eakratz |
I would say go for the musket master archetype. Buy one immovable rod and carry around a large dubble hackbut. Place the hackbut with a move action because of the rod. Then proceed in the next round to use deadshot with speed boots and see people fall ......
I'm thinking having a Mage cast floating disc and setting up the double hack but on that might be fun. Mage uses a move action to move you and you get to full attack on a mobile artillery platform.
Or you play a spell slinger with the double hack but and do it yourself. I think this would work.
Or become enlarged and just move around the battle field shooting from the hip.
trollbill |
Drake, though I'm not a fan of the pre reqs, Dodge and Mobility, I am curious there was no mention of Deft Shootist. While the shooting AoO can be avoided by moving before firing I think the no AoO from reloading might be handy. Also, while Mysterious Stranger may be a sub par DPR choice it can help alleviate some MAD if going for a Holy Gun or Bard/Gunslinger build (something I myself am looking at).
I disagree with those who think Mysterious Stranger is sub-optimal. There are definitely areas where they shine, even when it comes to DPR. For example, my Mysterious Stranger uses a double-barrel pistol. At 6th level, rapid-shooting with a full attack using alchemical cartridges and rapid reload I can get 6 shots off a round. A regular gunslinger doing this has a 67% chance (42% with reliable) of having a misfire during that attack routine. That not only stops the attack routine once it occurs, but would prevent the character from getting a full round attack on the following round. On the other hand, my Mysterious Stranger can ignore those misfires (sometimes still scoring hits on a 2 or 3) and get two full rounds of full attack actions. Because of the chance of misfire, and assuming I use Focused Aim, my DPR is actually higher than a regular gunslinger doing the same thing.
I've also discovered constantly using Focused Aim is not a big issue either. I recently played a mod where I fired off 50 rounds of ammunition, using Focus Aim every round. I started the adventure with 5 grit, I finished it with 4. So the only real disadvantage compaired to Gun Training was the Swift Action economy.
Silent Saturn |
I'd love to see this expanded to include a few words on the Gunslinger archetypes from the APG-- The Buccaneer, the Experimental Gunsmith, and the Gulch Gunner. Buccaneer gets grit from CHA instead of WIS like the Stranger-- is it a better choice if you want a charismatic gunslinger? Are the Experimental Gunsmith's upgrades worth anything?
Grimarr |
Paz wrote:I'm thinking of creating a Gunslinger for the first time for use in PFS play in a couple of weeks, so this guide is a big help. However, one thing has confused me. There are a couple of references to using bucklers, but on p9 of Ultimate Combat, it states that Gunslingers are only proficient with light armour, not shields. Have I missed something?
I know that on p136 it states:
Quote:Bucklers: You can use a one-handed or two-handed firearm without penalty while carrying a buckler.But presumably this doesn't override the need to be proficient with a buckler.I wondered this myself, especially when I realized there is such a thing as a buckler gun.
There is no class that is proficient with both bucklers and guns. Why make a buckler gun?
For that matter, why are so many firearms "we took this other weapon and made it also a gun"?
Non-proficiency with a shield just means that in addition to the armor check penalty applying to Str and Dex based skills, it also applies to attack rolls and any movement based skills. So if you have a masterwork buckler, there is no check penalty and you don't need proficiency.
As for all the "We took this other weapon and made it also a gun" weapons; that's just a matter of a wealth of historical examples.
Jorshamo |
That's a old argument that's gotten clarified. Firearms are NOT touch attacks, they only resolves against touch AC, and are defined as such to explicitly allow the use of the feat Deadly Aim.
Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.
Starfox |
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The Creepy Two Gun Build:
Would the tiefling alternate racial tail prehensile tail allow reloading two pistols? It's even sort of thematic.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
lex_dm |
Hello,
I need advice on taking either a Gunslinger or a Gunslinger/Paladin.
Im starting on a 12th lvl Character, of which I would go as :
Gunslinger/Mysterious Stranger (1)
Paladin/Oath of Vengeance (11)
Going double-barreled, and making use of Smite (considering Im facing outsiders/dragons) I would assume this build has more damage potential than a pure slinger.
Trying to keep this from going all broke, I would use one pistol and have to other hand free to charge (also looking to go like Dark Tower's Roland with three fingers in the reload hand)
Probably going to be in the front lines and would seek Snapshot and all (I'm regularly facing larger or larger creatures)
I would think the 108k that a character starts with will take care of the horrible misfires..
Please let me know you thoughts regarding feats and Items!
Also class levels if you consider different options.
Thanks!!
XMorsX |
Hello,
I need advice on taking either a Gunslinger or a Gunslinger/Paladin.
Im starting on a 12th lvl Character, of which I would go as :
Gunslinger/Mysterious Stranger (1)
Paladin/Oath of Vengeance (11)Going double-barreled, and making use of Smite (considering Im facing outsiders/dragons) I would assume this build has more damage potential than a pure slinger.
Trying to keep this from going all broke, I would use one pistol and have to other hand free to charge (also looking to go like Dark Tower's Roland with three fingers in the reload hand)
Probably going to be in the front lines and would seek Snapshot and all (I'm regularly facing larger or larger creatures)
I would think the 108k that a character starts with will take care of the horrible misfires..
Please let me know you thoughts regarding feats and Items!
Also class levels if you consider different options.
Thanks!!
Putting the reliable enchantment in your weapons will solve your misfire issues. If you go with one weapon, musket master will probably work better. BUT, Tieflings, that make for awesome paladins, bot fluff-wise and because of their excellent favored class bonus, happen to also have prehensile tail as an alternative racial trait, which will let you wield a pistol with your tail as you reload the other with your hand, making you able to dual-wield without cheesy ways. This could be too much of potential damage, but it is also a heavy feat investment for a paladin.
Also, if it is allowed, 3 lvls of Trench fighter will let you put Dex to damage, in addition to Cha to damage from Mysterious Stranger.
swoosh |
I'm slightly confused: The posts keep saying Mysterious Stranger is terrible because it doesn't get gun training.
However every instance of the Archetype's description I read only says it replaces gun training *I*. Other archetypes that replace feature progressions explicitly state that they replace the entire line of features or refer to the feature in a blanket capacity. Stranger's Fortune on the other hand specifically lists only one instance of the feature.
So shouldn't Strangers still get +Dex to damage only at level 9 instead of 5?
Skylancer4 |
I'm slightly confused: The posts keep saying Mysterious Stranger is terrible because it doesn't get gun training.
However every instance of the Archetype's description I read only says it replaces gun training *I*. Other archetypes that replace feature progressions explicitly state that they replace the entire line of features or refer to the feature in a blanket capacity. Stranger's Fortune on the other hand specifically lists only one instance of the feature.
So shouldn't Strangers still get +Dex to damage only at level 9 instead of 5?
It still is terrible in that context. You spend 4 more levels doing rather dismal damage until you finally get +Dex to damage at 9th. Which happens to either be almost end game in PFS (characters retire a 12 until just recently I believe) or 1/2 your adventuring career if you are going a full 20th level game.
Gilarius |
The question has been asked a couple of times, without any answer.
is a Pistolero/Spellslinger(wizard) an interresting enough build to consider?
Interesting? Yes. But a spellslinger is significantly less effective than a normal wizard. Excellent flavour, good as a backup arcane caster, poor as the primary mage.
Gunslinger5/Spellslinger5/Eldritch Knight or stick with only one level of gunslinger makes a decent 'archer' as well as backup mage.
Even spellslinger all the way is weak as a wizard because you lose so much: no familiar, no scribe scroll, no cantrips, but most of all losing 4 schools of magic hurts.
Gunslinger1 or 5 coupled to a non-spellslinger wizard makes a much better caster.
But for flavour and fun? Yeah, it's great. I'm playing one in RotRL.
MundayKnight |
Somewhat necroing this thread but I will say for the most consistent damage without variable a combo of three levels of fighter (trench Fighter archetype) and mysterious stranger make for a character with the ability to pump out consistent damage at a stupid rate, mix that with the two pistol style that you have already given a guide to and you get the ability to pump out enough damage to kill most dragons by level six if you have decent stats and a bunch of double pistols.
Backlash3906 |
How exactly does a gunslinger ignore armor and natural armor? I can't find that anywhere else except for your guide? Is it a feat or just the fact that they are using bullets instead of an arrow?
Just part of how firearms work in Pathfinder. Depending on whether you are using early or advanced firearms, they can hit within certain range increments (1 or 5)against touch AC. Note that, this is very important, it is not considered a ranged touch attack.
Cavall |
So I read this guide and he doesn't like mysterious stranger. But it picks up Dex AND charisma to damage at 9th level. That makes it superior to all the other builds for adding stats to damage.
I think that needs to be rewritten in. Ignoring misfires and superior damage is worth the wait. On fact, it's got better damage than most others up until 5th since it's the one that adds Cha in to damage when it wants, filling up grit with killing shots because of increased damage.
Derek Dalton |
Another double pistol wielder is playing a Kasatha. Four arms +2 Dex and Wis no minus pretty hard to ignore. You take the Multi Weapon fighting feat out of Bestiary and you are good to go. I'd recommend the levels of Alchemist for Vestigal Limbs. Two extra arms for reloading and a bump to Craft Alchemy doesn't hurt.