hoosierhayeslpe's page

19 posts. No reviews. No lists. No wishlists.


RSS


Marvel Comics' Hercules. Maybe Fabio.


Interesting idea about mixing up the weapons. I've been toying with a way to play a prospector (as in Old West, 49er prospector) in a game. A pick is a one-handed piercing weapon, right?

25 Point Buy- Str 18 (w +2 from 1/2 orc) Dex 14 Con 14 Int 15 Wis 10 Cha 8

Fighter 1- Dodge, Weapon Focus- Heavy Pick
Fighter 2- Mobility
Fighter 3- Toughness?
Fighter 4- Weapon Specialization- Heavy Pick
Fighter 5- Spring Attack
Fighter 6- Weapon Finesse


I am starting a new Rulelords campaign in a few weeks and the DM has offered a challenge to the group to stick to core-only classes, feats, and races, so as to speed up play (i.e. no "I just read about this spell last night, you don't understand how it works, but it will run the table"). There are some nice perks available for playing core-only, like extra feats and periodic rerolls.

One of the characters that I was exploring was fighter 6 / duelist x that was built around the scimitar feat that gives you dex to damage, but now that is out.

The duelist guide (see below) is a great resource, but relies heavily on feats outside of the core rules. Any advice for sticking to core?

https://docs.google.com/document/d/1xRicfKx_3l0G6C84gn8O3PjeMnMq3QnMsJ5_eJx CccM/edit?pli=1


Sounds like starting off with the intention of becoming a Hellknight will work out. That's great. The Sable Company Marines look cool, too.

It's that or play a Chelish Diva on the run from a vengeful lover!


My group is going to start playing the Runelords adventure path in the next few weeks, and I notice that there is an order of Hellknights in the area. I have always wanted to stat out and play a Hellknight. Without spoilers, is this something worth doing for the game?

If so, has anyone ever made a Hellknight and played it? Fighter or Paladin look like obvious entry points, but would something like a Cleric 3 / Inquisitor 4 work?


I remember seeing a spell recently that basically melted your face and made you look scarier, giving you a bonus on intimidate for minutes per level. Can't remember what it's called, though.


I have seen a lot of references to how good the whip has become in Pathfinder, and seen some builds here, but I am having a hard time wrapping my head around it. The whip feats are interesting at low levels, but it always seems like the interesting builds get killed in levels 8+ when builds that are made for HP, damage, and saves go up against huge flying critters.

In looking at it again the only build that seemed to work was a vivisectionist who can deliver sneak attack and poison from '15 (or '20 with enlarge person). What am I missing?


Paladin / anti-paladin sounds cool. However, I am talking about the gunslinger class from Ultimate Combat.


I started a new character in Kingmaker a few weeks ago and came in as a gunslinger 5 / fighter 4 using the pistolero and weapon master archetypes. Through some detailed background work and the fact that I brought him in while the party was in another dimension I ended up bringing the guy in the following link into the game, complete with six +1 revolvers:

http://marvel.wikia.com/Harold_Kane_%28Earth-616%29

The goal is to make a gunslinging character that can turn out lots of fire every round. He's a kinda dumb, kinda shy cowpoke, that is pretty good in the wilderness and real fast on the draw (hence the min-max int & cha for dex & wis). What I hope for is some advice on what levels to add in from here to complete the build along with the characterization.

I've thought about two levels of Inquisitor (of Cayden Cailean, he like the idea of a god of drinking and poking) to add wisdom to initiative. I also like the idea of some levels in urban barbarian to rage into dex. The rage powers around drinking (liquid courage, good for what ails you, etc) would also fit the character. Of course, piling on the feats with more fighter levels for things like the snapshot tree and great weapon specialization also look nice. The best option that I've come up with so far is Fighter 12 / Gunslinger 5 / Inquisitor 2 / Barbarian 1.

Feats so far (going from memory so I may be missing a few) are weapon focus- pistols, weapon specialization- pistols, improved critical- pistols, quickdraw, point blank shot, precise shot, rapid shot, two weapon fighting, improved two weapon fighting, and deadly aim. Improved initiative, rapid reload, and great two weapon fighting are of course on the coming soon list.

Any thoughts?


1 person marked this as a favorite.

Nepherti, glad to see that someone appreciates story over rules.

I do wonder what kind of feats you would need to take for using four hands. I suppose a case could be made for two weapon fighting for the first, then taking multi-attack multiple times for the other two hands.


A lot of the advice out there for dual pistols is around how you reload after every shot. In the example that started us off, however, it seems that we are dealing with revolvers. That gives a lot of room for a lot of shooting before you need to reload. Revolvers are also advanced firearms, so they are touch attack out to five range increments and reload in a move action, both really nice.

I have a similar character that is a Pistolero 5 / Weapon Master 4. Feats so far are, if I remember right, weapon focus, weapon specialization, rapid shot, two weapon fighting, improved two weapon fighting, quickdraw, and deadly shot. Improved initiative and rapid reload are coming soon, but since I carry six revolvers I can get away without the later for now.

A couple of levels of inquisitor may be good, so you can add your wisdom bonus to initiative (assuming you want to be quick on the draw). If it fits with the character, you can also take a couple of levels of urban barbarian, which let you rage into dex instead of str.

If you really want crazy, throw in four levels of alchemist (with two vestigial arms) and a level of witch. That way you can shoot four revolvers at the same time and use your hair or beard to reload =).


Lemmy, Mysterious Stranger 5 doesn't get dex to damage.


Sounds cool, where do I sign up?

I like the idea of people taking roles in a town, but you also might consider a game that takes advantage of the mobility and wide open frontier of the west. Basing it around a railroad is an idea- it is a clear mix of encroaching civilization into the wild. Have humans, dwarves, and gnomes building the railroads, elves and orcs opposing them, the PCs having to pick a side along the way.

If you haven't read it yet, you may want to read some of China Mieville's Iron Council, which mixes weird westerns and fantasy. I also have a gamer-friendly blog about westerns called Slap Bookleather that could give some inspiration: http://slapbookleather.blogspot.com/


Last week my friends and I tried building this type of character for a ninth level start in a Kingmaker campaign. We figured that you really only need one level of Mysterious Stranger (for the cha bonus to damage) or take four levels (for the bonus to initiative and the bonus feat)- everything else should be paladin, which gets you more smites.

You can also take oath of vengeance, which allows you to convert two lay on hands to smites as well.

Ultimately we choose to ditch that build as Kingmaker often has us fighting encounter after encounter with no rest, and being limited in smites and focused aim can lead to a tapped out gunslinger doing minimum damage just when the cyclops juju zombie mummy makes an appearance. I went with a min/maxed Pistolero 5/ Fighter 4 instead. Turns out playing a none-to-bright and socially awkward gunhand from the wild west mysteriously transported to the Stolen Lands is lots of fun.


Thanks for all the feedback. One thing that I may not have mentioned is that the character will get two +2 revolvers, so the advanced firearms rules are in place (I have no idea how that works for reloads). I had an off-line piece of advice to do a slightly different version that looks like this:

Paladin 1 (Divine Hunter)- Precise Shot, Point Blank Shot, Rapid Shot
Paladin 2
Paladin 3 (Oath of Vengeance) Rapid Reload
Paladin 4
Gunslinger 1 (Mysterious Stranger) Two-Weapon Fighting
Gunslinger 2
Gunslinger 3 Deadly Aim
Gunslinger 4 Quick Draw

Oath of Vengeance allows you to convert two lay on hands to an extra smite, giving me seven smites per day.

BAB- +8
Dex- +6
Weapon Bonus- +2
Total Attack- +16

Two-Weapon Fighting- -2
Rapid Shot- -2
Deadly Aim- -2

With a 22 Dex and a 20 Charisma I should be able to do a full attack with two guns should be like this:

+10/+10/+10/+5, 1d8+6

With a point of grit (cha +5 to damage) and a smite (pal level +4 to damage, cha +5 to attack), it'll look like this:

+15/+15/+15/+10, 1d8+15

Look right? Should I drop Quick Draw for Improved Two Weapon fighting and another attack?


Mergy, I love your stuff here. I am working on something similar- if you could drop by the post below and offer your thoughts I would greatly appreciate it.

http://paizo.com/forums/dmtz5rig?Paladin-Mysterious-Stranger-build


Zhane & Blue Star, you are right that it probably hard to take a comics character right into a D&D game. However, I do love mixing genres, and almost every character that I have played in the last 10 years, from sci-fi to fantasy, has been a pirate or cowboy at heart. What is really going on is that I invest a lot of time into making a new character, developing personality, etc. There is not a lot of payoff and a lot of heartbreak when characters die so frequently. Of eight or so players, half have given up their original characters after seeing them killed and reincarnated half a dozen or more times. Dropping a Marvel gunslinger in is low cost from my standpoint. And frankly I am the only one in the group who knows the characters well, so I can play them however I want just for fun. Plus, it kinda fits the plot.

So here I am, playing with choices. The Rawhide Kid as Divine Hunter 2/ Mysterious Stranger 6(high charisma to replace the now dead diplomat) or the Two Gun Kid as an Inquisitor 2 / Pistolero 6(screw the diplomacy, now a skill-monkey, DPR monster with +17 initiative at level 8).


That's a good build. Any thoughts on Mysterious Stranger? PArticularly with a two level dip to paladin for the save boost? Using the Divine Hunter gets you free precise shot, too.


I have been looking into gunslinger builds and one thing that I don't see is Paladin 2 / Mysterious Stranger X. It seems like taking two levels of paladin to compliment a charisma intensive gunslinger build would be a natural fit. Any ideas?

As some background, I have been playing a nature oracle in a Kingmaker campaign and just had my 6th or 7th death in 10 levels. We are in some kind of alternate dark dimension, and I am planning on convincing our DM that while the soul of the oracle may be lost forever, the party just happened to stray into the Two-Gun Kid, Marvel's frequently time traveling and dimension hopping gunslinger, in this dimension. That or the Rawhide Kid, hard to decide. Any advice for a hopeful gunslinger?