How would you build a heavily armored gun user?


Advice


I'm curious, how do you make a decent gun user that uses heavy armor? I love the idea of a heavily armored gunslinger


heavy armor gunslinger archetype


plaidwandering wrote:
heavy armor gunslinger archetype

Ahh yes the gun tank, while I like it, it's not very good...or at least I've never figured out how to properly use it.

But it works none the less.
Any other ideas?


An eldritch archer magus can use a number of helpful spells for a gunslinger with spell combat. They don't get heavy armor until 13th level but if you're looking at higher levels it's an option. Note the artful dodge feat if you're not pushing dex high due to heavy armor.

Occultists with the battle host archetype can get an unbreakable gun and all the armor proficiencies. The base occultist and some archetypes can get ~ full BAB from the trappings of the warrior panoply on the other hand, and psychic casting/mental focus works regardless of armor or free hands.

A luring cavalier can combine mobility, ranged attacks and heavy armor fairly well.


Ooh neat, I like the idea of a gun toting occultist.
These are really cool concepts


Another option is the Musketeer Cavalier mixed with either Gunslinger-Gun Tank or Fighter.

The biggest issue you're going to have is the max DEX heavy armor has hindering your attack rolls. You can work around that with Armor Training from Gun Tank or the Fighter class.

Musketeer, being a Cavalier, gets the Challenge ability which will improve your accuracy and total damage against a designated target.

There is also a Swashbuckler- Musketeer. They don't offer much for heavier armors so you would need to multiclass with one of these others but Swashbucklers get lots of neat features.

Gunslingers and the Fighter- Trench Fighter offer bonus damage on Firearms equal to DEX mod as well.


plaidwandering wrote:
heavy armor gunslinger archetype

Now I want to play a gun tank/bolt ace and basically be the Arbalest from Darkest Dungeon.


Add to the gun tank 2 levels of alchemist.
At lvl 2 you get your discovery.

Discovery: Vestigal arm.

As the gun tank is proficient with tower shields, have that arm carry the tower shield, while you attack with your normal arms.

Maybe you have this, but with a musket.


X levels of fighter (possibly mutation warrior), 5 levels of gunslinger (musket master).

Weapon Training is good.

Advanced Weapon training is better.

You don't want more than 5 levels of gunslinger anyways.

Mutation warrior can give you extra arms, just don't be a putz and build a dual wielding pistol build.


You'd need 4 arms for that reloading. ^^


Chyrone wrote:

Add to the gun tank 2 levels of alchemist.

At lvl 2 you get your discovery.

Discovery: Vestigal arm.

As the gun tank is proficient with tower shields, have that arm carry the tower shield, while you attack with your normal arms.

Maybe you have this, but with a musket.

That gives me a great idea! Forget a musket, if you have a 3rd arm holding a Tower Shield then carry a Culverin! Use the Tower Shield as a brace and obliterate crowds! XD


Now i had to look up the culverin. That looks pretty sweet, actually.
Except for what it costs.

Firearms statistics wrote:

Culverin

Cost: 4,000 gp, (S) 2d6, (M) 2d8, Crit ×4, Range 30 ft., Misfire 1 (10 ft.), Capacity 1, Weight 40 lbs.


Very true, it's expensive. However, Gunsmithing allows you to craft it at half cost in only 2 (maybe 4) days ;)

Also note that if guns are common that price gets a major reduction!

Firearms in Your Campaign wrote:

Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

1000g; 500g to craft or 400g; 200g to craft


Doesn't that make one want to place that sort of guys in a homebrew?

Edit: ...and i just answered my own question, in the future, this sort of guy will be heavy troops in the enemy forces. :D

Gang up on my soldiers now, guys, i dare you.


I have a dwarf Gun Tank/Warpriest (Forgepriest) in Iron Gods and it's working out quite well (in that I rarely get hit). As a dwarf, I don't worry about my armor slowing me down. I crafted mithril plate, so my Dex bonus isn't going to waste, and Armor Training means that my Max Dex will be increasing with my level increases for a while yet. I use a buckler and pistol so I can reload, and pull out a dwarven waraxe when things close with me. I'm working toward the Deft Shootist deed so I can keep reloading and firing in melee.

Bullet deflection has even turned out to be handy for dealing with laser weapons, though that's unlikely to be helpful outside of Iron Gods.


Chyrone wrote:

Doesn't that make one want to place that sort of guys in a homebrew?

Edit: ...and i just answered my own question, in the future, this sort of guy will be heavy troops in the enemy forces. :D

Gang up on my soldiers now, guys, i dare you.

Okay:

  • Irfit Battle Poi+Blistering Feint+that cape that lets you feint everybody you can see. Hangs outside of first range increment.
  • Geokineticist; at will AoE, battlefield control, DR and earth glide (for assassination)
  • Skald with linnorm death curse powers
  • Alchemist with Implant Bomb
  • necromancer with a ton of Burning skeletons with implanted bombs

Anybody else want to contribute? :P


Haywire build generator wrote:

Chyrone wrote:

Doesn't that make one want to place that sort of guys in a homebrew?
Edit: ...and i just answered my own question, in the future, this sort of guy will be heavy troops in the enemy forces. :D
Gang up on my soldiers now, guys, i dare you.
Okay:
Irfit Battle Poi+Blistering Feint+that cape that lets you feint everybody you can see. Hangs outside of first range increment.
Geokineticist; at will AoE, battlefield control, DR and earth glide (for assassination)
Skald with linnorm death curse powers
Alchemist with Implant Bomb
necromancer with a ton of Burning skeletons with implanted bombs

Anybody else want to contribute? :P

Joker. ^^

But sure, mass fireballs
Your necromancer would have to be part alchemist, btw, for implanted bombs. :)

Chain lightning.
Alchemist with explosive missile and true strike.

But often the melee like to get up close, so that's more my thought of the dare. (towards the ones who will then be at the table)

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