| HiFiveCat |
I have been playing for a year or so now and ever since i started i have wanted to build a gunslinger however it was never appropriate for the setting.
I now have an opportunity and would like to build a gunslinger, i am looking to build a criminal organisation enforcer style character that wields a blunderbuss.(human)
I will be building at around level 6.
I have drafted up a few different builds trying to figure out what i want to do and i have narrowed it down to.
1. musket master focusing on blunderbuss with a musket for ranged backup
2. dual class of trench fighter and gulch gunner, focusing on combining deft shootist(so i don't take attacks of opportunity for reloading) with false opening to take AoO when i shoot to trigger the gulch gunners grit system.
(dm is allowing taking the archetype with human as there are multiple human "races" and it is a human heavy world)
Both builds have there merits but i feel neither is giving me exactly what i want gulch gunner feels more like what i want to go for but needs alchemical cartridges to reload fast enough.
I would appreciate any advice that you could give me.
| Renegadeshepherd |
Before I make suggests on the mechanics I have two questions on the fluff so I can suit you best...
1) are you dead set on a human? My reason is a half orc would be very good at your fluff of criminal organization enforcer as you get +2 to intimidate and the combo of sacred tattoo and fates favored makes half orc a great choice mechanically and in fluff. Heck a half orc can even have skilled trait.
2) are you open to being a mysterious stranger? Again if your an enforcer mysterious stranger has great advantage. Instead of wisdom being for grit you have charisma and with that charisma you are a great mouthpiece and better intimidator. You also have a scaling plus to will to aid in your reduced will. Perhaps most important is that charisma can add its own mod damage to shots at expense of grit point AND outright ignore misfires up to charisma mod times. You've made yourself only needing DEX and CHA to be successful, perfect fit for criminal organization enforcer IMO.
If I've read too much into the fluff ill change my focus.
| HiFiveCat |
1) are you dead set on a human? My reason is a half orc would be very good at your fluff of criminal organization enforcer as you get +2 to intimidate and the combo of sacred tattoo and fates favored makes half orc a great choice mechanically and in fluff. Heck a half orc can even have skilled trait.2) are you open to being a mysterious stranger? Again if your an enforcer mysterious stranger has great advantage. Instead of wisdom being for grit you have charisma and with that charisma you are a great mouthpiece and better intimidator. You also have a scaling plus to will to aid in your reduced will. Perhaps most important is that charisma can add its own mod damage to shots at expense of grit point AND outright ignore misfires up to charisma mod times. You've made yourself only needing DEX and CHA to be successful, perfect fit for criminal organization enforcer IMO.
1) yes the playable races are effectively 3 types of humans (shadows of vathak humans if you are familiar) however the human race i am taking has some things similar to the orc intimidate stuff so it works out
2) I also though about mysterious stranger but it my draft of it seemed worse than the others, though flavor wise it is perfect and would be my preferred archetype if i could achieve it.
You read into the fluff correctly, i am not looking for the best minmax build i want respectable stats and good flavor.
| Renegadeshepherd |
Mysterious stranger is weaker in battle than musket master unfortunately and it's near impossible to come close. That said if you have a GM who believes you can solve problems without violence then your being human mysterious stranger can talk his way out of trouble often enough. To be that mouth take focused study to replace bonus feat for probably intimidating (if your a true bully) or diplomacy (if your a charming enforcer). Then take silver tongue instead of skilled for +2 diplomacy and bluff. Combined with charisma score you should be able to avoid trouble from time to time.
Combat itself is tricky. Ill have to research this a bit to see if I can make him reasonably close to a musket master.
| HiFiveCat |
I have looked into the mysterious stranger again and agree that its the best fit building in extra intimidate diplomacy and bluff using traits and such. Also i think the best approach with combat may be to as Deadmanwalking said change weapons. The dragon pistol is a scatter weapon and so could fulfill my desire for a blunderbuss while making combat much easier to build for.