Musket Master for PFS (first Character)


Advice

Lantern Lodge

I was told I should put this over here

Hey guys I found out about PFS at pax and I am trying to create a musket master for use in my local group.

here is what I got so far. critique and advice welcome.

Tanaka Akimoto
Male Human (Tian-Shu) Gunslinger (Musket Master) 1
LN Medium Humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 10 (1d10)
Fort +2, Ref +6, Will +2
--------------------
Offense
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Speed 30 ft.
Melee Dagger +2 (1d4+1/19-20/x2)
Ranged Musket +5 (1d12/x4)
--------------------
Statistics
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Str 12, Dex 19, Con 10, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Gunsmithing, Point Blank Shot, Precise Shot, Rapid Reload (Musket)
Traits Lingshen's Finest, World Traveler (Diplomacy)
Skills Craft (alchemy) +4, Diplomacy +5, Intimidate +4, Perception +6, Stealth +5, Survival +6
Languages Common, Tien
SQ Deed: Deadeye, Deed: Quick Clear, Deed: Steady Aim, Grit
Combat Gear Alchemical Cartridge, Paper (10), Black Powder (5), Dagger, Firearm Bullet (5), Lamellar cuirass, Musket; Other Gear Backpack (16 @ 14.76 lbs), Bedroll, Bell, Fishhook (2), Flint and steel, Mug/Tankard, clay, Pouch, belt (1 @ 1 lbs), Pouch, belt (10 @ 0 lbs), Pouch, belt (2 @ 0 lbs), Pouch, belt (5 @ 0.0835 lbs), Powder Horn (5 @ 0 lbs), Rations, trail (per day) (7), Sewing needle, String (50'), Thread (50 ft.), Waterskin, Whetstone, Whistle, Signal
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Special Abilities
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Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Lingshen's Finest +1 trait bonus to confirm critical hits.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Reload (Musket) You can reload fast with one type of Crossbow.
--------------------
Tanaka joined Lingshengs army at a young age and quickly moved up through the ranks. A strategist decided to create a new elite unit based off of the emerging technology of firearms.

The unit proved to be very affective but due to cost of equiment and casuilties the unit was no longer combat ready. Many of the remain soilders in the unit were assigned as bodyguards to top ranking generals.

Tanka though was temporarily assigned to assist the Lantern Lodge in the Inner Sea region as a emissary of Lingshen.

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edit:format


A good start. here's an article for you


Do they make some sort of allowances for crafting ammunition for gunslinger in PFS? If, like all other crafting, it is forbidden...then gunslinger would get quite expensive.

Liberty's Edge

The additional resources page shows how the Gunsmithing feat reduces the cost of ammo in PFS, rather than allowing crafting ammo. Ammo cost is still a burden at low levels, but this diminishes as you start earning more reward per scenario. (In my experience.)

Liberty's Edge

Regarding the character, I think you'll enjoy it. At low levels you may want to take the slower reload option to load a normal bullet. You may also consider a better melee weapon for those times you're forced to melee, until you can use the deed to smack someone with your musket in melee.

I'd also consider Nimble Moves at some point to help back out of melee, and plan ways to contribute in nasty situations like obscuring mist, swarms, grapple, DR, etc. Those are some of the things my musket master has had trouble dealing with.

Its scary to run with 10 con, but as a 10 hp class fighting from range, it may be OK. Otherwise this should be a pretty strong character.

Last point, I'd pick up knowledge engineering at some point. Its been a lot of fun for me to figure out some devices and mechanical traps, and a lot of players won't have it.

Lantern Lodge

So I am thinking of backing one point out of Dex and raising Con to 13 to help a little bit. The dagger came with the pathfinder kit. I will look into another weapon like a short sword.

Any recommendations on nasty situations you were mentioning?


For swarms there is the ammo that does a small cone of damage, if you can swing a few rounds of that it might be useful. DR can be mitigated by ammo as well.

Obscuring mist is something that is rough at your level regardless.

The dagger is available for use in a grapple but would need to be drawn, a gauntlet might be the better choice for you, you have the 2H weapon and need to have the hand free. Having the gauntlet on, leaves the hand free and you have a weapon if you were to get grappled.

Lantern Lodge

Muskets don't have scatter quality so you can't use Dragon's Breath

I will look into the gauntlet though. thanks

Sovereign Court

I have a pretty successful PFS Musket Master. You are going to want to take Dex to 18 and balance out your character a bit. Besides that I would only take that 5 lvls then do Weapon Master for about 4 lvls then fill the rest in with whatever you think is good (I did monk for Flurry, Extra Feat, and Wis to AC). Improved Snap Shot and Combat Reflexes is always a good choice.

Finally, make sure you always use Alchemical Charges so you reload quicker. Other then that it looks like a good build. However, you have some good enchantments to get: +1, Distance, and Greater Reliability (+5 total). You will be unstoppable if you take them in this order.

Liberty's Edge

I like alchemists fire and tanglefoot bags to help with miscellaneous situations. Fire for the swarms, tanglefoot for high-dex enemies. You still have to hit with the tanglefoot, but denying them Dex to AC afterward is great. (Those bags are also a bane for you.)

The other conditions are hard to deal with at low level, but hopefully you can find some magic items or potions to help as you level. The escape artist skill can help with grapples, especially with your high dex. Sometimes its better to stay grappled if you can survive the damage, and let the party gang up on the grappler. DR can be a pain, DR/Slashing especially at low levels, dang zombies.


You can wear a buckler while using firearms, BTW.

Lantern Lodge

So what I have after tweaking.

I am at my weight limit so that is a little bit of a problem.

Tanaka Akimoto
Male Human (Tian-Shu) Gunslinger (Musket Master) 1
LN Medium Humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Shortsword +2 (1d6+1/19-20/x2)
Ranged Musket +5 (1d12/x4)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Gunsmithing, Point Blank Shot, Precise Shot, Rapid Reload (Musket)
Traits Lingshen's Finest, World Traveler (Diplomacy)
Skills Craft (alchemy) +4, Diplomacy +5, Intimidate +4, Perception +6, Stealth +5, Survival +6
Languages Common, Tien
SQ Deed: Deadeye, Deed: Quick Clear, Deed: Steady Aim, Grit
Combat Gear Alchemical Cartridge, Paper (10), Lamellar cuirass, Musket, Shortsword; Other Gear Alchemist's Fire Flask, Backpack (15 @ 13.86 lbs), Bedroll, Bell, Fishhook (2), Flint and steel, Pouch, belt (1 @ 1 lbs), Pouch, belt (10 @ 0 lbs), Pouch, belt (2 @ 0 lbs), Pouch, belt (empty), Rations, trail (per day) (7), Sewing needle, String (50'), Thread (50 ft.), Waterskin, Whetstone, Whistle, Signal
--------------------
Special Abilities
--------------------
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Lingshen's Finest +1 trait bonus to confirm critical hits.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Reload (Musket) You can reload fast with one type of Crossbow.
--------------------

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