Gunslinger / Inquisitor advice needed


Advice


Any advice for my PC? I must be the face, and the skillmonkey. I pick gunslinger and inquisitor for the flavour.
Any advice?

Race: Umano
Traits: Reactionary, Well Informed

C/G

STR 14
DEX 17 + 2 race + 1 4° lv
CON 12
INT 14
WIS 16
CHA 10

Gunslinger Musket Master 5 Inquisitor 1

Feats:

Lv 1 Rapid Reload( bonus), Point Blanck Shot, Precise Shot
Lv 3 Gunsmithing
Lv 4 Deadly Aim
Lv 5 Quick Draw

Mythic Tier 1 Champion
Champion: Fleet Charge, Impossible Speed.
Feat: Rapid Shot

Inquisition: Converse.

Skill:
Knowledge (arcana) 3 + 1 rank + 2 int + 3 wis
Knowledge (dungeoneering) 3 + 1 rank + 2 int + 3 wis
Knowledge (nature) 3 + 1 rank + 2 int + 3 wis
Knowledge (planes) 3 + 1 rank + 2 int + 3 wis
Knowledge (religion) 3 + 1 rank + 2 int + 3 wis
Knowledge (local) 3 + 1 rank + 2 int + 3 wis + 1 bonus
Craft (firearms) 3 + 1 rank + 2 int
Craft (alchemy) 3 + 1 rank + 2 int
Stealth 3 + 6 rank + 5 dex
Bluff 3 + 6 rank + 3 wis
Intimidate 3 + 5 rank + 3 wis +1 bonus
Perception 3 + 6 rank + 3 wis
Sense Motive 3 + 4 rank + 3 wis +1 bonus
Survival 3 + 6 rank + 3 wis
SpellCraft 3 + 1 rank + 2 int
Climb 3 + 1 rank + 2 str
Sleight of Hand 3 + 1 rank + 5 dex
Acrobatics 3 + 1 rank + 5 dex

Shadow Lodge

Bump


Jacob Saltband wrote:
Bump

No advice? I'll start this evening.

Shadow Lodge

Sorry I'm not familiar with those classes, at least not enough to give build advice. I bumped it so maybe someone would help.


Some points to consider:
1. Will you need charisma to be the face? Diplomacy, bluff, etc.
2. Check how your GM feels about double barrelled muskets with respect to either allowing them or how you can reload them at various levels. The rapid reload feat should only apply to one type of musket but can be interpreted as applying to any or all muskets; the various methods of getting faster at reloading could be interpreted as only working once per round.
3. If you are going to be in melee frequently then pistolero is better. And then check how your GM wants two weapon fighting to work.
4. Don't you get gunsmithing for free at first level?
5. Get the two magical bandoliers. Without the gun storage facility I wouldn't allow quickdraw to work with a musket.
6. If your group starts feeling like guns are overshadowing them, try getting 'designating' on your gun. The fighters will be much happier if you're giving them +2 to hit and +2 damage on each of their melee strikes...


Gilarius wrote:

Some points to consider:

1. Will you need charisma to be the face? Diplomacy, bluff, etc.

No because i think i'll goinfiltartor and i have the conversiotion inquisition, or i can go standard inquisitor putting 14 to cha and 10 to str and then picking heldritch heritage arana for the familiar

Gilarius wrote:
2. Check how your GM feels about double barrelled muskets with respect to either allowing them or how you can reload them at various levels. The rapid reload feat should only apply to one type of musket but can be interpreted as applying to any or all muskets; the various methods of getting faster at reloading could be interpreted as only working once per round.

To all muskets

Gilarius wrote:
3. If you are going to be in melee frequently then pistolero is better. And then check how your GM wants two weapon fighting to work.

I dont think, i am the only one ranged guy in the group

Gilarius wrote:
4. Don't you get gunsmithing for free at first level?

yes sorry... so now can i pick weapon focus? or i can go standard inquisitor putting 14 to cha and 10 to str and then picking heldritch heritage arana for the familiar?

5

Gilarius wrote:
Get the two magical bandoliers. Without the gun storage facility I wouldn't allow quickdraw to work with a musket.

Where can i find the bandoliers?

Gilarius wrote:
6. If your group starts feeling like guns are overshadowing them, try getting 'designating' on your gun. The fighters will be much happier if you're giving them +2 to hit and +2 damage on each of their melee strikes...

I dont think, we have a dump(int 8) "caterpillar" synthetist in the group, he is the PP.

And i'll go 5 gunslinger 15 inquisitor, what feats do you suggest?


I've never played or even read the pages on Inquisitors, so someone else will have to help there.

The bandoliers (Endless Bandolier (http://paizo.com/pathfinderRPG/prd/ultimateEquipment/wondrousItems/chest.h tml) and Beneficial Bandolier (http://paizo.com/pathfinderRPG/prd/ultimateEquipment/wondrousItems/belts.h tml)) are in the PRD (and SRD) and come from Ultimate Equipment.

Rapid Shot and iterative attacks all require reloading. Rapid reload allows you to reload one barrel (with alchemical cartidges) as a move action; the Beneficial Bandolier allows one barrel to be reloaded as a swift action; Fast Musket (at 3rd level) allows you to reload muskets as if they were one-handed firearms; Lightning Reload (in conjunction with the Rapid Reload feat) at 11th level gets you to reload one barrel as a free action.
The Reloading Hands spell will also reload one barrel per round but does not specify how long it takes, and you'll be wanting a friendly wiz to make a wand of it and then use it just before combat starts.

I'm not aware of any other way of getting more shots off per round unless you buy/make a Pistol of the Infinite Sky (or a musket version thereof).

Therefore as a musket master with a double-barrelled musket, you can get:
Initial attacks: 2 shots at -4; rapid shot in conjunction with any 2 of the Beneficial Bandolier, Reloading Hands spell, or your own move-action allows 4 shots, each at -6. Once you get iterative attacks, you could change that into 2 shots at -4, and 2 shots at -9 without taking Rapid Shot (but would need to have Lightning Reload from 11th level gunslinger or use both the magical reloading methods).
With all the methods, you'd get 5 shots in total.

Compare this with a pepperbox pistol: free action to move barrels, so you can get up to 6 shots before needing to change guns or reload, athough you can't fire 2 at once. If you get it enhanced with 'distance', then it has longer range too. And all the above methods of reloading still apply.

If you are going to be firing a gun as your main attack at high level, and want to be able to use your iterative attacks, then you're better off using pistols in the long run. Unless anyone knows any better?

Improved Critical is a very useful feat for gunslingers, since guns cannot be made 'keen', athough ammo can (I don't know why they're different).


Gilarius wrote:

I've never played or even read the pages on Inquisitors, so someone else will have to help there.

The bandoliers (Endless Bandolier (http://paizo.com/pathfinderRPG/prd/ultimateEquipment/wondrousItems/chest.h tml) and Beneficial Bandolier (http://paizo.com/pathfinderRPG/prd/ultimateEquipment/wondrousItems/belts.h tml)) are in the PRD (and SRD) and come from Ultimate Equipment.

Rapid Shot and iterative attacks all require reloading. Rapid reload allows you to reload one barrel (with alchemical cartidges) as a move action; the Beneficial Bandolier allows one barrel to be reloaded as a swift action; Fast Musket (at 3rd level) allows you to reload muskets as if they were one-handed firearms; Lightning Reload (in conjunction with the Rapid Reload feat) at 11th level gets you to reload one barrel as a free action.
The Reloading Hands spell will also reload one barrel per round but does not specify how long it takes, and you'll be wanting a friendly wiz to make a wand of it and then use it just before combat starts.

I'm not aware of any other way of getting more shots off per round unless you buy/make a Pistol of the Infinite Sky (or a musket version thereof).

Therefore as a musket master with a double-barrelled musket, you can get:
Initial attacks: 2 shots at -4; rapid shot in conjunction with any 2 of the Beneficial Bandolier, Reloading Hands spell, or your own move-action allows 4 shots, each at -6. Once you get iterative attacks, you could change that into 2 shots at -4, and 2 shots at -9 without taking Rapid Shot (but would need to have Lightning Reload from 11th level gunslinger or use both the magical reloading methods).
With all the methods, you'd get 5 shots in total.

Compare this with a pepperbox pistol: free action to move barrels, so you can get up to 6 shots before needing to change guns or reload, athough you can't fire 2 at once. If you get it enhanced with 'distance', then it has longer range too. And all the above methods of reloading still apply.

If you are going to be firing a gun...

Thank you for all.

But the route for free action is easier:

Rapid reload for standard action.
Alchemical catridges for move action.
And fast Musket for free action.

the route is always: complete round, standard, move, free.

Liberty's Edge

Pathfinder Rulebook Subscriber

I would also check out the Shieldmarshal Prestige class from Paths of Prestige (called Grand Marshal on PFSRD). It is a blend of those two classes, and has some very nice abilities. I would recommend Gunslinger 5/Inquisitor 1/Shieldmarshal 10/Inquisitor 4


Chelios wrote:
Gilarius wrote:

Lightning Reload (in conjunction with the Rapid Reload feat) at 11th level gets you to reload one barrel as a free action.

...

One barrel as a free action. Not two barrels. Not one barrel multiple times.

Edit: sorry, I failed to actually read your post, Chelios. You are correct that you can get free action reloads with the route you posted. I wonder why the 11th level deed is so weak, then?

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