Stray Cat: Gunslinger (pistolero) 5 / rogue 5 (sniper, scout)


Advice


First off, HUGE + 1 for anyone getting the reference.
Secondly, the build:

20 point buy, human

STR 10
DEX 16 (18)
CON 14
INT 12
WIS 14
CHA 8

1point blank shot
1 precise shot
3 rapid reload
5 deadly aim
7 iron will
9 extra grit
11 signature deed: up close and deadly

Gunslinger feats
4 rapid shot
8 far shot

Rogue talents
2 finesse rogue
4 fast stealth

The idea here is obviously, a decently effective ranged rogue. Dex to damage helps a lot, as does signature deed with up close and deadly. Combine with the occasional ranged sneak attack, plus a dagger in a spring loaded wrist sheath (hence finesse rogue) and damage should not be an issue.

My basic concept is a pistol wielding assassin.

Any help or suggestions would be helpful. It's a build I gave had unmindful for a whole, I'd like to make it work. Thanks everyone!


One problem with your build is that Signature Deed requires 11 levels as a Gunslinger before you can pick it up. If you're wanting to hit that Signature Deed, I'd really suggest just going pure Gunslinger with just a splash of a couple levels in another class.

Personally, I'm not sure that trying to be a stealthy, sniper style Gunslinger using pistols would work all that well. If you just want to go with a gunslinger with more of a Rogue feel to it though, have you looked at Fighter (Cad)?

1 level as a Cad gives you Escape Artist, Slight of Hand and Stealth as class skills as well as a Bonus Feat. A second level gives you a bonus on Disarm, Steal and Dirty Trick combat manuevers, as well as another Bonus Feat. A third level grants you Catch Off Guard, so you can use your Pistol as a Melee weapon if the need arises. You also have 1D10 hit die and full BAB progression with these levels.

Sczarni

If you want to be a sniper Musketeer is the obvious choice...sniping from 20 ft is hardly sniping.

Second of all, do you realize how impossibly difficult it is to ACTUALLY snipe using any weapon but especially a fire arm in this game? You take some SERIOUS penalties for stealth and will more than likely be spotted 99.9% of the time.


I am NOT trying to be a sniper. I am merely trying to extend my range of sneak attack slightly, since it feels somewhat thematic. Honestly however, I tacked on the rogue archetypes at last minute.


Pathfinder Adventure, Lost Omens Subscriber

I was thinking of doing something similar for our upcoming Airship planes campaign (Level 10). I decided to make your concept/improve upon it as an option for myself. There're a few changes I'll explain.

Human Rogue (Scout) 9 / Gunslinger (Mysterious Stranger) 1

STR 12
DEX 15 (18 [17+1])
CON 12
INT 12
WIS 10
CHA 15 (16 [+1])

Gunslinger (Mysterious Stranger) 1
1 = Point Blank Shot + Precise Shot

Rogue (Scout) Start Class at 2

2 = Sneak Attack 1d6
3 = Finesse Rogue (Rogue Talent) + Dodge
4 = Sneak Attack 2d6
5 = Mobility (Combat Trick [Rogue Talent]) + Scout's Charge (Rogue Ability) + Shot On The Run

At level 5, you're already capable of dealing sneak attack damage every other turn (from charging) and firing your weapon as you fall back between each round. I believe this fills your character concept quite a bit more both thematically and mechanically. You'll also be able to add a your flat Charisma modifier to your damage rather than relying on the randomness of a d6 (+3 EVERY use). This can be increased to +4 if you change your +2 to Charisma instead of Dex.

As for roleplaying, this will also give you a very skillful character (in my case I'm going to be playing a CHAOTIC(!) Neutral Intimidating character) which will make you even more useful out of combat.

From this point, I would continue down the rogue tree to make your sneak attack on your gun ultimately deal sneak damage EVERY turn with your gun (Scout 8 = Skirmisher: Deal sneak attack damage on your first attack after moving at least 10' in the same round).

If the shiny (and costly) 1d6 bonus damage from the pistolero floats, just swap to that. In the long run, you DO get more burst potential if you go with pistolero, but for just dipping into a class I feel the Mysterious Stranger archetype benefits the party more than just being "another damage dealer".


Pathfinder Adventure, Lost Omens Subscriber

I forgot to mention I'd swap the ability scores a bit if you were going to go for a Pistolero following a similar array you chose, with a bit more min/maxing to get some rounding done.

STR 11 (110 Carry Weight)
DEX 15 (17)
CON 14
INT 12
Wis 15
CHA 8

This is the route I'd go if you wanted to go with a primarily combat oriented gunslinger. This will give you more grit (Standard Archetypes use Wisdom, Mysterious Stranger uses Charisma) and a higher will save.

Hope all this helps, I had fun making it for ya ^^.

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