Fake Healer
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So I was thinking about a goblin gunslinger....anyone have any good ideas for builds or a certain archetype for them? I was thinking of Pistolero but I am unsure about what would work well for any gunslingers having never played one. Any ideas on whether or not to multiclass?
For guidelines lets assume 20 pt buy and standard gold, and maybe a progression to level 10ish. I have no idea on what gear or feats work well on a gunslinger so feel free to play around a bit. Official Paizo only please (core and ultimates).
Thanks all. I look forward to ideas.
CalebTGordan
RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32
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The Advanced Races Guide has some great info on goblins. You can find it all at d20PFSRD.com under features races.
I would link it for you but my mobile device is a bit finicky about doing that quickly and accurately.
The feat allows goblins to use Medium sized firearms without penalty. Normally there would be a penalty for using weapons sized larger for you. I just love the idea of a goblin with a Medium musket or blunderbuss.
| MC Templar |
I played one of these... his name was "Boomsplat"
Medium-sized musket, lots of skill with stealth, he would hide pop-up and snipe in any combat, with distance penalties on perceptions checks, he made a pretty good go of utilizing sniping mechanics... although the maniacal giggling did tend to give him away.
You have learned how to fire the big guns.
Prerequisite: Goblin.
Benefit: You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
Normal: You take a –2 penalty when using an inappropriately sized weapon.
| MC Templar |
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Single level of Pistolero, Goblin Gunslinger feat at 1st. Rest of the way Fire Bomber, build around the "explosive missile" discovery.
- Pistolero, goblin with a comically oversized pistol.
- Alchemist (bomb damage 1d6)
- Alchemist 2 (explosive bomb discovery) Rapid Reload Feat
- Alchemist 3 (bomb damage 2d6)
- Alchemist 4 (Fiery Cocktail discovery) Extra Discovery Feat (Explosive missile)2nd lvl extracts
- Alchemist 5 (bomb damage 3d6) Strafe Bomb Discovery
By character lvl 6, You can fire explosive bullets, that will (if they hit) do 1d8 bullet damage+ 3d6 fire damage + target catches fire (1d6/round)
Also, the explosive splash damage (6+Int modifier) is either a ten foot radius burst or an 80' line to and past the target. (GM call on if you can start line from bullet target with explosive missile, or if Pistolero's up close and deadly deed interacts with explosive missile)
Explosive bomb*: The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Explosive Missile: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. An alchemist must be at least 4th level before selecting this discovery.
Strafe Bomb (Su): The alchemist can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at the alchemist and extends away from him in the direction he chooses. The alchemist designates one creature in the squares affected by the line to be the target of the bomb and makes his attack roll against that creature; all other squares in the line take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive strafe bomb, the line of splash damage is 80 feet long instead of 40 feet.
Fire Bombardier (Su or Ex): At 1st level, when a fire bomber throws a bomb that deals fire damage, all creatures in the splash radius take an additional point of damage per die of fire damage dealt. Fire bombers only add their Intelligence bonus to damage from bombs or alchemical substances that deal fire damage. This otherwise works like the alchemist's bomb and throw anything abilities. This ability alters bomb and throw anything.
Fake Healer
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Single level of Pistolero, Goblin Gunslinger feat at 1st. Rest of the way Fire Bomber, build around the "explosive missile" discovery.
- Pistolero, goblin with a comically oversized pistol.
- Alchemist (bomb damage 1d6)
- Alchemist 2 (explosive bomb discovery) Rapid Reload Feat
- Alchemist 3 (bomb damage 2d6)
- Alchemist 4 (Fiery Cocktail discovery) Extra Discovery Feat (Explosive missile)2nd lvl extracts
- Alchemist 5 (bomb damage 3d6) Strafe Bomb Discovery
By character lvl 6, You can fire explosive bullets, that will (if they hit) do 1d8 bullet damage+ 3d6 fire damage + target catches fire (1d6/round)
Also, the explosive splash damage (6+Int modifier) is either a ten foot radius burst or an 80' line to and past the target. (GM call on if you can start line from bullet target with explosive missile, or if Pistolero's up close and deadly deed interacts with explosive missile)** spoiler omitted **...
Nice, I like it! What would you suggest as necessary gear and stats (20 pt buy)?
Fake Healer
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| MC Templar |
S 12(2pt) (-2 racial)
D 14(5pt) (+4 racial)
C 12(2pt)
I 16(10pt)
W 12(2pt)
C 9(-1pt) (-2 racial)
Totals
S 12
D 18
C 12
I 16
W 12
C 7
At 1st lvl, you are a gunslinger, buy cheap light armor and then the rest of your money should be spent on black powder and bullets (or cartridges) Expect to be poor, the good news is, you are a goblin, nobody expects noble's outfits.
Although, a pancho and sombrero might be an amusing investment in deference to Malasta's comment above.
Tim Statler
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| Booloo |
| 1 person marked this as a favorite. |
I actually played one last saturday, and he was quite effective!
It's pretty easy to pull out actually.
Take the Musket Master archetype, it's just so good you can't pass up on it.
Dex (max it as much as possible)> Con/Wis > the rest
And then you build him like any other ranged character
Max Perception and Stealth (the goblin is extremely good at this)
Don't forget ride as you can definitely have fun with a mount
Then the usual range fighter feats:
Rapid reload (you get this for free as a Musket Master)
Point Blank Shot
Rapid Shot
Deadly Aim
They are all essential
You might also want to take the Deft Shootist chain: Dodge, Mobility, deft shootist as you will probably end up provoking AOO in tight Dungeons and generally your targets'ire for kicking the s~~~ out of them...
The small size musket isn't really a problem since your damage comes from you high Dex and Deadly Aim, but if you really must use a normal size one, either accept the -2 or take the appropriate Goblin feat (in the Race guide under Goblin)
If you bonus to hit is enough you might even want to take the -4 and use a double barrel musket for absurd damage (make sure this won't piss your DM off or he will make you suffer though)
As far as deeds go, Quick clear will be handy until you just stop misfiring (Musket Master 13).
gunslinger's initiative and Pistol Whip can be nice too