Gunslinger vs. incorporeal


Advice


So, what are the various ways a gunslinger can shoot incorporeal creatures for full damage? So far I've come up with

  • ghost touch firearm (expensive, wastes a plus if put on primary firearm)
  • ghost touch ammunition (even more expensive, and wasteful unless you're allowed to buy/craft only a few and use dead shot or vital strike)
  • ghost salts applied to bullets (not too bad, but you can't reload as a free action; better use dead shot/vital strike, or lightning reload and a beneficial bandolier for up to three shots a round
  • friend casts ghostbane dirge, or you get a magic item to do it for you (Will save negates, and a lot of incorporeals have great Will saves)
  • 2-dip cleric/druid/inquisitor with the Souls subdomain (or befriend one) and use Touch of the Spirit World (2-dip required when dipping because it's a standard action to use the ability, so you'll need at least a two-round effect)
  • death warden's bandolier (pretty expensive; uses mythic rules, though no actual mythic power is required; limited to 30' from the item; uses chest slot)

    Anything I'm missing? So far it looks like ghost salts are the most cost-effective way to go, but for some reason I always feel like weapon blanches are a cop-out.


  • Hm, becoming incorporeal works as well, but I won't bother listing the methods as they're pretty expensive or otherwise difficult to come by.

    Dark Archive

    Become ethereal via a spell or ability from item.

    Liberty's Edge

    blahpers wrote:
  • ghost touch firearm (expensive, wastes a plus if put on primary firearm)
  • ghost touch ammunition (even more expensive, and wasteful unless you're allowed to buy/craft only a few and use dead shot or vital strike)
  • Ghost-touch is not available for ranged weapons (or ammunition). In the CRB, it is melee-only. Which makes the weapon blanch even better.

    Sczarni

    The black raven wrote:
    blahpers wrote:
  • ghost touch firearm (expensive, wastes a plus if put on primary firearm)
  • ghost touch ammunition (even more expensive, and wasteful unless you're allowed to buy/craft only a few and use dead shot or vital strike)
  • Ghost-touch is not available for ranged weapons (or ammunition). In the CRB, it is melee-only. Which makes the weapon blanch even better.

    Your search fu was too limited. In the ultimate equipment book it also expands it to ammo.


    I wonder if Ectoplasmic Spell applied to Greater Magic Weapon (or any of the 'enchant ammo' spells) works (or would it just affect incorporeal weaponry?).

    Liberty's Edge

    Shfish wrote:
    The black raven wrote:
    blahpers wrote:
  • ghost touch firearm (expensive, wastes a plus if put on primary firearm)
  • ghost touch ammunition (even more expensive, and wasteful unless you're allowed to buy/craft only a few and use dead shot or vital strike)
  • Ghost-touch is not available for ranged weapons (or ammunition). In the CRB, it is melee-only. Which makes the weapon blanch even better.
    Your search fu was too limited. In the ultimate equipment book it also expands it to ammo.

    Ooohhh !!! Stealthy errata. Me like :-))


    OK, firearm is out, ammo is in.

    I also missed spiritualist rings, which are very expensive but should work with all of your weapons.


    Helic wrote:
    I wonder if Ectoplasmic Spell applied to Greater Magic Weapon (or any of the 'enchant ammo' spells) works (or would it just affect incorporeal weaponry?).

    I suspect the latter.

    Sczarni

    I purchased ghost salt for my gunslinger in PFS, applied it to 10 bullets circa level 7, and used 3 of them by level 12.

    YMMV.

    Another option might just be to carry around a backup Longbow and 10 ghost salted arrows. You'll be able to apply most of your feats to the bow, and you'll get more than one attack/round.


    If your DM allows it, use weaponwand and a wand of Ghostbane Dirge. If you can get a gun with weaponwand as a permanent enchantment so you can swap wands, you effectively have a wand underbarrel, which is useful in all sorts of situations.


    Pathfinder Adventure Path Subscriber

    Any chance of ghost salt on your ammo, and then cast Abundant Ammunition? Doesn't the salt copy over? Just keep using the 'spares' created by the Abundant Ammunition spell and you can save the rest for later.

    Oh by the way something about the description bothers me.

    Quote:
    When rubbed onto a weapon that is then placed over a hot flame for a full round, ghost salt melts...

    So...assuming handy haversack

    Draw salt. (move)
    Apply salt. (?)
    Draw Torch.
    Draw flint and steel.
    End of round.
    Light Torch (standard)
    Drop torch to ground (free)
    Finish applying salt to Weapon over flame (FRA)

    That's a lot of actions. Are we allowed to carry over ghost-salted ammo from one adventure to the next?


    Elixir of Spirit Sight

    Sczarni

    Rerednaw wrote:
    Are we allowed to carry over ghost-salted ammo from one adventure to the next?

    Weapon blanches do carry over from one scenario to the next, although I do not have a relevant quote for you at this time.

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