signature Deed makes it no longer cost grit to use) are more effective.

Muzzle-loading black powder firearms are weaker than longbows (though not by much), unless you are allowed double-barrelled guns - in which case they are too powerful.


Wait until he uses firearm bullet versions of boulder bullets firing bombard bombs. Beacoup fire and thunder, no save. <grin>


Chess Pwn wrote:

first, you're going to be broken since advanced firearms are legal, enjoy it.

second, what is the point buy? 15? 20? 25?

Point buy is going to be 20


Gilarius wrote:

If you are getting advanced firearms, check if your GM is using the 'guns everywhere' rules - these change the prices of all firearms and ammunition, and the default quantity/prevalence of these. If he isn't, then he shouldn't allow advanced firearms at all.

Advanced firearms are ridiculously unbalancing unless the world changes - every ranged character/enemy/monster who can get hold of one will be using it. And being a musket master is a poor choice, since their one major advantage over other gunslingers no longer applies (being the only one who can get to reload a 2-handed gun as a free action). Pistoleros using Up Close & Deadly (particularly after L11, when Signature Deed makes it no longer cost grit to use) are more effective.

Muzzle-loading black powder firearms are weaker than longbows (though not by much), unless you are allowed double-barrelled guns - in which case they are too powerful.

I double checked with tbe GN. He has changed his mind on advanced fire arms. Thank you for the advice though!


I'd suggest something like

8/18+2/12/10/14-2/8+2

Or

9/18+2/14/8/14-2/7+2


Advanced guns are less disruptive than double barrel primitive guns.


Chess Pwn wrote:

I'd suggest something like

8/18+2/12/10/14-2/8+2

Or

9/18+2/14/8/14-2/7+2

I doubt you need it quite that high. Guns target touch AC (and advanced ones target it for all of their range) so attack bonus is not that vital. Dropping it by 2 dex only means 1 less damage, but it means you have room to get more than a 12 starting wis (and thus more grit).

Shadow Lodge

My level 13 PFS musket master (early firearms only) only has a 19 dex, total. That started at 15, +2 for human, +2 for a belt - and he's still overpowered. I didn't put Reliable on my gun, because misfiring makes the character more fun to play.

You'll still be doing huge damage, so build on flavour rather than high numbers. Gunslingers are tricky to mess up.


Thank you all for the advice so far.
And I agree Avatar-1 things like mis-fire do add more fun.
For example, my character Al'Virr has a crippling case of aquaphobia to the point where he has to make a will save before a swim check.

So with the stats out of way, what would you fine folks recommend for gear?


Pathfinder Adventure Path Subscriber
G0ldenFr3ddy wrote:

Thank you all for the advice so far.

And I agree Avatar-1 things like mis-fire do add more fun.
For example, my character Al'Virr has a crippling case of aquaphobia to the point where he has to make a will save before a swim check.

So with the stats out of way, what would you fine folks recommend for gear?

Clear Spindle Iuon Stone in a Wayfinder so you are not Dominated into massacring your party. :D

Blanches for adamantine and silver and ghost salt. Your default ammo is cold iron, period.
Alchemical cartridges if you are using free reload cheese.

The best flat enchantment you can afford for your gun.

Ring of the Knight-Inheritor. Bless Weapon = auto crit confirm.
Jingasa of the Fortunate Soldier. Negate crit = save your life.
Something to boost your saves.

A lot of the rest is contingent on your party makeup. A pearl of Power so you can have your caster buddy cast Abundant Ammo before you fire the adamantine / spec ammo would be nice.


If you end up with the cheesy double barrelled musket, get 'designating' on your gun and shoot different targets as much as possible - it makes the melee types happy that you hit rather than feeling inadequate as you destroy enemies faster than they can.

Otherwise, if you can get boosts or rerolls for your will save do so. Confusion and other effects often lead to party member deaths. So far, in games I've been in, 3 bards have been killed by the party gunslingers after being confused...

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