[PFS] Mysterious Stranger with a Blunderbuss?


Advice

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Grand Lodge

Is a Mysterious Stranger Gunslinger, with a Blunderbuss, a viable option?

If not, what about a Musket?

If so, how would one go about it?

I have never played a Gunlslinger, and this is for PFS, so I want to do it right.


Quick check through Additional Resourses didn't bring up anything that would prevent you starting as Mysterious Stranger with Musket or Blunderbuss.

Gunsmith gives you option to start with either a Blunderbuss, Musket or Pistol and Mysterious Stranger (Archtype) doesn't change that at all.

Edit: always remember to read eveything in books before posting. Edited text after reading Gunsmith description in Gunslinger section


A blunderbuss or a musket doesn't work with austerities stranger because you can't reload fast enough to shoot your max attacks. The dragon pistol, think I got that right, is a pistol with a scatter effect at lesser damage so it works as do regular pistols. The main focus is on the social aspects and reduction of the MADness of most other gunslingers. Essentially your trading in some defense from nimble dodge and raw damage of the weapon in for out of combat utility. For PFS don't worry about the slightly lesser combat ability as being a mouth in PFS has greater value than most groups. If you REALLY want a blunderbuss though go with musketeer archetype as it's the only archetype that will get you where you can reload any rifle as a free action. Alchemical rounds, rapid reload, and the archetypes features make it where at level 11 you fire 3 shots. Check out a guide to gunslinger in the guide to guides section.

Grand Lodge

Does Mysterious Stranger stack with Musket Master?

I know the Blunderbuss is a cone.

I had hoped to go Mysterious Stranger, without going with a pistol.


blackbloodtroll wrote:

Does Mysterious Stranger stack with Musket Master?

I know the Blunderbuss is a cone.

I had hoped to go Mysterious Stranger, without going with a pistol.

I took a look and the archetypes stack. Both replace/alter different items.

Grand Lodge

Excellent! That seems to be the best combination for what I seek.

I am fond of Human for this, but I could go Half-Elf, if it was a better option.

Now, with this particular combination, how would one put together a decent array, to maximize potential?


STR: 8
DEX: 17 (Human +2)
CON: 12
INT: 10
WIS: 10
CHA: 17

20pt Buy, Human
Point in CHA at 4th, Point in Dex at 8th?

Grand Lodge

That seems like a good array.

I was considering putting a few ranks into UMD, for a Wand of Abundant Ammunition.

PFS tracks every piece of ammunition.

I figured it would, in time, cut down on cost, and booking.

Thoughts?


Both MS and MM replace/change guntraining 1. Sorry:(


Cap. Darling wrote:
Both MS and MM replace/change guntraining 1. Sorry:(

aggggh you're right, I missed Stranger's Fortune on Mysterious Stranger.

Grand Lodge

Crud. Maybe, a Vital Strike build?

I know I can nab a Beneficial Bandolier, for 1,000 gp, to bring the Reload time down to a Swift action.

Does the Endless Ammunition enchantment work for Firearms?


Vital Strike is specifically called out with Scatter weapons:

Scatter Weapon Quality wrote:
A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.

Grand Lodge

So, not even Deadly Aim applies?

Could it still be viable?

If not, could it even be done with a Musket?

Grand Lodge

Maybe a dip at 3rd, into Archaeologist?


Beneficial Bandolier isn't legal for PFS.


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man, we are all just a bunch of debbie downers

maybe we should just cut to the chase

YOUR DREAMS ARE IMPOSSIBLE BBT AND WE ARE HERE TO MURDER THEM


YOU AM BARBARIAN, NO NEED FOR TINY LEAD ARROWS

Shadow Lodge

Things that do work to boost blunderbuss scatter damage:
Ranger favored enemy
Slayer studied target
Bard song
Paladin smite evil
Investigator studied combat (though not studied strike)
Fighter weapon training
So maybe ,multicast into something. Heck you could take a level of mindchemiat for a cognatogen boost to cha even.
Unfortunately it says can't be modified by damage increasing feats, so that even make weapon specialization not work, which is kinda lame.


Investigator studied combat is also precision damage, so it doesn't work

Grand Lodge

Well, in a sense, hitting multiple enemies is much like attacking at least once per round.

Maybe, it could work, attacking every other round.

As long as I don't become "The Load" of the party.

Maybe, continue into Spellscar Drifter? It's PFS legal.

Grand Lodge

Can the Ranged Trip be used with a Blunderbuss?

Grand Lodge

Maybe, after a few levels, go into Spellscar Drifter/Beast Rider, and just direct my big dino Mount to attack, whilst I reload?

Grand Lodge

Wait, if I use alchemical cartridges, can I not bring reload down to a Move Action?


blackbloodtroll wrote:
Wait, if I use alchemical cartridges, can I not bring reload down to a Move Action?

it does reduce it down a step in actions yes. but those cartridges aren't enough when you reach level 11+


blackbloodtroll wrote:
Wait, if I use alchemical cartridges, can I not bring reload down to a Move Action?

If you also had Rapid Reload(Blunderbuss), yes, a blunderbuss would go down from a Full Action to a Standard Action with Rapid Reload, and then down to a Move Action with Alchemical Cartridges. Alternatively a level 3 Musket Master with RR(Blunderbuss), and Alchemical Cartridges could reload as a free action.

Shadow Lodge

GreyYeti wrote:
Investigator studied combat is also precision damage, so it doesn't work

yeah the to hit bonus works, but the damage doesn't.

I was thinking of arcane strike too, but even that would probably fall under the no damage increasing feats clause =P.
Magus arcane pool to boost the enhancement would work.
warpriest sacred weapon would also work to boost the enhancement and eventually the damage dice.

Energy enhancements to the weapon could be a good investment. A shocking blunderbuss would do an extra 1d6 to each target hit.

ooh, inquisitor bane, that could be a good use for a blunderbuss

Grand Lodge

PFS, more or less, caps out at 11th.

I don't need to worry about anything beyond that.

I understand, that Musket Master does two-handed firearms the best, but I was hoping to be charisma based.

The Mysterious Stranger's ability to add Charisma to Attack Rolls, and Damage, is what draws me in.

This is why I am seeing if I can do it, full Mysterious Stranger, or if I would need to go into something like Archeologist, or Spellscar Drifter.

Shadow Lodge

You hit everything at touch AC. By the time you get to even mid levels, you'll be hitting everything unless you misfire, at high damage.

Your BAB will increase as you level, and their touch AC never really goes any higher. I think the highest I've ever seen was 14 or 15.

I actually want to retrain Precise Shot on my gunslinger because it's a waste!

Grand Lodge

I am still considering my options.

I am still open to the idea of multiclassing.


blackbloodtroll wrote:

I am still considering my options.

I am still open to the idea of multiclassing.

Wouldn't recommend any dips but paladin. The saves gained along with the full BAB is worthy but gunslingers don't like multi classing too much.

Grand Lodge

Yeah.

I considered the Sleuth, not because it is a great archetype, but it doubles my Grit. Doesn't do much more than that.

The reason I keep mentioning the Spellscar Drifter, is that it has some synergy, and with the Order of the Land, I could get not only a bonus to ranged, but could use Catch-off Guard to hit people with the Blunderbuss.

It's just a thought though.

I suppose Divine Hunter Paladin is an option. Not so keen on the Paladin part.

You know, taking a closer look, the Dragon Pistol, would still have a similar enough look and feel, to what I am looking for.

Grand Lodge

So, I noticed Mysterious Stranger loses Quick Clear. I suppose I could take a short dip into Spellscar Drifter, or Picaroon for it.

With this in mind, I have a very, very rough first draft build:

Mysterious Stranger:
Unnamed Hero
Human gunslinger (mysterious stranger) 1
NG Medium humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee spiked gauntlet +0 (1d4-1)
Ranged blunderbuss +4 (1d8)
Special Attacks deeds (deadeye, focused aim, gunslinger's dodge), grit (3)
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 12, Int 10, Wis 12, Cha 17
Base Atk +1; CMB +0; CMD 13
Feats Gunsmithing[UC], Point-blank Shot, Precise Shot
Traits fate's favored, illuminator
Skills Craft: Gunsmithing +4, Diplomacy +9, Perception +5, Profession: Farmer +5, Ride +7
Languages Common
SQ gunsmith
Other Gear lamellar cuirass, black powder, blunderbuss with 1 pellets, spiked gauntlet, gunsmith's kit, masterwork backpack, powder horn, 52 gp, 7 sp
--------------------
Special Abilities
--------------------
Fate's Favored Increase luck bonuses by 1.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Illuminator You speak unusually well when you are filled with the light of Sarenrae. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

I can suffer through, until I can afford a Dragon Pistol.

Thoughts?


Losing Quick Clear is a pretty big deal imo. Don't forget that you also won't get Dex to Damage until level 9.


He Will get cha to damage from level 1 wont he?
And by level 5 you Can ignore misfires.
The plan is to be doing close range AoE damage yes?


blackbloodtroll wrote:

PFS, more or less, caps out at 11th.

I don't need to worry about anything beyond that.

I understand, that Musket Master does two-handed firearms the best, but I was hoping to be charisma based.

The Mysterious Stranger's ability to add Charisma to Attack Rolls, and Damage, is what draws me in.

This is why I am seeing if I can do it, full Mysterious Stranger, or if I would need to go into something like Archeologist, or Spellscar Drifter.

Ey BBT perhaps MStranger dip with the resŧ in Soundstriker with a Conductive weapon could be your thing.

Grand Lodge

Charisma Mod to Hit, and Damage, for one Grit point, yes.

Close range, yes.

The level 5 ability, is to ignore a number of misfires, equal to my Charisma Mod.

Losing Quick Clear, is why I thought of a dip into Picaroon, or Spellscar Drifter, to pick it up, then continue in Mysterious Stranger.

The delay to Dex to damage, is minimal, as the archetype starts with a Cha to damage effect.

Grand Lodge

Errant Mercenary wrote:
blackbloodtroll wrote:

PFS, more or less, caps out at 11th.

I don't need to worry about anything beyond that.

I understand, that Musket Master does two-handed firearms the best, but I was hoping to be charisma based.

The Mysterious Stranger's ability to add Charisma to Attack Rolls, and Damage, is what draws me in.

This is why I am seeing if I can do it, full Mysterious Stranger, or if I would need to go into something like Archeologist, or Spellscar Drifter.

Ey BBT perhaps MStranger dip with the resŧ in Soundstriker with a Conductive weapon could be your thing.

Would Conductive work with a Scatter weapon?

I am not sure how that class combo would work.


I dont see a clause against it, and Weird Words is an AoE on a 30 foot radius..scatter is 15 or so depeing on weapon, so they are quite similar. You can put Conductive on a bow and use Weird Words since both are ranged attacks.

Gun damage + Charisma (mstranger) + Weird Words damage + Charisma.


Wait your kidding right? A conductive weapon on a blunderbuss!!! Madness domain here I come!

Grand Lodge

What type of damage is Weird Words?

I am really considering the dip into Picaroon.

I would not only grab Quick Clear, but double my Grit pool.


blackbloodtroll wrote:

What type of damage is Weird Words?

I am really considering the dip into Picaroon.

I would not only grab Quick Clear, but double my Grit pool.

http://paizo.com/threads/rzs2q7yp&page=2?Sound-Striker-Wierd-Words-Abil ity-questions#66

So you chose damage type (b,p,s). It's a Standard action, ranged (touch, not that it matters for conductive), Su (key), therefore applicable by using 2 charges. If only hexes werent changed from requiring an attsck roll..tsk.

Picaroon is a good candidate for Opening Volley feat and similar, perhaps beyond the scope of your concept though.

Grand Lodge

Well, I meant, as possible alternative to Bard.

I have already accepted that a slightly reflavored Dragon Pistol, is the only way I can make it work.

I have made peace with that.


NOTE: Weird Words has been errata'd per the FAQ. It was a long complaint session that had a valid point (attack roll + damage roll + save for half, ten times as a standard) that resulted in the new nerfing.

Now, it works like a sonic scorching ray. You get 1 ray at 6th, and another at 8th, 12th, etc. They are sonic damage, only add damage bonuses once per target, and cost 1 round of performance per word.

It's still awesome damage for performance rounds, but not nearly as good as it was, although with all of them being subject to DR separately before it is kind of a wash.

If you are a Mysterious Stranger, you don't need the Quick Clear Deed, just take the spell Jury-Rig and good to go (most combats don't last longer than the spell, at which point you can repair it normally. Bonus Points if you use an Unseen Servant to reload for you to save you the Rapid Reload feat for a few levels.

Grand Lodge

I am thinking of avoiding Soundstriker all together.

It still seems a mess.

I am still open, to other suggestions.


TGMaxMaxer wrote:

...

Bonus Points if you use an Unseen Servant to reload for you to save you the Rapid Reload feat for a few levels.

I dont see how this Can work.


Cap. Darling wrote:
TGMaxMaxer wrote:

...

Bonus Points if you use an Unseen Servant to reload for you to save you the Rapid Reload feat for a few levels.
I dont see how this Can work.

I can almost wrap my head around the idea of using Unseen Servant as an ass backwards Reloading Hands. Basically just holding the gun off to the side after shooting from it and letting the Unseen Servant reload it between your turns. Impracticable as all hell considering how fragile servants are, but if the enemies don't catch on to the scam it could work for the first few levels before you get more than one attack.

Grand Lodge

If I were to dip a caster, I would think that Sorcerer would be the choice.

Go second level in to Sorcerer, choose the Arcane Bloodline, and get a free Masterwork Dragon Pistol.

Along with access to Abundant Ammunition, Mending, and other helpful goodies.

Just a thought.


Blackpowder Witch wrote:
Cap. Darling wrote:
TGMaxMaxer wrote:

...

Bonus Points if you use an Unseen Servant to reload for you to save you the Rapid Reload feat for a few levels.
I dont see how this Can work.
I can almost wrap my head around the idea of using Unseen Servant as an ass backwards Reloading Hands. Basically just holding the gun off to the side after shooting from it and letting the Unseen Servant reload it between your turns. Impracticable as all hell considering how fragile servants are, but if the enemies don't catch on to the scam it could work for the first few levels before you get more than one attack.

there is no "between your turns" and reloading a gun is not a simple task any Way so the US cannot do it. There is a level 2 spell that work 1/round pr level that Can do it.


Cap. Darling wrote:
there is no "between your turns" and reloading a gun is not a simple task any Way so the US cannot do it. There is a level 2 spell that work 1/round pr level that Can do it.

"It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend"

Compared to that list of examples, I'd argue that putting an alchemical cartridge in a hole and ramming it down would be simple enough for a US to do. The level 2 spell would be the Reloading Hands spell that I mentioned before. Admittedly I'm just arguing this for the sake of Devil's Advocate. Using US as a caddy is just too cheesy and impractical for me to consider using. Though I did use a Weapon Bearer Squire for my gunslinger's caddy in a oneshot >.<

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