| Dannorn |
Writing up a character for a game and I want, eventually, to use Firearms, and I'm wondering what the most efficient way of doing it is. Right now I'm thinking my options are taking a level of Gunslinger, and potentially missing out on the capstone, or taking Exotic Weapon Proficiency (Pistol or what have you) and buying a firearm. Now it's going to be a while before I can afford a gun so I'm thinking Gunslinger is my best route. Also is Gunsmithing required to Craft and Repair firearms? Because there's no Normal listing under the feat, but it specifically mentions that with the feat you don't have to make a Craft check to create or repair firearms and ammunition. So without the feat can I make a Craft check to do it, or do I need the feat and it just says you don't need to make a check so there wasn't a skill tax of Craft (Firearms) for everyone who wants to use firearms.
| LoneKnave |
Capstones usually ain't worth it.
Savage Technologist is a good alternative to the gunslinger dip.
Yes, you need Gunsmithing, as far as I know.
Gunslinging alchemist is pretty damn good. Gotta love that explosive missile discovery. And channeling weapon. And single target admixture. And if you go grenadier (and why wouldn't you?) then hybridization funneled alchemical weapon.
| Dannorn |
Unfortunately restricted to materials we have physical copies of, so sadly no Savage Technologist. I'm also the one running the game and I'm the only experienced player, so I don't want to dip into Archetypes or anything else that will make the other players' heads spin more than they are already or make a character that overshadows theirs. The main draw of the Gunslinger dip is the free gun (which I can make masterwork with one day and 300gp which seems broken), but I'm thinking of avoiding multi-classing again to avoid confusing the new players.
The character is mainly a guide, I show them how character generation works by walking them through it while I build my own, and he's there to give little nudges if the players seem stuck on what to do.
Example I ran in to with another group of new players was I had them start off in a tavern, and they were all kind of staring at me with "what the hell are we supposed to do" expressions, until I asked if anyone wanted to order a drink or talk to people.
| Backlash3906 |
If you don't mind playing a Gnome, look at the Experimental Gunsmith.
http://www.d20pfsrd.com/races/core-races/gnome/experimental-gunsmith-gunsli nger-gnome
You'll have to take the Gunsmithing feat separately if you plan on doing any firearm crafting, but other than that, it's a very solid path. You can add the vial launching capability to your chosen firearm from first level, and includes a method for increasing the DC of alchemical items you launch with it.
Also, remember that there is no craft check required for creating firearms or ammunition with the Gunsmithing feat. Save your skill points for Craft (Alchemy) and Perception.
| Zwordsman |
I think it's worthwile to dip 1.
for two main reasons.
One is it shows the new players that there is real loses to multiclasses, but there are real benefits.
Secondly is that it shows how complicated the game can become with stuff. and the multiclassing is a good "dip" to show them how things work, eventually leading to archetypes as well.
Basically show them one without dip and one with dip. and the different problems that come along with each pathway.