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          | Blazrath's page Organized Play Member.  12 posts. No reviews. No lists. No wishlists. 1 Organized Play character.  |  
  
  
	
	
	
		
			
    
     
        
  
            
	  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             Horas Ebonfeather wrote:  Another place to look is the alchemist alternate class the gun-chemist.  When mixed with gunslinger you can have a lot of fun and dish out a lot of damage in one shot. Also the use of alchemical ammo does not hurt your misfire chance.  This looks like something fun and could be spun into it's own thing, I'll keep that for a different character, maybe a pistol user.
 avr wrote:  If you're still looking at one shot per round then ranged feint & improved feint work. If you're dropping that idea then deadly aim/clustered shots are good. Deadly aim/snap shot could be fun to use either way. Or you could use those slayer talents for rogue talents and get combat trick (whatever) and maybe slow reactions. But yes, rapid reload/IPS is a valid choice too. It leaves you with even less teamwork feats you want but that's not its fault. 
 Feint could be fun to add in, clustered shots I would probably swap in and take out vital strike stuff so even more open slots, snap shot I've never been a real fan of it and I can't place a reason why right now.
 IPS is definitely on the chopping block and could be dropped, while rapid reload I kinda go back and forth. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             Meirril wrote:  Lets try to answer these in order.  1) instead of leadership you can literally take animal training and train a monkey to blow a horn of fog on command. Then you'll need to make skill checks during combat to get the monkey to do it. Anything with hands would work. Or you could kick out of the Horn of Fog idea and go with an Ever Smoking Bottle. The problem with that is it covers such a huge area that nobody will be able to see without some magical help.
 Nah, I understand that and like the idea. I was just saying that as a "I don't have experience with that feat, so I needed time to read up on it". With a new potential gaming group, could see that being viable. But I got the concept, having an npc help create concealment.
 Meirril wrote: 2) Snipers Goggles lets you do sneak attacks at any range. Normal rules say sneak attack has a max range of 30'. Also if you can use an Advanced Firearm like a Riffle it gets touch attacks in the first 5 range increments instead of just the first like a musket. True, just need to find a gm that would allow that for higher levels gameplay.
 3 is a good explanation of the rules that I didn't realize I didn't have a good grasp on. And with that, it would make it to where each iterative attack in a single round would have the sneak attack dice? 4) I was just proposing this as a switch in to remove Vital Strike and Improved Vital Strike, thus allowing some feats to be shifted down to be useful at a sooner time. Though it is full round and is only so many dice. AVR, totally agree with you now on the 5 levels of Gunslinger being a deathblow to the build after running numbers. As for improved precise shot, if improved precise shot was being acquired by a slayer talent, is it worth it then? If not, which 2 talents would work well with this then. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             Sorry Meirril, I didn't mean to ignore your idea, it's just was an unspoken rule in my old gaming group to never take Leadership feat so I literally never looked at it and needed to put myself through a crash course on it. Anyways, the idea seems cool and can be very helpful. From your build it seems like there's not a real way to increase touch a.c. attack past the first range increment as the sniper goggles and the scope as far as I can tell do not stack. Then I might be wrong, but isn't after the first attack hits it's no longer a sneak attack and therefore lose the damage dice for further iterative attacks? The wizard cohort definitely seems to help with additional rounds after the first to get sneak attacks though. An idea was thrown at me from a friend to go for a feat called Impressive Grit to get the deed Dead Shot to replace vital strike build in here, but I haven't got a clue as to how Named Shot would factor in, if at all, for such a deal as each attack that hits is a crit threat, but does it do crit damage on each attack. Past that the feedback is useful in cutting a really rough rock down. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Yep, which is why I dropped the damage to 15 in the calculation, not 30. And why looking at a 5 level dip in gunslinger for this really crippling in all honesty. When I did this originally, I did first level, 20 then 16 and in naivety assumed that it would just scale somewhat to form, maybe a slower rate. But looking at this the 5 level dip makes it mediocre and then has a big jump around total level 15 where 4th level spells come into play, but thats not really a good plan. Pushing everything back a level seems to be fine though, with bane kicking in level 6, named bullet at 11 and Greater Bane at 13 with a total of 6d6 for sneak attack damage. Then having Greater Named Bullet as an option too with it all and a lackluster capstone is gone. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Wonderstell wrote:  But bane damage can critically hit, so you'd add 20d6 (16+sneak attack) on your total damage. I'm not finding any reference to this, where did you find this at?  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Sorry, I crossed the streams a little. It's named bullet that grants the extra damage, not bane. And that's not multiplied so the damage is less with 228 dropping to 123. I shot from the hip not rechecking couple things, my bad. And I thought dice were not multiplied on Crist, so if that's true makes up some of the loss. So level 16 is similar with the main difference being greater bane not kicked in yet, but Named Bullet starting level 15, 3d6 sneak attack, and minor changes so 6d12+5d6/11d6(based on if bane multiplies)+around 100(it's a small difference here in all honesty). 11 is a little different. No improved vital, 2d6 sneak attack, no named bullet. That's where it's 2d12+4d6+around 13. And with that I'm seeing why gunslinger 5 is a bad call now... hahahahahah. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Oh cool, it did submit my reply. My bad, I'll edit it reply to you Meirril when I get the chance 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             avr wrote: So many things depend on class level for an inquisitor that 5 levels in gunslinger is horrible. Bane, studied target as a sanctified slayer, and most importantly both the rate at which you gain spells and your caster level with them - named bullet is much more effective both because of a higher damage bonus with full caster level, and a reduced chance of spell resistance stopping it! Basically better spells & caster level whether with divine favor/power, named bullet or other spells will make up for not getting dex to damage. For teamwork feats note friendly fire maneuvers (makes improved precise shot unecessary), escape route (to get out of melee safely) and maybe lookout (to help guarantee you act in the surprise round). 
 So those are good points and I did think about that. Bane does key off of Inquisitor level and you are losing 5 to 10 damage on a normal hit. There is the bane magical item that adds 5 levels to your Inquisitor class so you can make it up there, but it takes up a body slot and other stuff can be in competition for that.
 Studied target, unless I drop gunslinger altogether, is at most a +4 cause it's at level 15 and 20 respectively for their bumps. Spells and Caster levels I really don't have a fix around, but if I don't go down to at least level 3 then the fastest a musket can be reloaded is a movement action, then there's a bonus combat feat after that and then might as well pick up dex to damage at that point to add 4 unconditional damage, up to +9 with your stats array. But it does push back named bullet and doesn't allow for 6th level spells, so I can understand that being a good case for a lvl 1 dip. Friendly Fire maneuvers is the one I plan on using the Inquisitors ability to swap around to good use, having it on the second teamwork feat until it's time to solidify the choice and then swapping it out. While it's good, doesn't improved precise shot give me all that, plus if it's normal concealmeant and cover not created by my ally? wonderstell wrote: Is there any mechanical reason why you have Cha 12? You could easily dump it and take Empathic Diplomat/Cunning Liar or Student of Philosophy to get social skills to key off your other mental attributes. Not really, but out of those Cunning Liar is the only one of real benefit as I didn't put much into diplomacy, but rather bluff and disguise as back up in case. Becomes an issue of where to put a feat like that where it's beneficial while also shifting everything up one slot almost.
 As for damage, let's combine everything at 20th level to get an idea, using gunslinger 5 as the example. Musket is d12 x4, deadly shot is +10, studied target is +4, Dex let's go low and say +7, +5 enhancement, martial focus +1. So each normal hit is 1d12+27. Then you add the extra damage. If you caught them unaware, that's 4d6 for sneak attack damage. Got time to study and identify the target? Throw on a greater bane for 4d6+30. Then vital strike for that one shot with extra damage, you have 2d12. So all of those able to go off, you have 3d12+8d6+57. Last thing to do is use named bullet, which you could (most likely) get a crit confirmed on a flat footed touch attack due to being sneaky and using range increments. That confirmation brings it to 6d12+8d6+228. With just the plus I'm already hitting more than my max hp with full damage at 348. Now there's ways around it for sure, but that can be said with every other build. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             So the 13 in Dex is before racial benefits, but with that indication being the one I would want most like if I choose human or half elf, I'd choose Dex or a race that auto has a Dex bonus, that way starting would be 15 unless a race was put forward that doesn't have a Dex bonus for some reason. So it is a full 20 point build. My bad on forgetting to say that. The int is a situation of a good amount of skills is needed, which can be trimmed, but honestly a 14 is as high as needed and allows for some diversity so figured just have it be there from the beginning. Then yeah, Dex gets all of the stat points to increase to 20 in the end. So level 4 before I'd even have the chance to get dex to damage be a +3. Seeking is one I thought about for sure, shadowshooting I kinda forgot about due to free action to reload, distance is a much and the idea of tailwind was given to me from a friend as a way of adding 60 feet before range increments. As for why Sniper? I've done many melee fighters of different styles, the machine gun archer is a staple and so on and so forth. But I've never made a true attempt to make a one shot one kill type so might as well try. There's also sneak attack dice involved from sanctified slayer with 4d6 or 6d6 depending on build with taking the Clandestine Inquisition as a solid way to set up sneak attack more often. Then with 5 levels how do you do progression? An idea that comes to mind is Gunslinger first for full 10 UP and start with a gun and then Inquisitor right afterwards to add spells into the mix, with 2 levels of gunslinger, 1 inquisitor and last 2 levels of gunslinger. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             So after looking at a char gen app for so long and almost going cross eyed, figured make an account and ask for a little help. With the inclusion of gun rules in pathfinder, I've always liked the idea of taming the mystics with well intentioned science, but unfortunately never got to play said character. But with me recently moving to an area with more gamers, might get a shot soon. The original idea is lost to time, but with that comes additional material to draw upon. So the basics, I'm looking at a Gunslinger(Musket Master) and Inquisitor(Sanctified Slayer) build, the general idea being an assassin whose ideals conform to their deity. I know guns are not the best for sniping and such, but I'm overriding that with the rule of cool. Starting stats are currently at: 
Str: 10
 Dex: 13(racial bonus here)
 Con: 10
 Int: 14
 Wis: 16
 Cha: 12
 It's kind of a safe stat arrangement for now, but open to suggestions. I have it a little spread out to cover skills and having a negative in STR sounds bad for carrying gear and looting while negative Con sounds like courting death. Where I have issues currently deal with the levels, specifically how many and where to take them. I currently have 4 builds being thrown around with the same feats being used, but placement varying. The builds are Human with 1 level of gunslinger rest inquisitors, 5 levels gunslinger rest inquisitors and other 2 are nonhuman with same levels spread. What I currently have as the feats: ------------------------------------1H,---2H,---1N,---2N 
Point Blank Shot------------1st Level
 Precise Shot------------------Humans 1st, rest 3rd
 Expert Sniper----------------11th--3rd---19th--11th
 Deadly Aim-------------------5th---5th---7th---7th
 Weapon Focus--------------3rd---6th---5th---5th
 Martial Focus----------------7th---7th---11th--6th
 Far Shot-----------------------9th---13th--9th---13th
 Vital Strike--------------------9th---9th---9th---9th
 Burrowing Shot-------------13th--11th--13th--13th
 Improved Vital Strike-----15th--13th--15th--15th
 Anatomical Savant---------17th--15th--17th--17th
 Improved Precise Shot---17th--19th--17th--19th
 Free Parking------------------19th--17th--XXXX--XXXX
 (1H is Human 1 level, 2H is 5 levels, 1N Non-Human 1 level, 2N is 5 levels)
 If you suggest getting rid of Burrowing Shot, then also swap out Martial Focus please as it is a feat tax. I'm partial to the 5 levels of Gunslinger with how the feats roll out on both of them and that there's a 4th iterative, albeit +1 BaB, for when stealth is no longer at play and need to hammer in shots. It does however push back Bane and Greater Bane as class skills and access to Named Bullet as a spell, but I do get to add Dex to damage and more stuff to use Grit with. What I'm looking for isn't really munchkinning the build to max out efficiency, just that if I play in a normal group where we each have a solid build, will I fall behind and be a burden and liability or keep pace with a build like this. I'm also looking for suggestions on teamwork feats as there are a lot I can take, but only so many work in range while I'm the only one benefiting. Thank you for your time. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             So after looking at a char gen app for so long and almost going cross eyed, figured make an account and ask for a little help. With the inclusion of gun rules in pathfinder, I've always liked the idea of taming the mystics with well intentioned science, but unfortunately never got to play said character. But with me recently moving to an area with more gamers, might get a shot soon. The original idea is lost to time, but with that comes additional material to draw upon. So the basics, I'm looking at a Gunslinger(Musket Master) and Inquisitor(Sanctified Slayer) build, the general idea being an assassin whose ideals conform to their deity. I know guns are not the best for sniping and such, but I'm overriding that with the rule of cool. Starting stats are currently at:
Str: 10
 Dex: 13(racial bonus here)
 Con: 10
 Int: 14
 Wis: 16
 Cha: 12
 It's kind of a safe stat arrangement for now, but open to suggestions. I have it a little spread out to cover skills and having a negative in STR sounds bad for carrying gear and looting while negative Con sounds like courting death. Where I have issues currently deal with the levels, specifically how many and where to take them. I currently have 4 builds being thrown around with the same feats being used, but placement varying. The builds are Human with 1 level of gunslinger rest inquisitors, 5 levels gunslinger rest inquisitors and other 2 are nonhuman with same levels spread. What I currently have as the feats: ------------------------------------1H,---2H,---1N,---2N
Point Blank Shot------------1st Level
 Precise Shot------------------Humans 1st, rest 3rd
 Expert Sniper----------------11th--3rd---19th--11th
 Deadly Aim-------------------5th---5th---7th---7th
 Weapon Focus--------------3rd---6th---5th---5th
 Martial Focus----------------7th---7th---11th--6th
 Far Shot-----------------------9th---13th--9th---13th
 Vital Strike--------------------9th---9th---9th---9th
 Burrowing Shot-------------13th--11th--13th--13th
 Improved Vital Strike-----15th--13th--15th--15th
 Anatomical Savant---------17th--15th--17th--17th
 Improved Precise Shot---17th--19th--17th--19th
 Free Parking------------------19th--17th--XXXX--XXXX
 (1H is Human 1 level, 2H is 5 levels, 1N Non-Human 1 level, 2N is 5 levels)
 If you suggest getting rid of Burrowing Shot, then also swap out Martial Focus please as it is a feat tax. I'm partial to the 5 levels of Gunslinger with how the feats roll out on both of them and that there's a 4th iterative, albeit +1 BaB, for when stealth is no longer at play and need to hammer in shots. It does however push back Bane and Greater Bane as class skills and access to Named Bullet as a spell, but I do get to add Dex to damage and more stuff to use Grit with. What I'm looking for isn't really munchkinning the build to max out efficiency, just that if I play in a normal group where we each have a solid build, will I fall behind and be a burden and liability or keep pace with a build like this. I'm also looking for suggestions on teamwork feats as there are a lot I can take, but only so many work in range while I'm the only one benefiting. Thank you for your time. |