Ideas for Musket Master


Advice

Dark Archive

I'm building a gunslinger with the musket master archetype, he's human with 13 str, 18 dex, 16 con, 7 int, 14 wis, and 7 cha. I gave him point blank shot and precise shot for his starting feats and for skills he has acrobatics, perception, sleight of hand (thinking of changing this one) and profession, gonna put the extra point in HP I think unless there is something else I can do with humans and favored class. As for gear all I have is leather armor, enough powder and bullets to fill his gun and powder horn, a backpack, starting musket, a free club, belt pouch, canteen, flint and steel, 2 torches, 2 oil, chalk, earplugs, a blanket, a waterproof-bag, some wander meal, and a couple of wristsheaths. He'll eventually have a pepperbox rifle with greater reliability and distance on it unless I find something better, I want him to be able to take down like a quarter of the big bads HP in the opening salvo then sneak off to reload, let my teammates where him down some more, then finish him off. I have the reactionary trait and plan on getting improved initiative.

Grand Lodge

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Pathfinder Starfinder Roleplaying Game Subscriber

I don't know of any way to get a pepperbox rifle, or any other advanced firearm in PFS. This probably leaves double-barreled musket as your dream gun, but also be be sure to read up the Ultimate Combat and Ultimate Equipment errata.

You may also want paper cartridges. They are pricey at low levels, but allow faster reloading of early firearms.

Finally, consider how you will contribute outside combat. What social or knowledge skills can you reliably make checks in?

Liberty's Edge

You should also look into getting a rank in Craft: Alchemy. With a single rank in it, you will get a discount on your ammunition that you will buying.

With it, you can purchase black powder and firearm bullets at 10%. While paper cartridges will be at 50%. So it will save you a bit of gold.

There is a post on the forums with more information about it. But I am on a phone right now so I can't look it up.

Dark Archive

According to U. Combat Pathfinder uses the emerging guns rules, meaning that while rare and considered to be the same as magical and wondrous items, they do seem to be available. Also how fast will the paper cartridges speed up my reload time and do I store them in a powder horn or what?

Dark Archive

Clarification, this is for society play.

Shadow Lodge

Pepperbox Rifle is an advanced firearm. Not early. Pepper box PISTOLS are available.

That being said.. A musket master is awesome . NOTE: Look into will saves. Gods above look into buffing will saves. You'll thank me. Cause fear had me playing Jackity Sax for levels in some fights.

1 Rank in Craft: Alchemy like Monreo says is absolutely vital.

As a human.. I'd look into toughness and Fast Learner (except I see you got a 7 Int). Cause 2 hp/1 skill point each level.. Cool

Unless you are looking to be a mainline fighter as well.. Balance out better.. I've drawn my long sword ONCE in 8 levels. That was to hand it to the fighter who had lost his.

Some feats to get:
-Deadly Aim. A must

Some feats to consider.
-Vital Strike
-Iron Will/Improved Iron Will
-Extra Grit (depends on personal experience, if you need a lot of range extensions (you won't) or to cover misfires, get it)
-Clustered Shot (if you go multi-shot, totally devastates DR)

I went MM/Alch .. The mix I use is evil and I have been told the character is OP. Aside from one really nasty crit @ GenCon.. I've never gone above 80 in bullet damage (the bomb, alchemist items damage added to it) Most of my grenadier tricks are actually better at setting up the bad guys for the melee types. Tanglefoot, tangleburn, ghast retch stench and more.

I built up a very cluttered and nastty organized guide about being a gunslinger. Be aware of 3 things and you'll do fine.
-You ARE Will Weak. Protect your save.. The party will thank you.
-Gunslinging focus can be very feat intensive, consider feats that don't directly effect your skill with a gun.
-You have a martial bab.. You can help flank, don't be afraid to do it (Short term) if needed.

Grand Lodge

"Sounds like that gunslinger of yours is settin' up to be some sorta murder hobo. He should get a bit of lernin', and mebbe spend less time shootin' and a little more time readin'.

"No offence, pardner, but where I come from... in Alkenstar... we prefer our shieldmarshals to be more well-versed, as does the Pathfinder Society."

I might go with the following attribute line, which will give you a heck of a lot more versatility...

STR12, DEX18, CON14, INT10, WIS14, CHA8

But, from experience, I know you can be very successful with the following stat line: STR: 12 DEX: 16 CON: 14 INT: 13 WIS: 14 CHA: 10

This gives you a lot more versatility, and allows you to use Combat Expertise when needed. Even STR12, though, might be rough early on, just because you'll want to avoid getting into medium encumbrance (though with DEX16, it will be a while before you need to worry about the cap on armor class).

You'll want skills, and Gunslingers actually have a good number of them. I wouldn't worry about getting your initiative up, it will rise without too much effort, quite quickly. I'd even suggest not bothering with Reactionary, if you can find something else more interesting. Munny is currently 14th level, and is a Gunslinger 5/Inquisitor 9... with a +15 initiative (he has reactionary, but I'd retrain it if I could).

However, you might have a different opinion on what you want to do, so...


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Expect to feel sub-par til 5th level, then distinctly overpowered for the next few levels.

Rapid Reload, paper cartridges, and the archetype's musket abilities will eventually make reloading a free action. Meaning you can take all of your iterative attacks without wasting actions on reloading. Add to that hit-on-touch and the 5th level dex-to-damage, which for Musket Masters work at decent ranges, and you quickly become a walking machinegun. Distance enchantment is excellent, and reliable is just great - with the volume of fire you van put out, misfires are a very real issue.

When you get there, you will be spending money like water on ammo, even with the Alchemy rank discount. Get used to it. You might as well be shooting gold pieces out of that musket. Get a good Day Job to defray the costs.

Also past 5th level you may consider multiclassing. The Gunslinger class is very front-loaded and past 5th level you can easily switch classes and not lose too much. I personally went bard but you can branch out in many possible directions.

–j


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I would not dump int in PFS. Skill points actually matter. You can take a point off of dex and not hurt yourself too much

Nefreets handy guide for firearm bullet costs

Dark Archive

Hey Thomas, where and in what book does it say you can get a discount with ranks in alchemy? Also thanks for the idea on ability rewrite Munny, I think I'll try STR13, DEX18, CON14, INT11, CHA7, because I want the extra carrying capacity. Think I'll put skills in Acrobatics, Perception, Profession, and Know(Local)


How does purchasing/crafting special material alchemical cartridges work in Pathfinder Society Organized Play?

You figure out the cost of special material ammunition the normal way (or look it up on the table on page 141 of Ultimate Equipment). If you have the Gunsmithing feat you can craft non-alchemical cartridge ammunition for 10% of the cost. If you have at least 1 rank in Craft (alchemy) you can craft alchemical cartridges for half the price of the cartridge.

Dark Archive

Thanks for all the help everyone, one of the things I love about this game is that everyone is always ready to help each other out.

Scarab Sages

In most play thats the cost of crafting ammunition. in the Organized Play FAQ it clarifies you can just purchase ammunition for those prices, because there is no crafting.

Shadow Lodge

What others have said. It appears you may not be familiar with the Additional Resources page, which is vital for knowing what is legal, and what is not legal in Pathfinder Society (i.e. that Pepperbox rifles are not legal). The other suggestions for FAQ reading are also important.

I will loudly mirror what everybody else is saying here. Pathfinder society does not reward stupid, ugly characters. You'll discover some diplomacy, and the ability to have some backup skills to be far more fun than being a combat monster. Also - take Craft (alchemy), one rank is absolutely required as a gunslinger. There is no discussion on this point.

That all said, this thread is far more appropriate for advice, than PFS.

Dark Archive

I don't usually play characters that have so few skill points (have a ranger-8pts, a hunter-8pts, and two sorcerers-6pts and 5pts w/ positive int). This build is in no way set in stone and I'm trying to fine tune it so that he can better assist the party out of combat.

Silver Crusade

I play my musket master on occasion. He's got precise shot, point blank shot, rapid shot, and deadly aim to start. Looking at the snap shot line and clustered shots (for DR) later on. Pre-UC errata, I had planned on focusing him on the targeting deed for great CC at range but post-errata I may end up switching to something else after level 5 as many others have done. Everyone has covered most suggestions pretty well so far. Only other thing that I would add, to help manage costs, is pre-load your musket in between combat with black powder and the bullet of your choice. Your first shot in combat will cost less and you'll have a lower misfire chance. Proceed to alchemical cartridges as normal for remaining shots. Hope you enjoy your gunslinger!

Dark Archive

Validorn wrote:
to help manage costs, is pre-load your musket in between combat with black powder and the bullet of your choice. Your first shot in combat will cost less and you'll have a lower misfire chance. Proceed to alchemical cartridges as normal for remaining shots. Hope you enjoy your gunslinger!

Thanks for the advice, I had planned on pre-loading with an alchemical cartridge but didn't think to use b. powder and stuff like you said... its times like this that make a person realize that its the simple things, while obvious, when heard from others make you go "GENIUS!!!"


Just a suggestion, I played my MM with 1 lvl of wizard. (You can use an archetype or not, its only 1 lvl) What this did for me was wonderous! there is a lvl 1 spell called "Fabricate Bullets"

PFS Legal Fabricate Bullets
Source Ultimate Combat pg. 1 (Amazon)
School transmutation; Level arcanist 1, red mantis assassin 1, sorcerer/wizard 1
Casting
Casting Time 1 round
Components V, S, M (1 pound of lead or other soft metal worth 2 gp)
Effect
Range touch
Target 1 pound of soft metal
Duration instantaneous
Saving Throw none; Spell Resistance no
Description
You convert 1 pound of lead into bullets. When you cast this spell, you decide whether you create normal sling bullets, firearm bullets, or firearm pellets. The spell creates two sling bullets, 30 firearm bullets, or 10 uses of pellets.

As you can see, turns metal (Says lead, OR any soft metal. Ask your DM what he might consider soft metal. My DM let me use Copper!! so those pesky coins didnt got to waste) into bullets. Also when you can create cartridges, "Abundant Ammunition" lets you copy said cartridge for rounds per lvl so you have Abundant!!! get it! You can make scrolls of this, get wands, etc, same for Fabricate Bullets.

The 1 lvl of wizard dip also give you a boost to the much needed Will save. And yes after lvl 5 of gunslinger, go somewhere else. Take another class. Be the better person Tex!

Worked for me, except for the rogues failure to detect the mega-death pit trap that killed half the party... me included.

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