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So my stepson wants to play one of these, and I am totally unfamiliar with gunslingers. What feats (in order) does he need? Doesnt society use the early model firearms (short range is touch)? What Skills are important? Run down the types of guns? What about archetypes?
I'd write more if I wasn't only on the forums for a second between things, but if he wants to play a "musketeer" type (not by-name I mean, since that archetype isn't PFS-legal), there is the "Musket Master" which is great if he wants to be shooting at long-range.
This is a good guide I found for it:
http://kcmorris.hubpages.com/hub/A-Guide-to-the-Musket-Master-Pathfinder
I haven't read all the way through this one, but it seems pretty comprehensive:
http://www.giantitp.com/forums/showthread.php?t=213035
I think the writer for the first one players in the Society, but I can't vouch for that, so while these guides might give good ideas, you'll need to double-check to make sure it's all kosher for PFS-play.
Best of luck helping your stepson to "start shootin!" :)

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for PFS it really boils down to the pistol or musket, there's not much else there.
I'd suggest going with pistelero archetype or musketmaster archetype.
From there, honestly rapid reload and alchemical cartridges for gear. And a back up melee weapon. There's not much feat wise that is needed for them to do their job, extra grit etc is nice of course.

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i would recommend avoiding deadly aim, as there's disagreement over whether or not it works with shots made in your 1st range increment (which, as a gunslinger with a minimum cost of 2 gp per shot, you should endeavor to have every shot you make in that range). expect table variation.
if you're looking for an interesting alternative, pick up Faiths of Purity for the Bullseye Shot feat (move action to get +4 to hit on a ranged attack). it's a good tool to have against the odd enemy with a really good touch ac. precise shot is also good, as well as old standbys like weapon focus and improved initiative. dodge and mobility are good defensive choices. extra grit is a good choice for those levels when you just aren't sure if there's anything good to take.
for archetypes, the mysterious stranger plays well to a tengu's ability score modifiers. if you go this route, you will use cha instead of wis to determine grit and such, so you will get more bang for those ability bonuses. this might leave you with a low will save, so iron will might be a good feat choice to balance that out (as the party won't be happy when you get dominated by the succubus and start wiping them out one by one. true story.)
skill-wise, acrobatics is good choice for avoiding those melee situations. if you've got a good charisma, intimidate is useful for demoralizing opponents, and no party ever minds having an pc who's well versed in diplomacy. a good profession, craft or perform for a day job is a good way to offset some of your ammunition costs. perception is also handy.

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i would recommend avoiding deadly aim, as there's disagreement over whether or not it works with shots made in your 1st range increment
I don't see how there can be disagreement.
Deadly Aim (Combat)
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
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.
This feat is specifically cited as something where firearm shots should not be treated as touch attacks, and therefore the bolded clause in the feat doesn't apply.
I'm not normally one to push a ruling at the table, but I would in a case as clear-cut as this.

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if you're looking for an interesting alternative, pick up Faiths of Purity for the Bullseye Shot feat (move action to get +4 to hit on a ranged attack). it's a good tool to have against the odd enemy with a really good touch ac. precise shot is also good, as well as old standbys like weapon focus and improved initiative. dodge and mobility are good defensive choices. extra grit is a good choice for those levels when you just aren't sure if there's anything good to take.
I've never heard of Bullseye Shot; nice find.
If you take Dodge & Mobility, Deft Shootist is a great feat which has those two as prerequisites.
Snap Shot (and Improved Snap Shot, and Greater Snap Shot) is also great.
Improved Critical works well with the x4 critical modifier that most firearms have.
It's not hard to find really good feats; in fact, you'll probably run out of levels before you take all the ones you want!
for archetypes, the mysterious stranger plays well to a tengu's ability score modifiers. if you go this route, you will use cha instead of wis to determine grit and such, so you will get more bang for those ability bonuses. this might leave you with a low will save, so iron will might be a good feat choice to balance that out (as the party won't be happy when you get dominated by the succubus and start wiping them out one by one. true story.)
My two biggest issues with Mysterious Stranger are:
- It doesn't 'stack' with either Pistolero or Musket Master.- It loses arguably the best grit deed there is: quick clear.
It's got great flavour, though.
skill-wise, acrobatics is good choice for avoiding those melee situations. if you've got a good charisma, intimidate is useful for demoralizing opponents, and no party ever minds having an pc who's well versed in diplomacy. a good profession, craft or perform for a day job is a good way to offset some of your ammunition costs. perception is also handy.
Acrobatics is great, especially if you're wielding pistols and trying to move around enemies without triggering AoOs.
Stealth also works well with the class, especially if you can justify RP-wise taking a trait which makes it a class skill.