[PFS] Gunslinger / Rogue "sniper" build?


Advice

Grand Lodge RPG Superstar 2012 Top 32

Just had a crazy idea...

So, mistmail exists. But no one ever uses it, because even if the GM reads it right and doesn't add a 3min time limit, you're getting 20% concealment at the cost of your AC ever mattering at all. Basically, while the mistmail is active, any attack-based enemy probably only misses on a 1 because you don't have your biggest bonus to AC, so the 20% miss chance is your ONLY defense.

But what if I used it for something other than the miss chance? Because unlike, say, blur it grants actual concealment.

And if you have concealment, you can use Stealth.

And if you use Stealth, you can (potentially) use Sneak Attack.

Of course, since every enemy has an 80% chance of hitting me, I want to be a ranged combatant, and somehow a musket seems cooler to fire out of my personal cloud of fog than a bow.

Especially if I'm flying via winged boots, in which case I AM A THUNDERCLOUD!

:D

So anyway, I'm thinking of at least 3 levels of Musket Master to start with, so that reloading the musket is a move action by default and a free if I use a paper cartridge. I'm not sure whether to jump straight into rogue at 4th, or wait until I have DEX to damage first. I also don't really have any of the build's details in mind other than Musket Master, Rogue, mistmail, winged boots, and Stealth.

Any suggestions/guidance? Thanks!


2 variations:

Musket Master 5 / Sniper Rogue 7: Dex to damage, sniper rogue increases your sneak attack range (a lenient GM whould also let the 2nd lvl ability work for firearms, since it was written pre-gunslinger), evasion. Good talents include Stand up (being prone increases your ranged AC) and Grit (convert it to extra grit and a free deed, I am not sure if it is legal on PFS though).

Mysterious Stranger 1 / Divine Hunter Paladin 2 / (Scout) Ninja 9: Cha to dmg (only with grit expenditure though), smite evil 1/day, Cha to saves, Precise Shot for free, Cha Ki pool, granting access to Vanishing Trick among else, at 11th lvl you can move and sneak attack, so no stealth required (probably not worth it for PFS)

Grand Lodge RPG Superstar 2012 Top 32

Thinking out loud here...
.
.
.
.
Human

STR 11
DEX 18
CON 14
INT 10
WIS 12
CHA 12 (mostly for UMD)

Traits: Reactionary, Magical Talent (insert cantrip here)

Musket Master 1: Point-Blank Shot, Precise Shot
Musket Master 2
Musket Master 3: Rapid Reload, Deadly Aim
Rogue 1: Sneak Attack 1d6, UMD as class skill
Rogue 2: Arcane Strike, Rogue Talent (Ninja Trick [Deadly Range])
Rogue 3: Sneak 2d6
Rogue 4: Vital Strike, Rogue Talent...?
Rogue 5: Sneak 3d6

...I'm a little fuzzy after that. :/


I realize there might be an argument to be made that RAW there's no limit, but RAI strongly suggests the activated ability is a modified version of Obscuring Mist and would thus be subject to the time limit. A good sanity check is the price - a 1000 gp flat price seems very cheap for any persistent L1 effect.

Another problem: You'd still need to get around the inability to stealth while observed. You pretty much will be found once you fire your musket, so unless you get HiPS somehow, you're only going to get the one sneak attack. This doesn't give you that much a leg up on Joe Rogue considering his SA at least does about 2d6 more damage and he likely has better AC.

I'm afraid I'm too much of a noob/tool to offer anything more constructive. You're fighting an uphill battle anytime you try to make a ranged rogue.

EDIT: This may invalidate the point behind the mistmail, but it may be prudent to dip shadowdancer for HiPS. That also gets you the prereqs for shot on the run, which you can then use to move within range, fire, and then shift positions away-ish. If you're "caught" after firing, who cares? You can make another check after moving away, I'd imagine. That said, I think the feat tax would probably be too steep though. It'd probably be simpler to have a reliable means of Greater Invisibility on hand.

Grand Lodge RPG Superstar 2012 Top 32

Jamesui wrote:
I realize there might be an argument to be made that RAW there's no limit, but RAI strongly suggests the activated ability is a modified version of Obscuring Mist and would thus be subject to the time limit. A good sanity check is the price - a 1000 gp flat price seems very cheap for any persistent L1 effect.

No, nothing implies that you're activating a modified obscuring mist. In fact, being even moderately well-versed in normal magic items points the opposite direction.

Wondrous items that activate a spell effect, even a modified one, say so in their descriptions (something like "you may use spellname once per day on command, except..."). Construction prerequisites do not inform the function of the item; if you tried to use that logic, you break a lot of things in the CRB. Seriously: open up your CRB, look at the wondrous items, and read all the construction-required spells that aren't mentioned in the item descriptions and see if your method of interpretation remains reasonable.

As for your "sanity" check, you're ignoring an awful lot of facts, not the least of which is that you don't get to have an armor bonus to AC. Everyone hits you 80% of the time. I could do better than that with regular armor.

Quote:
Another problem: You'd still need to get around the inability to stealth while observed. You pretty much will be found once you fire your musket, so unless you get HiPS somehow, you're only going to get the one sneak attack. This doesn't give you that much a leg up on Joe Rogue considering his SA at least does about 2d6 more damage and he likely has better AC.

Concealment allows you to use Stealth—it's right there in the book, in the same paragraph with the "not while observed" bit. Basic reading comprehension shows that it's explaining that concealment is what is required to be able to claim that you're not being observed.

The plan is to attack, then next round Stealth again and attack again. So one shot per round (hence Vital Strike).


Concealment or cover is necessary but not sufficient for stealth. If it were the case that partial concealment allows you to stealth while observed, there'd be no point to the HiPS ability, or at least the ranger's flavor.

Also read through the distraction use case. Under your interpretation, if you have concealment, why would you need to distract observers? You can just hide anyway. This is not the case. Unless you interpret that distraction offers a sort of pseudo-concealment so you can hide without normal concealment, it is clear that it removes observation as an inhibitory element. The absence of observation, barring HiPS-like abilities, is necessary (and, coincidentally, sufficient) for attempting stealth.

That said...

Jiggy wrote:

As for your "sanity" check, you're ignoring an awful lot of facts, not the least of which is that you don't get to have an armor bonus to AC. Everyone hits you 80% of the time. I could do better than that with regular armor.

Fair point. Sanity check statement withdrawn.

Grand Lodge RPG Superstar 2012 Top 32

Jamesui wrote:
Concealment or cover is necessary but not sufficient for stealth. If it were the case that partial concealment allows you to stealth while observed, there'd be no point to the HiPS ability, or at least the ranger's flavor.

Not true; if you look at cover/concealment as being the definition of getting out of direct observation (which a plain reading of that paragraph implies) then the ranger's HiPS is still very functional: it lets you use Stealth right out in the open - that is, without needing cover or concealment first.

Quote:
Also read through the distraction use case. Under your interpretation, if you have concealment, why would you need to distract observers? You can just hide anyway. This is not the case. Unless you interpret that distraction offers a sort of pseudo-concealment so you can hide without normal concealment, it is clear that it removes observation as an inhibitory element. The absence of observation, barring HiPS-like abilities, is necessary (and, coincidentally, sufficient) for attempting stealth.

Bluff/distraction is to make a Stealth check getting TO cover/concealment; normally you would need to already be there before you could start taking actions that would involve Stealth checks, but Bluff will let you use Stealth in transit so that they don't know where you even went - which is exactly the classic trope that the diversion mechanic tries to emulate. My interpretation doesn't interfere with that at all.


Jiggy wrote:


Not true; if you look at cover/concealment as being the definition of getting out of direct observation (which a plain reading of that paragraph implies) then the ranger's HiPS is still very functional: it lets you use Stealth right out in the open - that is, without needing cover or concealment first.

Under that interpretation, what is the purpose of the same ranger's camouflage ability? He can already hide without cover/concealment in the absence of HiPS. Getting HiPS only changes the equation by allowing him to do so even when observed.

Jiggy wrote:


Bluff/distraction is to make a Stealth check getting TO cover/concealment; normally you would need to already be there before you could start taking actions that would involve Stealth checks, but Bluff will let you use Stealth in transit so that they don't know where you even went - which is exactly the classic trope that the diversion mechanic tries to emulate. My interpretation doesn't interfere with that at all.

Do you propose, then, that there is no need to make said bluff check to hide from someone who is directly next to you, talking to you, if you happen to be in a dimly lit room granting the same level of concealment as your Mistmail? You already have concealment, after all, and so do not need to distract him to seek it out.

What is your evidence that you can stealth if unobserved OR if you have cover/concealment? Explain how having cover/concealment invalidates the sentence, "If people are observing you using any of their senses (but typically sight), you can't use Stealth," and then explain why the same sentence does not invalidate cover/concealment allowing a check.

Again, concealment/cover is necessary but not sufficient.

Sczarni

A bit off topic, but related to being a Gunslinger "sniper".

Tonight we had someone sit down at the table with the Gunslinger pregen, who for those that don't know, is a half-elf.

She can't see in the dark.

So in a party where the rest of the people had Darkvision, we came up with an idea.

The Oracle cast Light on a bullet, and the pregen loaded it into her barrel.

Instant "sniper" (and a lot of laughs!)

=D


If it just provides concealment to the square, which it seems it does, you cant sneak attack out of it without the ninjitsu headband thingy for 15k.
Round here at least GMs would let enemies pinpoint you by the sound of your gun or apply such a penalty to your (already -20 for sniping) stealth modifier that you would wish skills could auto succeed on a 20.
Might as well just do the 1 lvl of water oracle for the watersight thing. If its for PFS then you run into pvp complications though.


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Well...I suggest the following:

1) Be a Kobold
2) Play a Kobold Bushwhacker
3) Get some means of permanent flight.

4)Plan a build roughly like this:
Kobold Gunslinger(Bushwhacker, Pistolero)
Traits: Smoke Resistant, -Open-

1st Rapid Reload(Pistol)
2nd
3rd Point Blank Shot
4th
5th Precise Shot
6th
7th Deadly Aim
8th
9th Kobold Sniper
10th
11th Signature Deed: Up Close and Deadly OR Long range Shifty Shot
12th
13th Kobold Ambusher
14th
15th Skillfocus(Stealth)
16th
17th Stealthy
18th
19th Improved Initiative
20th

5)At low levels, just shoot stuff with your pistol.
At level 3, you get bonus damage if you shoot flat-footed targets:
Time to use Smokesticks to hide, while you can see just fine because of your smoke-resistant trait, then you can shoot your targets for bonus damage.

At lvl 4, your bonus damage improves.
At lvl 5, you get dex to damage: Now you can shoot things for decent damage without using smokesticks.

----------
With Long range shifty shot, you can "snipe" at 60'; dealing decent damage.

Use a double-barreled pistol for more attacks and damage.


Chris O'Reilly wrote:

If it just provides concealment to the square, which it seems it does, you cant sneak attack out of it without the ninjitsu headband thingy for 15k.

Round here at least GMs would let enemies pinpoint you by the sound of your gun or apply such a penalty to your (already -20 for sniping) stealth modifier that you would wish skills could auto succeed on a 20.

I think both of your assertions are wrong. The mistmail provides concealment to the square the wearer is in. The rules on concealment in combat state that to see if something has concealment against you, you pick any corner of your square, and draw lines to all the corners of your opponent's square, then see if any of those lines run through a square with concealment. That assures that you have concealment, but they do not.

The -20 stealth check for sniping shouldn't apply, I think. That penalty is for when you want to use stealth again immediately after a ranged attack, so that your opponents do not know where the attack came from. The OP intends to become stealthy again at the beginning of his next turn, before his next attack. So his opponents will be aware of his position during their turn (which is fine), though he'll still have concealment.

Having said that, I'm not sure this whole thing is terribly worthwhile in the end. The thundercloud image is very cool, but the damage doesn't seem to add up too well. You'll definitely want to go to gunslinger 5, as dex to damage adds a lot more than 1d6 of sneak attack, especially with vital strike. But the problem is just that sneak attack and one attack per round with vital strike don't combine well at all, because one sneak attack per round doesn't make up for not hitting multiple times per round. At level 10 you'll be shooting for something like 2d12+12+3d6 instead of 4x(1d12+12), that's 36 vs 74 damage per round. I've disregarded attack bonus there, but then, gunslingers generally hit with pretty much all their attacks anyway.


You know.. The sneak damage concept here works better with an arcane trickster actually I think rather than a gun. (plus you could have mage armor on and shield)

On to the acutal idea
I think it should work (though mind you, I'm not so good at that concealment ruling but I think it should work..
start turn move to gain concealment (look into that lightening stance maybe for more %miss).

edited for my stupidity

Grand Lodge RPG Superstar 2012 Top 32

Jamesui wrote:
Jiggy wrote:


Not true; if you look at cover/concealment as being the definition of getting out of direct observation (which a plain reading of that paragraph implies) then the ranger's HiPS is still very functional: it lets you use Stealth right out in the open - that is, without needing cover or concealment first.
Under that interpretation, what is the purpose of the same ranger's camouflage ability? He can already hide without cover/concealment in the absence of HiPS. Getting HiPS only changes the equation by allowing him to do so even when observed.

Hm, okay, that's actually rather compelling.

Quote:
Jiggy wrote:


Bluff/distraction is to make a Stealth check getting TO cover/concealment; normally you would need to already be there before you could start taking actions that would involve Stealth checks, but Bluff will let you use Stealth in transit so that they don't know where you even went - which is exactly the classic trope that the diversion mechanic tries to emulate. My interpretation doesn't interfere with that at all.
Do you propose, then, that there is no need to make said bluff check to hide from someone who is directly next to you, talking to you, if you happen to be in a dimly lit room granting the same level of concealment as your Mistmail? You already have concealment, after all, and so do not need to distract him to seek it out.

Remember, though, that "dimly lit" in game terms is NOT the same "dimly lit" that you must be picturing in order to make your example seem absurd enough to bother mentioning. After all, are you picturing a room that's "dimly lit" enough that if you suddenly decided to punch me while I'm standing there talking to you, that there's a 20% chance that you punched the air where I wasn't standing? Because if that's not the light level you're picturing, your example is wrong.

Go into a completely lightless room. Light a torch, and set it down. Walk 30ft away. Think an expert in stealth might be able to hide from you then?

Quote:

What is your evidence that you can stealth if unobserved OR if you have cover/concealment? Explain how having cover/concealment invalidates the sentence, "If people are observing you using any of their senses (but typically sight), you can't use Stealth," and then explain why the same sentence does not invalidate cover/concealment allowing a check.

Again, concealment/cover is necessary but not sufficient.

I'm not saying anything invalidates the "if observed" sentence. I'm saying that the next sentence defines it.

Read them together, the way they appear in the rules:
"If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth."

How does that read to you? "If observed, no stealth. If concealment, stealth allowed." That's what it says. If instead it said "If observed, no stealth. If no concealment, no stealth." then it would obviously mean what you're claiming; it would be listing two conditions under which you can't use Stealth (while observed, and while you lack cover/concealment), and therefore you need to satisfy both criteria before you can use Stealth.

But that's not what it says. It says that if you have cover/concealment, you can use Stealth. When a sentence saying "If [defined game term], you can Stealth" comes right after a vague, non-game-term statement about observation that needs to be defined, it seems intuitive that the immediately-following game-term sentence is a definition of the sentence before it.

Yes, this does cause an issue between the ranger's Camoflage and HiPS abilities (though interestingly, not the Shadowdancer's HiPS). But in this case, it seems less problematic to believe there's an issue with the ranger's abilities than to read the Stealth rules in what seems to me to be a strained and unintuitive way. YMMV.


Here's a sidewinder:

PFSRD, "Vision and Light" wrote:


In an area of bright light, all characters can see clearly. Some creatures, such as those with light sensitivity and light blindness, take penalties while in areas of bright light. A creature can't use Stealth in an area of bright light unless it is invisible or has cover. Areas of bright light include outside in direct sunshine and inside the area of a daylight spell.

Normal light functions just like bright light, but characters with light sensitivity and light blindness do not take penalties. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and inside the area of a light spell.

Long story short, your concealment doesn't allow stealth checks unless the light environment would allow you to do so anyway. Even then, I maintain my point regarding observation directly preventing stealth and justify it with the usual rule of thumb that when two statements in the rules are in conflict, the more specific one holds true. Against most creatures, concealment allows you to attempt a check. Against creatures who are observing you, you cannot. "Creatures observing you" is more specific than "most creatures," so the observation short-circuit statement holds.

Grand Lodge RPG Superstar 2012 Top 32

Snap.

Well, that's annoying. Thanks for the info, though.

Grand Lodge RPG Superstar 2012 Top 32

Still, there's gotta be a way to make a "damage build" and still be kinda unique.

Maybe I should go back to the "charging on a flying mount" idea...


Here's a hail-mary possibility, with the caveat that I'm far from the greatest optmizer. Same-ish point spread.

Human Gunslinger 5/Shadow Dancer 2/Rogue 4+

Feats:

G1: Dodge, Rapid Reload (Musket), Point Blank Shot
G3: Precise Shot
#Here come the taxes
G4: Mobility
#At least this one can be made useful later if you go for the snap-shot feats
G5: Combat Reflexes
SD2.7: Vital Strike
R2.9: Weapon Training (Musket) Talent, Deadly Aim
R4.11: Combat Trick (Rapid Shot), Snap Shot <- these are both iffy.

Future Ideas:

Deft shootist is almost a must, either by feat or by the grit rogue talent. Getting at least one SA-modifying talent should be a good bet, too. No particular suggestions there for lack of experience. Fast stealth will really help battlefield mobility if you end up pulling a shoot->drop stealth->move to regain stealth routine. The Snap Shot /talent/ could be useful depending on how often you have bilateral surprise rounds. Depending on how lenient your GM is with allowing free action reloads after AoO's taken via snap shot, going for the improved and greater versions might be worth it. If you're okay with foregoing Vital Strike for defensive tactical advantage, and as you have the prereqs already, Shot on the Run could be used to move (possibly regaining stealth), shot for SA, and return to full cover handily.

Notes:

In darkness, you technically can't use SD HiPS. If your opponents have darkvision, stay in the shadowy radius of whatever light source your team is lugging along, I guess. If they don't have darkvision, they're functionally blind and still subject to SA.

Overall, a little bit less thundercloud, a little more deafening darkness?


Mysterious stranger is what u need. Ability to outright ignore a misfire and add charisma to damage frees up more levels for rogue and this grants much more damage through sneak attack.

Add on: if the mysterious stranger option is the way I choose to go... I find the half orc is best with human half a step behind. My reasoning is that fates favored trait and sacred tattoo shores up save weaknesses well for a martial and some of the other alternate racials are worthwhile.

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