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So, Heroes of Golarion introduced a collection of feats for the use of firearms in Arcadia, where black powder and ammunition is even rarer than the Inner Sea Region outside of Alkenstar. Of particular note is the feat 'Spell Cartridges'.

https://www.d20pfsrd.com/feats/combat-feats/spell-cartridges-combat/

With Arcane Strike active, it allows the wielder of a firearm to fire a force bullet (1d4 per 5 CL) with the range and crit modifier of the base firearm, without the use of black powder or ammunition. What build can make the best use of this?

Things to remember:
No reload time!
As long as you're taking at least five levels of Gunslinger for Gun Training, damage die size isn't of great concern.
Dual-balanced weapon modification will open up greater viability for dual-wielding firearm builds, now that reloading is resolved.
Check with your GM if Stock-Striker Style's last benefit will work with TWF feats as it will with Weapon Finesse.
Pirates and corsairs, enjoy your waterproof firearm solution!
Possibly no noise or muzzle flash anymore? Sniper builds? Check with GM if this will affect any Gunslinger deeds which may have a 'physical' component, like Distracting or Menacing Shot.
The ONLY standard Gunslinger deed which requires the expenditure of ammunition is the Stop Bleeding function of Utility Shot.
Force bullets still target touch AC, and remain viable for Deadly Aim.
Spell Cartridges is NOT a standard action to use, so full attacks are still in play.
NO RELOAD TIME!

For builds that use spellcasting levels as more than a dip (4th level spells minimum), consider the upgraded feat:
http://www.d20pfsrd.com/feats/combat-feats/infused-spell-cartridges-combat/

Need to get around an energy immunity (WE'RE LOOKING AT YOU, FIREBRAND ARCHETYPE), or exploit a vulnerability?
https://www.d20pfsrd.com/feats/combat-feats/dragon-shot-combat-grit/

Those are all the highlights I can think to connect with this at the moment. Please discuss. (:


(I can't believe I'm the first person to bring this up in CharOp.)

So, Martial Arts Handbook finally gave us the archetype for run-and-gun/gun-fu that we've deserved since the inception of the Gunslinger class, The Black Powder Vaulter.

The swaps:
Gunslinger's Dodge >> Daring Vault, swift action and 1 Grit for a 20' boost to speed, and the ability to parkour from one wall or fixed surface to another.
Deadeye >> Mobile Reload, a 'have grit' deed that lets you reload as part of a move action, as long as that reload would be a move or swift action (free action isn't mentioned, and might be an intentional prevention of abuse with advanced firearms). At third level, this works with...

Gunslinger Initiative >> Shot On The Run. Got Grit? You've got this feat! (With firearms you're proficient with.) At 7th level, you can combine this with the Targeting deed.

Startling Shot >> Art of the Gun. As long as you've got grit, reload and fire all you want! It won't provoke A's of O! Firearms you wield now also threaten, with your choice of either Pistol Whip or firing a loaded firearm for 1 grit.

Epert Loading >> Dual Shot on the Run. You can now make two shots when using Shot on the Run.

With all that to digest, two options jump out at me as synergizing with this. Gun Scavenger, although it will take away your option for Targeting On The Run, will give you consistent access to either another 10ft of range, or the Distant enchantment. Combined with Mobile Reload and Daring Vault, even the most meager of one-handed firearms should be able to reach your foes.
The other option is Spring-heeled Style. The third link in the style chain is unnecessary with Dual Shot on the Run, and while the second benefit of the initial style feat (avoiding provoking AoO) will be covered by Art of the Gun, you'll still get a nice attack bonus, and Spring-heeled Sprint will push to cover truly ridiculous amounts of ground when combined with Daring Vault.

Other thoughts? Thoughts on this archetype in general?


Okay, so this concept is just in it's earliest inception, but I figured I'd see what ideas could get thrown at me.

A human Barbarian, with the House of Green Mothers Pupil trait, can start play at first level with an Animal Companion and a Familiar at full levels equal to their level (character level for Familiar, Barb class level for the Animal Companion).

Animal Companion - Trumpeter Swan
Familiar - Chicken

I don't know how optimal the Swan is, and I know the Chicken is sub-optimal, but dammit, have you seen either of them get mad? I can hardly think of more fitting war beasts for a barbarian.
Is there any 4 level or less dip that would be worth it, as long as it was combined with Boon Companion to keep the Swan up to speed?

The Chicken would have the the Mauler familiar archetype, and I'm considering the Wrecker or Bully animal companion archetypes.

Thanks for any advice.


Getting ready for a sci-fantasy game with a friend, inspired by Final Fantasy D20, and I was reminiscing back to the magic gunman from Final Fantasy Unlimited. I can think of a few different concepts off the top of my head for assembling specialized magic bullets, so I wanted to see what ideas might be offered.

Any of the following, save Gun Chemist, would be using Words of Power:

Spellslinger Wizard(1)/Sorcerer(X) (Psychic bloodline is jumping out at me, but I forget why...)
Mysterious Stranger Gunslinger (5)/Sorcerer(2)/Arcane Archer (GM permission to adapt for firearms)
Gun Chemist Alchemist (X)
Eldritch Archer Magus (X) (So sad this doesn't stack with Eldritch Scion, as I really prefer spontaneous casting...)

Any input appreciated. I love the 'lego brick' style of magic that Words of Power enables, particular from a gun mage perspective. Thank you.

ETA: The priority is for multiple 'elements' (damage type or otherwise) combined into individual bullets, more than just high numbers for enhancement bonuses or other static damage mods.


So, it finally hit the SRD, so I'd like to ask for advice in optimizing the Firebrand Gunslinger archetype. This is a gunslinger that believes there is one solution to all problems, and it is fire.

What you gain: Non-stacking Cha-based Bombs as an Alchemist of your level minus 4, constantly under the effect of the Explosive Bomb discovery, Cha-based Grit and Cha-increased save DC's for Dragon's Breath alchemical cartridges (at the cost of 1 grit point per round). Direct critical hits with bombs will restore grit, in addition to the usual killing blows and critical hits with firearms. DB cartridges will also scale in damage by 1d6 every 4 levels, starting at level 4. Misfire chances for DB cartridges are also reduced.

What you swap: Deadshot, the Gunslinger's Vital Strike With Better Crit Chances gives way to Big Boom!; for the cost of a daily bomb use and 2 grit points, you can make the following attack:

Big Boom!:
"As a standard action, the firebrand shoots a 30-foot cone of fire from the barrel of her gun. The firebrand designates one creature in the squares affected by the cone to be the target and makes an attack roll with her firearm against that creature; on a hit, the target takes damage as if it were directly hit by both the firebrand’s firearm and her bomb. Creatures in all other squares in the cone (as well as the target’s square, if the gunslinger’s attack missed) take splash damage as if they were in the area of the firebrand’s bomb, with a Reflex saving throw for half damage. (The DC of this saving throw is equal to 10 + half the firebrand’s gunslinger level + the firebrand’s Charisma modifier.)

What you lose: bonus feats, deadeye, gun training, and the ability to choose a battered firearm other than a dragon pistol.

It's a terribly fun archetype at face-value, as long as you're not in a heavily fire-resistant campaign, but you better have some high level healing or defense ready to back you up, to compensate for the short-range/front-line demands of the Dragon Pistol.

Please discuss what optimization would be different from the standard Gunslinger.

Bonus: The Firebrand will stack with the following archetypes: Gun Tank, Gunner Squire (I mean, you can, but why would you?), Maverick, Mysterious Stranger, Thronewarden, and Wyrm Sniper.

You can actually take Firebrand + Maverick + Mysterious Stranger, Thronewarden, or Wyrm Sniper.
If you want to get TRULY ludicrous, you could even go Fb+Mav+MS+WS, but again... why?


Is there any fighter archetype or other trait or feat that allows Improvised Weapon as a valid group selection for Weapon Training? I'd like to know about any options for empowering everyday objects with the Warrior Spirit AWT.

Magus, Bloodrager, Occultist, etc, options are also welcome.

Or is Feral Gnasher still the standard for Improvised Weapons? (Was it ever?)

Thank you for any input. (:


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Okay, bit of a mental exercise I've been kicking around, to see what is the most damage that can be placed on a single crossbow bolt (outside of factors like Vital Strike and ability mods). Focus should be on modifications that don't allow a save against them.

We have to start with the Gastraphetes, for a base damage die of 1d12. Gravity Bow will boost that to 3d6.

Explosive Missile will allow the attachment of an Alchemist's Bomb, for increased scaling damage (and as EM is a standard action, we have less incentive to worry about full-attacking, so we only need to get the Gastraphetes down to a move action. Has there been any clarification on it for Rapid Reload?).

The alchemical tool, Unstable Accelerant, will add another 1d6 to the bomb damage. Not sure how this interacts with...

The Conductive weapon property will allow two bombs in one piece of ammunition with Explosive Missile.

Slow Burn arrows/bolts deal 1d6 the following turn, after a successful hit.

Splintercloud arrows/bolts deal 1d3 on impact, but can be negated with a save. Can alchemical arrows be combined?

Anything else to add?


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This enchantment grants a weapon's wielder usage of a single combat feat.

"The feat is chosen when this special ability is placed on the weapon."

Would that mean, like Bane, the same enchantment could be placed on a single weapon more than once, as the feats differ each time?

Could I have a +1 Training (Ricochet Toss)/Training (Impressive Grit)/Training (Trick Shooter) Chakram, with a cumulative value equivalent to a +4 weapon?

Piling on multiple feats with this method is still fairly restrictive, due to the wording: "That feat cannot be used as a prerequisite for any other feats and functions for the wielder only if she meets its prerequisites." Thus, you can't put the entire TWF/Trip/Disarm/etc chain on a single weapon.


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I'm preparing a thrown weapon user for an upcoming campaign, and while big damage numbers are always fun, I'd like to focus on spreading around special effects (party casters and Startoss Style) and ranged combat maneuvers (Ranged/Ace Disarm, Ranged/Ace Trip). This is about being able to hinder enemies as much as possible, and let the 2-handers and such dish out the real damage once they're down or disarmed.

Area of consideration, in no particular order:

Classes
Brawler - Full progression of Martial Flexibility, but fewer weapon options. Proficient in javelin, but that won't benefit from Close Weapon Mastery. Wooden stake or wushu dart get CWM benefits, but with very poor range. Needs to take Martial Focus in order to get Ricochet Toss (which synergizes with Ace Disarm). Fewer combat feats than..

Fighter (no archetype) - Feats, feats, and more feats. Weapon Training opens up Ricochet Toss and the Ace feats, and Trained Throw and Focused Weapon are attractive AWT options. Gets all martial weapons.

Fighter (Lore warden) - Best scaling bonuses I know of for all combat maneuvers.

Fighter (Martial Master) - Gets some of the Brawler's flexibility, making feat investment in Startoss/Vital/Targeting feat chains a little more merciful. It's a big slowdown though, compared to a pure Brawler. Can be combined with Lore Warden. Replaces Weapon Training, so Martial Focus will be required.

Feats
Ranged Disarm > Ace Disarm
Improved and Greater Disarm/Trip
Ranged Trip > Ace Trip
Trick Shooter (+2 on all Ranged Combat Maneuvers)
Startoss Style/Comet/Shower
Ricochet Toss
Deadly Aim and Quick Draw are prereqs for other feats

Thrown Weapons
Chakram - Martial, 30ft, d8 damage, need to wear heavy armor or deal with having to make Reflex saves when used for melee.
Javelin - Simple, 30ft, d6 damage, -4 penalty for melee
Atlatl - Martial, 50ft, d6 damage, see Kestros for other details
Kestros - Exotic (Martial for halflings, but increases the need for Focused Weapon) 50ft, d8 damage, like the Atlatl, negates the need for Ricochet Toss outside of Ace Disarm. Part of the Thrown weapon group, but uses ammo (possible exploits with Startoss Shower). Needs Rapid Reload for full attacks.

Combat Stamina is being given to Fighters (possibly all pure Martials) as a free feat.

Campaign will be running from 1st level with epic fantasy point buy. Personal preference is to not go with anything below an 8, after racial mods, for starting ability scores.

Any build advice is appreciated, and all Paizo material is allowed. Thank you!

P.S. Ranged Feint just makes me angry all over again that it's not a Combat Maneuver. :p


Okay, so, I've never made a secret of my personal aversion to playing prepared caster classes, generally preferring the freedom to cast as the moment demands, rather than just make my best guess about what the day will hold.

The Eldritch Scoundrel (and the new spellcasting Fighter as a runner-up), however, is sorely tempting. What means are there to improve the reactive ability of a prepared caster in general, and an ES in particular? Thank you.


Working on a chakram or boomerang specialist for an upcoming campaign and I'm trying to flesh out character backstory. I'm going to be using Startoss Style, Ricochet Toss, and as many Advanced Weapon Training options as possible. Leaning heavily on the Weapon Master archetype, although with GM permission I may go Eldritch Guardian with a monkey (or suitable Improved Familiar later on), although that limits me to boomerang, since I need to pick some manner of Exotic Weapon (EG-based familiar gets to share proficiency only when it's via combat feat).

They're a wanderer specializing in a single thrown weapon, history of using games of skill (ring toss, darts, billiards if there's a setting equivalent, etc). Trying to figure out the best deity for them.

I'm looking over areas of concern, and trying to determine what manual marksmanship and trick shots falls closest to. Not concerned about the 'prominence' of the deity, since I can't imagine myself pursuing Deific Obedience or any of the associated prestige classes.
Shelyn - art
Kurgess - competition, sport
Bharnarol - creativity, persistence
Svarozic - ingenuity, refinement

Any feedback on a deity selection, or general build advice, is welcome. Thank you. (:


So, if I'm interested in optimizing the sharing of combat feats with my familiar (Improved or otherwise), what are viable builds?

Goat I think is still the most viable Small familiar for combat, although I'm not sure about the full list of Improved ones. Synergize with a Natural Weapons fighter?

Monkey or something else with appropriate manual dexterity (hands) could be used for a build with an Exotic Weapon (proficiency feat gets shared).

What else could be effective? Not looking for full optimization, just able to keep up at an average table or in an Adventure Path. Thanks. (:


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Dirty tactics toolbox introduced a new racial trait for Kitsune. Nine-tailed Scion gives a +1 trait bonus to any racial spell-like abilities, and the ones gained from the Magical Tail feat. It also grants the option to take the magical tail feat whenever you would be granted a bonus metamagic, combat, or bloodline feat.

This means Kitsune fighters can have a whole host of HD-based SLAs online by sixth level, capping off with 2/day Dominate Person (5th level spell!).

The downside, obviously, is that the building is set in stone out of the gate. With one other trait to select, and freedom to choose archetypes as long as they don't interfere with bonus feats, plus equipment, what suggestions does anyone have on improving this?

For the sake of convenience, here is the lineup of abilities gained from magical tail:
disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person


I posted this in the Ultimate Combat errata thread, but I wanted to know if any groups have dealt with these questions in home games, or if anyone has encountered these issues in PFS. Thank you.

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There are no dual stats for the double weapon firearms.
- Dagger pistol, 1d4
- Sword cane pistol, 1d4
- Axe musket, 1d8
- Warhammer musket, 1d8

"The _______ is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon."

Are the damage die above (medium versions) for both the melee and firearm portions of the weapons, or only the firearms portions?

"A combination of a coat pistol and a blade, the dagger pistol can be used as both weapons."
Does this mean that the melee portion counts as a dagger, and can be augmented by feats such as Weapon Focus (dagger), and used for feats and abilities that require a dagger or light blade? Similar question for the other three weapons, with the appropriate weapon groups of their respective melee components.

Further question for the Dagger pistol and Sword cane pistol; these are one-handed double weapons, the only ones in the system that I know of.

The OGL rules for double weapons and two-weapon fighting state "You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon."
Does this hold true for these weapons as well, or would they incur no penalties since only a single one-handed weapon is being wielded?


I'm working on a guide to Variant Multiclassing from Pathfinder Unchained, and wanted to get some crowdsourced feedback before making the first version public. I generally don't like the "Tier" system, but understand it's recognition factor, so I'd like to know where people rank the various VMC options thus far.

Obviously, starting at the bottom, we have the Gunslinger, who I can only imagine being barely worth it for Fighter and Rogue builds, the former of whom can take the usual Feats and then retrain them as VMC takes over, and the latter of whom can do more or less the same, but with Talents.

A favorite situational of mine is the Witch VMC for natural weapon builds (Prehensile Hair and Nails hexes, plus a Mauler familiar | Fighter, Ranger, Monk). Wizard and Witch include a full level Familiar and are going to have some great options, due to the new wave of Familiar archetypes.

At the core of my tentative rankings is the simple question "Is this worth a feat?" Obviously, by that scale, Gunslinger fares poorly, as 3/5 of the VMC features are just feats themselves, and the other two take the place of what could be Grit Feats that grant deeds of the player's choice. On the other side of things, a Familiar at full caster level is worth three feats (Iron Will > Familiar Bond > Improved FB). Bravery is slow-going, but Armor Training front-loads a 1 point amelioration of ACP and gets rid of Medium Armor's encumbrance, and Weapon Training is equivalent to at least one Feat.

Along those lines, where would people put the other VMC options? Do you feel a Tier system doesn't work for them, as they're more build-conditional, as above with the Gunslinger? Discussion appreciated, and I hope to be able to put this guide up in the near future.


I looked through the Guide to the Guides, but didn't see anything applicable. I know one or two off the top of my head, but is there a complete listing anywhere of the weapons that can be used with Weapon Finesse, that aren't specifically noted in the feat itself (Light weapons, elven curve blade, rapier, whip, spiked chain)?


Each of these weapons is declared to be a combination of their respective melee weapons and a coat pistol, and the stat-blocks in Ultimate Combat gives the normal coat pistol damage/range/etc. How would TWF penalties be calculated for a double-weapon that is wielded entirely in one hand?

The standard for double weapons is as if wielding one one-handed weapon and one light weapon, so how does that resolve against a one-handed weapon (firearm) and still having a free hand?


Playing a Bolt Ace through Wrath of the Righteous with a great group of players and GM, so I've actually got the luxury of looking ahead to higher levels. I'm looking to maximize the number of attacks I can get with heavy crossbow, and I've got two builds in mind.

Details of build so far HERE, inclusive of campaign bonuses and Mythic so far. Hammer The Gap may be a placeholder for now until I can take Improved Crit. Tentative plan for Mythic is to continue with Tactical Genius and add a greater 'pool' of Teamwork feats.

More attacks = more chances to crit with that sweet x4 multiplier, on top of regularly-supplied Gravity Bow and/or Enlarge (separate quiver of bolts), so here's my two options so far:

Going full TFW, with a two-level dip into Juggler Bard. This gets an additional 3 attacks in a full-attack, and synergizes with Hammer The Gap as well. However, I'm aware I'm going to have to swallow some big cumulative penalties (-4/-4 for one-handing Heavy Crossbow, -4/-4 for two one-handed weapons). Those will be mitigated for the most part once I get to 11th level and can snag Signature Deed and always be targeting touch AC.

Losses for this option are 19th level deeds, 1 point of BAB, and True Grit (with retraining Signature Deed, this allows me to target touch and inflict bleed with every attack, and only pay one Grit point to inflict ability bleed damage).

The other option is Snap Shot, with the following progression: Snap Shot > Improved Snap Shot > Combat Reflexes > Dodge > Mobility > Combat Patrol. Sacrifices no BAB or levels of Gunslinger, and ultimately lets me threaten a 35' radius area. I plan on being in the thick of things already, due to great defensive support from our party's barbarian, and the plan with Tactical Genius.

Thoughts on which is the better option, or possibly a blend of the two? Thanks!


Okay, we've all heard most of the good word about Gun Twirling to help with TWF firearm builds, or just iterative attacks in general. Just to make sure I'm not missing anything: Is there some secret to getting reloads out of holstering and unholstering, or is it just dependent on having multiple guns?

Okay, now that that's out of the way...

Two levels of Juggler (Bard Archetype, Ranged Tactics Toolbox) gives our firearm user an 'extra' hand to use for reloading purposes, while dual-wielding (double pistols or pepperboxes, assuming no access to advanced, in which case we opt for revolvers). We also get Deflect Arrows as a bonus feat (noteworthy that it doesn't use your immediate action, which we already have marked down for Gunslinger's Dodge), and Evasion, which will make the Dex-hungry Gunslinger (who normally doesn't get this until 15th level) happy. There are some other early level Bardic goodies as well, but my main question for this part is what would be the best cantrip and 1st level spell selection?

Looking further ahead, as at 13th level we'll be cranking out three attacks per hand (at this point we either need pepperboxes or revolvers, or reduction to free action reloads, to get our full yield). At this point, we should look at the synergy between the Bard dip and Mysterious Stranger.

Gun training is a big loss from the Mysterious Stranger, but higher Charisma and Focused Aim lets us put a band-aid on that, and Signature Deed lets us keep it on all the time (in-turn only, Snap Shot builds should avoid this) for the cost of a swift action per turn. Investing in scrolls or wands of Eagle's Splendor* will advance this damage nicely. Builds without advanced firearms are also /really/ going to shine here, since starting at 5th level, Mysterious Strangers can ignore a number of misfires per day equal to their Charisma modifier with Stranger's Fortune. This helps make up for the higher misfire rate of early multiple-shot firearms.

*Another option for Eagle's Splendor (and Cat's Grace, for that matter) is taking Bard to 4th level, which gets you 2nd level spells, and doesn't slow down BAB/TWF progression any more than the initial 2-level dip. It will significantly slow down Signature Deed and Stranger's Fortune though, so decide what's more important to you. Mysterious Stranger builds should want /at least/ 14 Charisma, especially by mid levels, so that's enough to get us a bonus 2nd-level spell.*

So, again, what should be the spells known suggested for a build like this? Feat progression outside of TWF tree is also requested. Thanks! Hope this gives other people some ideas as well. (:


We just hit level 6, gained our mythic tier, got a bunch of ammo and raided a secret armory, and now have some funds to go shopping and equip ourselves with.

GM allowed me proficiency with all exotic crossbows, so I've got non-magical Crank, Launching, and Stonebow crossbows in the bag of holding, and my main weapon is a +1 Heavy Crossbow with a Light spell attached to it (my character is the only practicing Iomedaen in the party, so I've triggered a number of moments of divine assistance, apparently).

All Paizo sources allowed (no 3p); currently have 11000gp to spend, with a price cap of 4000 per item. Definitely planning on a Belt of Incredible Dexterity, but open to other suggestions. Thanks. (:

ETA: I should probably also mention that I have the Child of the Crusades trait, and am entering the Marshal mythic path. Looking at gaining a Legendary item as my first mythic ability.


I was looking over the special conditions for this fun large damage die weapon, and naturally thought of Combat Patrol's enabling extra attacks of opportunity across a larger area. So I was looking for two pieces of advice.

1. How to get the most range out of the Flying Blade's threatened area? This applies not just to weapon reach, but also to base speed, as Combat Patrol is still limited by the wielder's speed.

2. How to enable to most attacks of opportunity per round? Combat Reflexes is a pre-req for Combat Patrol, but at what point does the increased DEX (in point buy) start becoming too cost-intensive in terms of Attack and Damage bonuses?

From the SRD on each:

Flying Blade
Benefit: You fight with a flying blade by spinning it about your head or by snapping it toward an opponent. The flying blade is a clumsy weapon and receives a –2 penalty on attack rolls, but when you make attacks of opportunity provoked by movement, you receive a +2 bonus on attack rolls instead of the penalty.

Combat Patrol
Prerequisites: Combat reflexes, Mobility, base attack bonus +5.

Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.


Can someone give me a pluses and minuses of either option? Assuming reloading has already been handled (either via pepperbox or revolver, or other shenanigans).

For reference:
http://www.d20pfsrd.com/classes/base-classes/gunslinger#TOC-Deeds (Deadshot at level 7)

Thanks! :)


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Without turning to houserules or fan conversions, what is the best way to recreate the feel and function of the Warmage in Pathfinder? More military (and artillery) than the Magus, but less a pure caster than a Wizard or Sorcerer.

Any combination of classes or PrC's is fine. Prefer a method that doesn't rely on race-specific shenanigans.

Requirements of function:
Stronger HP than an average 'pure' Wizard or Sorcerer.
Wide selection of offensive spells; covering all energy types OR with a way to get past resistances/immunities.
Capable of adapting to changing conditions with spell selection.
Ability to cast in light armor and/or light shields without penalty, eventually progressing to medium armor.
Bonus Feats focused on expanding spell list OR providing Metamagic effects without using higher-level spell slots.

A way to include a comparable function to Warmage Edge (secondary/tertiary ability modifier to spell damage) would be nice, but I don't think it would be considered as 'defining' as the other elements.

Thank you for any constructive suggestions. (:


I'm looking over options for a feral character, who shuns most trappings of society, but still feels compelled to act by their god. I was considering a Half-Orc with the Toothy trait (or possibly a human with the Racial Heritage feat, half-orc or other bitey options) as a Warpriest of Apsu. Scaling damage to the bite seems like a solid course of action, and Apsu also favoring the quarterstaff means (if I'm understanding the grounds where certain improvised weapons count as the normal weapons anyway), he has a good chance of scrounging up a suitable alternative on the fly if he can't use the normal enchantments on his bite.

Now, in light of the limitations on natural vs manufactured weapons, and the enchantments that can be placed on them, am I better off just dipping Warpriest for a few levels to move the bite along, then taking levels in Feral Gnasher (using Racial Heritage as appropriate) to get more utility out of the bite? Improved Natural Attack requires BAB+4, so I'd get to that faster with levels in Barbarian, but Sacred Weapon is fixed scaling, rather than "category" increases, right?

Usual complement of Throw Anything and/or Catch Off-Guard is expected, along with Surprise Weapon (unless there's a trait I'm missing that doles out a flat bonus to natural weapons).


Looking at options for a dual-wielding gunfighter and the Two Weapon Warrior fighter archetype caught my eye, for the reduction of TWF penalties, particularly when using two one-handed weapons, such as double barrelled pistols.

Putting aside reloading issues (no Alchemist or Summoner dips, I'll probably be starting combat with use(s) of a Wand of Reloading Hands), what kind of feat load-out should I be looking at besides the basic TFW, Improved, Greater? Current plan is to take Fighter at first level, with Amateur Gunslinger (choosing Deadeye deed). 2nd level will be Gunslinger (Pistolero) NOT trading in for Extra Grit, so I would have both Deadeye and Up Close and Deadly. 3rd level onwards would be Fighter progression, for feat purposes and to get the level 11 and 15 'balance' features from Two Weapon Warrior.


Hoping for more Gunslinger options and archetypes. :)


Looking for advice on a spell list to build up. DM has given permission to adapt Arcane Archer's weapon requirements to guns and bullets, rather than bows and arrows. The only definite choices are Magic Missile and Fireball. All other suggestions, with levels listed, are welcome. Please indicate sources of spells if not in CRB or UM.

Thank you. (: