Iron Gods Rogue / Gunslinger?


Advice


I'm back for more advice. Different campaign, new character.

We're playing Iron Gods which seems to, well, throw a lot of the rules out the window. I've read through the technological guide and I've had a hard time deciding whether to go Techslinger Gunslinger or Numerian Scavenger Rogue. I think I've decided on the rogue on account that our party doesn't have one, and I might MC into gunslinger when we actually find some cool guns. But that leaves me completely befuddled what to do with feats.

I will probably go gunslinger at some point, because with these cool laser weapons, why not? So, that means ranged rogue. But a lot of the feats for both archery rogue and gunslinger are intended for blackpowder weapons. For example, rapid reload? So, I'm not sure what feats are still necessary. And, more specifically, what to do with this pesky level 1 feat. Feats aren't a dime a dozen, so I don't want to waste it on something that won't be important later.

Slightly related - if I don't have to worry about having a free hand to reload a high-tech weapon, that makes dual-wielding guns more viable, right? So, which archetype is better - the pistolero or the techslinger?

I'm in a new world here and totally out of my element.

Alternatively, any suggestions on playing a rogue in Iron Gods? I went Numerian Scavenger (her race is fetchling), and was considering something like craft pharmaceuticals in the long run (I think our healer is actually a mystic theurge, so maybe the pharmaceuticals will help with healing? I dunno).

Advice, anyone?


If no one in your party has taken it, Technologist is great, but if you're going ranged, then Point Blank Shot (so that you can take Precise Shot) is your clear choice for level 1 feat.

We have a gunslinger in our Iron Gods party, and she's been very effective.

However, you might be surprised to know that tech weapons aren't *quite* as common as you might think, so don't feel obligated to take Techslinger - it's an outstanding choice, but we have a Mysterious Stranger, and it's never been an issue - and expect to need to fall back on your regular old firearms every once in a while.

Our party doesn't have a rogue, and it hasn't been a problem. Instead, I'd call it just about vital for someone to pick up Technologist by level 3 at the latest, so I'd make a decision who's going to rock out the Knowledge (Engineering) and bite taking the feat now, even if they don't take it right away. (In our group, that was me on my alchemist.)

Liberty's Edge

What's the big draw of Rogue for you? Because having a Rogue really isn't necessary and it's not the most complementary class to Gunslinger.

All Numerian Scavenger really gives you is Technologist for free, and you've already mentioned you're at a loss for what Feats to take. I'd be more inclined to just grab Technologist as a Feat and go with a Class that synchronizes better with Gunslinger. Maybe Ranger or Slayer for the (more numerous) bonus Feats. Or Bard (Archaeologist) for the luck bonus and spells.

Depending, you might just want to go with two levels or so of whatever Class you grab then go Gunslinger, or even just start as a Gunslinger, since the real draw of Gunslinger (Dex to damage) is 5 levels in, and waiting for that sucks.

That said, Techslinger is definitely better than Pistolero if you're gonna have laser weapons available (and can still use a blkack powder weapon pretty effectively). And any ranged character needs Point Blank Shot, Precise Shot, Rapid shot, and Deadly Aim. Obviously, you wait until you don't need to reload (either due to weapon choice or Rapid Reload) for Rapid Shot, but the rest are useful from the get-go.


As a current player in Iron Gods - I was kind of disappointed with the quality and quantity of the technological goodies. The money you get from selling them could pretty much always get you a magical item that works just as well for less.

Also, ammunition for technological weapons was incredibly hard to come by during the first couple adventures. We had a gunslinger that wanted to specialize in a technological gun but couldn't get nearly enough nanite cannisters to power it. He eventually died and the player rolled up a blaster wizard instead.

Side note, my sorcerer specializing in save-or-suck spells with the Impossible bloodline has been a TON of fun in the AP. It's awesome to see a robot fail a save against Hideous Laughter.


Thank you all! This is exactly the input I was looking for. I admit I was looking at the rogue entirely because of the skills. I will re-evaluate, though. I have been wanting to play spell-less ranger for a while and the GM okay'd 3pp materials for this campaign, so maybe I'll take another gander at it.

Also, @MeanMutton, I actually had a kitsune enchantress built that I was considering, so maybe I'll reconsider her. :)

Thanks again!


If you look through the technology guide, high tech weapons are pretty disappointing - to the point that if you were playing a gunslinger, you might continue using your black powder weapon over a high tech one.


I agree that tech weapons are weak and not worth the trouble. A regular gunslinger with a regular gun and a friendly caster giving him a Named Bullet is an amazing boss killer. Pick up any tech weapons for fun or variety, but don't depend on them or use them when they don't make sense because of resistances, ammo, or bad crit multipliers.

Sovereign Court

I'd stay the hell away from any archetype that wants you to specialize in a specific type, because you'll continue finding bigger and different weapons throughout the AP.

Take a look at the Savage Technologist barbarian instead. It has huge synergy with (unchained) rogues. It gets the all-important dex-to-firearm damage and with techno-guns you don't need most of the gunslinger's other major features (clearing misfires, fast loading).


lady2beetle2014 wrote:

Thank you all! This is exactly the input I was looking for. I admit I was looking at the rogue entirely because of the skills. I will re-evaluate, though. I have been wanting to play spell-less ranger for a while and the GM okay'd 3pp materials for this campaign, so maybe I'll take another gander at it.

Also, @MeanMutton, I actually had a kitsune enchantress built that I was considering, so maybe I'll reconsider her. :)

Thanks again!

If you go that route, the Impossible bloodline is mandatory because that's the only way most of your enchantment spells will affect robots.

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