PFS Gunslinger Build Advice


Advice


Alright I feel like I am doing something wrong/naive/misguided here with what I am trying to do, so I am looking for feedback. I wanted to make a Switch Hitter Gunslinger of sorts with more emphasis on Range until opponents close in and then drop the gun and brandish a melee weapon. So I've been guessing at the Feats I would want and the order I could do them in without killing her off due to my own incompetence. I am fairly new to pathfinder so All Advice would be welcome.

Initial Stats

HUMAN Musket Master

STR 12
DEX 18
CON 12
INT 14
WIS 14
CHA 07

Ability Increases I thought Dex Str Dex would work best...

Feats
Lvl 1: Point Blank Shot, Weapon Finesse
Lvl 3: Dervish Dance
Lvl 4: Precise Shot
Lvl 5: Deadly Aim
Lvl 7: Rapid Shot
Lvl 8: Power Attack
Lvl 9: Hammer the Gap (Here is where I get really bad in my worries)
Lvl 11: Signature Deed (Targeting)
Lvl 12: Improved Critical (Musket)

So there you have it please do comment I would love advice even if it's too tell me I am far too ambitious with what I am trying to accomplish. Thank you.


Switch-hitter builds are usually done with Rangers, because they can ignore prereqs for a lot of feats and get some free feats. However, if you're going to do a switch hitter gunslinger, dervish dance seems the way to go.

The idea behind the switch-hitter build is to open up with ranged attacks and then switch into melee once things get up close and personal. For this reason, you usually do not see the Precise Shot feat in switch hitter builds. Characters that invest in Precise Shot typically are going to use ranged attacks all the time.

I dont see why you need STR. You are a gunslinger with dervish dance. Dex is your stat. Your str could be a 7 and you'd never notice a difference.

You are going to need Quick Draw. i feel this is probably a required feat for you. Opening Volley is probably also a smart choice.

I'd like yo see your Improved Critical on the Scimitar instead of the Musket. Scimitar gets a lot more benefit out of the expanded critical range, and you need some help in melee.

Grand Lodge

I think he can simply keen the scimitar, saving the feat for the musket. The Str is for the power attack he has.

On the precise shot, I would put rapid and deadly before it. You are a switch hitter, and the damage is compensated by the easy attack rolls(against touch!). That being said, gunslinger is not the optimal switch hitter. You have to be very close range to have the gun be effective. At that range you're never going to use your gun, defeating the entire purpose of the class you chose.

Sczarni

May I suggest taking a look at the Deft Shootist Deed? My Musket Master took it at level 7. Given all the times you're firing in close quarters it's worth consideration. AND you wouldn't have to play switch hitter.


the deft shootist deed would in effect, remove any incentive to play a switch hitter in the first place.

however; omfg thank you! Didnt know about this feat, I am totally taking this on my gunslinger (not a switch hitter) at earliest available opportunity.

Sczarni

If you're still looking for a melee weapon, just attach a Bayonet to your musket. It's still a two-handed weapon, so you'd get the extra oomph from Power Attack and 1.5 STR, even if it is a little lackluster on base damage. You could make a bunch out of different special materials for dealing with different DRs, too.

Lantern Lodge

Why not play a pistoleer with a double pistol and weapon cords? You could freely shift between pistol and scimitar without needing TWF (because you're only using one hand at a time) or Quick Draw (Due to weapon cords).

Shadow Lodge

awp832 wrote:
I dont see why you need STR. You are a gunslinger with dervish dance. Dex is your stat. Your str could be a 7 and you'd never notice a difference.

Let's see.

Scimitar: 4 lbs.
Musket: 9 lbs.
Mithral Chain shirt: 10 lbs.
Lightest Clothing: 2 lbs.

total already: 25 lbs.

Str 7 only allows 23 lbs before hitting medium encumbrance. And then class abilities start dropping off.


awp832 wrote:


I dont see why you need STR. You are a gunslinger with dervish dance. Dex is your stat. Your str could be a 7 and you'd never notice a difference.

Encumbrance. yeah, there's ways around it, but it's still a concern if you want to be lightly encumbered at low levels and not having to hand wave it or overly depend on schtick.


kaisc006 wrote:
Why not play a pistoleer with a double pistol and weapon cords? You could freely shift between pistol and scimitar without needing TWF (because you're only using one hand at a time) or Quick Draw (Due to weapon cords).

Because that idea makes me lose my free Rapid Reload, and add on another feat of Quick Draw, Makes me lose Deadeye which I think is kind of nice, and a Double Pistol is a whole other investment (Since I've not gotten higher levels in PFS yet I don't know how much gold there would be to go around...)

Lantern Lodge

You don't need Quick Draw because drawing a weapon attached to weapon cords is a swift action. Double Pistol is an investment and can be unnecessary depending on your playstyle. I save it for special occasions at the table because one the misfire rate gets high but two it's obnoxious rolling so much dice. A pistolero eventually gets deadshot back but deadshot is only effective in the hands of a double pistol user (since the double hackbutt is outlawed in PFS). It should only outmatch your full-attack on DPR when you land that massive critical and a double pistol doubles your chances of getting one. Also, the pistolero's Up Close and Deadly is an excellent ability often allowing you to kill opponents in one shot and regain the grit cost. At 11th level with signature deed you can add 3d6 extra damage on all your attacks.


kaisc006 wrote:
You don't need Quick Draw because drawing a weapon attached to weapon cords is a swift action. Double Pistol is an investment and can be unnecessary depending on your playstyle. I save it for special occasions at the table because one the misfire rate gets high but two it's obnoxious rolling so much dice. A pistolero eventually gets deadshot back but deadshot is only effective in the hands of a double pistol user (since the double hackbutt is outlawed in PFS). It should only outmatch your full-attack on DPR when you land that massive critical and a double pistol doubles your chances of getting one. Also, the pistolero's Up Close and Deadly is an excellent ability often allowing you to kill opponents in one shot and regain the grit cost. At 11th level with signature deed you can add 3d6 extra damage on all your attacks.

Don't really mean to necro the thread (Got caught up in life..) but couldn't I just weapon cord a scimitar and musket instead? I mean I save a feat of extra Rapid Reload and all I really give up is Up Close and Deadly which does seem nice. (I have one more session of Level 1 for her so I'm honestly debating this in my head.)

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