Looking For A Gun-Cleric Build


Advice


Looking for a build to make a gun toting cleric that can cast/deliver spells via gunfire. Yeah its kinda "camp" and anime based but I've got a player looking for something like this. I know they have the "Mage Gunner" build, but I would like acouple options. Does anyone have some advice? Thanks.


Moved to Advice forum.


You can pick up all of the requisite abilities to make this work with one level of spellslinger wizard. Stay with me a minute here... You get the gun, weapon bond and ability to shoot spells through it. Keep in mind that the archetype states that you can send any spell (of the type that can be fired, rays and ranged touch if I remember correctly) that you know. In other words there is no reason you couldn't then take levels in Cleric and shoot cleric spells through the gun.

Pick up reach spell metamagic to turn all of those nasty cleric touch spells (inlict, harm etc...) into ranged touch and go to town.

Now that I think about it, this build is probably the best argument for the Mystic Theurge PC that I can think of. You will get a lot of spells that don't require saves (most touch / ranged touch spells don't) so the MAD will not be so bad and your BAB doesn't matter because you are always attacking touch AC (within the first range increment anyway). You could even take the arcane armor feats to be able to cast your arcane spells in light (or gasp... even medium) armor since you already have the armor proficiencies from cleric levels.

Really not a bad build overall if you look at yourself as more of a hybrid than a dedicated spellcaster. You would fill the archer / striker role instead of the battlefield control / healer role.


Ha, I never noticed that about the spellslinger. Good catch.

Silver Crusade

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Begger: "good sir please I need healing"
Cleric: "Ahhh yes my good man" *click*
Begger: "oh look I'm all better!" *hobbles away*
Cleric: "that always happens... I must heal so well I don't have to cast the spell!"


I guess that using reach spell, you could also get ranged "gun healing". That is not what I had in mind but I guess it would work (although it does sound kind of silly).

I think that it does work really well with the Theurge though. It makes having a ton of lower level spells really viable. That is a lot of Scorching rays, inflict moderate wounds, etc, etc... For that build I would suggest spells that have no save by virtue of their required hit roll because of the Theurge's MAD when it comes to casting stats (although shooting it through the gun does give you the enhancement bonus as + to Save DC or hit roll which is nice).

For the cleric domains, I would suggest the Artifice Domain (which gives mend at will which will fix the broken condition of your gun avoiding that whole "exploding gun" scenario) and the Black Powder inquisition (now open to Clerics thanks to UM) which I think fits thematically with the character (although honestly not the most optimized choice).

I'll have to do a write-up on this and post it at some point...


Vulpae wrote:

Begger: "good sir please I need healing"

Cleric: "Ahhh yes my good man" *click*
Begger: "oh look I'm all better!" *hobbles away*
Cleric: "that always happens... I must heal so well I don't have to cast the spell!"

Heh. They need paintball pellets for this.


Well... what about declaring a key shaped gun a holy symbol of Abadar? :)


A gun-toting Cleric, you say?

Equilibrium wrote:
The gun katas. Through analysis of thousands of recorded gunfights, the Cleric has determined that the geometric distribution of antagonists in any gun battle is a statistically predictable element. The gun kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increase to lethal proficiency makes the master of the gun katas an adversary not to be taken lightly.


Dorn Of Citadel Adbar wrote:
Looking for a build to make a gun toting cleric that can cast/deliver spells via gunfire. Yeah its kinda "camp" and anime based but I've got a player looking for something like this. I know they have the "Mage Gunner" build, but I would like acouple options. Does anyone have some advice? Thanks.


Thanks for the advice so far, most have hit the general flavor on the head


Might I also suggest the following...

Wizard Spell Slinger 1/ Inquisitor 19

The inquisitor Bane ability should work with your rays. 2d6 extra stat damage or HP damage with every blast... not to mention your Judgements and teamwork feats.

I also have a homebrew archtype for a Inquisitor Archer if your interested here.

Zen Hunter.


I made this post quite a while ago, this may be something you may want to look in to, not sure if its balanced, but fits the bill.

DIVINE GUNNER (ARCHETYPE)

In order to preserve their influence over the world, some clerics have dedicated their lives learning new ways to defend their faith. Many see the advent of blackpowder-and guns as a new era. As a result , few recruits have unlocked marvellous techniques with the gun, which many attribute to the ever fervent devotion to their god.

Weapon and Armor Proficiency: divine gunners are proficient with the club, dagger, heavy crossbow, light crossbow, and
quarterstaff, and with all firearms. divine gunners are proficient with light armor and shields (except tower shields).

Channelled Shot (Su): As a standard action, the divine gunner can channel positive or negative energy (depending on the divine gunner’s diety) and deliver it through a firearm. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on) + the firearm’s damage dice + the divine Gunner’s charisma modifier.This ability works similar to the channel energy class feature, except the divine gunner uses a firearm as the divine focus, and only targets a single unit within range rather than as a burst. The barrel of the gun can be empty if this ability is used, the divine gunner produces a bullet , or transforms a bullet in the gun, to sacred positive energy if the Divine Gunner channels positive energy, (or profane negative energy if the Divine gunner channels negative energy). A Divine gunner may take feats that add to this ability (such as extra channelling), as well as feats that alter this ability (such as elemental channel), but not feats that help with targeting multiple creatures (such as selective channelling).

Creatures that take damage from channelled shot receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the divine gunner’s level + the divine gunner’s Charisma modifier. A divine gunner may use channelled shot a number of times per day equal to 3 + her Charisma modifier.

This ability replaces the standard channel energy.

Gun Domain

Deities: Any

Granted Powers: With dedication and a little prayer, you are able of performing grandeous feats with a firearm.

Gun Adept (Ex): You gain Gunsmithing as bonus feat. The divine gunner also gains a battered gun identical to the one gained by the gunslinger.

Guided Shooting (Su): At 6th level, the divine gunner can as a swift action to use his/her Wisdom modifier instead of Dexterity modifier on ranged attack rolls and damage when using any firearm for a number of rounds per day equal to his/her level. These rounds do
not need to be consecutive, but they must be spent in 1-round increments.

Domain Spells: 1st—abundant ammunition (Ultimate Combat), 2nd—bestow weapon proficiency (Ultimate Combat), 3rd—explosive runes, 4th—secure shelter, 5th—flamestrike, 6th—fire seeds, 7th— walk through space (Ultimate Combat), 8th—iron body, 9th—repel metal or stone.

This domain replaces one of your two domains at first level.

Grand Lodge

The god Cixyron has the musket as his favored weapon. Getting the Channel smite and then Guided hand feat will allow you to use your wisdom for attack roll. Getting an axe or warhammer musket will mean you will always have a melee weapon, and still take advantage of the musket.


*A man lay dying in the wake of a massive battle, his leg is nearly torn off of his body and he has lost an ample pool of blood. His pale face rises to see a figure moving amongst the bodies of the dead.*

"Preacher! Preacher please! I'm dying!"

*The Preacher moves over the man, draws a pistol and fires a shot point blank into his face*

"OW! OH THANK GOD! I thought for sure I was dead!"

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