| Kurt-O-Matic |
Heyas, I am creating a character for a new Skull & Shackles-based campaign. I've previously played an archer-bard, and I'd like to play a bard again in this campaign to cover some of the essential skill needs for the AP. However, I don't want to do the vanilla bard thing *again*; I'm looking for a change-up for flavor while maintaining a reasonable amount of mechanical pull.
So I'm looking at Arcane Duelist for ranged dpr, or Sea Singer as a backup if decide to focus more on magic. I'm also looking at a single-level(?) splash into gunslinger for firearms flavor. I have access to Core + APG + Ultimates, with a 20-point build. I'd like to go Human, and at this point I'm considering Arcane Duelist/Mysterious Stranger.
I'm aware this isn't the bestest combo ever; as long he pulls his weight and isn't boring in combat, then the spells and skills will cover a lot of narrative power. This is a small group, but so far there will be (at least) a barbarian/fighter combat monster, a witch for spellcasting, and a cast of 'adopted' NPCs in the party to fill out any missing roles. Playing a Big Mouth with a Gun in a pirate campaign sounded like a good fit. :-)
Any advice for building a pistol wielding Arcane Duelist, or a similar alternative?
| insaneogeddon |
Heyas, I am creating a character for a new Skull & Shackles-based campaign. I've previously played an archer-bard, and I'd like to play a bard again in this campaign to cover some of the essential skill needs for the AP. However, I don't want to do the vanilla bard thing *again*; I'm looking for a change-up for flavor while maintaining a reasonable amount of mechanical pull.
So I'm looking at Arcane Duelist for ranged dpr, or Sea Singer as a backup if decide to focus more on magic. I'm also looking at a single-level(?) splash into gunslinger for firearms flavor. I have access to Core + APG + Ultimates, with a 20-point build. I'd like to go Human, and at this point I'm considering Arcane Duelist/Mysterious Stranger.
I'm aware this isn't the bestest combo ever; as long he pulls his weight and isn't boring in combat, then the spells and skills will cover a lot of narrative power. This is a small group, but so far there will be (at least) a barbarian/fighter combat monster, a witch for spellcasting, and a cast of 'adopted' NPCs in the party to fill out any missing roles. Playing a Big Mouth with a Gun in a pirate campaign sounded like a good fit. :-)
Any advice for building a pistol wielding Arcane Duelist, or a similar alternative?
Have a look at buccaneer (its a human archetype)
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/humans.htmlIts basically an in built combo, guns are good without trying so you will easily contribute. Sword and gun is a great look. Unlike the sea singer the buccaneer gets to choose any familiar which allows for improved familiar joy (i highly recommend the Kami, Shikigami from bestiary 3 it might not have the regeneration nonsense but its pretty good in melee and at range (has your full bab and half your good hps - something NO other familiar can claim in the game - your familiar will be the king of familiars), has great immunities, fast healing,DR, actually is your guardian instead of spying and reporting to higher planar authorities (or to enemies divinations) on you and your party, it looks good and can meld with you at will which is awesome.
Also it can cast commune with nature (great for a pirate) and anyone really. Even better a buccaneers familiar grants THE BUCCANEER evasion which is amusing addition that could provide some rp mileage as is great for a class with good reflex saves ans at least some dex investment.
Also works really well with 'eye for talent' human racial trait to add +2 to one of your familiars stats - also provides some rp/story use for spotting a good crew or at least saying you can. 'Heart of the sea' is another trait thats might be appropriate but any works for a good back story - 'heart of the streets' works well as well and probably will give the greatest mileage.Humans can also get an extra 1/4 grit points per level which when combined with grog points means your pretty set for grit points and more than any other gunslinger apart from maybe a ratling Gulch Gunner that provokes attacks of opportunity every round and hopes no one thinks to sunder.
If I were you, as buccaneer is a chr build, might be worth fitting in an appropriate bunch of mystical abilities from the eldritch heritage line of feats (pretty costly though as gunslinging is feat intensive) so for higher level (9th+) and be a pirate with a supernatural familiar instead of a multi-class semi bard (loosing bard levels is bad for bard). Its something new.
Gunslingers get great skills (4pl) and between bluff, climb, perception, intimidate, knowledge (local), swim, sleight of hand, survival, heal (now a GREAT skill). Bard isn't really necessary, and you won't be much of a bard if your casting, bard music is level compromised and feat compromised as ranged combat with a gun at the very least needs point blank, precise, rapid reload and deadly shot. As a straight gunslinger (they get bonus feats) you would have those by 5th! Improved Familiar at 7th then probably want to get some of the grit/melee and extra ranged feats.. so eldritch heritage is prob out unless its a low power campaign or you make it to higher levels.
I recommend the dragon pistol..low level its really handy, great for swarms and puny mobs. Dragon breath cartridges are handy (burning can be good on enemy ships or houses), as are the entangling ones (cone entanglement is great), the salt shot can be as well for taking things alive (to walk the plank).
Higher level get a pistol with all the trimmings - mother of pearl handle to match your swords handle- or scrimshawed whale bone or whatever. Its worth investing in alchemy -some of the alchemical items are really great for your familiar that has throw anything and adds chr to damage (maybe with a +2 bonus for your 'eye for talent'. There really is some great alchemical equipment in 'ultimate equipment' for your improved familiar to throw and it wont miss with full bab, invisibility, dex, size, +1 from throw anything. Even in melee it will do well using anything cool you loot, break, find or kill as a weapon - just for laughs might even be worth making it a mini gun (um i mean a miniature gun..unless your dm is REALLY generous) - a little dude that can meld out of your head onto your shoulder and point a little Culverin at someone your intimidating has got to be worth a +2 circumstance bonus!
http://paizo.com/pathfinderRPG/prd/ultimateEquipment/gear/index.html
The archetypeis pretty good because it has unique/fun stuff and is slow growth. So DMs won't get shocked and shattered by guns and unrealistic silly builds that the rules allow. Gun training kicks in at 13 and by then its not that much of a big deal.
Gunslingers can do fine at low levels with melee anyway (and its ALOT cheaper till your looting really starts to kick in) its not really till 4th that things like power attack really start kicking in and by then your good with a gun. You really don't need all that much dex (just enough for the feats you want) as its touch attacks so you can invest in some strength. Just make sure you get a seeking enchantment on your gun - ignoring concealment is gold and easier to by for a mere +1 then cost it through needless dex investment and the improved precise shot feat.
hmmm I think I just sold myself on my next gunslinger if my DMs ever allow them again - dwarf luring cavalier musketeers really aren't the way to be the first gun user in a group. Between feats and all the gun goodies added to specialization, ranged tactical feats granting bonus attacks and stuff, and also a 1.5x (or even 2xlevel) challenge damage I was plain stupid and greedy and manged to ruin guns for my group even after I successfully campaigned the DM to ban double guns before I made my build.
If you have read 'magician' Raymond E. Feist its a good book with some really awesome character archetypes that all join forces including a very rangery ranger and the only guy that can find him in the end a cool pirate who gets land locked and still kicks butt drinking all the way.
| insaneogeddon |
You also get a confusion effect whose DC that scales with level and is (ex)so no anti-magic or SR issues that plague bards that don't invest in all the sr feats and a high level curse ability that auto-sickens. All the DCs higher than a bard and with the grit/grog points your carrying you can probably match any bard for castings per day (at 11th with signature deed you can do the confusion effect at will AND its a swift action so no loss.. like to see a bard that can cast a level DC relevant spell and shoot/chop and have its familiar throw acid/holy water/rocks/tanglefoot bags etc) all day every day all at full bab (both you and familiar) and with no SR worries!
The magic like abilities really make it a stand out as far as being a pirate of legend and building a reputation go.
| Kurt-O-Matic |
Thanks very much for the replies!
I had rejected the gunslinger Buccaneer for a single-level dip, but taking a second look at it, Seadog's Gait isn't *quite* as bad I thought. There are some nice features in this archetype that fit this character, so I'll ponder that further. How is a Buccaneer expected to clear misfires at low levels? This is the same strike against the Mysterious Stranger.
Also, as expensive as a dip out of bard is, a single-level into a full BAB class isn't a build-killer. However, the idea of flipping the dip (gunslinger > bard) has crossed my mind. Bard can be easier to dip into than out of. The vanilla bard is pretty compelling; while there's lots of chaff to trade away, most of the archetypes cut too deep.
One of the reasons I'm looking at Arcane Duelist, despite it's melee focus, is it leaves Inspire Courage intact; this and Sea Singer both leave this key feature in place. As much as I love Versatile Performance, I can give that up for a more specialized character, but Inspire Courage is one of the main reasons I'm looking at bard in the first place.
However, I really like the look of Archaeologist, and I really want to try that archetype eventually. It's almost a rewrite of the bard class entirely, however. If I knew we'd get more players in the group and someone else would help with the social and tactical leadership/buffing, I'd be very tempted to dump performing altogether for an Archaeologist.
Since that isn't the case, I'm still focused on a character that can provide strong leadership as well as a side order of combat damage. A self-enchanted Arcane Bond pistol, Arcane Strike (+2), Inspire Courage (+2), Combat Casting, Deadly Aim (-2/+4), Point-Blank Shot, Precise Shot, and Rapid Reload by 6th level doesn't seem terrible at mid-levels (+9/1d8+10 vs touch at close range). But I'm still looking at alternatives, and have some concern about walking myself into a corner in the higher levels.
| Kurt-O-Matic |
Okay, in case there is any further interest in this topic, I'm posting a quicky 12th-level projection of an Arcane Duelist 11/Gunslinger 1 as a frame of reference. Is something around +16/+16/+11 1d8+16 full attack going to be acceptable at 12th level coming from a 2nd-tier combatant (bard)?
Male Human Bard (Arcane Duelist) 11/Gunslinger (Mysterious Stranger) 1
CN Medium humanoid (human)
Init +9; Senses Perception +14
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Defense
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AC 24, touch 15, flat-footed 19 (+9 armor, +5 Dex)
hp 70 (1d10+11d8+12)
Fort +6, Ref +14, Will +6; +3 morale bonus vs. charm and fear
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Offense
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Speed 30 ft.
Ranged +3 distance, reliable, seeking pistol +20/+15 (1d8+6/x4)
Special Attacks bardic performance, bardic performance: dirge of doom, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire competence, bardic performance: inspire courage, bardic performance: inspire greatness
Bard (Arcane Duelist) Spells Known (CL 11th; concentration +13):
4th (2/day)—freedom of movement, treasure stitching (DC 16), virtuoso performance
3rd (4/day)—haste, glibness, displacement, exquisite accompaniment, good hope, phantom driver, purging finale (DC 15)
2nd (5/day)—tongues, mirror image, silence (DC 14), glitterdust (DC 14), allegro, blistering invective, create treasure map, gallant inspiration (DC 14)
1st (6/day)—dancing lantern, unseen servant, expeditious retreat, grease (DC 13), abundant ammunition, anticipate peril (DC 13), innocence, jury-rig, saving finale (DC 13)
0 (at will)—know direction, mage hand, detect magic, mending, message, light
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Statistics
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Str 10, Dex 20, Con 12, Int 14, Wis 8, Cha 14
Base Atk +9; CMB +12; CMD 24
Feats Arcane Strike, Clustered Shots, Combat Casting, Deadly Aim, Disruptive, Gunsmithing, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Spellbreaker
Traits buccaneer's blood, never stop shooting
Skills Acrobatics +13, Appraise +6, Bluff +17, Craft (alchemy) +6, Diplomacy +11, Escape Artist +13, Fly +4, Intimidate +18, Knowledge (geography) +14, Knowledge (history) +11, Knowledge (local) +14, Perception +14, Perform (sing) +8, Profession (sailor) +9, Ride +4, Spellcraft +17, Stealth +8, Swim +8
Languages Common, Cyclops, Polyglot
SQ arcane armor - medium, arcane bond - weapon, bardic performance: bladethirst, bardic performance: rallying cry, deed: deadeye, deed: focused aim, deed: gunslinger's dodge, grit, seeking
Other Gear +3 Glamered Mithral Agile breastplate, +3 Distance, Reliable, Seeking Pistol, 55250 GP
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Special Abilities
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Arcane Armor - Medium At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane sp
Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action) (26 rounds/day) Your performances can create magical effects.
Bardic Performance: Bladethirst (+2) (Sp) Enhance weapons.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (4 targets) (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +4 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +3 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Rallying Cry (Su) Replace your allies' saves vs. fear with your Intimidate check result.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Focused Aim (+2) 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 sh
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Disruptive +4 DC to cast defensively for those you threaten.
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.
Never Stop Shooting Act as disabled when dying, but can only use a gun. Death at neg Wis or Con score.
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 (Pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Seeking Ignores miss chances, but must be aimed at the correct square.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.