
toascend |

I did a half-elf arcane duelist bard who got craft magic arms and armor and started rocking some beastly guns, used ancestral weapon trait to get gun proficiency. I don't like the grit system personally, so that was my best way to go.
With the buffs you can set up for yourself though, twf, haste, rapid shot, morale bonuses to offset accuracy loss and add damage, abundant ammunition spell.
And let's not forget, the guitar skills.

Byrdology |

Thank you all! I dont't remember, did he use pistols?
He used a bit of everything. He did use some 9mms and that sawed of double barreled pistol hip shotgun a lot. I think that using TWF with pistols and a similar shotgun for blast radius would be iconic enough for the feel of your character.

TGMaxMaxer |
1 person marked this as a favorite. |
Just because it's irredeemably broken, if you plan on hitting Bard 6, use the
They say that words can cut deeper than any blade, and the sound striker proves this true. Using music and words as a weapon, he can focus his performances into a deadly delivery.
Bardic Performance: A sound striker gains the following type of bardic performance. Neither performance can be performed more quickly than a standard action.
Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard's level to an object, or half this damage to a living creature. This performance replaces inspire competence.
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard's Charisma bonus (Fortitude half), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word. This performance replaces suggestion.
archetype, (stacks with several others) and pick up a
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).
Construction Requirements
Cost +1 bonus
Craft Magic Arms and Armor, spectral hand
pistol. It works... so unbelievably well.

Shalafi2412 |

What kind of point buy are you looking at? And what feats are you leaning toward?
We usually do the 4d6 and not point buy.
I was thinking the point blank shot and other archery type feats (for lack of a better word). I usually shy away from these types of characters since I prefer casters. This would be my first foray into this type of a character.

Byrdology |

Just because it's irredeemably broken, if you plan on hitting Bard 6, use the ** spoiler omitted **
archetype, (stacks with several others) and pick up a ** spoiler omitted **...
If you were an assimar and took the favored class option, would you be multiplying damage and or save every level, or just once?

TGMaxMaxer |
1 person marked this as a favorite. |
You make the normal ranged attack with whatever conductive weapon you have, then spend 2 rounds of bardic performance to channel the full use of Weird Words into the shot. You already hit, which is how that weapon ability works, and now you just roll a fort save for each word (1d8+Cha) to see if it's full/half damage.
The aasimar FVC performance gives +1/2 per level to a performance, so at level 6 with all 6 increases in it, weird words works like a 9th level bard, for 9 words doing 1d8+Cha each.
My Bard in PFS carries a +1 Conductive light xbow, it's absolutely nuts.
This with the Mysterious Stranger who is Cha based for grit, and gets to spend grit to add Cha to damage deed, has a good chance of killing anyone he hits with this and regaining grit as often as he uses it, needs Cha/Dex only, and point blank/precise shot, deadly aim, Rapid Reload, extra perform, and lingering perform. Using alch cartridges even makes this feasible with a musket, perform/load round 1, free to maintain, shoot, reload, channel (which doesn't actually require you to start the performance and end your active one by the weapon description) His perform will negate most of the deadly aim, he's targeting touch to start, and should have enough performance rounds that he can auto-kill most enemies around 10 times a day.
With the massive multiplier for the deadshot deed at level 13 (7gunslinger/6 bard) it would rock even more, (though the weird words use the x2 mult if it crits, not the guns x4).