| darth_borehd |
This is for my first game that allows guns. Did I miss anything?
OAKLEY
CR 1/2
XP XPAWARD
Female Human Gunslinger 1
None Medium humanoid (human)
Init +9; Senses Perception+7
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10)+2
Fort +3, Ref +5, Will +3
OFFENSE
Speed 30 ft.
Ranged pistol (Battered) +4 (1d8/x4)
Melee dagger +1 (1d4/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
STATISTICS
Str 11, Dex 16, Con 12, Int 12, Wis 16, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats: Armor Proficiency, Light, Exotic Weapon Proficiency (Firearms), Gunsmithing, Improved Initiative, Martial Weapon Proficiency, Rapid Reload (Pistol), Simple Weapon Proficiency
Skills: Acrobatics +6, Acrobatics (Jump/Underground) +3, Appraise +1, Climb -1, Craft (Untrained) +1, Escape Artist +2, Fly +2, Heal +3, Intimidate +4, Knowledge (Engineering) +5, Perception +7, Ride +6, Sense Motive +3, Sleight of Hand +6, Stealth +2, Survival +3, Swim -1,
Languages Common, Orc
SQ Bonus Feat, Deadeye, Deeds, Grit, Gunslinger's Dodge, Gunsmith, Humanoid Traits, Quick Clear, Skilled,
Gear: traveler's outfit; studded leather; black powder (dose) (x10); powder horn; dagger (x2); bedroll; blanket (winter); rations (trail/per day) (x7); Pistol (Battered) ; Backpack [ Gunsmith's Kit; ]; Pouch (Belt) [ Bullet (Firearm) (x10); Alchemical Cartridge (Paper/Bullet); Coin (Silver Piece) (x9); ]; Waterskin ;
SPECIAL ABILITIES
Bonus Feat Humans select one extra feat at 1st level.
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the -2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains 3 grit points. Her grit goes up or down throughout the day, but usually cannot go higher than 3, though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds, and regains grit in the following ways.
Critical Hit with a Firearm ~ Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
Killing Blow with a Firearm ~ When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skeptic Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
trollbill
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Unless you think your DM is going to engage you in a lot of QuickDraw contests I would hold off on Improved Initiatve until you at least get Precise Shot. Not the you will really need Improved Initiative anyway since you are Dex based and get a free +2 at 3rd level anyway. But sometimes it's cool just to have a rediculous initiative modifier.
| cnetarian |
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Yeah, I was thking of quickdraw contests, but you're right, it probably won't happen much.
One thing I have a problem with is the high cost of bullets and powder. I spent moat of my funds on 10 just charges. It seems like a gunslinger without ammo becomes useless.
Yes a big problem with gunslingers is the cost of ammo (especially at lower levels), but you have gunsmithing which lets you make powder & bullets at 1/10th cost (1.1G per shot). You will want craft (alchemy) 1 at some point so you can make alchemical cartridges at 1/2 cost, but that can wait until you get rapid shot.
| DajellyMan |
I would second holding off on Improved Initiative. With your high DEX, that Reactionary trait, and the fact that you get Gunslinger's Initiative at level 3 (as others mentioned), you really probably will not need it.
I would suggest starting off with either Point-Blank Shot or Deadly Aim along with Rapid Reload.
Point-Blank Shot is not only the prereq for Precise Shot (and Rapid Shot if you wanna go that route), but since nearly all guns fire within 30', you almost always get that bonus.
Deadly Aim is just awesome with guns because it really makes the best use out of attacking an enemy's touch AC... more damage for hardly any cost :p
| Blueluck |
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I strongly suggest an archetype, either Musket Master or Pistolero. Musket Master will give you more range, while Pistolero deals more damage, but both are totally respectable in the damage department.
Also, ditto on the making your own ammunition. The spell Abundant Ammunition is also your friend! Once you're firing 2+ shots per round, a single casting will save you 20-100 gold. If your GM allows it, a magic item of continual Abundant Ammunition would only cost 2000 gold to craft (4000 retail).
| soupturtle |
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I agree with previous posters: don't bother with improved initiative. Get one of the key ranged feats instead (point blank shot, precise shot, rapid shot and deadly aim). You really want those 4 feats (plus rapid reload) as soon as possible.
I'd also strongly recommend to take the pistolero archetype, unless you really, really want to be able to use large firearms as well. The archetype gives you your dex bonus to damage from level 5 onwards, which is a great boost to your damage output, and apart from that it swaps some deeds around, which doesn't matter too much.
As for the ammo: you can make normal ammo for 10% of the cost and alchemical cartridges for 50%. That makes normal ammo reasonably cheap, so make sure to use normal ammo whenever you have time to load, especially at low levels. With rapid reload (and before you can shoot twice in one round) you will regularly be able to load as a move action and shoot as a standard. You should get a few alchemical cartridges as well though, for when you want to move and shoot in the same round.
| Blueluck |
I'll also suggest a minor adjustment to your ability scores. It looks like you're using 20 point-buy, right?
.
STR: 11 DEX: 16 CON: 12 INT: 12 WIS: 16 CHA: 10 (yours)
STR: 10 DEX: 18 CON: 14 INT: 10 WIS: 14 CHA: 10 (my suggestion)
STR 11 vs 10 is irrelevant, as I'm sure you know.
DEX is all-important for a Gunslinger!
CON can't be neglected, because you really want to be fighting at short range in order to attack vs touch AC.
INT is almost irrelevant, since a 10 will get you 5 skill points per level.
WIS is nice, but giving up a single grit point is definitely worth getting +1 to every attack roll you ever make.
CHA some will tell you to dump it, but I can understand not wanting to roleplay a negative charisma.
trollbill
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I'll also suggest a minor adjustment to your ability scores. It looks like you're using 20 point-buy, right?
.STR: 11 DEX: 16 CON: 12 INT: 12 WIS: 16 CHA: 10 (yours)
STR: 10 DEX: 18 CON: 14 INT: 10 WIS: 14 CHA: 10 (my suggestion)STR 11 vs 10 is irrelevant, as I'm sure you know.
DEX is all-important for a Gunslinger!
CON can't be neglected, because you really want to be fighting at short range in order to attack vs touch AC.
INT is almost irrelevant, since a 10 will get you 5 skill points per level.
WIS is nice, but giving up a single grit point is definitely worth getting +1 to every attack roll you ever make.
CHA some will tell you to dump it, but I can understand not wanting to roleplay a negative charisma.
STR: If you have a spare point this isn't a bad place to put it as guns weigh a lot but once you get a Handy Haversack and/or Endless Bandelaro it won't matter as much.
DEX: As state this your bread and butter stat, effecting accuracy, damage, AC, unit & REF. An 18 is advisable.
CON: Since you have d10s for HP, even with a 12 you are going to have more HP than a majority of ranged attackers and FORT is one of your good saves so this is not as important as it can be for other builds.
INT: This one depends a lot on how much you like skills but a 10 should give a decent number to work with.
WIS: My experience with Gunslingers is that if you actually want to get use out if Grit then you want a minimum of a 16. Otherwise you tend to only use Grit for emergencies. You will always want to keep one in reserve for things like quick clear. And you will want another one for those times when your REALLY need to clear your gun quickly, up your range or some other critical need. The 3rd one you will want to burn immediately to take advantage of your ability to recharge Grit. If the Extra Grit feat actually allowed you to increase your Maximum Grit I would recommend it as a good alternative, but it doesn't.
CHA: Affects Intimidate and Bluff but that's about all the use you will get out of it unless you are a Mysterious Stranger.
| cnetarian |
[
WIS: If the Extra Grit feat actually allowed you to increase your Maximum Grit I would recommend it as a good alternative, but it doesn't.
It does (now) increase maximum grit by 2 per the PRD.
Extra Grit (Grit)
You have more grit than the ordinary gunslinger.
Prerequisites: Grit class feature or the Amateur Gunslinger feat.
Benefit: You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.
Normal: If you are a gunslinger, you gain your Wisdom modifier in grit points at the start of each day, which is also your maximum grit. If you have the Amateur Gunslinger feat, you gain 1 grit point at the start of each day, and your maximum grit is equal to your Wisdom modifier.
Special: If you possess levels in the gunslinger class, you can take this feat multiple times.
trollbill
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trollbill wrote:[
WIS: If the Extra Grit feat actually allowed you to increase your Maximum Grit I would recommend it as a good alternative, but it doesn't.
It does (now) increase maximum grit by 2 per the PRD.
Extra Grit (Grit)
You have more grit than the ordinary gunslinger.
Prerequisites: Grit class feature or the Amateur Gunslinger feat.
Benefit: You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.
Normal: If you are a gunslinger, you gain your Wisdom modifier in grit points at the start of each day, which is also your maximum grit. If you have the Amateur Gunslinger feat, you gain 1 grit point at the start of each day, and your maximum grit is equal to your Wisdom modifier.
Special: If you possess levels in the gunslinger class, you can take this feat multiple times.
Well that certainly makes it a much more worthwhile feat.
| Blueluck |
WIS: My experience with Gunslingers is that if you actually want to get use out if Grit then you want a minimum of a 16. Otherwise you tend to only use Grit for emergencies. You will always want to keep one in reserve for things like quick clear. And you will want another one for those times when your REALLY need to clear your gun quickly, up your range or some other critical need. The 3rd one you will want to burn immediately to take advantage of your ability to recharge Grit. If the Extra Grit feat actually allowed you to increase your Maximum Grit I would recommend it as a good alternative, but it doesn't.
Attribute choices:
+1 CON bonus = 1 HP per level and +1 Fortitude saves+1 WIS bonus = 1 Grit point and +1 Willpower saves
Favored class bonus:
1 hit point per level
1/4 Grit point per level
So, rather than going all-HP (CON and HP/level), or all-grit (WIS and Grit/level), I prefer to put my attribute point into CON and my class bonus into Grit. Assuming the game runs to level 12, that gets me 12 HP and 3 Grit instead of 12 HP and 1 Grit.
| Blueluck |
Go look up the Pistol of Infinite Sky. Once u have wiped the drool from ur mouth consider the two-weapon fighting feats. I know this is far into the future but hey at least u have a goal to work towards now.
Pistol of the Infinite Sky Drool is right!
| Blueluck |
| cnetarian |
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Is Secret Stash worth the feat?
Only in a really weird one-shot. The price of ammo problem works like this in my experience:
level 1: OMG, I have no money, why did I pick a gunslinger
level 2: 15G? they had 15G on them, I spent more than that killing them
level 3: Oh if only I could afford to use alchemical cartridges
level 4: Oops, I forgot to keep track of the cost of ammo for the last two battles
level 5: that abundant ammo wand is paying for itself
level 6: it should be more than enough ammo to last for the adventure
level 7: I'm spending less than that wizard using the fireball wand
level 8: why was I so worried about the cost of ammo
kaisc006
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STR: 10 DEX: 18 CON: 14 INT: 10 WIS: 14 CHA: 10 (my suggestion)
This is a great stat array and his reasoning is sound. Many gunslingers get caught in a grit trap where they try to get as much as possible. Every creature you kill returns grit so with two, spend one the shot fired and save your other for quick clear. Dex is your prime stat into which you should pump all your level increases and stat boosting cash.
The pistolero is great for increased DPR. Use Up Close and Deadly whenever you have two grit. Carry at least two pistols so when one jams you can quick draw the other in mid full-attack. If your game is long lasting, at 11th level pick up Signature Deed: Up Close and Deadly to add 3d6 (scaling) damage on every shot fired!
| cnetarian |
What about armor? I found with a STR of 10, I can't have anything heavier than leather, my pistols, ammo, rations, and a waterskin without going to medium load.
The DEX bonus maximum of armor does not play well with DEX based gunslinger class. Why would you want to wear anything heavier than leather?
Psion-Psycho
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What about armor? I found with a STR of 10, I can't have anything heavier than leather, my pistols, ammo, rations, and a waterskin without going to medium load.
At end game if ur a dex build character, even fighters depending on how much dex they got, ur gonna be going with the magic item Bracers of Armor since it does not have a dex cap and gives +8 ac.
| Xaratherus |
Unless you've rolled\bought a 20+ DEX , then a chain shirt offers the best balance of AC and DEX; if you can afford a Handy Haversack or Endless Bandolier (or a Beneficial Bandolier), then you should still be under medium weight.
As you increase your DEX or get magic items to increase it (or if you have money to spare) you can pick up a mithral chain shirt, which will increase your potential DEX bonus to a +6.
Ultimately, my goal on any DEX-based character who can wear armor is celestial armor. +3 Chainmail (or +9 AC) with a Max Dex of +8.