Gunslinger gear help please


Advice


Hello,

Can you recommend good gear for a gunslinger? Focused on double pistol but not exclusively. Only level 2 at the moment but this is planning for full end game gear, not just a specific WBL. Especially anything for more grit, weapon enchants other than distance and otherwise just general advice please. I read the stickied gunslinger guide and saw no equipment advice.

There are no magic marts, a lot of this will be quest rewards if that matters.

Thank you in advance


Well, a headband with a wisdom bonus will give you more grit.

Are you a pistolero who (eventually) will be ignoring misfire chance? If not, then the Lucky enchantment or the Reliable enchantment for your gun can be useful (both cost the same bonus in regular and greater though, so either one will probably do. If you can get it down to 0, reliable is probably better)

Any extra information on the build might help. Otherwise the general stuff:

Headband of Wisdom (as above)
Belt of Dexterity and maybe Constitution
Lucky/Reliable enchantment for your gun or...

If you don't want to deal with ammo/reloading, Pistol of the Infinite Sky may be useful (+5 Pistol, but automatically reloads all the time, allowing you to ignore any reloading and saving on ammo. Not a double pistol though). As a specific weapon though, I'm not sure if you'll find this easier or harder to obtain with no magic marts.

Can't really think of anything else off the top of my head.


No archetype taken, just base gunslinger. Losing proficiency in the other firearms is bad. We're pirates so being able to use deeds (dead shot) on cannons will be a big deal. My thoughts on build will be going into duelist with gm approval of the gun being a qualifying weapon. Also pretty much any paizo source, online OGL stuff for sure is allowed. Thanks for the pistol of infinite sky, I'd like to rip that onto a double-barreled pistol though.

Other than trying to enter duelist I'm planning on a generic point blank, rapid reload, rapid shot, deadly aim build. Only the one double pistol though because the group isn't optimized enough for much damage than that before people would start to feel more than outclassed.

Also, are there any ways to get extra skill points outside of increased intelligence or cross-classing?

What would your perfect level 20 duelist/gunslinger pirate have? I can post my current build if people want but level 2 custom race means I don't have much outside of rapid reload.

Other items of note:
Vigor/wounds being used
Piecemeal armor used
Armor as DR used


The 'keep my weapon proficiency open' idea is kind of moot: some of your range feats are going to be for a specific type of gun. Your character may retain the ability to shoot a rifle, but he's not going to be able to use half his feats unless he uses whatever gun he's specializing in.

You didn't mention his race, but if he's human there is a feat that allows you to take both a skill point AND an HP at every level. The downside is 1. it costs a feat 2. you won't be able to take whatever the alternative favored class bonus for the gunslinger is (probably more grit points).

You might also consider how your gunslinger is going to interact with the rest of the party. For example, perhaps you have a magic user that likes to cast darkness or fog spells often. Picking up some appropriate headgear to allow you to see through dark or fog would be appropriate.

As a gunslinger, you're going against touch AC. Every now and again, you'll come up against an opponent with high Dex. Remember to keep a couple of tanglefoot bags around.


Still Learning wrote:
My thoughts on build will be going into duelist with gm approval of the gun being a qualifying weapon.

I've not much looked at Duelist before. Do you mean you're hoping for the GM to approve of the gun being used in all the places it mentions light or one-handed piercing weapon? If so, and that works, then the rest of this post will kind of look a bit different.

Anyway though:

Still Learning wrote:
What would your perfect level 20 duelist/gunslinger pirate have?

Gunslinger 11/Duelist 9: This gives you access to level 11 deeds, some of which are pretty sweet (Bleeding Wound and Lightning Reload, particularly). While the capstone of Duelist looks nice, I'd probably prefer Bleeding Wound as a more reliable source of Ability Damage. It also gives you access to the Signature Deed feat, which can be rather good (unfortunately since you're not using Pistolero, you can't put it on Up Close and Deadly for a +3d6 on all gun attacks :P Now that could be fun, imo).

Feats: Weapon Finesse, Dodge, Mobility (All required for Duelist), along with Deft Shootist, and the Two-Weapon Fighting line of feats, with some kind of light melee weapon (shortsword probably) being your off-hand weapon. This lets you fight up close and personal with a sword, while still generally using the gun. With Parry, I'd recommend forgoing the highest of your sword swings, in order to save that for... well, parrying. (Alternatively, if you feel feat-starved, you could just take the first of Two-Weapon Fighting, and not really swing for damage with the sword, just use it for defense. With a low strength, it wouldn't be able to do too much damage, but if it can keep you safe, that's nice.)

Stat Spread and Magic Items: Assuming I'm understanding Canny Defense correctly, it means you need 19 Int to benefit fully from it at Duelist 9? This is possible with a 13 Int, and a +6 Int Headband, which is probably your best bet. Since Grit would also be nice to have, you'd probably ideally want both Int and Wis on it. Dexterity and Constitution would both be fairly important if you'll be close in the middle of combat, but you should have a pretty high AC all things considered. If possible though, Belt of Dex/Con would be ideal. If not, the Dex would probably help enough. (Again, the lack of magic marts makes all of this a bit subjective, but this would be my preferred gear.) I'm inclined to say Pistol of the Infinite Sky would be good in this case as your other hand is going to be occupied with the weapon, making it difficult to reload.

Of course, this is all conjecture based on not being able to use most of the duelist abilities with a gun. If you can do that, I'd probably think differently.

But this would be something along the lines of the build I'd be going for on a Gunslinger/Duelist. I could maybe put together an actual build to get a full idea of all the specifics, gear, and so on, but this would be the general idea of how I personally would build a gunslinger/duelist.

Edit: I suppose it bears mentioning also, that I've not used Vigor/Wounds, Piecemeal Armor, or Armor as DR before, so I'm not really sure what differences that may or may not have on the situation.


Thank you both for the help. A couple of replies to see if I can get some more gear advice. I'm starting to get the impression there isn't much for them outside of a few weapon enchants, that pistol of infinite sky and standard stat boosting gear. No hidden gems?

First, the importance of not losing weapon proficiency isn't so much the sub-par rifle attacks I could make, it's the combination of a cannon and deeds. Like in my specific example, dead shot + a 6d6 cannon can do a heck of a lot to help us take an enemy ship out. We're 7 sessions in and have had only one land combat, cannons are a thing that really need to stay. I agree in general it is a moot point, but in my specific case it is game changing.

Second, yes, exactly I mean using the pistol as a 1-hand piercing weapon, which it is by RAW. It doesn't seem intended, but there isn't much for gunslinger in the way of prestige. We have a witch and a sorcerer, so there will probably be loads of crowd control so ways to get synergy with that are great. Otherwise we have a sword and shield fighter, and a rogue that might have just died.

Last, here is the race. It was built prior to the decision for gunslinger or duelist, just happy circumstance that it's a good fit.

Spoiler:
Castanics appear unfortunately infernal, with pastel skin colors in the red and blue spectrum ranging from light pink to dark purple. Their eyes and hair are metallic hues with silver being the most common. They possess a long, prehensile tail that often serves as well as a third hand outside of heavy lifting. They also have a set of curved, generally forward facing horns that almost form a crown but are good for little other than decoration. It is not uncommon for a Castanic to wear rings on their tail or wear jewelry on their horns or even have gems embedded if they have the means.

Beyond the definitions, the Castanic are beautiful. There is no such thing as an overweight or unattractive Castanic, and each approaches or surpasses the majority of humanoid races’ measures of beauty. This natural grace and supernatural beauty comes in part from their progenitor and in part from their minor connection to the plane of Elysium. Their demonic appearance, however, still leaves them suffering from mistrust when first introduced, but after long exposure they have a calming effect on a group.

Almost as overcompensation for their infernal appearance, the Castanics are an affable race that is genuinely kind and highly skilled at negotiation, diplomacy and seduction. Their strong tie to the Goddess’ blood as well as the plane of Elysium also allows them to naturally channel positive energy though a kiss, a mockery to the succubus they resemble. Their natural charm and collective good nature makes them valuable and easy allies once past the deceptive appearance.

The Castanic are also very fast. All of their movements are fluid, precise and quick. They favor ranged combat since they are not physically strong, but when forced into melee they rely on their graceful movements over strength to connect with their blows. However their contradictory nature drives many to seek martial combat just to overcome their inherent weakness. And if all else fails, few races can outrun a Castanic

All castanics are Outsiders with the native subtype. They have the following racial traits.

(Advanced, 15 points)
-2 Strength, +2 Dexterity, +2 Charisma: Castanics are graceful, beautiful and enchanting but not physically strong.
Native Outsider: Castanics are outsiders with the native subtype that have connections to the plane of Elysium.
Medium: Castanics are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Castanics have a base speed of 40 feet. (Fast trait)
Darkvision (Ex): Castanics can see in the dark up to 60 feet.
Low-Light Vision (Ex): Castanics can see twice as far as humans in conditions of dim light.
Elysium Kiss (Sp): Castanics gain cure light wounds as a spell-like ability 1/day. The caster level is equal to the Castanic’s level.
Quick Reflexes (Ex): Castanics begin with Improved Initiative as a bonus feat.
Nimble Moves (Ex): Castanics begin with Weapon Finesse as a bonus feat.
Prehensile Tail (Ex): Castanics have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Silver Tongued: Castanics gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.


Actually, I should have thought of this earlier, but Ring of Evasion would probably be nice. Since you won't hit level 15 of Gunslinger to get the Deed that does it, getting to make use of your high Reflex save would probably be pretty helpful.

A Ring of Freedom of Movement might be useful too, since being Dex focused means you lose a lot of stuff if you lose your mobility.

If you wear both of these, you could make it easier for your casters to nuke/control the area you're in, without as much worry of hitting you. Not guaranteed of course, but it might make it easier for them to fireball or black tentacles an area, or something like that.

Of course, if you get both of them, you can't wear a ring of protection, which might be nice, but your AC, including Touch, might be pretty high regardless.


www.d20pfsrd.com/classes/prestige-classes/core-rulebook/duelist wrote:
For many of the class features of the duelist, a requirement is to be using a light or one-handed piercing weapon. This must also be a melee weapon; a duelist cannot use such class abilities with a ranged-only weapon or thrown-only weapon.


Essential:

Scabbard (holster) of staunching

Horn of dry loading thingy

+1 Adamantine Blood Seeking double pistol asap

Ring of force shield

Instead of cloaks of resistance get 'ponchos' of resistance

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