
Utik |
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I noticed that many gunslinger advices are outdated, and the class has since been errataed (and nerfed a lot, mainly the Pistolero), so I’m here to ask a couple of advices, mainly for a mid-level build.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