This build feels... dirty


Advice


so, a friend of mine has been playing a Gestalt game of 3.5/pathfinder with a group of other friends and, after some bad rolls and various other mistakes, as well as some real life scheduling conflicts, has decided to leave the group. the GM wanted to do a showdown between the Pirate (im sorry, Privateer) crew that i have two characters in, along with four other friends, and their DND group. cool beans.

so i get to build, more or less, 2/5 parts of the 5 man crew of this privateer vessel up to the gestalt level of the other group... being 12. my two characters are an inquisitor and a life oracle. the life oracle doesnt particularly benefit from Gestalt, because she already does amazing things as a single class, but the other just makes her more fun, so ill find something to do with her.

anyroad, the inquisitor, while already fairly strong at level 12, has amazing potential. i went through and thought about each class individually to decide what would make it the most broken as possible, what with his focus on dex and a little wisdom, with decent charisma low strength and intel. it was then brought to my attention that i could reroll stats, since we used an array for one game type and the converted Gestalt rolled 5d6-2d6 and made 3 columns, then picked the best. i hope you see where this is going... here, in the following spoiler, is the result of my evil machinations...

i built him using herolab with the community gestalt file made by ShadowChemosh

Zee, the holy and mysterious musket master:

Human (Taldan) gunslinger (musket master, mysterious stranger) 12/inquisitor 12/gestalt 12 ( Pathfinder
RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 9, 50, 51)
LN Medium humanoid (human)
Init +12; Senses Perception +12
—————
Defense
—————
AC 23, touch 15, flat-footed 18 (+8 armor, +5 Dex)
hp 158 (12d10+72)
Fort +14 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +16, Will +15
Defensive Abilities stalwart
—————
Offense
—————
Speed 30 ft.
Ranged +1 flaming reliable double-barreled musket +24/+24/+24/+19/+14 (1d12+29/19-20/×4 plus 1d6 fire)
Special Attacks deeds (clipping shot, dead shot, deadeye, expert loading, fast musket, focused aim,
gunslinger initiative, lightning reload, pistol-whip, startling shot, steady aim, targeting), greater bane (12
rounds/day), grit (3), judgment 4/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 12th; concentration +14)
At will—detect alignment, discern lies (12 rounds/day)
Inquisitor Spells Known (CL 12th; concentration +14)
4th (3/day)— battlemind link UM (DC 16), divine power, greater invisibility , spell immunity
3rd (4/day)— blessing of the mole UM, burst of speed UC, deeper darkness , heroism
2nd (6/day)— disguise other UM, effortless armor UC, flames of the faithful APG (DC 14), invisibility, see
invisibility
1st (6/day)— deadeye's lore UC, divine favor , expeditious retreat , know the enemy UM, lend judgment UM
(DC 13), litany of sloth UC
0 (at will)— create water , detect magic , guidance, light, read magic , stabilize
Domain Black powder inquisition
—————
Statistics
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Str 10, Dex 22, Con 18, Int 14, Wis 15, Cha 17
Base Atk +12; CMB +21; CMD 28
Feats Clustered Shots UC, Deadly Aim, Duck And Cover APG, Escape Route UC, Gunsmithing UC, Hammer
The GapUC, Improved Critical (double-barreled musket), Point-blank Shot, Precise Shot, Rapid Reload,
Rapid Shot, Shake It Off UC, Signature Deed UC, Target Of Opportunity UC, Toughness, Weapon Focus
(double-barreled musket)
Traits iron liver, reactionary
Skills Acrobatics +22, Appraise +4, Bluff +9, Climb +10, Diplomacy +14, Disguise +9, Escape Artist +7,
Fly +7, Handle Animal +9, Heal +4, Intimidate +9, Knowledge (arcana) +19, Knowledge (dungeoneering)
+10, Knowledge (engineering) +19, Knowledge (local) +19, Knowledge (nature) +16, Knowledge (planes)
+15, Knowledge (religion) +16, Perception +12, Ride +7, Sense Motive +23, Sleight of Hand +11,
Spellcraft +8, Stealth +11 (+51 when stationary., +31 when moving.), Survival +4, Swim +9
Languages Abyssal, Common, Elven
SQ disruptive shot, gunsmith, monster lore +2, musket training, solo tactics, stern gaze +6, stranger's
fortune, track +6
Other Gear +2 mithral agile breastplate , +1 flaming reliable double-barreled musket , alchemical cartridge
(paper) (20), 150 gp
—————
Special Abilities

Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (12 rounds/day) (Sp) Discern Lies at will
Disruptive Shot (DC 18) When you hit an arcane spellcaster or a creature that uses spell-like abilities
with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he
takes a -4 penalty on concentration checks for 1 round.
Duck and Cover Take adj ally's roll for Ref (but drop prone). +2 cover vs. ranged att if they have a
shield.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Greater Bane (+2 / 4d6, 12 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Inquisitor Domain (Black Powder Inquisition) Deities: Any (with GM approval).
Granted Powers: You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. When
you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack,
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Musket Training (+7, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill
with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when
she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Signature Deed (Deed: Dead Shot [Signature Deed] [Ex]) Pick a deed that you have access to and
that you must spend grit to perform. You can perform this deed for 1 fewer grit point (minimum 0). If the
amount of grit needed to perform the deed is reduced to 0, you can perform this deed for the normal acti
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stranger's Fortune (3/day) (Ex) Ignore a firearm misfire.
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate
action
Track +6 Add the listed bonus to survival checks made to track.

lets look back at this offense tab shall we?

"Ranged +1 flaming reliable double-barreled musket +24/+24/+24/+19/+14 (1d12+29/19-20/×4 plus 1d6 fire)"
this is with Judgement active (seeing as its going to be only one combat we take part in, and the gm is going to give both parties time to buff... ive also activated a number of my spells and other abilities) both parties are confined to normal races, so bane will not be an issue, with both knowledge checks and spells at my disposal during the buff period...) but even so, this is without Bane, and without haste... assuming reloading isnt an issue, and that i will gladly spend grit to reroll missfires, not to mention im hitting Touch AC, from greater invisibility, as well as with oil of silence... i pity the other team. i added up the damage, and with everything active assuming 5 hits my minimum damage, with no crits and with all 1's on the d12's, is 195 per round, not counting Haste... is there any class that can live that at level 12?


Soul wrote:

Human (Taldan) gunslinger (musket master, mysterious stranger) 12/inquisitor 12/gestalt 12 ( Pathfinder

Just FYI, I don't have any experience with Herolab, but according to the PRD:

http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/gunslinge r.html wrote:


Musket Master
<snip>
Musket Training (Ex): Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a musket master never misfires with a two-handed firearm. This replaces firearm training 1, 2, 3, and 4.

and

http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/gunslinge r.html wrote:


Mysterious Stranger
<snip>
Stranger's Fortune (Ex): Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action. This ability replaces gun training 1.

Yes, one says "firearm training" and one says "gun training" but they are the same ability, so they (at least normally) can't be combined. If your GM allows it, that's a different story.

Not that losing it would impact your character much :) Looks great, tho! Gestalt gunslingers can be game killers :D


I believe you should rename him Solomon Kane.


hmph, haremlord, it doesn't say Mysterious Stranger replaces Firearm/gun training at all in herolab, which could just be an error. ill look into it and see if its a mistake, an edit, or if the GM even cares. for some reason he seems to want to show his players what a well-built character can do, something about an average party dpr of 50 with good rolls... so uh... i didnt even mean to build soemthing that'd destroy them in so many rounds. The GM has said, since i last spoke to him, that a gunslinger can only carry 20 alchemical rounds (well... whatever... ill just kill them 3 shots at a time instead of 6...) and that we will have time to buff prior to the fight... all i can say is im sorry.


Soul wrote:
hmph, haremlord, it doesn't say Mysterious Stranger replaces Firearm/gun training at all in herolab, which could just be an error. ill look into it and see if its a mistake, an edit, or if the GM even cares. for some reason he seems to want to show his players what a well-built character can do, something about an average party dpr of 50 with good rolls... so uh... i didnt even mean to build soemthing that'd destroy them in so many rounds. The GM has said, since i last spoke to him, that a gunslinger can only carry 20 alchemical rounds (well... whatever... ill just kill them 3 shots at a time instead of 6...) and that we will have time to buff prior to the fight... all i can say is im sorry.

No reason to be sorry :) Just thought I'd let you know in case there were any questions later.

If you have a high enough UMD, get a wand of Abundant Ammunition. "You can only carry 20 alchemical rounds you say? Well, they aren't magic, and it's just for one fight, so my wand of abundant ammo let's me pull out as many as I want."

The other day, for an 8th level gestalt-mythic game (yes.. OP, I know :D) I made what is basically a sohei pistolero (with a dip in weapon master) so he can flurry with his gun (also why I knew that Mysterious Stranger doesn't work with Musket Master, because I originally wanted it with Pistolero). And with Sohei there's no "Rapid Shot doesn't work" nonsense like the Zen Archer :D We have advanced firearms (the kind that normally reload on a move) so with Rapid Reload they can be reloaded as a free, allowing for 7 shots a round (with flurry, spending a ki point, and mythic rapid shot)... each dealing 1d8+20 (with mythic deadly aim) and resolved as a ranged touch out to 5 range increments (which with the limitless range mythic path ability is 500').

Like I said, gestalt gunslingers can break games.


Oh, and I _think_ they used to be able to be combined. I have this vague recollection of a friend of mine making a Pistolero-Mysterious Stranger, but somehow that got changed later. I can't say for certain, however.


As already notet there is problems with the build. And you should get the Spell Named bullet, it is a level 4 Spell but well worth it.


eh, the GM says he doesnt mind if i combine the two. dont know for whatever reason he wouldnt mind but OH WELL. he wants me to kill the party ill kill the party.

Grand Lodge

... Gesalt with a gunslinger.....

You could cross gunslinger and commoner and still come out a player killer (even flipping gesalt rules to take the worse of the 2 options each level, you would still bump off something each round). To add to that, inquisitor is a very strong class in it's own right.

In other words, if it feels dirty, that is because it is, very very much so. Still, if the GM does not mind, go for it. Enjoy blowing holes in people.


Soul wrote:
.. some reason he seems to want to show his players what a well-built character can do, something about an average party dpr of 50 with good rolls..

Combined with this

Soul wrote:
eh, the GM says he doesnt mind if i combine the two. dont know for whatever reason he wouldnt mind but OH WELL. he wants me to kill the party ill kill the party.

He will only succed in showing what you can do with GM Fiat. Pehaps he is just tired of the game?


so if anyone is wondering how it went... our wizard scries then and figures out what road they would be on, we set up an ambush.

knowing that the enemy party is reckless we picked an area that suited our needs well, our fighter/rogue hit in the tall bushes along one side of the road with a 45 stealth, our wizard/druid stood in the center of the path knowing that the enemies transformation wizard/druid/monk would dim door up and attempt to grapple him. as soon as the enemy wiz transformed and jumped in my gunslinger blasted him using oil of silence, greater invisibility, and full buffs, as well as Bane and Judgement... and rolled a 19 on the die backed up with a 43 (9+30+4) to crit... 4d12 gave 32 damage +(29*4) +21 from 5d6 for a total of 169 damage on the first shot... outright killing him. the rest of the enemy party was a little bit smarter, but without their tank they didnt last much longer. i used a total of 8 bullets, but 3 of those were completely wasted from firing my doublebarrel musket at people who were already dead.

the thing i dont get is that while everyone was upset at the fact that they didnt even manage to do damage... they were glad to get to start a new campaign. i dunno about you but i tend to get attached to my characters.


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This game sounds like a cautionary tale gamers tell each other when discussing toxic play styles.


Doomed Hero wrote:
This game sounds like a cautionary tale gamers tell each other when discussing toxic play styles.

are you saying ive been toxic? i only did what i did at the behest of a gm and some of his players. i actually told both of them, after it was built, that the thing i had created should never have existed, but i do agree. the table needed to see what the difference working together and playing as a team can cause. and i hope that they did learn something. plus, seeing as they werent even upset about the deaths of these characters... eh, maybe its a case of a bad gm.


I didn't say you. I said the game. How much you contributed personally to a toxic play style is impossible to judge.

Mostly it sounds like a failure of creative agenda than anything else.

Grand Lodge

I Like the Mysterious Stranger/Divine Hunter Paladin Combo myself. I'm just waiting for the next Gestalt game to roll around.


Fruian Thistlefoot wrote:
I Like the Mysterious Stranger/Divine Hunter Paladin Combo myself. I'm just waiting for the next Gestalt game to roll around.

Just out of curiosity, why Divine Hunter instead of Holy Gun?


Because Divine Hunter gets you a feat and some random crap instead of some proficiencies you don't need, the "everyone smites" ability and some immunities that you aren't desperate for with your saves the way they are. It has some merit as an archetype, especially early on.

Holy gun trades smite and detect evil out for smiting shot, which is utter garbage. It also gets you some proficiencies and feats that are redundant with Mysterious Stranger.

Grand Lodge

Because divine hunter offers better abilities. Smiting shot sucks compared to smite which works in both ranged and melee weapons.

Divine hunter also gives point blank shot so it removes a feat tax.

Mysterious stranger offers enough gun using package. For a paladin.

I would use dangerously curious trait as well for using scrolls and wands to hyperdrive This cha based nightmare.


This is a good example of why I do not like PvP in PF. Soul, I understand the causes for why you did what you did, but this kind of party nuking isn't in the spirit of the game. In the end, DND-esque RPG's aren't about perfect tactical efficiency alone, but instead primarily a story game.

Don't get judgement from this; I am a massive min/maxer when allowed to be. The DM is god though and should never need to prove it by flawlessly executing a TPK that he/she could do at any moment with any OP monster/NPC they can dream up.

PF is a hosted story game. The DM is the guide for the players; not the axe that beheads them. That role should fall to a suitable dramatic villain.

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