Gunslinger - Pistolero Build


Advice

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Anyone have advice on a good build for one of these? I'm not very familiar with gunslingers.

RPG Superstar 2013 Top 16

There's not a whole lot of wiggle room in the feat choices, especially at early levels. You can either pick up Point Blank Shot, Precise Shot, Deadly Aim, Rapid Reload, Rapid Shot as soon as possible, or possibly skip PBS and Precise Shot altogether, since you usually target touch AC.

Basically, build it like an archer, but with Rapid Reload. Now when it comes to buying equipment, I can't help you...

Scarab Sages

This most likely would go in the advice subthread.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Cao Phen wrote:
This most likely would go in the advice subthread.

The Advice subthread is likely to provide feats/traits that are not PFS legal. I'm making sure I get advice as far as PFS goes.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
RainyDayNinja wrote:

There's not a whole lot of wiggle room in the feat choices, especially at early levels. You can either pick up Point Blank Shot, Precise Shot, Deadly Aim, Rapid Reload, Rapid Shot as soon as possible, or possibly skip PBS and Precise Shot altogether, since you usually target touch AC.

Basically, build it like an archer, but with Rapid Reload. Now when it comes to buying equipment, I can't help you...

Hmm. that's good to know, since this is a new world to me!

Grand Lodge

Gunslingers have a very tight feat economy. Gear wise you have a little wiggle room, particularly now that you can afford to retrain (it is a wee bit expensive though) if you make a mistake.

The big thing is to realize there are some feats you WILL need.

-Point Blank/Precise Shot. It is particularly needed for the upclose pistolero. The only thing is WHEN you get them.
-Rapid Reload. You WILL need this for your 'signature' gun. Musket Masters actually luck out and get it for all 2-handed firearms (all 5 PFS legal ones.)
-Deadly Aim. While not actually absolutely required, I'd suggest it. It's the ranged version of Power Attack. Most gunslingers who have it don't every NOT use it.

There are feats, depending on playstyle, that come in handy.
-Two Weapon fighting. NOTE: Most pistols are NOT light weapons. They are 1-hand weapons.
-Quick Draw. Doing the 'Outlaw Josey Wales' pull guns from everywhere trick
-Vital Strike. More of a stand off musket shooting thing. Allows you to shoot with your iteratives AND get a standard action. You don't get your bonus damage for the second shot but you add the damage dice together.
-Dodge/Mobility: For the mobile moving gunslinger who moves about. Particularly given you're light on your feet.
-Extra Grit. OF particular need for the 'Up Close and Deadly' and 'Quick Clears' for a Pistolero.
-Rapid shot. Works really good for double barrel pistols and/or pepperbox pistols.

Things to watch
-Powerhorns: Keep a bunch, you'll have a lot of ammo.
-Ammo. track it religously. Be very honest to your GMs about how much you have.
-Get a 'repair' spell. Buy a wand of mending and make nice with a caster or scroll with Make Whole (or two).
-If you have caster 'partners' invest in a few other wands for them to help out. BUT TRACK your ammo.. even if it's the result of abundant ammo.
-Be aware of your failure rates. Normally, with paper cartridges, ect. Own them. Be prepared to use your reroll to avoid them.
-Stockpile materials/weapon blanches. Sometimes the material is more cost effective, sometimes the weapon blanches are.
-Research your weapon choices. You hear a LOT about double barrel pistols but most folks forget that you can really mess up with it. My personal choice for 'big ticket' pistols are the pepperbox pistols BUT they are very very expensive. 3,300 gp for a masterwork version. My Musket Master uses one as a backup piece.

Approaches.
-Multiple pistols. There are some very very cheesey (but legal) ways you can create a pistol wielding hail of lead gunslinger that can hammer flat a LOT of things. My suggestion: Don't. It's a delicate line between multiple pistols 'a la Josey Wales' and the '@##$@%@ weapon cord using monsters' that so many folks hate.
-Other Touch weapons. It's amazing how many folks don't see the other things that they can use that are touch based. The Ultimate Equipment book is a veritable bomb factory of them and even using JUST the alchemical weaponry in the core book can do a lot to help out your fellow party guys. Tanglefoot bags, tangleburn bags, holy water, alchemical fire, acids. My Musket Master is ALSO a Grenadier alchemist so I get double points for this stuff..so I am biased. The fact that a lot of them are very useful against swarms is helpful too.

Suggestions.
-Plan out your builds. I have hero lab.. so it's easy for me. But even before I used it.. I looked ahead at least a couple levels. Now, I plan out my pcs to 12th level.
-Pay attention to your 'big payout levels'. The first one for gunslingers is 5th Level. You get a jump in your damage with it. Adding dex to your damage helps catch up. As a MM/Gren I can go from a 20 dex to a 28 in 2 rounds. That makes for a nice vital strike shot to help out.
-Sniping. Hold your shot till you see the BBEG casting. THEN shoot him.
-Don't be afraid to shoot outside your touch zone. I've done it before. In Race for the Runecarved Key, I spent an entire fight being very effective at 100 feet. Yeah our BIG bang comes from touch attacks but we also tend to have a very BIG damage bite compared to other ranged attacks. Add in the HUGE crit modifier and you can do some nasty things at 100+
-Look at the 'single purchase' magic bullets. A burrowing bullet of either type can ruin a caster boss' day. Expensive but useful.


From the core races I prefer humans for the feat and the plus 2 on a stat of your choice.
You can dump int more than other races as a human and get more points for dex or wis.
Rich parents (the trait for 900 start gold) is very good because slingers are expensive. You can gear up your start pistol for 300 g to masterwork, don't miss this.
you can also buy alchemy equip or masterwork armour from start.
do you want vanilla slinger? Look at the monk for dip. Gives you wis to ac and a nice punch. Remember you need one free hand for reload but you can use it for fighting as well.

RPG Superstar 2013 Top 16

Kyrie Ebonblade wrote:
Musket Masters actually luck out and get it for all 2-handed firearms (all 5 PFS legal ones.)

Unless there was a developer clarification I haven't seen, that's a hotly debated issue.

Grand Lodge

RainyDayNinja wrote:
Kyrie Ebonblade wrote:
Musket Masters actually luck out and get it for all 2-handed firearms (all 5 PFS legal ones.)
Unless there was a developer clarification I haven't seen, that's a hotly debated issue.

Okay. They get rapid reload (Muskets) @ 1st AND rapid reloader deed @ 3rd.

Grand Lodge

Reverendfresh wrote:

From the core races I prefer humans for the feat and the plus 2 on a stat of your choice.

You can dump int more than other races as a human and get more points for dex or wis.
Rich parents (the trait for 900 start gold) is very good because slingers are expensive. You can gear up your start pistol for 300 g to masterwork, don't miss this.
you can also buy alchemy equip or masterwork armour from start.
do you want vanilla slinger? Look at the monk for dip. Gives you wis to ac and a nice punch. Remember you need one free hand for reload but you can use it for fighting as well.

He's looking for PFS legal build. So rich Parents is out


Kyrie Ebonblade wrote:
RainyDayNinja wrote:
Kyrie Ebonblade wrote:
Musket Masters actually luck out and get it for all 2-handed firearms (all 5 PFS legal ones.)
Unless there was a developer clarification I haven't seen, that's a hotly debated issue.
Okay. They get rapid reload (Muskets) @ 1st AND rapid reloader deed @ 3rd.

That's not what Rainydayninja meant. There is a large ambiguity in the feat 'rapid reload (muskets)' due to the S. There is no weapon listed as a 'muskets' so many people think it is meant to apply to all types of musket and many other people think it is a typo or editing error since no 'rapid reload' feat should apply to more than one sort of weapon.

So each player should check with their GM how it works in their game.


Pathfinder Adventure Path Subscriber
Gilarius wrote:

...

That's not what Rainydayninja meant. There is a large ambiguity in the feat 'rapid reload (muskets)' due to the S. There is no weapon listed as a 'muskets' so many people think it is meant to apply to all types of musket and many other people think it is a typo or editing error since no 'rapid reload' feat should apply to more than one sort of weapon.
So each player should check with their GM how it works in their game.

Sounds like PFS. And since with PFS you only get the starter gun, which cannot be anything other than the basic model, kind of moot :)

Should add if you plan on going the paper cartridge route (and thereby increasing your misfire) dwarf is worth a look because their favored class bonus drops misfire by 1/4 per level (but not below 1). Otherwise human to get your feat.

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