Crafting a PFS Gunslinger / Sorcerer / Eldritch Knight


Advice


I'm making a PFS character based on the original incarnation of my favorite D&D character.

The character, Sayorin Eldius, used to be a Ftr/Sor/EldK and the coolest move he ever pulled off was when a horde was attacking a small village he was visiting and started to lob catapult shells over the walls filled with smokepowder followed by flaming arrows.

Sayorin carried a smokepowder pistol and thus recognized what it was and slapped a scroll of resilent sphere around it quick, fast, and in a hurry. (DM got around it by tossing another ball over though =/ )During the ensuing invasion he was fighting off a group of Orcs near the 'sphered' smokepowder ball and proceeded to do the following:

Dismissed the resilent sphere spell, used PRESTIDIGIDATION to spark a flame on the smokepowder, and then used 'Ruin Delver's Fortune' to escape the ensuing blast the DM ruled as a high-level fireball. I managed to kill a few orcs and wound several others.

Most epic moment ever.

And now, in PFS, I see a chance to remake him. But I'm torn between:

________________________________________________________________________
Build A) Gun Tank* Gunslinger/ Sage Bloodline** (and possibly tattoo) Sorcerer/ Eldritch Knight
* For Med armor prof for Mithral Breastplate or Mithral Armored Coat
** Uses Int in place of Cha for all things Sorcerous

...Or...

Build B) Mysterious Stranger* Gunslinger / Heroic** (?mebbe?) Possibly tattoo Sorcerer / Eldritch Knight
*Use Cha in place of Wis for Grit, can use deed to add Cha mod to all ranged atks that round
** Freedom of Movement at 9th Sorcerer level
_______________________________________________________________________

Build 'A' is the Int-based spontaneous caster I've always wanted but Build 'B' synergizes Cha like crazy.

Both builds will most likely use the Pistol as a back-up weapon (or weaponwand it and pew-pew lightning bolts and what-not) with a Dervish Dance Scimitar as the primary attacking method combo'd with nessecary spellcastings.

Current stats are: +2 Human stat bonus included

Build A: two sets of stats
Str)10/10 Dex)14/15 Con)14/10 Int)18/20 Wis)10/10 Cha)10/7

Build B:
Str)10 Dex)14 Con)14 Int)10 Wis)10 Cha)18

Any advice would be greatly appreciated, and please note that while I do want a powerful/optimized character character, Sayorin is one of those few that I put fluff before substance and try to make it work.

The only requirements he needs to meet is that he's a spontaneous spellcaster who can fight in melee. Prepared spellcasting is why I won't go Magus.

Thanks for reading and cheers.


Ack, also forgot to ask how a non-Alchemist crafts Alchemy in PFS if he craft Alchemy at all outside of day job checks.

Grand Lodge

Mysterious stranger has real problems from losing the Quick Clear deed. These are made up for somewhat at higher levels, but you likely won't be taking those levels if you're going Eldritch Knight.

Instead I'd suggest the Empyreal bloodline, which shifts all Sorcerer class features to Wis, which you're already using for grit.

A non-alchemist may only use Craft: Alchemy for day job checks unless the scenario calls for a check.

Grand Lodge

PCs cannot craft anything in PFS. If you take Craft(Alchemy) and you're not an Alchemist all you can really do is make Day Job checks and try to identify alchemical substances in scenarios. There are a few other uses that may come up in play, but (as with all Craft skills) you don't get to make anything permanent.

Sovereign Court

Additional Resources wrote:
Gunsmithing does not grant the ability to craft firearms, ammunition, or black powder. Rather, it allows the purchase of bullets, pellets, black powder, and alchemical cartridges (with 1 rank in Craft [alchemy]) at the listed reduced price, but does not grant a discount on the purchase of any firearm.

As stated, there's a good reason for a gunslinger to put one rank into Craft (Alchemy). Buying Alchemical Cartridges on the cheap. Beyond that, there's not much point beyond if the character was actually going to use the skill regardless.


Quote:

Mysterious stranger has real problems from losing the Quick Clear deed. These are made up for somewhat at higher levels, but you likely won't be taking those levels if you're going Eldritch Knight.

Instead I'd suggest the Empyreal bloodline, which shifts all Sorcerer class features to Wis, which you're already using for grit.

A non-alchemist may only use Craft: Alchemy for day job checks unless the scenario calls for a check.

Ooo, didn't see what Quick-Clear did. And as for Empyreal bloodline, it looks good and sound in theory, but Sayorin's power has always come from himself (Arcane) or Dragons (Draconic).

Would it be possible for me to combine Crossblooded with Wildblooded to gain a Destined Sage sorcerer bloodline? I've been searching and no one seems to have a straight answer for PFS games. If I can then Sayorin may end up being a Gun Tank Gunslinger / Destined Sage Sorcerer / Eldritch Knight. And still up in the air between Seeker for trapfinding or tattoo sorcerer for the familiar.

As for the crafting answers, boo-fail on not being able to make my own tanglefoot bags, but yay for cheaper alchemical shots!


Ok, did a lot more digging, apparently it's legal since nothing is replaced, the downside is that I don't get to be a Tattoo sorcerer since it WOULD replace something. So I guess Seeker it is, so much the better if any of my parties are lacking a trap-locator.

And now for another pair of questions.

How would I get healing spells as a Sorcerer? I've seen infernal healing in Chelix(?) and the Godless healing feat. Are there any other sources I should poke through?


3DJutsu wrote:
How would I get healing spells as a Sorcerer? I've seen infernal healing in Chelix(?) and the Godless healing feat. Are there any other sources I should poke through?

Infernal healing is a lvl 1 wizard/sorcerer spell from "Inner Sea World Guide". You can always UMD a want of cure XXX wounds as well.


Scratch what I said Youngblood, I re-looked it over and Empyreal bloodline actually looks really good with a dash of rehashing to make it less holy. Though I suppose he could have some connection to a god of magic? The idea that his powers stem from his Willpower is a mite intriguing.

Now, if I wanted to be an Empyreal Tattoo'd Sorcerer, would that be possible since Empyreal changes my 9th lv bloodline power and Tattoo'd outright snuffs it, or would it matter if I never even reach my 9th lv bloodline power? (Thinking of going Gun Tank 3 / Empyreal Tattoo'd Sorcerer 7 / Eldritch Knight 10)

Empyreal tattoo'd or just Empyreal, stats alone are awesome. Dex/Con 14 and 18 Wis? All my saves are pretty much covered. d-(^_~)z


Ok, so I'm pretty much dead-set on the Empyreal Sorcerer Bloodline, really liking how his magic stems from willpower.

I've also reconsidered a few things, Sayorin's original incarnation never actually had proficiency in the pistol, he merely had it as a nifty gadget.

So I'm considering taking Sohei monk instead, any recommendations on increasing my Unarmed dmg or synergizing my Wis some more?

In the Inner Sea, it says only Gunslingers can purchase firearms, would I still be able to pick one up from a Chronicle sheet or is that considered 'purchasing'?

Cheers.

Grand Lodge

You can only have a gun if you have the Gunsmithing Feat (in PFS). So there's at least a feat cost, but you could do it.


as far as chronicle sheets and guns:
AFAIK there is no chronicle sheet with a gun in it.

Liberty's Edge

Hi, I wanted to point out that the PFS FAQ does specifically allow alchemists to use Craft(alchemy) to craft.

PFS FAQ

The Exchange Contributor, RPG Superstar 2010 Top 16

The problem with the Sohei is it puts your BAB even further behind the curve. By the time you hit Eldritch Knight, your character will have a +2 BAB at 6th level. It's not necessarily a no-go, but something to think about.

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