Icyblaze13 |
I plan on building a strix gunslinger with the musket master archetype. I am not sure what combination of musket master and fighter would be optimal.
Gunslinger 20
Gunslinger 13, Fighter 7
Gunslinger 5, Fighter 15
20 levels of gunslinger does not seem as effective as the other two in my opinion. The real debate comes in at the other two. Taking gunslinger all the way to 13 gets more deeds and no misfire chance. 5 levels of gunslinger still gets the first musket training but gets far more feats as well as weapon training and armor training. Is it worth it to take musket master to 13 or would I be better off stopping with gunslinger at 5, or something completely different?
CWheezy |
You need a lot of feats right away (rapid reload, deadly aim), and after that your feats are pretty non essential.
No misfire chance is really good, so getting that is nice, but if you want to be a boss you can just take the lucky enchant on your gun. I would probably multiclass into something like inquisitor, because spells are super great and who cares about 3/4 bab
lemeres |
having at least 10 gunslinger levels is rather nice, since it allows you to get the signature deed feat. Being able to spam certain deeds can always be useful.
Just a dip into inquisitor early on would be alright, since it would provide you with a domain, judgment, and a few spells as well as the ability to use magical devices such as wands. Two levels of inquisitor would also provide you with detect alignment spells at will and adds your wisdom to initiative checks. 2 levels seems fine for a dip that wouldn't distract you from building up your gunslinger build. After level 12 or 15 (10 or 13 gunslinger levels) you can decide if you want to expand on the inquisitor levels.
Vexanon Ur'Zahl |
Most people would probably say up to 5th for your gunslinger to get the dex to damage. With inquisitor you get the spells, the judgements, and if you stick with it long enough the ability to add the Bane quality to your musket (against...say....Humans, for example?) for a fun +2 hit/damage and a +2d6 damage. If you don't want your rifle to misfire then the minimum for gunslinger is 13th, so weigh that option as you will.
Another option could be 5 Gunslinger/5 Inquisitor (nets you Bane, 2 judgements 2/day, and solo tactics) then go fighter for the feats and weapon training, if you took tactician you could continue to get teamwork bonus feats (though your weapon training would lag behind a little) for the solo tactics but that's more about how your party works.
Rerednaw |
I am a personal fan of sticking with the base class. That being said, splashing a different class will add situationally to effectiveness.
How high do you expect the campaign to go? What level are you starting out at? If you're trying to squeeze a few more points of damage/to hit, then by all means throw in some fighter levels and pick up weapon training, focus, specialization, and gloves of dueling.
But really GS20 is pretty solid by itself.