| ngc7293 |
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But not the standard fare. I plan to play a Pistolero
There are the first few that everyone gets
Pointblank Shot, Rapid Reload, Deadly Aim, Rapid Shot.
I need help with feats after a few levels. I have read that any Gunslinger will do well in the long run. I have also read the opposite.
Here are two feat lists that go through 16th level.
1 Point Blank Shot, Rapid Reload
2
3 Quick Draw
4 Deadly Aim
5 Precise Shot
6
7 Rapid Shot
8 Clustered Shots
9 Improved Critical
10
11 Improved Precise Shot
12 Critical Focus
13 Signature Deed (UC and D)
14
15 Feat
16 Feat
I wasn't sure about Quick Draw if it was even useful. I like Clustered Shots for those high DR monsters that couldn't take a single hit (playing a monk right now). I like Improved Precise Shot, but I don't know if it will do well with a mid range weapon (pistol). I also didn't like those two empty feats so I looked at some threads for ideas for a different idea and came up with this:
1 Point Blank Shot, Rapid Reload
2
3 Precise Shot
4 Dodge
5 Mobility
6
7 Deft Shootist
8 Deadly Aim
9 Improved Critical
10
11 Combat Reflexes
12 Weapon Focus(two barrel pistol)
13 Signature Deed (UC and D)
14
15 Snap Shot
16 Improved Snap Shot
This one goes for Deft Shootist and its prereqs and Improved Snap Shot and its prereqs. It was also suggested in a thread that Precise shot was better than Deadly Aim, at least until 8th level. The thing about Deft Shootist and Snap Shot is they assume you will be in melee (no attacks of opportunity when reloading with the former or you can make AoO with the latter). If I stay at the Pistol's 20ft range increment, I am outside of AoO. Also that makes the Snap Shot feats useless. The only way to use them is to step just shy of melee.
I have used the Optimal Paladin Guide for my feat list (has Divine Hunter). The Gunslinger guide seems incomplete.
I don't want a super optimized Gunslinger. I've seen the two gun 300+ damage thread. I am just looking for a workable set of feats that doesn't end in Snap Shot. (that is just one example)
Lexica Rose
|
Skip Clustered shots. You get a dead that will allow you to do the same thing with grit, Dead Eye. A few less points of damage every now and then will not slow you down.
Take a second look at Snap Shot and Imp Snap Shot. I think you will get more bang for your buck. With Combat Reflexes you will get AoO shots off on anything that moves into your 15 foot range.
Deadly Aim is your bread and butter, Do not skip it!
You can check my profile and it will give you an idea of what a level 8 gunslinger might look like. I do very decent damage with out feeling its over the top.
| Darkwolf117 |
^ If you mean Dead Shot, I disagree. It lets you up the damage dice a bit, but adding a 1d8 to the mix for every attack that would hit is a lot less awesome than adding 1d8+12 (made up the numbers randomly).
Unless you're talking about something else or I'm misunderstanding Dead Shot, but it looks a lot less useful than an actual full attack in most cases. I think clustered shots sounds like a much better way to deal with DR.
Lexica Rose
|
^ If you mean Dead Shot, I disagree. It lets you up the damage dice a bit, but adding a 1d8 to the mix for every attack that would hit is a lot less awesome than adding 1d8+12 (made up the numbers randomly).
Unless you're talking about something else or I'm misunderstanding Dead Shot, but it looks a lot less useful than an actual full attack in most cases. I think clustered shots sounds like a much better way to deal with DR.
I do agree with you Darkwolf.
Yes Dead Shot, thats it!
The only times that I use that deed is for DR (only if I am not packing something to over come it and its bugging me)or if I am worried about misfires and my gun exploding. "The gunslinger only misfires on a dead shot if all the attack rolls are misfires." Sometimes less damage is better then none. Its not great but it can help in a pinch.
I don't think that DR is a big enough deal to spend feets on it. With ammo options and magic weapons.
and 1D8+15 is what I am shooting :0)
| Darkwolf117 |
Fair point, once you've got weapons that can knock through most DR, Clustered Shots would be pretty much obsolete (unless you run into DR/- or Epic I suppose, but that's a bit less likely). And it's true, the chance of misfiring becomes absurdly low with Dead Shot, so that's definitely a plus.
And you know, it's funny, I put +15 first, then thought 'Well, I suppose that could be kind of on the high end, let me knock it down a couple just to make it more reasonable.' Shoulda just left +15 in there :P
| ngc7293 |
The Thing with Dead Shot (and any other Deed that uses grit) is that you have to have a decent amount of wisdom. I am thinking of a 14 so 2 Grit. That would give me two chances to use Dead Shot. Or once if I want to use Quick Clear as a standard action.
Using Clustered Shot may seem wasteful early on, but there is no guarantee that I am going to get the Magic Weapon or the ammo that I want later on.
As for Snap Shot and the other, I am doing my best to build a character that stays away from combat. I like the Pistolero (hence the title), and don't want a musket character.
| ngc7293 |
| Darkwolf117 |
The Thing with Dead Shot (and any other Deed that uses grit) is that you have to have a decent amount of wisdom. I am thinking of a 14 so 2 Grit. That would give me two chances to use Dead Shot. Or once if I want to use Quick Clear as a standard action.
Remember that you can get grit back by dropping enemies and scoring crits. I know it's not a guarantee, but it's available. Also, what race are you playing? Assuming favored class bonuses from the ARG are allowed, there are several races (humans are one) that can choose +1/4 of a grit point instead of a Hit point or Skill point. I personally think that's pretty darn useful.
| ngc7293 |
I did mention the Gunslinger Guide in the OP and to me it doesn't seem complete. There is constant traffic and the writer is constantly being corrected on other feats. It even says that he hasn't read much of the Ultimate Combat as it just came out what he started that thread.
@Psion
I only mentioned the TWF thread because someone wanted to know about it. I have no interest in a wacky idea. Just because I CAN take the class to have a vetigial arm doesn't mean I WANT to. For instance, I don't see it on the Iconic. She doesn't have a 3rd arm, so how is she getting the TWF and reload? It is an impossible task that I don't want to consider.
@Darkwolf117
I am going to play human and I considered the 1/4 grit point. I wasn't sure about 1 grit point every four levels. It sounds good for a group that is playing a 15pt game but mine is likely to be much higher.
| Darkwolf117 |
Well, if you're planning on having 2 grit points to start, it seems like a pretty big increase. Not to mention, seeing as it grit doesn't scale in level, it's one of the only ways to get more, besides Extra Grit (which I'd personally rather not spend feats on).
All in all, I'd consider a grit point worth more than 4 hit points/skill ranks, especially on a d10 hit die and 4+ skill rank class, but YMMV on that. Just figured I should point it out in case you hadn't noticed it :P
| Painful Bugger |
Hey, someone mentioned my thread. I'm playing a Pistolero Gunslinger in a friend's game and I've severely scaled back my character as to not overshadow the party. If you want a good feat choice for a regular pistol then try this:
(Assuming you are playing Human)
1 Rapid Reload, Point-Blank Shot
3 Precise Shot
4 Quick Draw
5 Rapid Shot
7 Deadly Aim
8 Clustered Shots
9 Hammer The Gap
11 Signature Deed (Up Close and Deadly)
12 Improved Precise Shot
13 Snap Shot
15 Improved Snap Shot
16 Dodge
17 Mobility
19 Deft Shootist Deed
20 Signature Deed (Stunning Shot)
True Grit: Bleeding Wound and Stunning Shot
Feel free to rearrange the feats as you like. I feel you don't really need quick draw and that you can bump everything down a level or replace it with weapon focus.
| Joes Pizza |
Man, i like the idea of being flexible and creating new maic or steampunk-style gizmos.
Here's an idea that i have not worked out all the rules on, Bracers of reloading.
Works with one or two bracers.
Acts as a ghost hands to reload weapons, only you can make a greater that reloads to match a full attack action.
You can also do things like add force effects to these bracers, like the ring of shield.. same thing, but you raise your bracer to act as a shield arm, you can still hold your weapon because the shield is mounted to the bracer.
Force push ala Iron Man etc...
Bandolier of hands. This is a bandolier that has multiple slots for pistols. When activated, hands erupt to life and reload any weapon handed to them. The hands can be destroyed via ranged attacks. It'd also be cool to be able to withdraw the hands as a swift or immediate action.( Something like that.) Part of the hands withdrawing would auto hook the weapon. I can see asking the hands to work behind your back for the moment due to fighting. Hehe :)
Greater and improved versions have tougher hands that can do things like hand you your hanky while drawing your sword and brushing your teeth.
There are so many things that can be done with just a little imagination.
| ngc7293 |
Question about Deadly Aim that I have not seen Answered. It seems to say that you can't use it with attacks that are Touch attacks and the gun is a version of a Touch attack. This has been bantered about through several threads but I could not find one that had a definitive answer. Yet I see Deadly Aim on everyone's build so is Deadly aim being used for Touch AC, Gunslinger's version of Touch AC? Or is it something else?
| Darkwolf117 |
Guns are an exception. Basically, though they target Touch AC, they aren't counted as Touch Attacks. That's just what they shoot against in their appropriate range increments.
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.
| Blueluck |
Hey, someone mentioned my thread. I'm playing a Pistolero Gunslinger in a friend's game and I've severely scaled back my character as to not overshadow the party. If you want a good feat choice for a regular pistol then try this:
(Assuming you are playing Human)
1 Rapid Reload, Point-Blank Shot
3 Precise Shot
4 Quick Draw
5 Rapid Shot
7 Deadly Aim
8 Clustered Shots
9 Hammer The Gap
11 Signature Deed (Up Close and Deadly)
12 Improved Precise Shot
13 Snap Shot
15 Improved Snap Shot
16 Dodge
17 Mobility
19 Deft Shootist Deed
20 Signature Deed (Stunning Shot)
True Grit: Bleeding Wound and Stunning ShotFeel free to rearrange the feats as you like. I feel you don't really need quick draw and that you can bump everything down a level or replace it with weapon focus.
Weapon Focus is a prerequisite for Snap Shot. Did you find a way around that?