Gunslinger wizard build advice please


Advice


I'm submitting a gunslinger wizard for an upcoming campaign. I'm really not interested in spell slingers. They have their place, but not what I'm going for.

20 pt buy
Probably human
I'm thinking of building him/her as gunslinger 1/wiz 5/EK X, though not entirely sold on the EK part.

I'm not overly familiar with anything but the overview of gunslingers.

Tricks, thoughts, advice?


Oh, starting level is 5, but is like advice on what to do as I level also. Thanks.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Take Diviner for extra uses of the named bullet spell. Then kill things with crits all the time, also take spells that enhance the magic bonus of your gun and put as many burst element abilities on it as you can and you will rock damage on most things.


Christopher Van Horn wrote:
Take Diviner for extra uses of the named bullet spell. Then kill things with crits all the time, also take spells that enhance the magic bonus of your gun and put as many burst element abilities on it as you can and you will rock damage on most things.

Is that really any effective? Starting level seven, he will be able to fire 3 bullets that add his caster level to damage once.

Somehow a fireball seems like better choice in the long run.

@Op
What's wrong with Spell Slinger by the way?


Ramza Wyvernjack wrote:
Christopher Van Horn wrote:
Take Diviner for extra uses of the named bullet spell. Then kill things with crits all the time, also take spells that enhance the magic bonus of your gun and put as many burst element abilities on it as you can and you will rock damage on most things.

Is that really any effective? Starting level seven, he will be able to fire 3 bullets that add his caster level to damage once.

Somehow a fireball seems like better choice in the long run.

@Op
What's wrong with Spell Slinger by the way?

Nothing is wrong with spellslinger, just not where I want to go. I'm looking for more of a wizard who also happens to have a gun (quite an effective weapon) than a wizard whose obsessed with guns.


Tiny Coffee Golem wrote:
Ramza Wyvernjack wrote:
Christopher Van Horn wrote:
Take Diviner for extra uses of the named bullet spell. Then kill things with crits all the time, also take spells that enhance the magic bonus of your gun and put as many burst element abilities on it as you can and you will rock damage on most things.

Is that really any effective? Starting level seven, he will be able to fire 3 bullets that add his caster level to damage once.

Somehow a fireball seems like better choice in the long run.

@Op
What's wrong with Spell Slinger by the way?

Nothing is wrong with spellslinger, just not where I want to go. I'm looking for more of a wizard who also happens to have a gun (quite an effective weapon) than a wizard whose obsessed with guns.

Well, obsessed might be a strong word. Wizard doesn't have a lot of features to swap out for an archetype, especially to make him decent at something Martial, that'd be like an archetype to give Fighter wizard spells.

The gun is only effective if you invest in it, there's plenty of threads about that, but basically it's like 4-5 feats. Gun proficiency for one, then it's stuff like Quick Draw, Rapid Reload and so on. With wizard Base attack, you won't really be hitting anything.

At 5th level you could take human, that's one feat, one feat for level 1, and another for lvl 3rd and 5th? So you could spend all your feats to do avarage pistol stuff.


I'm looking at the pistol as more of a backup and less as a primary weapon. Something to do If I'm low on spells, but not as a primary attack mode.


Tiny Coffee Golem wrote:
I'm looking at the pistol as more of a backup and less as a primary weapon. Something to do If I'm low on spells, but not as a primary attack mode.

Ah, well, then that makes more sense. When you said Gunslinger Wizard, it kinda sounded, well, like Spellslinger.

This is the best I could find at the time. Also, do you know how much gold you'll get?

Human Feat:
1st Level : Arcane Strike - As a swift action, add +1 to hit and to dmg for one round. Another +1 per 5th caster level, so +2 at your level.
3rd Level : Exotic Weapon Proficiency(firearms)

You can use Human and 5th level for things like Weapon Focus for another +1 to hit.

Liberty's Edge

I think like others are saying, gunslinger doesnt work well as a backup class. you'd probably be better off with a wand of magic missile then one lvl of gunslinger (then you'd be a missile slinger).
5 levels of gunslinger however would go very well with a wizard. having dex to damage and the most important/pertinent feats. but this would be more focused on the gunslinger part.
but if this isnt what you want, it isnt what you want.
if you want one level of gunslinger I'd go mysterious stranger, especially if you switched from wizard to sorcerer as mysterious stranger uses charisma instead of dex. and their 1st level ability adds charisma modifier to damage which is more useful if your gun isnt your primary weapon (you can do this only as much as your charisma modifier).


11k starting gold plus half price if I can make the item with a spellcraft roll of 1.


andersen wrote:

I think like others are saying, gunslinger doesnt work well as a backup class. you'd probably be better off with a wand of magic missile then one lvl of gunslinger (then you'd be a missile slinger).

5 levels of gunslinger however would go very well with a wizard. having dex to damage and the most important/pertinent feats. but this would be more focused on the gunslinger part.
but if this isnt what you want, it isnt what you want.
if you want one level of gunslinger I'd go mysterious stranger, especially if you switched from wizard to sorcerer as mysterious stranger uses charisma instead of dex. and their 1st level ability adds charisma modifier to damage which is more useful if your gun isnt your primary weapon (you can do this only as much as your charisma modifier).

I'd be open to going sorcerer. Human sorc get a lot of spells.


As Andersen suggested, and I would too, is to focus on cheap wands of Magic Missile, ask the GM to allow them looking like pistols. Bam, non-missing magic pistols pulled out of your ass.

Sovereign Court

Making a character isn't about making the best character out there.

So a Wizard with a gun. Could talk to your GM. Maybe they'll let you take a firearm as your Arcane Bond. Wouldn't work in the Pathfinder Society but could work at home. If ranged combat with a gun wasn't going to be your focus that might be enough for that image.


I was toying with the idea of using spells to incapacitate the coup de grace with the gun. For dramatic effect.

Just need to research how and if it'll work.

Sovereign Court

A x4 crit weapon should make for some decently high fort saves for that. Assuming you don't roll poorly of course.

Actually thinking about that for a moment that actually seems like a pretty grim type of character. Knocking people out and then executing them with a pistol? Ouch... Not very heroic. :(


Morgen wrote:

A x4 crit weapon should make for some decently high fort saves for that. Assuming you don't roll poorly of course.

Actually thinking about that for a moment that actually seems like a pretty grim type of character. Knocking people out and then executing them with a pistol? Ouch... Not very heroic. :(

I wasn't going for heroic. :-)


Here's a thought. A witch with the sleep hex who carries a revolver. He'd be using it to coup de grace so prof isn't needed. Put someone to sleep then execute. Would that be viable?


Yeah, that could probably work.
Even better, how about a Hexcrafter Magus archetype, you get some combat, some spells, and the Sleep Hex.


Ramza Wyvernjack wrote:

Yeah, that could probably work.

Even better, how about a Hexcrafter Magus archetype, you get some combat, some spells, and the Sleep Hex.

Ooh! That could be brutal.


Any homebrew stuff allowed?

As soon as you said witch I remember someone on /r/Pathfinder_RPG posted a homebrew witch/gunslinger class

Link is Here

Other than that my only thought so far is that the witch/gunslinger with sleep and a revolver sounds the most interesting.


No homebrew. :-(


Tiny Coffee Golem wrote:
No homebrew. :-(

I suggest you check out the Magus with the Hex archetype, not only will you get the Sleep Hex, some decent offensive spells (Shocking Grasp + Intensified Metamagic Feat gives you 1d6 per caster level touch attack as a 2nd level spell, up to 10d6)

Invest in a glove of storing, and a pepperbox pistol, store said gun in the glove, call on it whenever you're about to Coup de Grace, reloading only outside of combat or when you're 100% sure you're safe.

You fight with any melee weapon of your choice in mainhand, leave off-hand open to use magus spell casting, it's effectively dual wield but with sword and magic. When it's possible, Hex the target, use a free action to summon the pistol into your off-hand, and then Coup de Grace the sleeping target.

There's no penalties for using pistol in off-hand unless you attack with main hand in the same turn, so first turn you sleep, 2nd turn you shoot, then free action to hide the pistol.

Sample:
Human Hexcrafter 5
Longsword 1d8 (can be any sword, but need one for Spell Combat)
Pistol 1d8, x4.

Human Feat:
1st: Arcane Strike:
3rd: Exotic Proficiency(firearm)
5th: Quick

3rd lvl Hex/Arcana:
4th lvl Hex: Slumber

Tactic: If in melee or close distance, use a Standard Action to use the Slumber Hex. If successful, spend a move action(if needed) to get close, a free action to call the pistol into your off-hand via Glove of Storing(10,000gp), then next turn, you can spend a full-round action to Coup de Grace before target wakes up.

You might have to delay pistol or the glove, but the tactic is still viable with any weapon. Slumber can only be used once per target per day, but you use it at same level as a witch, and still keep some power trough wizard combat spells as well as medium bab, armor proficiency with no spell failure, and other knick knacks.

Edit: Forgot to add that you can use Arcane Strike feat every turn as a Swift Action to gain +2 to hit and damage for that turn, which will negate the -2 penalty when you use a full-round action to attack and cast a spell in the same turn.

Another fun part of Hexcrafter is that spells with Curse type get added to your spell list, and you can use Spellstrike class feature to attack with your sword, and if it fits, bestow a curse on the target, lowering their stats and other funny effects.

Lantern Lodge

Hmmm if Heirloom Weapon Trait is allowed u could get the gun that way and make it ur Arcane Bond so u dont need to level dip for prof.


Psion-Psycho wrote:
Hmmm if Heirloom Weapon Trait is allowed u could get the gun that way and make it ur Arcane Bond so u dont need to level dip for prof.

Well, if he wants the Slumber Hex, he won't be having Arcane Bond.

Though it's a good point. If you're allowed Traits, and pick Heirloom Weapon and then Pistol, that saves you the 3rd level feat as suggested above, but you won't be able to use any other pistols or firearms.


Gunslinger Alchemist is better and if you can use it the grenadier archetype. You can combine alchemical weapons and bullets and at 4th level combine bombs and bullets with a feat.

Lantern Lodge

The 8th Dwarf wrote:
Gunslinger Alchemist is better and if you can use it the grenadier archetype. You can combine alchemical weapons and bullets and at 4th level combine bombs and bullets with a feat.

He does not want that though as he stated earlier that he is getting the gun as a back up plan not as a primary ability.


Psion-Psycho wrote:
The 8th Dwarf wrote:
Gunslinger Alchemist is better and if you can use it the grenadier archetype. You can combine alchemical weapons and bullets and at 4th level combine bombs and bullets with a feat.
He does not want that though as he stated earlier that he is getting the gun as a back up plan not as a primary ability.

Bummer 1 level gunslinger the rest in alchemist, you have an arse kicking way of delivering bombs... Plus spells.

Sovereign Court

Heirloom Weapon doesn't do that anymore. Can't get proficiency with an exotic weapon.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Instead of hexcrafter, you can instead go with a myrmidarch magus to get Ranged Spellstrike in addition to normal Spellstrike; this lets you add spell effects to either melee or ranged weapon attacks. You give up some spellcasting, though.

Human Gunslinger (Pistolero) 1/Magus (Myrmidarch) 4
13 Str, 16 Dex (+2 race), 12 Con, 16 Int (+1 advancement), 14 Wis, 8 Cha
Trait: Magical Knack (Magus)
Gun 1- Gunsmithing*, Point Blank Shot, Precise Shot
Mag 2- Arcane Strike or Craft Wondrous Item or Weapon Finesse
Mag 3- Magus Arcana (Close Range or Spell Blending)
Mag 4- Craft Magic Arms and Armor or Quick Draw

*-Bonus feat

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