Guardianlord |
Technically you don't need either to be a somewhat ok gunslinger. Guns at first range increment deal touch damage, so -4 is not too big a hit for martial classes. Misfire increase only occurs if a non proficient player LOADS it, if a party gunslinger just loads 5 guns for everyone, then the misfire change will be the lowest. And you can always throw away broken or damaged guns instead of fixing them with the gunsmithing feat and tools.
Guns are actually pretty good for ninja's opening move, touch with -2 to hit on a DEX class? I actually hit MORE often with guns than with my sword =p
RumpinRufus |
Static bonuses to damage are the main hurdle for non-gunslinger gun users. Pretty much anyone can hit, but you have to work on making it count. Deadly Aim is the absolute must-have
I would imagine Inquisitors would be good due to their Bane ability. Rangers have Favored Enemy and Instant Enemy. Classes that can take Fighter feats can get Weapon Specialization, but I don't know if that would be enough to really count. Paladins would be effective when smiting, but probably not-so-effective when they're not smiting.
Driver 325 yards |
What about Investigators. They have a gun related archetype. It gives them gunsmithing, amatuer gunslinger. they can take extra grit and rapid reload in the place of their Investigator Talents.
I am correct that the following would be the best build at fifth level, for Human/1st level fighter/Investigator 4
1) Pt Blank Shot, Rapid Shot, Precise Shot
2) nothing
3) Deadly Aim
4) Rapid Reload (in place of investigator talent)
5) Arcane Strike
So, best case scenario, two shots with a pistol for 1d6 + 4DA + 2AS + Studied Strike damage on one shot.