Have Gun, Will Multiclass [PFS]


Advice


I have had this character for quite a while and it has organically developed into this over time. The biggest change from start to now is discovering and deciding I wanted to go into the shieldmarshal prestige class.

I have recently retrained it into musket master with virtually all the prestige I had and I would retrain the last two gunslinger levels into shieldmarshal if allowed. With next level of shieldmarshal he will get the Gunmarshal ability which adds half of the shieldmarshal levels to gunslinger for deeds and that will make the 7th gunslinger level more or less a dead level granting no bonuses beyond BAB and skills. While it does get him closer to 11th level gunslinger deeds, that would mean waiting until 15th level to get them which is beyond the scope of conventional PFS and higher level than I like to play characters normally.

One alternative I have is to retrain one or two of my gunslinger levels into other base classes. Right now I'm favoring brawler for combat versatility, but I'm not convinced I need to go that route. I am also considering barbarian, fighter, monk, paladin, ranger, rogue, wizard, alchemist, cavalier, witch, magus, hunter, slayer, and classes from Occult Adventures.

Should I go brawler, if so what feats should I have easy reference on hand for martial flexibility. The feats I casually saw were blind-fight, clustered shots, stunning fist, deflect arrows, weapon finesse, and vital strike.

Is there another class option that would be vastly better? Even after going into musket master, I find I rather mix up attack patterns more by throwing daggers and taking a single shot with the musket rather than default to full attacks just with the musket. Is there something that could help with that sort of play style?

Rakenlattle
Male gnome gunslinger (musket master) 7/shieldmarshal 1
LN Small humanoid (gnome)
Init +8; Senses low-light vision; Perception +23
DEFENSE
AC 22, touch 17, flat-footed 16 (+5 armor, +4 Dex, +2 dodge, +1 size)
hp 68 (8d10+16)
Fort +9, Ref +11, Will +6; +2 vs illusion
Defensive Abilities defensive training, nimble +2
OFFENSE
Speed 20 ft.
Melee dagger +7/+2 (1d3-1/19-20)
Ranged +1 musket +14/+9 (1d10+5/x4) or
... masterwork pistol +14/+9 (1d6) or
... dagger +13/+8 (1d3-1)
Special Attacks grit (2), legal judgment 1/day
STATISTICS
Str 8, Dex 19, Con 15, Int 16, Wis 14, Cha 11
Base Atk +8; CMB +6; CMD 21
Feats Deadly Aim, Exotic Weapon Proficiency (firearms), Gunsmithing, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload (muskets)
Traits Mana Wastes Survivalist, Reactionary
Skills Bluff +4, Craft (gunsmithing) +12, Craft (alchemy) +7, Diplomacy +10, Disable Device +15 (+17 with masterwork thieves' tools), Handle Animal +8, Heal +10, Intimidate +8, Knowledge (engineering) +8, Knowledge (local) +10, Perception +23, Ride +11, Sense Motive +16
Languages Celestial, Common, Dwarven, Gnome, Osirion, Polygot
SQ deeds (deadeye, dead shot, fast musket, gunslinger initiative, pistol-whip, quick clear, startling shot, steady aim, targeting), eye for detail, gnome magic, gunsmith, musket training
Combat Gear dry load paper cartridges (3), flasks of acid (3), flasks of holy water (2), oil of align weapon [good], paper cartridges (5), potion of bull's strength, silver bullets (3); Other Gear belt of incredible dexterity +2, daggers (9), eyes of the eagle, longsword, masterwork pistol, +1 musket with 26 bullets, power horn with 26 does of black powder, +1 chain shirt, cloak of resistance +1[/i], 50 feet of silk rope, wand of cure light wounds (46 charges), headband of vast intelligence +2 (disable device), masterwork cold iron dagger, gloves of arrow snaring


For grins, if looking at Multi-classing, maybe take a look at the Magus, Kensai archetype.

This would help your weak Will save, bump up your AC another point or two, weapon focus, and access to the Magus spell list.


Matt2VK wrote:

For grins, if looking at Multi-classing, maybe take a look at the Magus, Kensai archetype.

This would help your weak Will save, bump up your AC another point or two, weapon focus, and access to the Magus spell list.

I hadn't considered Kensai has heavily since it was focused an more melee weapons and it loses the ability to cast in light armor. I put this together still to get a feel of it. I am able to get arcane failure down to 10% failure chance, I could reduce it more, but don't get many spells to use it on. I did throw arcane strike on as the feat just to get a more or less constant damage to whatever I'm attacking with at the moment.

Magus (Kensai):
Rakenlattle
Male gnome gunslinger (musket master) 6/magus (kensai) 1/shieldmarshal 2
LN Small humanoid (gnome)
Init +10; Senses low-light vision; Perception +25
DEFENSE
AC 25, touch 19, flat-footed 17 (+6 armor, +5 Dex, +3 dodge, +1 size)
hp 75 (8d10+1d8+18)
Fort +12, Ref +13, Will +10; +2 vs illusion
Defensive Abilities canny defense, defensive training, nimble +2, spell combat
OFFENSE
Speed 20 ft.
Melee masterwork starknife +7/+2 (1d3-1/x3)
Ranged +1 lucky musket +15/+10 (1d10+6/x4) or
. . masterwork pistol +15/+10 (1d6) or
. . dagger +14/+9 (1d3-1/19-20) or
. . masterwork starknife +16/+11 (1d3-1)
Special Attacks arcane pool (4), grit (3), legal judgment 1/day
Magus Spells Known (CL 1st; concentration +4)
. . 1st 1/day—reduce person
. . 0 At-will—detect magic, mage hand
STATISTICS
Str 8, Dex 20, Con 15, Int 16, Wis 16, Cha 11
Base Atk +8; CMB +6; CMD 22
Feats Arcane Strike, Deadly Aim, Exotic Weapon Proficiency (firearms), Gunsmithing, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload (muskets), Weapon Focus (starknife)
Traits Mana Wastes Survivalist, Reactionary
Skills Bluff +4, Craft (gunsmithing) +12, Craft (alchemy) +7, Diplomacy +10, Disable Device +17 (+19 with masterwork thieves' tools), Handle Animal +8, Heal +11, Intimidate +8, Knowledge (engineering) +8, Knowledge (local) +10, Perception +25, Ride +12, Sense Motive +18, Spellcraft +7
Languages Celestial, Common, Dwarven, Gnome, Osirion, Polygot
SQ danger sense, deeds (deadeye, dead shot, fast musket, gunslinger initiative, pistol-whip, quick clear, startling shot, steady aim, targeting), eye for detail, gnome magic, gunmarshal, gunsmith, musket training
Combat Gear adamantine bullets (4), dry load paper cartridges (3), flasks of acid (3), flasks of holy water (2), oil of align weapon [good], paper cartridges (5), potion of buil's strength, silver bullets (3), wand of shield (50 charges); Other Gear belt of incredible dexterity +2, daggers (9), eyes of the eagle[i], longsword, masterwork pistol, [i]+1 lucky musket with 26 bullets, power horn with 26 does of black powder, +2 mithral chain shirt, cloak of resistance +1, 50 feet of silk rope, wand of cure light wounds (46 charges), headband of mental prowess +2 (Int, Wis; disable device), masterwork cold iron dagger, gloves of arrow snaring, spellbook (with spells), masterwork light hammers (3)

Here is the variation with brawler, maybe a bit too much focus on melee options though investing in the amulet of mighty fist, brawling armor, and weapon finesse.

Brawler:
Rakenlattle
Male gnome gunslinger (musket master) 6/brawler 1/shieldmarshal 2
LN Small humanoid (gnome)
Init +10; Senses low-light vision; Perception +25
DEFENSE
AC 23, touch 18, flat-footed 16 (+5 armor, +5 Dex, +2 dodge, +1 size)
hp 76 (9d10+18)
Fort +12, Ref +15, Will +8; +2 vs illusion
Defensive Abilities defensive training, nimble +2
OFFENSE
Speed 20 ft.
Melee unarmed strike +17/+12 (1d4+7)
Ranged +1 musket +16/+11 (1d10+6/x4) or
. . masterwork pistol +16/+11 (1d6) or
. . dagger +15/+10 (1d3-1/19-20)
Special Attacks grit (3), legal judgment 1/day, martial versatility (move action, 4/day)
STATISTICS
Str 8, Dex 20, Con 15, Int 16, Wis 16, Cha 11
Base Atk +9; CMB +7; CMD 22
Feats Deadly Aim, Exotic Weapon Proficiency (firearms), Gunsmithing, Improved Unarmed Strike, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload (muskets), Weapon Finesse
Traits Mana Wastes Survivalist, Reactionary
Skills Acrobatics +11 (+7 jumping), Bluff +4, Craft (gunsmithing) +11, Craft (alchemy) +7, Diplomacy +10, Disable Device +18 (+20 with masterwork thieves' tools), Handle Animal +8, Heal +11, Intimidate +8, Knowledge (engineering) +8, Knowledge (local) +10, Perception +25, Ride +12, Sense Motive +18
Languages Celestial, Common, Dwarven, Gnome, Osirion, Polygot
SQ danger sense, deeds (deadeye, dead shot, fast musket, gunslinger initiative, pistol-whip, quick clear, startling shot, steady aim, targeting), eye for detail, gnome magic, gunmarshal, gunsmith, musket training
Combat Gear dry load paper cartridges (3), flasks of acid (3), flasks of holy water (2), oil of align weapon [good], paper cartridges (5), silver bullets (3); Other Gear agile amulet of mighty fists, belt of incredible dexterity +2, daggers (9), eyes of the eagle[i], longsword, masterwork pistol, [i]+1 musket with 26 bullets, power horn with 26 does of black powder, +1 brawling mithral chain shirt, cloak of resistance +1, 50 feet of silk rope, wand of cure light wounds (46 charges), headband of mental prowess +2 (Int, Wis; disable device), masterwork cold iron dagger, gloves of arrow snaring


Monk for saves, feats and mobility. Farstrike monk maybe? Or MoMS for style feats.

Unbreakable fighter for toughness and diehard.

Maybe cavalier? Honor guard, or gendarme or daring champion.


Is this for PFS?

Trench Fighter (not PFS legal) and Savage technologist are better Gunslingers than the Gunslinger IMO. A dip in GS for Quick Clear and proficiencies would still help of course. Then again, if you go Shieldmarshal anyway, you'll get the deeds just fine.

So, I'd just retrain for savage technologist, grab Cestus for one hand and a pistol for the other, and go to town.


For your Kensai build -

I believe you can take Weapon Focus feat with Muskets as the Kensai class feature. It's just that everyone assumes you have to take it with a 1 handed melee weapon.

This would bring your To Hit with Muskets the same as your Brawler build, if you add Arcane Strike onto it, it's +1 better.


Thanael wrote:

Monk for saves, feats and mobility. Farstrike monk maybe? Or MoMS for style feats.

Unbreakable fighter for toughness and diehard.

Maybe cavalier? Honor guard, or gendarme or daring champion.

Monk went with Far Strike monk. Removed the armor, gave a few at least masterwork thrown weapons.

Far Strike Monk:
Rakenlattle
Male gnome gunslinger (musket master) 6/monk (far strike monk) 1/shieldmarshal 2
LN Small humanoid (gnome)
Init +10; Senses low-light vision; Perception +25
DEFENSE
AC 26, touch 24, flat-footed 17 (+2 armor, +1 deflection, +5 Dex, +3 dodge, +1 size, +3 Wis)
hp 75 (8d10+1d8+18)
Fort +12, Ref +15, Will +10; +2 vs illusion
Defensive Abilities defensive training, nimble +2
OFFENSE
Speed 20 ft.
Melee unarmed strike +8/+3 (1d3-1/x3)
Ranged +1 distance musket +15/+10 (1d10+6/x4) or
. . masterwork pistol +15/+10 (1d6) or
. . masterwork dagger +15/+10 (1d3-1/19-20) or
. . flurry of blows masterwork daggers +13/+13/+8 (1d3-1/19-20)
Special Attacks flurry of blows (thrown weapons), grit (3), legal judgment 1/day
STATISTICS
Str 8, Dex 20, Con 15, Int 16, Wis 16, Cha 11
Base Atk +8; CMB +6; CMD 22
Feats Clustered Shots, Deadly Aim, Dodge, Exotic Weapon Proficiency (firearms), Gunsmithing, Improved Unarmed Strike, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload (muskets)
Traits Mana Wastes Survivalist, Reactionary
Skills Bluff +4, Craft (gunsmithing) +12, Craft (alchemy) +7, Diplomacy +11, Disable Device +18 (+20 with masterwork thieves' tools), Handle Animal +8, Heal +11, Intimidate +8, Knowledge (engineering) +8, Knowledge (local) +11, Perception +25, Ride +12, Sense Motive +18
Languages Celestial, Common, Dwarven, Gnome, Osirion, Polygot
SQ danger sense, deeds (deadeye, dead shot, fast musket, gunslinger initiative, pistol-whip, quick clear, startling shot, steady aim, targeting), eye for detail, fast thrower, gnome magic, gunmarshal, gunsmith, musket training
Combat Gear adamantine bullets (4), dry load paper cartridges (3), flasks of acid (3), flasks of holy water (2), oil of align weapon [good], paper cartridges (5), potion of buil's strength, silver bullets (3); Other Gear belt of incredible dexterity +2, daggers (9), eyes of the eagle[i], longsword, masterwork pistol, [i]+1 distance musket with 26 bullets, power horn with 26 does of black powder, bracers of armor +2, cloak of resistance +1, 50 feet of silk rope, wand of cure light wounds (46 charges), headband of mental prowess +2 (Int, Wis; disable device), masterwork cold iron dagger, gloves of arrow snaring, masterwork daggers (3), ring of protection +1

I didn't go MoMS just because I didn't see many styles that greatly benefited a ranged style without heavy investments elsewhere, at least not any that I wanted to be taking a permanent slot.

Same for Unbreakable fighter, I do like it, but Endurance and Diehard at first level don't add much for the typical requirements in scenarios.

Went Daring Champion because of the Weapon Finesse, the other abilities are more moot since I won't be high enough level in the class to get it. I went with an order that jumped out at me, I could spend a while weighing the bonuses between orders and how they would interact with party's, my mechanics, and personality, but Blue Rose is fine for a quick pick.

Daring Champion:
Rakenlattle
Male gnome gunslinger (musket master) 6/cavalier (daring champion) 1/shieldmarshal 2
LN Small humanoid (gnome)
Init +10; Senses low-light vision; Perception +25
DEFENSE
AC 25, touch 19, flat-footed 17 (+6 armor, +5 Dex, +3 dodge, +1 size)
hp 76 (9d10+18)
Fort +12, Ref +13, Will +8; +2 vs illusion
Defensive Abilities defensive training, nimble +2
OFFENSE
Speed 20 ft.
Melee dagger +15/+10 (1d3-1/x3)
Ranged +1 merciful musket +16/+11 (1d10+6+1d6 nonlethal/x4) or
. . masterwork pistol +16/+11 (1d6) or
. . dagger +15/+10 (1d3-1/19-20)
Special Attacks challenge (+1 damage, +1 morale to attack, +2 morale to attack if surrender offered) 1/day, grit (3), legal judgment 1/day, tactician 1/day
STATISTICS
Str 8, Dex 20, Con 15, Int 16, Wis 16, Cha 11
Base Atk +9; CMB +7; CMD 23
Feats Deadly Aim, Exotic Weapon Proficiency (firearms), Gunsmithing, Judgment Surge, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload (muskets), Target of Opportunity, Weapon Finesse
Traits Mana Wastes Survivalist, Reactionary
Skills Bluff +4, Craft (gunsmithing) +12, Craft (alchemy) +7, Diplomacy +12, Disable Device +18 (+20 with masterwork thieves' tools), Handle Animal +8, Heal +11, Intimidate +8, Knowledge (engineering) +8, Knowledge (local) +10, Perception +25, Ride +12, Sense Motive +18
Languages Celestial, Common, Dwarven, Gnome, Osirion, Polygot
SQ danger sense, deeds (deadeye, dead shot, fast musket, gunslinger initiative, pistol-whip, quick clear, startling shot, steady aim, targeting), eye for detail, gnome magic, gunmarshal, gunsmith, musket training, order (order of the blue rose), champion's finesse
Combat Gear adamantine bullets (4), dry load paper cartridges (3), flasks of acid (3), flasks of holy water (2), oils of align weapon [good] (2), paper cartridges (5), potion of buil's strength (3), silver bullets (3); Other Gear belt of incredible dexterity +2, daggers (9), eyes of the eagle[i], longsword, masterwork pistol, [i]+1 merciful musket with 26 bullets, power horn with 26 does of black powder, +2 mithral chain shirt, cloak of resistance +1, 50 feet of silk rope, wand of cure light wounds (46 charges), headband of mental prowess +2 (Int, Wis; disable device), masterwork cold iron dagger, gloves of arrow snaring

LoneKnave wrote:

Is this for PFS?

Trench Fighter (not PFS legal) and Savage technologist are better Gunslingers than the Gunslinger IMO. A dip in GS for Quick Clear and proficiencies would still help of course. Then again, if you go Shieldmarshal anyway, you'll get the deeds just fine.

So, I'd just retrain for savage technologist, grab Cestus for one hand and a pistol for the other, and go to town.

This is for PFS, and my character is already 8th level and I will never have the prestige to retrain all of his gunslinger levels away even if I wanted to. Also the plan focuses on throwing away the musket, which really is too expensive (feats and archetype) to reasonably back away from. Still it is a good barbarian option that gives both thrown weapon damage and increase to ranged accuracy even if I don't go past level 2 that I like it as a barbarian option better than the urban barbarian that was looking at before posting.

Savage Technologist:
Rakenlattle
Male gnome gunslinger (musket master) 6/barbarian (savage technologist) 1/shieldmarshal 2
N Small humanoid (gnome)
Init +10; Senses low-light vision; Perception +25
DEFENSE
AC 25, touch 19, flat-footed 17 (+6 armor, +5 Dex, +3 dodge, +1 size)
hp 76 (9d10+18)
Fort +12, Ref +13, Will +8; +2 vs illusion
Defensive Abilities defensive training, nimble +2
OFFENSE
Speed 30 ft.
Melee dagger +9/+4 (1d3-1/x3)
Ranged +1 flaming musket +16/+11 (1d10+6 plus 1d6 fire/19-20/x4) or
. . masterwork pistol +16/+11 (1d6) or
. . dagger +15/+10 (1d3-1/19-20) or
. . dagger +13/+13/+8 (1d3-1/19-20)
Special Attacks rage (6 rounds/day; +4 Str, +4 Dex, +2 Will), grit (3), legal judgment 1/day, tactician 1/day
STATISTICS
Str 8, Dex 20, Con 15, Int 16, Wis 16, Cha 11
Base Atk +9; CMB +7; CMD 23
Feats Deadly Aim, Exotic Weapon Proficiency (firearms), Gunsmithing, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload (muskets), Rapid Shot
Traits Mana Wastes Survivalist, Reactionary
Skills Bluff +4, Craft (gunsmithing) +12, Craft (alchemy) +7, Diplomacy +10, Disable Device +18 (+20 with masterwork thieves' tools), Handle Animal +8, Heal +11, Intimidate +10, Knowledge (engineering) +8, Knowledge (local) +10, Perception +25, Ride +12, Sense Motive +18
Languages Celestial, Common, Dwarven, Gnome, Osirion, Polygot
SQ danger sense, deeds (deadeye, dead shot, fast musket, gunslinger initiative, pistol-whip, quick clear, startling shot, steady aim, targeting), eye for detail, gnome magic, gunmarshal, gunsmith, musket training, fast movement
Combat Gear adamantine bullets (4), dry load paper cartridges (3), flasks of acid (3), flasks of holy water (2), oil of align weapon [good], paper cartridges (5), potion of buil's strength (2), silver bullets (3); Other Gear belt of incredible dexterity +2, daggers (9), eyes of the eagle[i], longsword, masterwork pistol, [i]+1 flaming musket with 26 bullets, power horn with 26 does of black powder, +2 mithral chain shirt, cloak of resistance +1, 50 feet of silk rope, wand of cure light wounds (46 charges), headband of mental prowess +2 (Int, Wis; disable device), masterwork cold iron dagger, gloves of arrow snaring

Matt2VK wrote:

For your Kensai build -

I believe you can take Weapon Focus feat with Muskets as the Kensai class feature. It's just that everyone assumes you have to take it with a 1 handed melee weapon.

This would bring your To Hit with Muskets the same as your Brawler build, if you add Arcane Strike onto it, it's +1 better.

The kensai doesn't have a "chosen weapon" class ability, but the only other point in the class where it has you chose a weapon is under weapon proficiency where you have to choose a martial or exotic martial weapon to be proficient with. I don't see a clarification otherwise on that class feature.

Arcane Strike wouldn't add +1 to attack, it would add to damage (which for my accuracy is probably better). You might have meant the arcane pool ability, which would bring my attack to match the brawler variant.


I would be careful with the Unarmed Strike and Musket. Some PFS gm will rule that if you used that Musket this round, you can not Unarmed (AoO) this round.


Matt2VK wrote:

I would be careful with the Unarmed Strike and Musket. Some PFS gm will rule that if you used that Musket this round, you can not Unarmed (AoO) this round.

Yeah, but some PFS GMs rule bards can't cast spells while while maintaining a vocal bardic performance. I would happily see if there is anything that stops ranged attacks with unarmed strike AoOs, but not super concerned about GMs randomly disallowing it.


Cavalier, Dune Drifter archetype.

Ranger, either the Guide archetype and/or trophy hunter.

Urban barbarian.

Slayer ...not sure which archetype? Bounty Hunter ? Sniper ?

Investigator, maybe steelhound or sleuth or relentless inspector.

Alchemist, maybe the gnome saboteur racial archetype?

Swashbuckler, ...maybe musketeer ?

Did you know how grit, luck and panache combine ?

Spoiler:

Grit, Luck, and Panache

Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.

A luck user does not count as a grit or panache user to satisfy feat prerequisites.


Some multiclass options may add additional methods to refresh grit/panache.

Also getting a second firearm or different deeds is maybe interesting if you push some of these dips to second level.


Matt2VK wrote:

I would be careful with the Unarmed Strike and Musket. Some PFS gm will rule that if you used that Musket this round, you can not Unarmed (AoO) this round.

Those GMs are factually wrong. If they're ruling that and it's become an issue, you should probably alert the VC, because that's blatantly against RAW.

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