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So, discovered the Trench Fighter archetype from "Rasputin Must Die!"(Reign of Winter 5 of 6).
Wondering if anyone has experience with it, or have any builds that make use of it.
It is very interesting.

Nicos |
I have this one, it is level 10 but you can see the feat progresion. The focus is of course ranged damage, but with point blankmaster, toughness a decent Ac and great CMD against the most common maneuvers he can survive in melee range.
Musket master / Thench fighter
=== Stats ===
Str 12,Dex 20 (22),con 12,Int 14,Wis 14 (16), Cha 7
=== Defense ===
AC: 25 (+8 armor,+ 6 dex, +1 def, +1 nat)
hp: 79 (10d10+20)
CMD: 27 (37 for trip and grapple, 33 for disarm and sunder)
=== Saves ===
Fort +14
Ref +14
Will +13
=== Attacks ===
+2 Musket: +18/+18/+13 (1d12+20, 19-20/x4)
=== Traits===
+1 will, stealth as class skill
=== Feats and talents===
1. Rapid reload, Point blank shot, Precise shot, gunsmith
2. Rapid shot
3. Dealy aim, weapon focus (Musket)
4.
5. Weapon specialization, Point blank master
6.
7. Iron will, Toughness
8.
9. clustered shot, Improved critical
10.
=== Skills ===
Stealth +19, Perception +21, Acrobatics +23, Knowledge (Dungeoneering) +15, Survival +10, bluff +6, Climb +4, swim +4, ride +8.
=== Special ===
Trench Warfare
Deeds (Deadeye, gunslinger´s doge, quick clear)
Grit (3)
weapon training 2
=== Gear ===
+2 Musket
+2 belt of dex
+3 cloack of resistance
Gloves of dueling
Cracked pale green prism Ion stone saves)
+2 Mithral Breastplate
+1 ring of protection
+2 headband of wis
+1 amulet of natural armor
Eyes of the eagle
elven boots
eyes of the eagle

SunsetPsychosis |
2 people marked this as a favorite. |

I had an idea that might be interesting. Musket Master + Trench Fighter, focusing on rifles. Grab a Far-Reaching Sight and a Distance weapon, stack a bunch of static bonuses (Deadly Aim, enhancement, Weapon Training, etc), perhaps UMD some form of scrying, and spend full round actions sniping bad guys from a mile away.
Because Pathfinder obviously needs a Spec Ops sniper PC to make ranged combat even more broken ;)

Joseph Bonkers |

Do note that if you are using the guns everywhere (which is all but expected, considering you can get machine guns...) then the gunslinger gets gun training at first level.
Here are some Quotes from James Jacobs that I am to lazy to directly quote, it seems that he believes you cannot double dip on the Dex to damage :(
As for builds and ideas?
Stacking Dex as high as possible is obvious
Pick up a Tower Shield for extra AC and the ability to turn it into full cover (and get bonuses to it)?
TWF double pistols is always good, and you get the feats to make it easier, plus weapon specialization.
Take the Duck and Cover teamwork feat.
Stand next to a Phalanx Soldier (or an Armiger)
Ride a horse? You can drop down on a horse to gain cover.
Take the Body Shield feat as some sort of weird revolver/grappler build? (I grapple you, now I shoot you!)
Aside from that, just build a regular gunslinger with extra feats and no grit, or take the amateur gunslinger feat.

SunsetPsychosis |

Probably half-elf, slap your free Skill Focus into Perception.
Str 10
Dex 18+2
Con 12
Int 10
Wis 14
Cha 8
Gunslinger (Musket Master) 5/ Fighter (Trench Fighter) 5
1: Point Blank Shot
B: Skill Focus (Perception)
B: Rapid Reload
3: Precise Shot
4: Rapid Shot
5: Deadly Aim
6: Weapon Focus (Rifle)
7: Far Shot
8: Bullseye Shot
9: Weapon Specialization (Rifle)
10: Point Blank Master
The idea being to jack as many bonuses to hit and damage as you can, with iterative attacks being less of a concern (though Rapid Shot is still nice). If there was a Furious Focus equivalent feat for Deadly Aim (talk to your GM?) then it would be a must have.
Important magic items to pick up would be a Distance rifle with a Far-Reaching Sight, as high a +Dexterity belt as you can pick up, and Gloves of Dueling. Given WBL at level 10, you could get a +4 Belt of Dexterity, Gloves of Dueling, a +2 Distance Rifle with the sight, with 4k left over for something else (magic armor and a Cloak of Resistance, or magical ammo).
Your bonus to hit at maximum range (1600 feet) would be 10 BAB + 7 Dex + 3 Weapon Training +2 enhancement + 1 Weapon Focus - 3 Deadly Aim - 10 range penalty, for a net +10 to hit vs touch AC.
Damage would be 1d10+14 Dex (2x)+6 Deadly Aim +3 Weapon Training +2 Weapon Specialization +2 enhancement, for 1d10+27 damage per shot at 1600 feet away. Not enough to one shot most bad guys, but enough to hurt like hell.
Improved Precise Shot and Pinpoint Targeting in a few levels is also excellent, letting you negate some of the penalties.
Of course, you don't have to fight from max possible range, or focus all on one shot. In the middle of a fight, you can still fire off your 3 iteratives for a hefty chunk of damage per shot with obscene accuracy.

Joseph Bonkers |

Mysrerious stranger would work, aside from grit limitations.
Remember also that guns only target touch AC when firing within the first 5 range increments. Wait, far-reaching sight negates that. Nm :)
Since this is aimed at building a trench fighter, not a gunslinger, what about taking x levels of fighter and 1-2 levels of urban barbarian and getting furious focus? Maximize all the damage die you can on that readied shot?

SunsetPsychosis |

You could get creative and run an Elf with Kirin Style to add 2x Int to the attack as well. A 2 level dip into Alchemist (Grenadier, Vivisectionist) will net you Mutagen and the ability to infuse your shots with an alchemical item. A Hybridization Funnel with alchemists fire and an acid flask would add 2d6+ Int mod x2 in damage, with a likely 1d6 Sneak Attack since the foe won't see you coming.
So, in theory, you could get gun damage +3d6+ 2x Dex +4x Int in a single shot at 1600 feet vs touch AC.

SunsetPsychosis |

When I think Trench Fighter, especially given where it was published, I think of a guy with leather trenchcoat and a Mosin-Nagant with a bayonet.
Also, the archetype makes mention of machine guns, which is presumably something they statted out in the same AP issue that the archetype was published in, but I haven't seen the stat block pop up on d20pfsrd yet. What are the mechanical aspects of a machine gun? If it lets you fire off more rounds a turn or something similar, it could be absolutely brutal to build around.

Genkikami |
You could get creative and run an Elf with Kirin Style to add 2x Int to the attack as well. A 2 level dip into Alchemist (Grenadier, Vivisectionist) will net you Mutagen and the ability to infuse your shots with an alchemical item. A Hybridization Funnel with alchemists fire and an acid flask would add 2d6+ Int mod x2 in damage, with a likely 1d6 Sneak Attack since the foe won't see you coming.
So, in theory, you could get gun damage +3d6+ 2x Dex +4x Int in a single shot at 1600 feet vs touch AC.
I understand how you get times two int to damage from kirin style but where does the other times two int damage come from?

Whale_Cancer |

When I think Trench Fighter, especially given where it was published, I think of a guy with leather trenchcoat and a Mosin-Nagant with a bayonet.
Also, the archetype makes mention of machine guns, which is presumably something they statted out in the same AP issue that the archetype was published in, but I haven't seen the stat block pop up on d20pfsrd yet. What are the mechanical aspects of a machine gun? If it lets you fire off more rounds a turn or something similar, it could be absolutely brutal to build around.
It fires in a line and you roll an attack against each person in the line at -2.

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Ack! Scary thought - take it AND gunslinger. At 3trench/5gunslinger, you're adding double dex to damage.
Both abilities do the same thing (allow you to add Dex to damage) so they would not stack. It's the same bonus.
It'd be the same as having an Agile weapon and Mythic Weapon Finesse.
Now, if one of the abilities were worded like the Paladin Divine Grace "add a bonus equal to your CHA bonus" there might be something there...

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Actually, it does:
Trench Warfare (Ex)
Starting at 3rd level, a trench fighter can select one specific type of firearm (such as a machine gun, revolver, or rifle). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Every 4 levels thereafter (7th, 11th, and 15th), the trench fighter picks up another type of firearm, gaining these bonuses for those types as well. Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an additional +2 AC bonus from the cover.
This ability replaces armor training 1, 2, 3, and 4.

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Actually, it does:
Trench Fighter wrote:Trench Warfare (Ex)
Starting at 3rd level, a trench fighter can select one specific type of firearm (such as a machine gun, revolver, or rifle). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Every 4 levels thereafter (7th, 11th, and 15th), the trench fighter picks up another type of firearm, gaining these bonuses for those types as well. Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an additional +2 AC bonus from the cover.
This ability replaces armor training 1, 2, 3, and 4.
That's actually super sweet then. I just noticed Gunslinger uses the same wording, so you totally can add double DEX to damage. Neither ability is allowing yout to add DEX to damage, they both create new, untyped bonuses equal to your DEX bonus that add to damage. That's disgusting. And sweet.

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I wonder if there is a way to build an effective Trench Fighter build, without a Gunslinger dip.
Probably. Maybe just go Striaght fighter and follow all your normal damage boosts (Weapon Focus, Weapon Specialization, etc.) while seeting aside the necessary feats for reloading and ranged combat. He'l actually get all of those much sooner than the GS due to his rapid feat accrual. He might not have the utility of the Gunslinger, but his raw damage per shot should exceed the GS's substantially, and won't be reliant on Grit points to to boost it. It'd be hard to pull off a Trench Fighter using other than one-handed or advanced firearms due to the limitations on reloading two-handed firearms though.
On the flip side, you're more likely to have wiggle room in your feats to take awesome and thematic combos like Leaping Shot and Prone Shooter that a Gunslinger just wouldn't take because he has more important feats he needs.
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It seems like Trench Fighter could be a great archetype for feat intensive builds that don't see a lot of play, like Sword and Pistol fighters. I've seen a Sword and Pistol fighter built using the Core Fighter, and it seems like he'd lose very little by going Trench Fighter, while adding his primary ranged attack stat to his ranged damage.

Tarius_Merlot |
I wonder if there is a way to build an effective Trench Fighter build, without a Gunslinger dip.
I've been working on a few ideas with that.
Presuming guns aren't everywhere, and my dm doesn't allow advanced or modern (from the AP). Its still possible to be good, especial with 22 feats (if human).Exotic weapon pro (pistols), Amateur gunslinger ( ), gunsmithing, point blank shot, rapid reload, quick draw, gun twirling, rapid shot, two weapon fightig (imp and greater), weapon focus, weapon specialization, cluster shot, hammer the gap, deadly aim, reckless aim, precise shot, point blank master (or deft shootist). Not taken in the order...add on trench fighting, weapon training, gloves of dueling, alchemic cartridges, and 2 double barreled pistols, you'll have a "killer" time.