Building an Oracle / Gunslinger


Advice


I’ve got a player who’s determined to play a dual-class Life Oracle (Seer) / Gunslinger (Mysterious Stranger). He’s an experienced player and a grownup, so I’m not going to try to talk him out of what I suspect is a fairly weak build. Instead, I’d like to offer him some ideas on how to optimize this original combination.

Can I ask you Pathfinder savants for build advice? What feats, revelations, deeds and so on will give him strong options in and out of combat?

(I don’t mind a discussion on how or why he should be encouraged/discouraged from playing this combo, but please don’t derail into that completely--I’m here for the optimization, friends.)


What level is this character going to be, and what stats?

Even if this is a level 2 build, starting attributes would be very helpful to know.


If he wants his main thing in combat to be hitting things with guns, he probably ought to reconsider mysterious stranger. Sure, the cha synergy is nice, but personally I'd much rather have 1 grit point and quick clear than 4 grit points and a broken gun.


Regardless of attributes, I can recommend a couple possible different paths that you can pitch to him.

#1: Elven Gunslinger/Oracle (Oracle archetype: Ancient Lorekeeper)

This combo will require him to level up a few levels in Oracle, because he's going to gain access to sorcerer/wizard spells every 2 levels. There are a LOT of spells on the wizard list that could really benefit a gunslinger -- reloading hands is one of the most obvious, to me.

Jury-Rig is probably the spell you will want the fastest: it's a quick way to fix a broken gun, and the Mysterious Stranger gets absolutely no way to avoid misfires until Gunslinger 5 (which would be CL 6 -- that's a lot of d20 rolls to never roll a 1). The regular gunslinger gets a way to avoid misfires much sooner. This is probably the biggest failing of the Mysterious Stranger archetype ... so you need to find a way around it (quick fixes, carry 4 guns at all time, what have you), or you'll find yourself with no gun at all.

#2: Dual-Cursed oracle archetype

You'll have to deal with 2 curses. You gain access to the Fortune and Misfortune abilities as a result, and a couple more revelations than normal. Misfortune says, "At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed." As far as I know -- and as long as there have been no rulings to the contrary -- you qualify as 'a creature within 30 feet'. In other words, the mysterious stranger/oracle could choose himself, once per day, to reroll a 1 that will potentially cause his gun to misfire. Note that you can't do this on the same round that you spend a grit point, which is a swift action, so you're on your own when attempting the Focused Aim deed.

That being said, in all other rounds, a once-a-day way to avoid your gun becoming a useless hunk of metal is pretty important. Misfortune will also work on your allies, forcing them to reroll horrible, awful numbers on their d20s that they do not want to see, as long as they're within range. Pretty neat trick.

#3: Seer oracle archetype
The main reason for this one is access to the Natural Divination revelation, which lets you gain a future insight bonus (in the next 24 hours) to a single saving throw equal to your Charisma modifier, which will be one of his best stats. This could be a lifesaver. There are a couple other possible benefits as well ... it's not a bad revelation.

The spells you gain instead of the life spells are potentially useful as well.

Possible Feats:
Extra Revelation is my recommendation at level 1 (or for your bonus human feat), so that he can begin with both the Channel and Safe Curing revelations. Being able to channel at 1st, and cast all spells that heal HP damage without provoking AoO, is going to keep you (and other party members!) alive.

Selective Channeling is important, once you pick up the Channel revelation. You don't ever want to heal those unconscious-but-not-dead baddies on the ground.

Reach Spell is probably going to be this gunslinger's favorite metamagic, if he goes to Oracle 4 or higher. The gunslinger is not often on the front lines, and so may be a bit far away to be able to provide necessary healing. Reach Spell turns cure light wounds into a close range level 2 spell, and lets your gunslinger stay wherever it is he's taking potshots from.

Best Revelations To Get Quickly:
Channel and Safe Curing: See above.
Elemental Body: Gaining the elemental subtype can be extremely beneficial...
Life Link: If your mysterious stranger has a lot of HP, he can use them to keep others alive while he stays out of the fray.

The Exchange

Thematically, I think the lame curse is best. Limping around seems like a How the West was Won sort of thing. I think the idea could be great if done properly, and with the player not being a new player with little understanding on how the game works, it's great.


I woudl be wary of recommending any non-gun related feats early on. If you don't spend your early feats on things like rapid reload, rapid shot, deadly aim, point blank shot and precise shot, you'll find yourself seriously behind in terms of damage before you know it.


She should go Mysterious Stranger 1/Oracle X. After level 1, everything the Gunslinger gets is...nice, sure, but not vital. At least not until lvl 11; level 7 has some nice tricks too. But basically, go oracle.

don't sweat misfires. If you do roll that 1, just do something else the rest of the fight.


I agree with Pupsocket, except I could make a case for going Gunslinger 5 and the rest Oracle. He gets his Charisma modifier to ignore misfires.

There is also the Pistolero thing (RAW, but not RAI), that at 5th level he would be able to add his dex to damage with "handguns" and his Charisma modifier as well. (This is most likely a misprint, but it still works at the momment and since you are the DM, it is your call.)

How does he see his character? This would help with suggestions.

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