Gunslinger's in the Society.


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Stupid Question.
Q- When building my Gunslinger, do i need to purchase my pistol or do i begin play with one? I am using Hero's Lab if that helps any. A simple pistol is listed for 1000gp or Dragon Pistol for 1000gp.

Christ on a crutch it's crazy expensive to be a Gunslinger. 96gp out of my starting 150 goes to 8 alchemical paper cartridges. Yikes!


You get to begin play with a weird not broken one. Would defeat the point of playing one if you couldn't start with a gun imo.

D20SRD wrote:

Gunsmith

At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.


Yeah. I just read that last night. I should have gone back and double checked before asking such a dumb question.

I'm really questioning the viability of starting out as a Gunslinger. I think a Human Archery Fighter will be the best idea. Thank you to all involved in helping out.

Liberty's Edge

You don't really need to buy alchemical cartridges at first level; it can wait until you have the possibility of firing multiple shots in a round, either through haste, high BAB or Snap Shot. With a pistol and Rapid Reload you can reload as a Move action and fire as a Standard. You only need the cartridges if you want to be moving more than 5' every round.

For the feat issue I have used a 2 level Monk dip, and a 2 level Fighter dip on a human. The second level of Monk isn't that useful since there is a limited selection of feats, but for my Snap Shot build the Combat Reflexes was worthwhile.


But i would still need to purchase the Bullets @1gp each and the Black Powder @10gp each correct? Alchemical Paper Cartridges are Black Powder and a Bullet for 12gp. So i'm really only down the 1gp per shot.

As to fix what i'm doing for the feats and such i've decided since i'm going to level dip into Inquisitor i might as well do that right off the bat. This will still net me a useful PFS character and keep the overall flavor. I'm just going to have to suck it up that the build is a tad feat strapped and drop Tiefling in favor of Human.

Start out going 2 levels of spellbreaker inquisitor, human, gets me @1st level Point Blank Shot and Precise Shot then when i reach 3rd level is when i'll begin my illustrious career as a Gunslinger when i can grab Rapid Reload and have some money saved up for GS goodies.

Any recommendations for a Domain choice?


ezrider23 wrote:
Any recommendations for a Domain choice?

Conversion inquisition. Frontloaded ftw.


Gunslinger 1: point blank shot
Fighter 1: precise shot
Gunslinger 2 Rapid reload

You can get the effects of rapid reload by buying alchemical cartidges after your first adventure. The cost as a % of your wealth will drop dramatically as you level.


You may want to still consider starting out with Gunslinger. You'll get the full benefit of the higher hit die. It's only 2 points, but that's a lot at early levels. Just because you have a gun doesn't mean you have to use it immediately. Plus its free, anyway, so it's not even a sunk cost.

Pick up a bow or crossbow at L1, which will serve as your primary weapon until you're ready to switch to the gun full-time. Then it becomes your back-up.

Keep Tiefling (I have a feeling you may regret that compromise and it's not something you can fix later), and switch your feats around a bit.

1.(GS 1/IN 0) 1-Point Blank Shot
2.(GS 1/IN 1) None
3.(GS 1/IN 2) 2-Precise Shot
4.(GS 2/IN 2) None
5.(GS 3/IN 2) 3-Rapid Reload
.
.
.

Before L5, you can use the gun for high-AC opponents and the bow for squishier targets or opponents at range.

Liberty's Edge

If you don't have a high Charisma, or have used it as a dump stat, then the Conversion Inquisition is a good way to go since you can use your Wisdom in place of Charisma for Bluff, Intimidate and Diplomacy checks.

Cleric Domains have some amazing first level powers, but it really depends what you want. Travel domain gets you an additional 10' of movement, Liberation Domain gets you 1 round per level of Free Action a day, which can be a lifesaver if you are grappled or any number of other things. There are a ton of other awesome powers, but those are 2 of my favorites.

For the cost of basic ammo, as long as you have one rank in Craft:Alchemy and your free Gunsmithing Bonus Feat you can buy bullets, pellets and Black Powder at 10% of cost, and Cartridges at half price, so regular shots will only cost you 1.1 gp each, and regular Cartridges at 6 gp each. If you search the PFS Boards there are some threads with the price breakdowns of various ammo types.

Silver Crusade

ezrider23 wrote:
But i would still need to purchase the Bullets @1gp each and the Black Powder @10gp each correct? Alchemical Paper Cartridges are Black Powder and a Bullet for 12gp. So i'm really only down the 1gp per shot.

In PFS, if you have 1 rank in Craft (alchemy) then a bullet is 1 sp, a dose of powder is 1 gp (so 1.1 gp per shot), and an alchemical paper cartridge is 6 gp.

Read the additional resources page on gunslingers.


Okay. I'm starting to put this guy together but here is the preliminary character mock-up. Some stuff may change based on feedback/further reading and ideas on my part but so far i'm pretty happy.

Further progression, which is not much more thought out than 3rd level but i still have some time to tweak with the rebuild rules until i play @2nd.

Build:

Lord Henri Baltimore
Male Human (Taldan) Inquisitor (Spellbreaker) 1
CG Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +1 (1d6+1) and
. . dagger +1 (1d4+1/19-20) and
. . rapier +1 (1d6+1/18-20) and
. . unarmed strike +1 (1d3+1)
Ranged longbow +3 (1d8/x3)
Special Attacks judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting
Inquisitor (Spellbreaker) Spells Known (CL 1st; concentration +4):
1st (2/day)—bless, magic weapon
0 (at will)—detect magic, create water, read magic, light
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 13, Wis 16, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Point-Blank Shot, Precise Shot
Traits affable, indomitable faith
Skills Acrobatics +2, Bluff +7, Climb +4, Diplomacy +7 (+9 to gather information.), Escape Artist +2, Fly +2, Intimidate +4, Knowledge (local) +5, Perception +7, Ride +2, Sense Motive +8, Stealth +6, Swim +4
Languages Common, Varisian
SQ domains (conversion inquisition), judgement 1/day), strong-willed
Other Gear Studded leather armor, Arrows (20), Blunt arrows (20), Club, Dagger, Longbow, Rapier, Backpack (8 @ 12 lbs), Bandolier (1 @ 0 lbs), Bedroll, Belt pouch (1 @ 0.42 lbs), Flint and steel, Holy symbol, wooden (Caydean Cailean), Mug/tankard, Spell component pouch, Torch (3), Trail rations (3), Wrist sheath, spring loaded (1 @ 1 lbs), 8 GP, 8 SP, 5 CP
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Blunt arrows - 0/20
Club - 0/1
Dagger - 0/1
Judgement (1/day) (Su) - 0/1
Torch - 0/3
Trail rations - 0/3
--------------------
Special Abilities
--------------------
Affable +2 on Diplomacy to gather information and do so in half time.
Inquisitor (Spellbreaker) Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


@3rd level i will take Rapid Reload and finish my PFS career as a Gunslinger. I'll also get my Craft Alchemy here or maybe take it at 1st in order to use it for Day Job rolls.
@5th level i'll either take Extra Grit or Deadly Aim.
@7th level i might take Rapid Shot.
And, Yes, i am aware that this isn't a Gunslinger but he will be. So new comers to the thread please don't be thrown by the title.


Since you have a strength bonus, using a sling for your first level or three may be an economical alternative to a shortbow or even a longbow if you're going to eventually upgrade to a gun.

Silver Crusade

If my first ever PFS character wasn't already a level 6 archer inquisitor, this is absolutely without a doubt the inquisitor character I would have made for PFS:

Level 12 Human Inquisitor 7/Musket Master 5
Inquisition: Conversion

G1: Point Blank Shot, Precise Shot, Rapid Reload (musket)
G2:
G3: Rapid Shot
I1:
I2: Deadly Aim
I3: Lookout
I4: Clustered Shots
I5:
I6: Weapon Focus (musket) Enfilading Fire
I7:
G4: Snap Shot
G5: Improved Snap Shot

The only piece of gear that is absolutely required is a Bane Baldric to give you 12 rounds of Greater Bane every day.


That is a nice layout. I think the only reason, aside from the look, that i'm shying away from MM is that i have been playing on and off with a Musket Master and wanted something different. Getting Rapid Reload @1st for free is really nice though.


Take #2 for my Gunslinger. Just trying to figure out the ammo thing, how much and what kind and what-not. Also debating when to do my level dips. I still like the idea of getting the levels of Conversion Inquisitor early.
GS 1/InQ 2-3/GS 4-12=(GS 10/InQ 2).

Musket Master:

Jean-Francois
Male Human (Taldan) Gunslinger (Musket Master) 1
CN Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee boarding axe +2 (1d6+1/x3) and
. . dagger +2 (1d4+1/19-20) and
. . unarmed strike +2 (1d3+1)
Ranged musket +4 (1d12/x4)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 13, Wis 16, Cha 7
Base Atk +1; CMB +2; CMD 15
Feats Gunsmithing, Point-Blank Shot, Precise Shot, Rapid Reload
Traits highlander (hills or mountains), indomitable faith
Skills Acrobatics +7, Climb +5, Craft (alchemy) +5, Knowledge (local) +5, Perception +7, Stealth +8 (+10 in hilly or rocky areas), Swim +5; Racial Modifiers highlander (hills or mountains)
Languages Common, Varisian
SQ deed: deadeye, deed: quick clear, deed: steady aim, grit
Combat Gear Sunrod (2); Other Gear Lamellar cuirass, Alchemical cartridge (paper) (10), Axe, boarding, Dagger, Musket, Adventurer's sash (16 @ 4 lbs), Backpack (4 @ 4 lbs), Bandolier (3 @ 4.5 lbs), Bedroll, Belt pouch (1 @ 0.46 lbs), Flint and steel, Gunsmith's kit, Mess kit, Mug/tankard, Poncho, Tindertwig (3), Torch (2), Trail rations (3), Waterproof bag (empty), Waterskin, Wrist sheath, spring loaded (1 @ 1 lbs), 11 GP, 6 SP, 6 CP
--------------------
TRACKED RESOURCES
--------------------
Alchemical cartridge (paper) - 0/10
Dagger - 0/1
Grit (3/day) - 0/3
Sunrod - 0/2
Tindertwig - 0/3
Torch - 0/2
Trail rations - 0/3
--------------------
Special Abilities
--------------------
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Not fully decided on the Ethnicity and Faction yet. Need to read up some more on Brevoy and Taldor. Not digging Andoran or Cheliax. Varisia works though.


Hmmmm, I think being limited to 6 good shots per day would be a problem for most people, but if the fox is fine with it, whatever!

Note: I hope you aren't regaining grit for knocking people unconscious with non lethal damage, because that isn't how grit works.

Silver Crusade

The only reason I recommend getting to Gunslinger 3 ASAP is because at level 3, you can reload your musket as a free action. I'd kill for a way to get Combat Reflexes into the build, but it's way less useful without Improved Snap Shot. Maybe you could sacrifice Clustered Shots for it, but at higher levels that will come back to bite you. As a straight Gunslinger, you get 1 more bonus feat and it would be Combat Reflexes. As a 'Slinger/Inquisitor, you give up the AoOs, but you do more damage on your full attacks.

And yes, you absolutely have to be a Taldan as a Musket Master.


Yeah, i'm starting to lean more and more towards waiting till three for the MCing, though i do think i'm reloading at a move action with RR and Alchemical Cartridges if i'm not mistaken which isn't terrible until i'm full round attacking.

Those early level dips gets me access to better will saves(very useful lately) and more fort (also super useful lately) a wider breadth of skills/points and the ever useful spells. I get access to shields for the Buckler, judgments and @2nd i get an initiative stacker. Going with the spellbreaker archetype gets me double will save rolls against certain spells. All of this combined makes it, IMHO, okay to delay my progression a bit.

I fully agree that the Combat Reflexes/Snap Shot line is/will be super awesome. I'll have to see how that works out. Forshame, i may need to lose out on deadly aim and perhaps lose or delay clustered shots. Heck i would even love to cram some other "fun/flavor" feats on here like Fast learner but probably just not gonna happen.

Yes, Taldan is the way i'm leaning as well as the Taldor faction which is also pushing me towards the early Conversion/Spellbreaker Inquisitor dips. Giving me a nice assortment of skills i can use to complete secondary missions and "play nice" with those other pathfinders.

Silver Crusade

As a musket master, you're going to be reloading as a move action before you get the Fast Musket deed, that's why it's so important to get to level 3 of Gunslinger as quickly as possible. Of course, you always have the option to dip early and just carry a composite longbow and use that on rounds where you have to move and attack.

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Bigdaddyjug wrote:
As a musket master, you're going to be reloading as a move action before you get the Fast Musket deed, that's why it's so important to get to level 3 of Gunslinger as quickly as possible. Of course, you always have the option to dip early and just carry a composite longbow and use that on rounds where you have to move and attack.

At this point i'm aware of the downsides. In the long run i'll just need to be prepared for the occasions where firing isn't going to work out. I just need to work on placement and tactics. Musket master's range lets me set myself up for positioning better along with Point-Blank and Precise Shot. I'm willing to delay some Gunslinger uberduperness in favor of some all around versatility and utility, while still being an okay built PC.

Besides, now that i have this guy laid out and formulated i've decided to start working on another PC idea. Trying to make a worthwhile Rogue. Outside ranger the rogue has always been my favorite 3.5, and earlier, class to play.

Silver Crusade

CWheezy wrote:

Hmmmm, I think being limited to 6 good shots per day would be a problem for most people, but if the fox is fine with it, whatever!

Note: I hope you aren't regaining grit for knocking people unconscious with non lethal damage, because that isn't how grit works.

It is 6 good rounds. I average about 10 shots per scenario, but I could use Focused Shot for at most 18 attacks (high BAB and Rapid Shot). I also have not ever run out of grit points. The only grit point I have regained with my merciful pistol was for the one critical hit I have had in my career.

Most scenarios have four or five encounters, and most encounters last one or two rounds. Six rounds of awesome attacks and an unlimited number of rounds of pretty damn good attacks has served me well so far.

In the future, please refrain from accusing me---even if in a backhand way---of cheating.


That isn't an accusation of cheating.

An accusation of cheating != Suggesting that the correct rules might not be being followed.

Rules mistakes happen every game it seems like, all the time. It was not here I suppose, but I dunno where you got cheating out of it

Silver Crusade

CWheezy wrote:

That isn't an accusation of cheating.

An accusation of cheating != Suggesting that the correct rules might not be being followed.

Rules mistakes happen every game it seems like, all the time. It was not here I suppose, but I dunno where you got cheating out of it

Right. Which is why it was backhanded. Seriously, pointing out rules mistakes that other people you don't know might be making without any evidence toward that fact is jerk behavior. Please refrain from repeating this behavior with respect to me.

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