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The prehensile Tail uses a swift action, so I think it can reload only once per round with this method.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.


I'm lookin also at the Warpriest, the ability to cast personal buff as swift actions seems very synergic with the damage output of the gunslinger, but I fail to see very strong buffs at a first look.


I don't see shadowshooting can avoid misfire, it is stated nowhere in the rules.
It looks like I'm the only one concerned with misfire, maybe being human and taking the RAcial Heritage feat will net me the bonus to dex and the reduced misfire.


20 point buy, 3rd to 16-18 level maybe, "normal" tech level as pathfinder manual, so early firearms but no problem in gathering gunpowder, alchemicals, custom enchantments.

I don't know Shadowshooting, I'll go search.

I don't have still a clear concept, I always hated d&d and firearms in the past, so this is a challenge for me and the DM too.
Mainly I will hang around with those strange weapons others don't use, make a lot of noise, and kill foes, like a nerd warrior (oh boy, why don't you just use a sword?).


You don't have to pay double to enchant the double barreled, it is just a firearm with capacity = 2, not a double weapon, as otherwise stated in the dagger-pistol.

TO me the misfire is the biggest issue, it stops the full attack in that round and hinder your number of attacks the next round even if you have quick clear, with a 8-th level dwarf and a reliable weapon I can reach a 0-rate for normal shots and 1 with alchemical cartridges, so I can dish out damage at a constant rate.

I did a (very quick) simulation of a 13th level gunslinger with a +1 reliable sacred distance Double Barreled Musket and standard equipment.
It does 1d12+20 for each hit at +18 to hit touch AC, if the enemy has a low touch AC (as many do) it's 2d12+40 shooting two barrels at +14 to hit.
With rapid, haste and iterative it's 5 attack per round, A LOT of difference where I live.
Plus it will get Improved snap shot, signature deed (maybe targeting for debuff), improved critical and it's a feat away from deft shootist.

At the moment I'm playing an archer Bard in a campaign that is about to end, so I already covered the ranged/arcane path and at higher level enemy saves are strong, I feel this options can be quite more consistent in dispatching enemies (other players will take the utility spot).

I fear that the gunslinger/wizard would have many options but not very strong, in the end it would better to shoot in the surprise round, and then continue to shoot, than cast lousy 5 level behind spells, but maybe I'm not seeing something great.


My master agrees that a Gunslinger would fit nicely the next campaign’s setting, so I’m ready to take the bait and make a Musket Master, even if the mechanics are a bit odd.
I noticed that many gunslinger advices are outdated, and the class has since been errataed (and nerfed a lot, mainly the Pistolero), so I’m here to ask a couple of advices, mainly for a mid-level build.

First: misfire.
As far as I know there are only a few ways to reduce misfire: reliable(+1), greater reliable(+3), and the dwarf/duergar favored class bonus.
I plan to use a double musket plus alchemical cartridges as soon as I can afford a +1 reliable weapon, so I assume a dwarf character and no multiclass until level 8 unless you suggest me something else.

Second: feats!
The Musket Master is feat hungry, and not being human hurts! There are too many nice feats, in particular the snap shot chain, please comment the following because I feel like deft shootist will be too late, even snap shot will arrive at 9.
Point Blank Shot, Rapid Reload (bonus), Precise Shot, Deadly Aim, Rapid Shot.
Weapon focus, Snap shot, Combat reflexes, Improved Snap shot, Signature deed.
Improved Critical, Dodge, mobility, Deft shootist.

Third: dips!
The problem here is that I need to wait after the eight level to dip, so I can apply a full -2 to misfire chanche from the favored class bonus.
Monk (sohei): i feel this is the best 2 level dip, the ability to act in the surprise round is golden, two bonus feats that I can use (I look at dodge mobility and combat reflexes), and +3 on will saves, the rest is decent.
Fighter: classic, much needed feats but hurts the already weak will save.
Wizard (diviner): the ability to act in the surprise round is golden, familiar with bonus to initiative is the icing on the cake, plus will saves and a few spells, but then I cannot dump Int. Please point to any spell/musket combo that I didn’t notice.

Any comment?
Best regards
Federico


Yes but, I mean, they are normal animals, so if I cannot comunicate with them, they attack at the best of their possibilities, but there are no clear rules against undead I am aware of.


Ok, so with Animal companion you can spend 2 tricks to make the attack everyone, but what about summoned animals?
Do you have to push them with and handle animal check against undead or such things?
Last session the master pulled out a monster that pushed back animals over 30 feet and this was pretty annoying (and nerfing), any way to avoid it?

Glad for any help