| Yahsei |
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Hey Guys,
I was interested in playing a Ratfolk Gunslinger for an AP my GM is running. The character creation rules are a little wonky and I wanted to try an experimental build. Essentially the idea is to be tanky enough that hypothetically I would rarely get hit by AoOs. The main issue is feats. I took Armor Expert to reduce possible Any advice on this build? Is taking Gun Tank for the Shield Proficiency worth losing the bonus feat? Should I not take rapid reload and spend crazy money on paper cartridges?
Pt. Buy: 32 (I was shocked)
Str: 14 Dex: 18: Con: 12 Int: 15 Wis: 16: Cha: 10
HP: 12 AC: 21
Weapon: Pistol 1d6
Off hand: Heavy Steel Shield
Armor: Chain Shirt
Feats :(
1) Rapid Reload (Pistol)
2)
3) Point Blank Shot
4)
5) Precise Shot
6)
7) Rapid Shot
| Cuup |
You need two hands to reload a firearm, and I'm pretty sure a Heavy Steel Shield doesn't leave your off-hand free. You'll want a Buckler instead.Are you starting at 1st level or 7th? Your HP suggests 1st, but you go up to 7th level with feats.
Why in the world did you buy 14 Str?
Gunslingers are extremely feat hungry. Wearing Heavy Armor synergies well with the Gulch Gunner, though. I don't know, seems like a wash to me; go for it.
P.S. Please name your armored rat gunman Rattrap.
| Yahsei |
You need two hands to reload a firearm, and I'm pretty sure a Heavy Steel Shield doesn't leave your off-hand free. You'll want a Buckler instead.Are you starting at 1st level or 7th? Your HP suggests 1st, but you go up to 7th level with feats.
Yeah, level 1. I was just showing a feat progression. It's awful without Pistolero Archetype or Bonus Feats. I have 300 gold, which is nice. Allows me to craft a lot of bullets/alchemist cartridges starting out.
Why in the world did you buy 14 Str?
Carrying Capacity for Heavy Armor. Hero Lab keeping me honest. What do you suggest? 32 point buy. Go crazy.
Gunslingers are extremely feat hungry. Wearing Heavy Armor synergies well with the Gulch Gunner, though. I don't know, seems like a wash to me; go for it.
Ugh. Gunslingers not normally proficient with bucklers, level 2 nimble, and bonus feat loss. Feeling it isn't worth it. I'd rather live dangerously.
P.S. Please name your armored rat gunman Rattrap.
Deal. Maybe...
N. Jolly
|
Well for the buckler, as long as it's masterwork you're not taking a penalty on wearing it, so that's nice. Gun Tank isn't really worth it, you're better without it since heavy armor doesn't really jive with having high dex. Really a buckler is an enchantment sponge for late game. Also what about your feats for gunslinger?
| Yahsei |
Well for the buckler, as long as it's masterwork you're not taking a penalty on wearing it, so that's nice. Gun Tank isn't really worth it, you're better without it since heavy armor doesn't really jive with having high Dex. Really a buckler is an enchantment sponge for late game. Also what about your feats for gunslinger?
The problem is Gunslingers aren't normally proficient with bucklers. It's not really worth taking a buckler and get a -1 to hit right away. Normal Gunslingers aren't proficient with bucklers.
This is what makes the Gun Tank Dex issue less of a problem. You lose bonus feats and Nimble, so in reality, it doesn't solve the overall issue,
At 4th level, a gun tank learns to be more maneuverable while wearing armor. Whenever she is wearing armor, the armor check penalty is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus allowed by her armor increases by 1. Every four levels thereafter (8th, 12th, and 16th), the bonus increases by 1, to a maximum of a –4 reduction of the armor check penalty and a +4 increase to the maximum Dexterity bonus allowed.
| Cuup |
Cuup wrote:You need two hands to reload a firearm, and I'm pretty sure a Heavy Steel Shield doesn't leave your off-hand free. You'll want a Buckler instead.Are you starting at 1st level or 7th? Your HP suggests 1st, but you go up to 7th level with feats.Yeah, level 1. I was just showing a feat progression. It's awful without Pistolero Archetype or Bonus Feats. I have 300 gold, which is nice. Allows me to craft a lot of bullets/alchemist cartridges starting out.
Cuup wrote:Why in the world did you buy 14 Str?Carrying Capacity for Heavy Armor. Hero Lab keeping me honest. What do you suggest? 32 point buy. Go crazy.
Cuup wrote:Gunslingers are extremely feat hungry. Wearing Heavy Armor synergies well with the Gulch Gunner, though. I don't know, seems like a wash to me; go for it.Ugh. Gunslingers not normally proficient with bucklers, level 2 nimble, and bonus feat loss. Feeling it isn't worth it. I'd rather live dangerously.
Cuup wrote:P.S. Please name your armored rat gunman Rattrap.Deal. Maybe...
Yeah, I think you're strangling your options as long as you plan to go Gun Tank. Here's a build I suggest:
Ratfolk Gunslinger (Gulch Gunner) (1-2 level dip into Swashbuckler)
Point Buy (After Racials) Str 7 Dex 19 Con 14 Int 12 Wis 16 Cha 14
Grit/Panache Pool: 5 (they're interchangeable)
Level 1 (Gunslinger): Rapid Reload (Pistol)
Level 2 (Gunslinger)
Level 3 (Gunslinger): Point-Blank Shot
Level 4 (Gunslinger): Improved Unarmed Strike; +1 Dex
Level 5 (Swashbuckler): Snake Style + Free Weapon Finesse
Level 6 (Gunslinger):
Level 7 (Gunslinger): Rapid Shot
Why this build is not as stupid as it looks:
While targeting Touch AC (as a Gulch Gunner, you should never not be), Precise Shot isn't really necessary to hit most targets (especially with such a high Starting Dex).
At level 5, your melee survive-ability will shoot up with 1 level in Swashbuckler and the Snake Style Feat. Snake Style makes your Unarmed Strikes Piercing Weapons (necessary for most Swashbuckler tricks), and ensures you always threaten while up-close, which turns you into a valuable Flank Buddy (and spellcasters will need to watch it next to you), as well as get 1 free dodge/round with maxing Sense Motive. You will also be able to utilize the Opportune Parry and Riposte Swashbuckler Deed. This deed is what will make you a Gulch Gunning maniac:
Attack an adjacent foe with your pistol. You provoke an Attack of Opportunity. You gain 1 Grit. Spend 1 Panache to trigger Opportune Parry and Riposte as an [Attack of Opportunity] action (remember, your Grit and panache share the same resource pool, so you're just spending the Grit you just gained, losing no resources). With a full BAB, Weapon Finesse, and a really high Dex, it's a very good chance that you parry. As long as you still have 1 Panache/Grit left, you may now make an attack vs. the creature as an Immediate Action. The wording of Opportune Parry and Riposte doesn't limit this attack to melee, so go ahead and hit them with your pistol. And now your original attack with your pistol follows through.
Utilizing this same tactic, you can Grit/Panache cycle with Dodging Panache to get better positioning (into flanking position, out of being flanked, etc). You'll wanna invest in Combat Reflexes down the line so you can make more uses of Opportune Parry and Riposte per turn.
You'll be limited to Light Armor, but with all your Swashbuckler tools, you'll more than make up for it. Even if you're out of Grinache, you still have Snake Style to fall back on. Take a second level in Swashbuckler to add your Cha to a Saving throw 3/day. That could save you on a Will save.
In conclusion, this build doesn't pump your AC, but it does allow you to avoid attacks as a Gulch Gunner in a less direct way while still taking advantage of the Gulch Gunner's want for provoking Attacks of Opportunity.