| LittleMissMissy |
Hi there! I'm going to be playing in my first Pathfinder game soon, and I'm trying to build a charismatic character, because it doesn't look like anyone else in the group is going to be good at talky stuff.
...Thing is, I also want to wield a gun, and I've only been able to find the Holy Gun paladin for gun-wielding and diplomacy. The adventure is Skull & Shackles, and the players guide basically says no Paladins in that one (and I don't really want a paladin anyways). A pirate with a gun feels very... right.
The party so far is a dwarf fighter, a half elf wizard, a human witch, and a brawler (dunno the race). We're mostly new players, but the GM says she won't make it too hard for us, and the witch's player has played before, and said he'll cover healing and support so that none of us are forced to play that stuff.
So... How do I do diplomatic and gun-wielding?
Eltacolibre
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Hold your gun "Diplomacy" to the person you are negotiating with and roll intimidate check. It will succeed.
Skull and Shackle? I wouldn't recommend a paladin...it's not going to work well. Mysterious Stranger is the charisma based Gunslinger and might be more appropriate. I mean, i guess it depends of your DM but there are a lot of things that would challenge a Paladin code very easily in a pirate adventure.
Deadmanwalking
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Play a Gunslinger.
Take, as your Traits, Student of Philosophy and Barroom Talespinner (the latter from the Skull and Shackles Trait list).
Don't bother with Charisma (in fact, you can dump it if you like), just raise your Int to 12-14. Take Diplomacy as one of your skills, and maybe Bluff as another.
There, you're now as charming as you really need to be.
| thegreenteagamer |
BEWARE - Skull and Shackles has a LOT of instances where you're underwater for a long time. You know what's totally useless underwater? Guns. Trust me, played a 'slinger in S&S, and I regretted it. I was rockin' hardcore, killin' all in my path...on the boat...but in the water, of which there is a lot of time...it was sad.
| Exguardi |
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Yarr! Ye be lookin' fer the Buccaneer fer yer-seafarin' adventure! Grit be governed by CHA with the Buccaneer. If ye be Larger than Life ye be gettin' a +4 to Intimidate vs. normal-sized folks.
Intimidate be the diplomacy o' the Shackles, after all!
Ye'll be wantin' to multiclass with the Savage Technologist to pick up some proper gun trainin', mind ye. Fer some strange reason these Technologists even get them a bonus on Diplomacy fer bein' so scary.
| Ipslore the Red |
Dry Load or the air bubble spell will help. 50 dry load rounds cost an additional 1,500 gp, and a Dry Load powder horn is usable 20 times for 2,000 gp. I'd take the rounds, since 30 gp per shot is better than 100 gp per shot and you have to restock less often. You could realistically go the entire AP with 100 dry load rounds. Beware, though, that you still take a -2 to attack rolls for every 5 feet of water between you and the target, which can be rough even when targeting touch AC.
| p-sto |
Steelhound is also an interesting archetype for Investigators. Unfortunately it's a little rough if you want to be diplomatic because you'll be investing in dex for accuracy, int for alchemy, wis for grit and cha for diplomacy. May not be an insanely optimal choice but it should leave you with a lot of fun options.
| cnetarian |
You could just take a bard with the amateur gunslinger feat, although it might take a while to afford a firearm.
| LittleMissMissy |
I was thinking of doing a sword and pistol sort of thing, so that would help cover for underwater situations at least somewhat.
I really like the look of that savage technologist (it even gets diplomacy! Neat!). I'll have to ask if I'm allowed that one.
...Actually, that Buccaneer/Savage Technologist combination might just be perfect for what I want!