Archaeologist / Gunslinger


Advice


Hi There

So I am looking for some help. I am currently building an Archaeologist/Gunslinger for a home campaign we will be running. It will be ocean based. I thought a Gunslinger/Archaeologist skill monkey would be interesting but I am trying to build him half decently. He needs to pull his weight.

I originally was going to use the Buccaneer archetype to use charisma instead of wisdom for the grit to have some synergy with the bard stats. And to fit the theme nicely. But after doing some reading Quick Clear seems like an almost mandatory ability Gunslingers have. And Mysterious Stranger gives it up also. So that throws those ideas out the window.

Do I just live with low grit points? (would be 2 most likely) or am I ok
without Quick Clear and just risk gun jams and use Jury Rig when needed?

I am hoping someone has a better way to overcome this.


You could take the extra grit feat for 2 more grit. You could just risk the misfires and carry a backup crossbow (or even a backup firearm). It only takes one hour to clear a firearm that has misfired and it can be done while resting.


In my experience, there are ways to make Gunslinger work without Quick Clear. The more concerning issue is that both Buccaneer and Mysterious Stranger removes your Gun Training feature that adds quite a bit of damage (although you could overcome that with feats such as Arcane Strike)

Honestly, depending on stat allocation, because the Gunslinger can dump strength lower (he only needs strength for his equipment) you can probably afford to have decent dex, wisdom, and charisma, depending on how you're allocating stats (if it's point buy, you can easily check out your options; if you're rolling, you'd have to see if you can get rolls that would work.

IMO, Gunslingers have three primary options; one level, five level, or thirteen (for Pistolero/Musket Master). One level gets you quick clear (unless your archetype loses it), grit points, a few deeds, firearm proficiency, 4+int skill points, full BAB, and good hit die; five levels gets you gun training to add dex to your damage rolls; thirteen in those two archetypes removes misfire chance.

EDIT: just noticed this deed:

Focused Aim:
Focused Aim (Ex)

At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.

This deed replaces the quick clear deed.

It removes Arcane Strike as an option, but potentially helps you keep your damage closer to on-par with a gunslinger with gun training. You'd need extra grit points to use it often, but you might not even need much of the damage since you've also got performance and spells to contribute to battles instead of just damage


Thanks for the advice.

Going to try Mysterious Stranger but only 1 level and concentrate on the bard. I can take combat feats to make the Gunslinger side a bit better.

Should work out......I think.

Shadow Lodge

I've tried one level of Mysterious Stranger and full on Archaeologist - I'm now level 8 and I can tell you it doesn't work well.

To be fair, I was also working on having him be a tripper for melee, so effectively had him do two roles at once (this was another mistake). I might have done better if I'd focused my feats on point blank shot/rapid shot/etc to accommodate a normal gunslinger-style build, so I can't say for sure that it won't work.

Having run a pure musket master gunslinger, I can say that hitting touch AC all the damn time might make the not-full-BAB on your archaeologist plenty okay.

Quick clear is another issue (Katz didn't go into detail on how you survive without it); that's where my melee-ing and spellcasting came in as backup, but that hasn't worked out well either. You shouldn't ever have a character without a ranged weapon.


Thanks.

I was going to do the tripper type build but decided against it. I have made a few characters that were not focused and they are not good at anything.

I should be OK to hit because of the luck bonus, it should make up for it.

As for quick clear I will have a second pistol. I have mending to begin with to fix the guns, its only a 10 minute cast so quicker than gunsmithing. And then can use jury rig when I get a few levels of bard.


gunslinger 5 / archaeologist 15

feats might look like:
1 PBS
3 Precise Shot
4c rapid reload
5 deadly aim
7 rapid shot
9 weapon focus
11 snap shot
13 improved snap shot

(human gets an extra, so you can grab rapid reload at 1st or collapse most of these down one, or consider dual-talent (dex/cha), or focused study for even more skillmonkeying)

the 5 in gunslinger is mostly for the 3rd level deeds, extra feat at 4th and the dex to damage at 5th, etc.

EDIT: rescinded the mysterious stranger suggestion, since you lose on quick clear AND gun training (in exchange for a quick-clear lookalike)

a more complicated one might be:

gunslinger 1 / archaeologist 4 / gunslinger 4 / archaeologist 11

with your feats like:
1 PBS
3 precise shot
5 rapid reload
7 rapid shot
8c deadly aim
9 weapon focus
11 snap shot
13 improved snap shot

Shadow Lodge

Somehow I didn't think of a second pistol, great idea. Adding the Reliable enhancement also ensures you never misfire. You likely won't have the money for either of those straight away though.

Liberty's Edge

I'm not too familiar with archaeologist, but gunslinger 5 is really good for Dex to damage. If you have a Dex of 16 or 18, you don't really want to delay that too much, so I'd only grab one level of arch before 5 of gunslinger and character level 6.

I'd also suggest rapid shot before deadly aim. Another shot is likely more damage than Deadly Aim will add.

Finally, Snap Shot isn't great without Combat Reflexes. I'd probably use those feats to be able to reload/shoot in melee without provoking your own attacks of opportunity. It might not be very useful in an ocean campaign, but snap shot might not be too useful either. At least those may be open for further consideration.


Scray wrote:

I'm not too familiar with archaeologist, but gunslinger 5 is really good for Dex to damage. If you have a Dex of 16 or 18, you don't really want to delay that too much, so I'd only grab one level of arch before 5 of gunslinger and character level 6.

I'd also suggest rapid shot before deadly aim. Another shot is likely more damage than Deadly Aim will add.

Finally, Snap Shot isn't great without Combat Reflexes. I'd probably use those feats to be able to reload/shoot in melee without provoking your own attacks of opportunity. It might not be very useful in an ocean campaign, but snap shot might not be too useful either. At least those may be open for further consideration.

all valid points. though the basic snap shot might be alright without it--it'd just deter folks from the usual "close on the archer and they're powerless to stop me (provided i have a reach weapon to avoid them 5-foot-step kiting me to death)"


The only reason I am thinking mysterious stranger is using chr instead of wis. I know it is slightly inferior but I think using Focused Aim generously to finish off people and thus keep my grit pool up would work.

My stats are as follows.

Str 10, Dex 17, Con 12, Int 14, wis 10, chr 20 +2 racial)

We have not started so I can still move things around if need be.

Feats to start are point blank and precise. I was actually thinking rapid reload instead of Precise and take precise at 3. Touch attacks should be very easy for the first couple of levels. And I could always try to shoot the guy not in melee if possible.

I need to grab Lingering Performance in there somewhere too. THen I was going to do the whole rapid shot, snap shot etc. Need to figure out the exact order of that still.

Also I was thinking at bard lvl 4 I get a rogue talent. Was thinking Stand Up. Then I can use Gunslingers Dodge to drop prone and gain the +4 AC against ranged but still be able to stand up and move if I get threatened.

Thanks for the input.

Grand Lodge

Is your character named, Indy?


No. Had originally planned to do a full Indy knock off but decided this was more interesting.

Shadow Lodge

The character I described was meant to be based on Indy except that real whip mastery is very feat intensive, and it turns out that the rest of the build to get there made my character underpowered in Pathfinder !


Yah that is why I went this direction. Did not feel it had good synergy and was too feat starved to really shine.

Would have been cool, but just does not work effectively.


I wouldn't go archaeologist. You're already tight on feats as a gunslinger, and archaeologists really need lingering performance to get going. Also, if you got arcane strike, you could live without dex to damage reasonably well (and thus go mostly bard), but you don't have a spare feat for that either.

If I wanted to play a gunwielding bard, I'd play a human arcane duelist, either as such:
1. pistolero gunslinger (because not having quick clear sucks) / x arcane duelist
or as such:
1. gunslinger / 1 arcane duelist / 4 gunslinger / x arcane duelist

1. Point blank shot, precise shot
2. Arcane strike
3. Rapid reload
5. Rapid shot
7. Deadly aim
9. Weapon focus
11. Snap shot
13. Blistering invective
15. Improved precise shot
17. Improved snap shot
19. ??

If you go with 5 levels of gunslinger, move all the feats up a bit. I think that with arcane strike and a good selection of spells you can do pretty well without dex to damage too, though.

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