Iron Gods: Mysterious Stranger or Techslinger?


Advice


I'm making an aasimar gunslinger for Iron Gods, and I don't know which of these 2 archetypes to pick. I want Mysterious Stranger because I want this character to be a bit of a wisecracker, plus I like the abilities it gives. But I feel Techslinger might be more helpful, since from what I hear, my black powder gun will only be useful during the first book. Which should I pick?


I have thought it over and I am not sure I am going to allow aasimars.


Nohwear wrote:
I have thought it over and I am not sure I am going to allow aasimars.

Aww, man that's my favorite race. It's fine though, I could pick another.


I am still seeking advice about the archetypes.


To be honest, I believe the Adventure Path assume that your characters aren't very familiar with technology nor do they have access to tech based archetypes at the beginning of the AP. You're supposed to discover all these technology as your progress through the story and unlock it secrets.

So, the way I see it the question is moot at this time because techslinger wouldn't be a valid selection at the beginning of the game. You could always retrain later on after you have decent exposure to technology.


To the best of my knowledge "wisecracking" is not a feat, class ability, tied to a power, or anything except roleplaying. Presumably high Cha people tell good jokes and low Cha people tell Dad jokes.

If you're getting any kind of access to high-tech stuff, the Techslinger is in every way superior. The only benefit the Mysterious Stranger has is adding Cha to damage (for grit and a swift action), clipping shot is a level 1 power for the Pistolero (that you can use signature deed with) and Mysterious Strangers don't get Dex to damage until level 9. Oh, and light armor with no bonus AC (as it becomes a bonus to Will). Techslinger on the other hand has all the nice goodies to use advanced weapons (replace charges with grit, use weapons that can't be recharged anymore for grit) and still gets dex to damage with an advanced weapon.


I don't know much about the Iron Gods, but I'm facing a similar choice for a game with similar themes. My thinking is this:

I don't want to waste Grit on just using a weapon at all, and I've seen the stats for these things. The stats for, say, a Zero Rifle or whatever are not especially better than an advanced Rifle. So, I'm not sure how much of a benefit these weapons are anyway.

Further, I expect you'll have a bunch of different weapons come and go, because, otherwise, why are there so many of them? Which means choosing just one for your Dex to damage thing might not be so awesome (especially since you'll need to constantly spend Grit to keep them working).

Meanwhile, Mysterious Stranger can get Charisma to damage with ANY firearm, so you can get the bonus to any of the fancy weapons you get access to.

Yes, it costs Grit to use the Charisma to damage thing, but it only costs one Grit per round, rather than the tech stuff, which looks like it requires 1 Grit per shot to keep the same gun working for long.

To me, the best reason to take Techslinger appeared to be the Heavy Weapon thing near the end.

Liberty's Edge

1 person marked this as a favorite.
Claxon wrote:

To be honest, I believe the Adventure Path assume that your characters aren't very familiar with technology nor do they have access to tech based archetypes at the beginning of the AP. You're supposed to discover all these technology as your progress through the story and unlock it secrets.

So, the way I see it the question is moot at this time because techslinger wouldn't be a valid selection at the beginning of the game. You could always retrain later on after you have decent exposure to technology.

I agree with this. You have limit access to technology for a few levels, so having someone specialized in the using of technology. I would allow a free retrain after the first book is done and your character could reflect on all he has experienced, starting the second book as the archetype. I am running it now and I have allowed the wizard PC to metagame his first few feats and skill ranks to allow the entrance into the Technomancer prestige class once he is the right level. The archetype I see as level 1 archetype is Numerian Scavenger. The rest are too tied to technology right off. But in the end, it's all up to the GM.

Having the Technology guide archetypes right off won't break anything and at most would have abilities that wouldn't be able to be used for a couple levels. Heck, I got two people essentially playing Rocket Raccoon and Groot.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Iron Gods: Mysterious Stranger or Techslinger? All Messageboards

Want to post a reply? Sign in.