Rudy Maverick take one


Gunslinger Discussion: Round 2


Being a long time rpg fan. Anyone have a good idea what you would focus on to make Mr. Maverick? Would it be a advanced single shot firearm or go for a advanced 6 shooter? Just curious if anyone tried to run a western theme showdown yet with the Gunslinger? Hoping to try one out this sunday against my pc's. But still deciding on on what feats to take since he will at most be 5th or 6th level with npc levels of gear. Base race will be human.
stats are rolled random 4d6 drop lowest. this is what I have

Stats Rolled:

STR 13
DEX 18
CON 14
INT 11
WIS 16
CHAR 10

Should I bump his dex to a 20 with his +2 to any stat? And should I keep going with the dex or pump his int up at 4th and gain some skill points?
He's going to be a brainwashed victim that if not killed can lead to a mini adventure after they finish off their current quest.

Also is mobility a problem for the gunslinger? Or is he mobile enough without a mount.
Want to put a challenge at my party but not OP them. I might enchant his weapon but I find that at this level tricks work better.


i say keep pumping dexthats your dmg pony. int is also good for the skills i created one at 3 its lv5 atm

14 str +2
21 dex +5
12 con +1
12 int +1
16 wis +3
8 cha -1

my group use's roll 4d6 drop the lowest 7 times drop the lowest number keep 6 plus roll 3 sets pick the best set. not point buy

thats 5 kill point a lvl being human

lv 1 quick draw
human twoweapon fighting
lv 3 point blank
lv 4 rapid shot
lv 5 deadly aim

by 7 i plan on grabbing imp 2 weapon fighting
by 8 craft master (making your own magic pistols owns!!)

hope this helps


your missing rapid reload tho... and likely quick draw, although I think quick draw should be a bonus feat when you get gunslinger initiative.


using double revolvers gives me 3 rounds to fire all my shots... i was planning on drawing and dropping changing and keep going pick them up after battle is over... saving a feat and using lvl 11 at lv5 not running into problems


On the drawing and dropping you gonna have a weapon cord on those revolvers so they don't hit the ground? Or just pick em up after the fight?

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