The One-Hit Wonder: Building a Vital-Striking Musket Master


Advice

Dark Archive

Hello all.

For an upcoming game, I was talking with my GM and got his ruling that I could stack use Improved Called Shot and Vital Strikes together, with the intent on building a musket wielding debuffer and damage dealer for my party. Now, I know that this is hardly optimized; but it will be very fun to play a conniving, cold elf who likes to shoot people's legs out from under them and leave them crawling away from our fighter.

However, I am kind of stuck at the moment of how to proceed. I know the Vs tree is a go to, and I have to take Combat Expertise for Improved Called Shot, but what other feats would fit with the flavor of a callous crack shot?

So far, I have: Point Blank Shot, Precise Shot, Deadly Aim, Bullseye Shot, Improved Call Shot, andthe VS tree.

Thanks in advance for your input.


Improved Initiative is usually useful. Otherwise, it would seem to me that you have enough feats to last you until level 10+. Why not worry about it when you get there?


I can't help but think you'd be better off with the Dead Shot Deed than Vital Strike.

Dark Archive

Hm. Maybe, though reading your post in a rules thread seems to say the opposite.

With the vital strike build, I only need one strike to hit (or miss, to be fair), and I can stack Devastating Strike in there to try and hit that Debilitating Blow. And a major goal with this character is to build a ranged character who doesn't stack iterative attacks, but fulfills the traditional sniper role. And if I can use move action feats / Deeds to pump my called shots, I am in good shape.

As a follow up- reading Improved / Greater Called Shot, do I need Greater in order to stack VS? Improved just says I can use it on one attack out of a multi attack, where greater says "any attack."

@Mystically Inclined: Fair point. I just like sitting down and theory crafting sometimes, and the one shot build caught my attention.

Thanks both of you for your input.

Lantern Lodge

U would need the greater unfortunately.


Trei Shouri wrote:
With the vital strike build, I only need one strike to hit (or miss, to be fair), and I can stack Devastating Strike in there to try and hit that Debilitating Blow. And a major goal with this character is to build a ranged character who doesn't stack iterative attacks, but fulfills the traditional sniper role. And if I can use move action feats / Deeds to pump my called shots, I am in good shape.

Devasating Strike only adds a maximum of 6 damage--not really worth it. It would also take 4 of your feats, instead of Dead Shot which takes none of them.

You are correct that I said Dead Shot was weak, and it is. But Vital Strike is just as weak and costs a lot more character resources.

The real answer to all this is that the game is designed around non-casters to make multiple attacks to contribute. A Sniper doesn't really work if you're not using magic.

Hmm, have you maybe considered Spellslinger/Arcane Trickster for this?

Trei Shouri wrote:
As a follow up- reading Improved / Greater Called Shot, do I need Greater in order to stack VS? Improved just says I can use it on one attack out of a multi attack, where greater says "any attack."

You would need Greater Called Shot.

Dark Archive

Alright, thanks for the answer there. Helps me to figure out how many levels it will take me to hit my stride. :)

And I was for a while, MPL, but we've got an arcane blaster, and some good physical spike damage, so I'm trying not to step on their toes. And I honestly think that the concept will be fun to play, so I'm willing to be a bit behind in damage in favor of doing some fun hits down the line.


maybe look into Rogue? i want to say there was a way to increase the range of sneak attack...i wish i could remember. but it seems to me that it would, at least, fit the concept well to go Rogue and maybe Assassin (death attack??)...again, just my 2 cents

Liberty's Edge

I was looking at a very similiar build. And was taking 3 levels in Rogue (sniper archetype) for the range benefit and sneak attack at range. Gimme a sec to pull up my stats and I'll post some of the ther aspects

Liberty's Edge

2nd level took the rogue talent Sniper's eye. Also has accuracy at level 1.

Accuracy (Ex) wrote:


At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow. This ability replaces trapfinding.
Sniper's Eye (Ex) wrote:


A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune.

And if you take 3 in rogue you can have the 2d6 sneak attack and increase ranged sneak attack by 10 feet. Take the rest of your levels in gunslinger to get your deeds and Gunslinger Initiative, Vital Strike (however far into it) and Devestating Strike (however far into it)

Vital Strike wrote:

You make a single attack that deals significantly more damage than normal.

Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Devestating Strike wrote:

Pitting all of your strength and resolve against your enemy, you deliver a strike that is impossible to ignore.

Prerequisites: Vital Strike, base attack bonus +9.
Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.

Dark Archive

I was originally thinking rogue, but another player is going that route and I try to avoid stepping on toes.

Thanks for the build input, though. I can definitely see how stacking Rogue would make for some nasty bonus damage.


Dipping for a few special abilities is not 'going rogue.' Granted, some of your skills may overlap, but you could always NOT pick the classic rogue/trapfinder skills (except for stealth of course, which a sniper would need).

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