
Dustyboy |

So my current character is going to be wrapping his story up very soon, my current character is too powerful and will only get exponentially more powerful, level 10 dealing 4d6 sneak attack, getting five attacks, targets are virtually always dexless, and numerous other modifiers that give me over 200 damage a round on average)
The DM is allowing this, but i'm looking for something a little more interesting and a little less overpowered for my group (which is substantially well .
So I wanted to be an elemental specialist, and a decent enough melee combatant, We've allowed feats from four winds, super genius games, and MCA productions, along with any and all paizo.
I love the four elemental races, Undine, Ifrit, Oread, and Sylph and will be playing as one of these, and utilizing racial feats
I've decided I want to use the Wildborn Mystic as my primary class, and i'm leaning heavily on 3 dipping monk for still mind and an AC bonus then using Monastic Legacy for Unarmed strike (Which i'm gaining the guided property on) My DM has approved Crossblooded and Wildblooded, my nature bond will be a domain.
I'm currently leaning on Elemental/linnorm crossblooded for the arcanas and spells, and a matching domain, determined by my race.
After that I'm lost, I really don't know which. if any, monk archetypes to use, and what to pick for my feats.
all together i'll have two feats from monk, three from my bloodline(s), and then the standard allotted amount of feats, bringing me to fifteen feats.
anybody have an idea of where I can really go from here? I'm open to any suggestions really.

Dustyboy |

it involves a class that I was doing a playtest of, using an MCA. I did that oh so common 5-dip gunslinger.
honestly there's nothing you can't do with this that you can't do with ninja/gunslinger (My famously dubbed "Cowbamuri"
Well here's all my relevant traits/feats/multiclassing that you could do first party
I play fetchling for a charisma boost and for the darkvision/concealment buff
I use the standard TWF/quickdraw/weaponstraps, if a DM doesn't agree with this then you could simply dip vivisectionist alchemist for the arm,
total of about 7 feats
so,
rogue talent combat trick: Rapid shot
TWF
Imp twf
Clustered shots
Gang up
precise shot (Antihero system, if not allowed just wait till level 11)
point-blank shot
and of course quick draw
After this I was going to go up the snapshot tree.
Rapid reload is considered moot because of the following
Advanced Firearms: Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity.
ande
An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.
I use metal cartridges with pitted ammunition, a metal cartridge is considered an alchemical cartridge
as far as stats? you just need a good charisma, dex, and wisdom score, I decided to not be abusive by using guided weapons (which aren't stated to be melee only) and only needing charisma and wisdom, because a monk dip for AC isn't unheard of.
I use a pair of revolvers (Standard)
Each has 2d6 and 1d6 enchantments on it,
Revolver 1
Corrosive
Axiomatic
Revolver 2
Axiomatic
shocking
Because i hit against touch AC and a good portion of my attacks are against dexless targets (I scrounged up enough money to get the group members without darkvision some goggles for dungeon fights)
so I have a 20 dex, an 18 charisma, and a 22 wisdom, (Headband of inspired wisdom +4, and putting my two points into it)
each round i spend usually 1 grit point, and get it back
a masterwork weapon gets 1 to damage, point blank shot gets 1 to damage
minimum 4 damage for 3d6 sneak attack with a trait (Sorry type above)
minimum 1 damage for corrosive or shocking
minimum 10 damage for my pistol
so 16 minimum damage before sneak attack, 19 minimum damage after.
even if I'm rolling snake eyes, I'll generally hit by rolling 2/2/2/3/3 (it's really tough you know)
so if I hit with each attack, and deal bare minimum damage without sneak attack against a non-chaotic enemy, i'll deal 65 damage of piercing and blunt damage that counts as a single attack. BARE MINIMUM
But i usually get my sneak attacks and I fight undead and numerous chaotic criminals
so usually my minimum damage is at 90
since we're going up against criminals and undead virtually everyone is chaotic or evil, i'll get the other 2d6 per attack, and i'll be getting the holy enchantments next time we go into town, which will bring me to 100 minimum DPR against a chaotic evil enemy (Like I said, undead and pirates)
with that in mind, but not factoring holy weapon enchant average damage is a lot higher than that,
6d6+1 additional damage per attack, 37 max extra or 18 average rolls and 7 minimum 90average and 185 max DPR
1d8+11 extra damage per attack, 65 minimum 80 average and 100 damage per round maximum
so i'm talking about 1 hitting everything, and i roll above average...
but since i'm playing a 3rd party variant i trade out every other rogue talent and the majority of the ninja fluff for spells. so I have spells.... a domain, and channel energy.
to put it into perspective we have a barbarian who does about 100 damage max per round, but is well built and a synthesist who is doing about 90 a round, who is not optimized.