| Axelthegreat |
I'm currently building a back-up character for my campaign, and have settled on the concept of an arcane gunslinger, Preferably a dual-wielder.
However, I'm fairly new to pathfinder, And don't understand a whole lot of things in the system.
I have found this wizard archetype that'd work nicely, but I don't know how it stacks up to other options, and how well it'd pair with a gunslinger (for better use of the guns)
Another option I was considering was to hybrid a sorcerer with this gunslinger archetype but then I would have to have a hand open to do casting (I think).
Advice and class/build suggestions are more than welcome.
| Axelthegreat |
You could look at the Myrmidarch magus.
Looks very interesting, I wonder how well it'd pair with a gunslinger, or the spellslinger...
| Blakmane |
Arcane gunslingers are difficult builds to make and not very powerful - I can't personally recommend them as a choice for you. If you do decide to build one, the best options are probably:
a) One level of spellslinger, 19 levels of sorcerer
Spellslinger is heavily front-loaded and best when dipped to avoid the crippling school limitations. As a sorcerer, you don't actually 'fire' your gun, you just use it to buff blasting DCs (and you should build your sorc as such).
b) One level of spellslinger, one level of mysterious Stranger, one level of sorcerer, 10 levels of eldritch knight
This is a more combat focused build which sacrifices 2 spell levels for the ability to do CHA to damage and have a decent BAB. You mostly use your spells to buff yourself and your weapon. I'm not convinced this build is any good. You need to do the SLA early access trick to pull this one off (look it up if you don't know it, or just play as an aasimar).
c) One level of spellslinger, 19 levels of myrmidarch magus
As a Myrmidarch, you do basically the same thing as a) with less potent spells and slightly better attacks.
In all cases, reach metamagic is your best friend.
| Axelthegreat |
Arcane gunslingers are difficult builds to make and not very powerful - I can't personally recommend them as a choice for you. If you do decide to build one, the best options are probably:
a) One level of spellslinger, 19 levels of sorcerer
Spellslinger is heavily front-loaded and best when dipped to avoid the crippling school limitations. As a sorcerer, you don't actually 'fire' your gun, you just use it to buff blasting DCs (and you should build your sorc as such).
b) One level of spellslinger, one level of mysterious Stranger, one level of sorcerer, 10 levels of eldritch knight
This is a more combat focused build which sacrifices 2 spell levels for the ability to do CHA to damage and have a decent BAB. You mostly use your spells to buff yourself and your weapon. I'm not convinced this build is any good. You need to do the SLA early access trick to pull this one off (look it up if you don't know it, or just play as an aasimar).
c) One level of spellslinger, 19 levels of myrmidarch magus
As a Myrmidarch, you do basically the same thing as a) with less potent spells and slightly better attacks.
In all cases, reach metamagic is your best friend.
Yeah, I don't expect this character to be particularly great, I just love the concept enough to work through difficulties. Thank you, and I will definitely look into the builds you suggested.
| Cyrad RPG Superstar Season 9 Top 16 |
I helped a couple of friends with their mage gunslinger concepts. I really don't recommend the myrmidarch. Some of its mechanics don't work properly and it's generally not a good archetype.
Instead, I recommend taking one level in wizard (spellslinger) and then leveling up in a different spellcasting class because you can use arcane gun's special ability with a spell from any class. The arcanist is a solid choice because not only can he use arcane reservoir to increase his effective caster level (amplifying the damage), but also he can get the weapon exploit to enhance his gun, therefore increasing his spell DCs even more. Magus is also not a bad choice for this reason, too.
Alternatively, you could take one level in gunslinger and level up in any spellcasting class. I don't recommend mysterious stranger, because it replaces the quick clear deed, which is a godsend. Misfires are such a bane of any firearm user that I I created a set of house rules to eliminate them from my campaign.
Unfortunately, dual-wielding is very difficult to accomplish without being an alchemist because you need a free hand to reload.
| Renegadeshepherd |
Disclaimer: pick any race that makes you happy. This is just from my perception of what fits mechanically and thematically.
Gnomes have all the right tricks or options to suit anything you need for this and I can't list em all but ill try...
1) darkvision. Trade in perception bonus for dark vision is a win.
2) gnome has charisma and con bonus. That's the Perfect fit stat wise as sorcerer is almost certainly your arcane caster of choice, mysterious stranger is very good for adding charisma to damage and grit count, and con is always welcome. Losing strength isn't too bad a trade at all.
3) size means your harder to hit and you hit more often.
4) spell like abilities everywhere. Depending on what traits your willing to trade in you could have nearly a dozen different spells that you could use on a limited basis. Even if what you want isn't enough for the SLA cheese some builds need for you idea, it still fits the theme in my eyes.
5) potential racial specific traits or archetypes relevant to your idea. Though I do not as yet see how they help they were enough to get my attention... Pyromaniac, experimental gunslinger, and the sorcerer favored class bonus are all worth looking at to see if they fit the concept.
That's the main gist. It should be noted that as I conceived of this list that a halfling would do some of what I listed above. SLA, darkvision, and such is out but they do have advantages as well.
1) dex instead of con
2) luck bonus to saves... HUGE!!! All these builds are weak in saves but not so with the halfling.
| Axelthegreat |
Disclaimer: pick any race that makes you happy. This is just from my perception of what fits mechanically and thematically.
Gnomes have all the right tricks or options to suit anything you need for this and I can't list em all but ill try...
1) darkvision. Trade in perception bonus for dark vision is a win.
2) gnome has charisma and con bonus. That's the Perfect fit stat wise as sorcerer is almost certainly your arcane caster of choice, mysterious stranger is very good for adding charisma to damage and grit count, and con is always welcome. Losing strength isn't too bad a trade at all.3) size means your harder to hit and you hit more often.
4) spell like abilities everywhere. Depending on what traits your willing to trade in you could have nearly a dozen different spells that you could use on a limited basis. Even if what you want isn't enough for the SLA cheese some builds need for you idea, it still fits the theme in my eyes.5) potential racial specific traits or archetypes relevant to your idea. Though I do not as yet see how they help they were enough to get my attention... Pyromaniac, experimental gunslinger, and the sorcerer favored class bonus are all worth looking at to see if they fit the concept.
That's the main gist. It should be noted that as I conceived of this list that a halfling would do some of what I listed above. SLA, darkvision, and such is out but they do have advantages as well.
1) dex instead of con
2) luck bonus to saves... HUGE!!! All these builds are weak in saves but not so with the halfling.
You know, the crazy tinkerer concept that gnomes lend themselves to so well fits nicely with the character concept I have. And I think I'm gonna go with a Gunslinger/Sorcerer hybrid with a dip into Spellslinger.
| The NPC |
I might also suggest The Arcane Duelist and Dervish Dancer bard archetypes. Also, possibly the Archaeologist. The last one is less flashy but fitting depending on the visual theme you're going for.
No matter what you do though just remember that magi is your grit. IF you split your points trying to do both you'll weaken your character.
| Axelthegreat |
I might also suggest The Arcane Duelist and Dervish Dancer bard archetypes. Also, possibly the Archaeologist. The last one is less flashy but fitting depending on the visual theme you're going for.
No matter what you do though just remember that magi is your grit. IF you split your points trying to do both you'll weaken your character.
Yeah, I hadn't been focusing on what I'd do with ability scores... I think I'll go with the Mysterious Stranger archetype and try to max out charisma. Spells and grit away!
Silent Saturn
|
When you say "Arcane Gunslinger" how arcane do you need to be?
If you take a race that gets a SLA, like Gnome or Aasimar, you can take the Arcane Strike feat, which lets you add a bonus to your damage rolls and all your shots are treated as being magic. If the mental image of shooting magically charged bullets is what appeals to you, then just go straight gunslinger the rest of the way.
If you want to actually be able to cast spells, then you'll probably need to multiclass or at least dip. Go Mysterious Stranger and a CHA-based casting class (bard, sorcerer, summoner, skald, or bloodrager) so you won't have to worry about your stats.
The ARG has a second Gunslinger archetype, the Buccaneer, that uses CHA instead of WIS for grit, but it also trades away the Quick Clear deed and commits you to Human. Then again, given how many feats you need so early (Rapid Reload, Deadly Aim, Point-Blank Shot) just to wield a gun effectively, Human is already a very effective choice.
As for your spellcasting class, Bloodrager could be a very potent choice, if you're willing to wait until you get 4 levels into it to cast spells. Sorcerer is a good choice too, since that spell list gets you a few firearm-based spells like Jury Rig.
| Axelthegreat |
When you say "Arcane Gunslinger" how arcane do you need to be?
If you take a race that gets a SLA, like Gnome or Aasimar, you can take the Arcane Strike feat, which lets you add a bonus to your damage rolls and all your shots are treated as being magic. If the mental image of shooting magically charged bullets is what appeals to you, then just go straight gunslinger the rest of the way.
If you want to actually be able to cast spells, then you'll probably need to multiclass or at least dip. Go Mysterious Stranger and a CHA-based casting class (bard, sorcerer, summoner, skald, or bloodrager) so you won't have to worry about your stats.
The ARG has a second Gunslinger archetype, the Buccaneer, that uses CHA instead of WIS for grit, but it also trades away the Quick Clear deed and commits you to Human. Then again, given how many feats you need so early (Rapid Reload, Deadly Aim, Point-Blank Shot) just to wield a gun effectively, Human is already a very effective choice.
As for your spellcasting class, Bloodrager could be a very potent choice, if you're willing to wait until you get 4 levels into it to cast spells. Sorcerer is a good choice too, since that spell list gets you a few firearm-based spells like Jury Rig.
My goal for spells is not so much for the singe-target spells, bullets'll handle that. I'm looking more towards utility spells and area of effect. Though, specifically one that comes to mind instantly is haste.