Gunslinger Gestalt Ideas


Advice


I will be playing in a low level game soon, and I want to try out the gunslinger. The game is also gestalt (it's rather popular amongst local groups).

The game starts at level 2 and has a soft cap of 5. The GM will evaluate the game at that point and decide if we will go further or stop at e6 or e8 or whatever.

I started out thinking of using musket master + myrmidarch to do something fun and different, but upon further examination it's somewhat problematic to make the two classes and their archetypes play nicely together.

Anyone got any neat ideas for a gunslinger/something? I'm not aiming for pure power. I want something fun, interactive and competent.


Spellslinger or one level spellslinger and the rest another fullcaster, like empyreal sorcerer or shaman.


Spellslinger looks truly awful. D:


Umbral Reaver wrote:

I will be playing in a low level game soon, and I want to try out the gunslinger. The game is also gestalt (it's rather popular amongst local groups).

The game starts at level 2 and has a soft cap of 5. The GM will evaluate the game at that point and decide if we will go further or stop at e6 or e8 or whatever.

I started out thinking of using musket master + myrmidarch to do something fun and different, but upon further examination it's somewhat problematic to make the two classes and their archetypes play nicely together.

Anyone got any neat ideas for a gunslinger/something? I'm not aiming for pure power. I want something fun, interactive and competent.

IMO Slayer goes well with almost everything in gestalt.


By dropping only one level into Spellslinger and then the rest in Arcanist or some such, you get the cast-through-guns-to-boost-DC thing, but without all the pains of four opposition schools.


Gunslinger gestalted with grenadier alchemist is very flavourful. First you throw in a flashbang, then go in guns ablazing and throw "grenades" if opponents group up too much. Throw in musket master archetype for the gunslinger part, wear a red jacket and so on..


Umbral Reaver wrote:
Spellslinger looks truly awful. D:

It is fra from the strongest wizard. But with a gunslinger it is not all bad. And the beat part is that you get it all at level 1 so if you Pick another full caster with the next levels you get all the cool stuff from spellslinger with a decent fullcasters powers. Empyreal sorcerer is good since it cast of Wisdom and so is shaman that sneek in the Best wizard spells but arcanist is also good. All in all you Will get full Bab and amazing damage, all good saves, full casting and a unique role as a succesfull gun caster.

But since the game only goes to 5 i would go with spellslinger//gunslinger and use the Mage Bullets ability more than normal spell casting and keep the Real spells in reserve.


I like the Warpriest as a gestalt with gunslinger. Good stat and save synergy (Still only need Dex, Wis, and a little Con, all saves at good progression). Good action synergy (Warpriests focus on swift action buffs, gunslingers don't use swifts often.) The levels of play your are talking about means 6 vs 9 spellcasting isn't too different. There are quite a few useful blessings (Air really stands out for a gunslinger).


Inquisitor also works, and might be preferable if you want more out-of-combat use. Plus, you get WIS to initiative, which is always nice.


Depends on how you intend to handle the gunslinger part. Muskets or TWF pistols? Wis based or Mysterious stranger?

I'd be against going full GS in any game, but it goes double for gestalt games. Then again, the 5 level cap kinda handles that, since that's the usual exit point (except for mysterious stranger, where it's level 1).

Spellslinger 1/other caster X (Cleric, Oracle, Sorcerer, even Myrmidarch Magus) brings you utility not only in combat but also outside of it.

Alchemist is thematic, and again, utility. It also meshes with basically all GS builds, depending on what you are doing.

Inquisitor has nice stat synergy. Could combine with bolt ace and use a repeating crossbow for a while.

Could try monk as well. Could grab 1 level of inspired swash to get all your mental stats into grit (making an INT based slinger mesh better), and become a nice SAD switch hitter.

Mysterious stranger could even try ninja/bard/paladin. Of course, you'd be taking the Ninja/bard/paladin levels on both sides, since you really don't need anything from the slinger after the first level in that case.

Liberty's Edge

Yeah, Wisdom-casters are the go-to option here.

Though a Paladin//Mysterious Stranger could also be a lot of fun (the damage will be seriously burst-y until level 9, but that's workable).

And any Gunslinger build needs more than one level. They need 5 for Gun Training. After that it's more negotiable.


Mysterious stranger doesn't need 5 levels imo. They get CHA to damage at 1. If you want to go for their weapon clear thing, yeah, you may want to take 5 levels, but it doesn't seem worth it to me.


Mysterious Stranger Slinger + Sound Striker Bard + Conductive Blunderbuss(for AoE) or gun and 1 grit point = Gun damage + sound strike damage + 2xCharisma + Dexterity in damage. Ka. Boom.

Liberty's Edge

LoneKnave wrote:
Mysterious stranger doesn't need 5 levels imo. They get CHA to damage at 1. If you want to go for their weapon clear thing, yeah, you may want to take 5 levels, but it doesn't seem worth it to me.

They get Charisma to damage when spending from a very limited pool of points. If you go with 11 levels of it (and Signature Deed), they can get Cha + Dex on every single shot. Probably not quite worth it in non-gestalt, but combined with Paladin or Bard in Gestalt? That's pretty amazing.

But yeah, 5 levels specifically is less useful on Mysterious Stranger, I admit.


I Think a human musket Master is Best that Way. You Can have point blank shot and precise shot at level 1 get rapid reload fir free at level 2, rapid shot at level 3, deadly aim as bonus feat on 4 and somthing Nice at level 5(arcane strike, weapon focus or improved initiative pehaps)
And the spellslinger Will if the game stop at level 5 allow you to boost the guns enchantment with +3 and give a bonus feat at 5(craft wonderous pehaps) it Will give you a Martial edge with variable enchants on the musket and the option to cast spells if that ever becomes relevant( vanish, shield, fly and stuff like that May be Nice)


You Can also take monk that Will give you 2 bonus feats, and give you the option of having deft shootist at level 5. Put everything into dex and wis and be both offensive and defensive great:)


Deadmanwalking wrote:
LoneKnave wrote:
Mysterious stranger doesn't need 5 levels imo. They get CHA to damage at 1. If you want to go for their weapon clear thing, yeah, you may want to take 5 levels, but it doesn't seem worth it to me.

They get Charisma to damage when spending from a very limited pool of points. If you go with 11 levels of it (and Signature Deed), they can get Cha + Dex on every single shot. Probably not quite worth it in non-gestalt, but combined with Paladin or Bard in Gestalt? That's pretty amazing.

But yeah, 5 levels specifically is less useful on Mysterious Stranger, I admit.

I thought Mysterious stranger didn't get DEX to damage at all... but even if they do (and reading it again, I guess they do), then you could go Mysterious stranger 1/Trench fighter 3 and still get it 1 level sooner than other gunslingers.

A dip into Inspired Swash also expands your pool pretty significantly... if you even need it to, since with so much damage he is likely to kill 1 enemy/turn.

Liberty's Edge

LoneKnave wrote:
I thought Mysterious stranger didn't get DEX to damage at all... but even if they do (and reading it again, I guess they do), then you could go Mysterious stranger 1/Trench fighter 3 and still get it 1 level sooner than other gunslingers.

Trench Fighter is sorta disputed as even available. And this route definitely cuts you off from Signature Deed.

LoneKnave wrote:
A dip into Inspired Swash also expands your pool pretty significantly... if you even need it to, since with so much damage he is likely to kill 1 enemy/turn.

That's very possible, but I'd probably go for the sure thing in gestalt.


I feel like signature deed is not worth staying 12 levels in gunslinger. You probably get more damage from 11 levels of fighter (weapon training+gloves+WF) than having your CHA added to every shot. Maybe for pistolero?

I guess if trench fighter is not available that changes the equation a bit. Then I'd go savage technologist :D


When I was in a gestalt game, I wanted to a duel wielding pistol gunslinger. So one side of the build was full gunslinger. The other was 2 levels of alchemist, get the vestigial arm discovery. Then take two weapon fighter archetype for the remaining levels after alchemist.

RPG Superstar 2012 Top 32

+1 for inquisitor

Great Wis synergy, judgements and bane are awesome for your damage output, spells for buffing and out of combat support, and some cool options from domains/inquisitions. Plus you have full bab, d10 hp, all good saves, and 6+ skill points.

Liberty's Edge

LoneKnave wrote:
I feel like signature deed is not worth staying 12 levels in gunslinger. You probably get more damage from 11 levels of fighter (weapon training+gloves+WF) than having your CHA added to every shot. Maybe for pistolero?

Eh...with the gloves, the Fighter is +4 to hit, +6 damage at 11th level.

The added Charisma alone is probably more damage than that if going Paladin as your other Class, and then you add Dex as well and we're talking on the order of +12 or so minimum and double the bonus damage.

It's less of a to-hit bonus, but you're using guns anyway so who cares?

And yeah, it's definitely worth it for Pistolero, too.

LoneKnave wrote:
I guess if trench fighter is not available that changes the equation a bit. Then I'd go savage technologist :D

Sure, and that's a bit more available at least potentially, but that doesn't exactly fall under the request made by the OP which was for Gunslinger options.


Deadmanwalking wrote:
LoneKnave wrote:
I feel like signature deed is not worth staying 12 levels in gunslinger. You probably get more damage from 11 levels of fighter (weapon training+gloves+WF) than having your CHA added to every shot. Maybe for pistolero?

Eh...with the gloves, the Fighter is +4 to hit, +6 damage at 11th level.

The added Charisma alone is probably more damage than that if going Paladin as your other Class, and then you add Dex as well and we're talking on the order of +12 or so minimum and double the bonus damage.

It's less of a to-hit bonus, but you're using guns anyway so who cares?

And yeah, it's definitely worth it for Pistolero, too.

LoneKnave wrote:
I guess if trench fighter is not available that changes the equation a bit. Then I'd go savage technologist :D
Sure, and that's a bit more available at least potentially, but that doesn't exactly fall under the request made by the OP which was for Gunslinger options.

You still can add CHA on full bursts (this is the mysterious stranger 1/trench 11 build, remember), just not every round. Your other class would also be paladin (no change to the build there). You'd also keep use of your swift actions for stuff like LoH, smite, etc. So the damage is only better if your CHA is +7 (could be +8 at that level), in which case your swift action adds like 1-2 damage over fighter. I'm pretty sure that's worse than arcane strike (that you could actually pick up... not that you want to, since mysterious stranger's boost is still available).

As for gunslinger options, the best option is to not play gunslinger, if you can help it, especially not in a 5 level gestalt game. Dips are fine tho.


LoneKnave wrote:

I feel like signature deed is not worth staying 12 levels in gunslinger. You probably get more damage from 11 levels of fighter (weapon training+gloves+WF) than having your CHA added to every shot. Maybe for pistolero?

I guess if trench fighter is not available that changes the equation a bit. Then I'd go savage technologist :D

signature deed is out here backyardigans the game goes to 5 and then pehaps 8. Why would you not play a gunslinger in e5?

Liberty's Edge

Cap. Darling wrote:
signature deed is out here backyardigans the game goes to 5 and then pehaps 8. Why would you not play a gunslinger in e5?

Ooh, missed that. That makes the Mysterious Stranger a much worse option on a lot of levels.

Going Gunslinger//Cleric or Gunslinger//Inquisitor is definitely the way to go.


Cap. Darling wrote:
LoneKnave wrote:

I feel like signature deed is not worth staying 12 levels in gunslinger. You probably get more damage from 11 levels of fighter (weapon training+gloves+WF) than having your CHA added to every shot. Maybe for pistolero?

I guess if trench fighter is not available that changes the equation a bit. Then I'd go savage technologist :D

signature deed is out here backyardigans the game goes to 5 and then pehaps 8. Why would you not play a gunslinger in e5?

Because I think savage technologist and trench fighter (with a 1 level dip into GS maybe) are better :P


LoneKnave wrote:
Cap. Darling wrote:
LoneKnave wrote:

I feel like signature deed is not worth staying 12 levels in gunslinger. You probably get more damage from 11 levels of fighter (weapon training+gloves+WF) than having your CHA added to every shot. Maybe for pistolero?

I guess if trench fighter is not available that changes the equation a bit. Then I'd go savage technologist :D

signature deed is out here backyardigans the game goes to 5 and then pehaps 8. Why would you not play a gunslinger in e5?
Because I think savage technologist and trench fighter (with a 1 level dip into GS maybe) are better :P

i will just assume you that i dont know why my ipad think i would ever want to write backyardigans!:)

I think the musketmaster is a very good class in a E5, 6 or 8 the fast reload is gonna be King. And the spellslinger with all his faults will make the magic gun amazing. If the rest of the team have +1 or +2 weapons and the blackblade magus gan have +4, this guy wil also have +4or +5, full bab, all good saves,and even a itme creation feat at 5. If the game goes to 8 he will get named bullet at 7 and improved crit at 8.


What's so bad about higher levels of gunslinger?


Umbral Reaver wrote:
What's so bad about higher levels of gunslinger?

They just don't really add anything noticeable.

The star Gunslinger ability is Dex-to-Damage, and that's available at level 5. Beyond that... most of the higher-level deeds are at best mediocre. Nimble is +4 AC, which is... not great. Four bonus feats are eh. Gun Training you probably don't care about; going for multiple gun types is not really a good idea so once you get it for the type of guns that you're using, you're set.

A Pistolero could stick around to 11th easily enough, but otherwise I'd generally tag out at 5th. This also might be true of the Mysterious Stranger, based on the thread-- I've never taken a close look at the archetype.

But compared to a straight Gunslinger, Gunslinger 5/Fighter 15 has more bonus feats, better to-hit and damage, and through a combination of Armor Training and better armor, higher AC. And that's just a base Fighter, assuming you don't swap any abilities out for something better.


Umbral Reaver wrote:
What's so bad about higher levels of gunslinger?

i Think they are great but they do mostly ad numbers after 5 and that is not enough for some folks here. Several of the higher level deeds are inferior to full attack all Day long yes. But they give options and things like a full round sure trip is not bad. Edit: the trip is, unless you often want to take folks alive, most likely not used more than a few times in a adventuering life.


I'm considering spellslinger dip again. The one thing that still makes me hesitant is that it causes the gun to break if an enemy rolls a 20 on their save against a spell. That's a lot of chances if it's an area or multi-target spell. If we ever reach a point of engaging armies, it's almost guaranteed every time a blast is thrown into a formation of troops.


Umbral Reaver wrote:
I'm considering spellslinger dip again. The one thing that still makes me hesitant is that it causes the gun to break if an enemy rolls a 20 on their save against a spell. That's a lot of chances if it's an area or multi-target spell. If we ever reach a point of engaging armies, it's almost guaranteed every time a blast is thrown into a formation of troops.

I wouldent use the shoot a Spell ability that often since you are a gunslinger at the side. Just pour your highest level Spell in the gun and have +1-3 more on damage and hit, or Ghost touch or whatever.

As a gunslinger almost every combat can be fixed with bullits.
If you look for a class that support that, spellslinger is good. If you want to be magic blaster with a gun. Take a admixture evoker and just hold the gun for flavor.
Edit: But even if you use the gun to shoot spells then it just get the broken condition that can be fixed with a Spell after the combat. And it will give you +5 to DC. I still think the gestalt spellslinger//gunslinger is best in E5-E8 if the game goes higher i think a one level dip followed by a shaman, sorcerer, witch or arcanist May be better.
But on a different note a hunter will get a trusty mount/Pet and named bullet at level 7. Gunslinger//hunter is not a bad idea, but it will cost the will save.


If you want to go silly with the Spellslinger dip: Combine it with Bladebound Myrmidarch magus on the caster side.

And then as your blackblade, grab either the Axe Musket or the coat pistol, depending on which one the DM allows... if either, it's kinda janky.

You now have an unbreakable gun.

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