Siegebeast2142
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So I'm in the process of creating a character for PFS. I've envisioned this grippli that rides a snake that shows up and defends towns from evil cultists and rides off into the sunset before ever getting a thank you. While adventuring with companions, he stays back on his horse, inspiring confidence in his allies with tales of "The Siege of Ashimar" and the "defense of the nine mountains" battles. (Example battles are examples!)
Essentially, class build is:
1: Mysterious Stranger Gunslinger
2. Bard
3. Sacred Huntsmaster Infiltrator Inquisitor
4-7 Mysterious Stranger Gunslinger (getting the ignore misfires deed x/day deed)
8+ Sacred Huntsmaster Infiltrator Inquisitor
Sacred Huntsmaster, because I got a cool boon for a special snake that I want my froggy to ride. Infiltrator because I think it'd be fun to detect as evil for a day, also- opposing alignment spells. Inquisitor is pretty much how I'm going to be getting all my super cool magical bonuses.
I understand that Mysterious stranger is Cha based instead of wis based like a normal 'slinger, and that inquisitors are wis based instead of cha based like the mysterious stranger. I'm okay with having average stats. I think my stats are:
Str 8 Dex 18 Con 10 Int 10 Wis 14 Cha 16. Willing to reconsider spread. Eventually I'd put 1 point into wisdom for access to fifth level spells (probably at 12, if I want to do Eyes of the Ten with this character).
I've considered "calling" myself a mysterious stranger but playing as a musket master... Not as interesting, I think. I like the idea of dual pistols later on. I plan on using gloves of storing to be able to free my hands and reload the pistols.
The one level of bard literally for the inspire. Having access to 2 or 3 abundant ammunitions is nice, too. I've considered taking Magical Knack Bard for increased caster level to let the ammunition last a couple extra minutes.
Inquisitor for access to bane, essentially. Oh, and the mount. The inquisitor spell list has some cool spells as well.
The biggest problem I see with this build is having to use the first round of combat to buff up my pistols. Second round of combat... Or maybe first... I'd also inspire my allies.
I think this could be a fun character. It's been fun planning him out, at least. Suggestions? Anyone try this before? Suggestions for feat progression?
My first idea for feats are:
Rapid Reload, Point Blank Shot, Rapid Shot, 2 Weapon Fighting, Improved 2 weapon fighting, Tandem Trip (bonus), Precise shot, Mounted Combat, Target of Opportunity(bonus).
I'd like to get dead eye (deadly aim?) In there. The ranged power attack feat. Not sure where at, though. I've thought about splashing a level or two of fighter to get a couple extra feats, but I'm not sure if it's worth delaying inquisitor or gunslinger things even more for that.
| Protoman |
Just to double check on the abundant ammunition spell idea: You know that abundant ammunition got errata'd to not work with special material ammo, alchemical cartridges, or bullets with weapon blanches applied, right?
If you're gonna use the boon for a cool mount, maybe spellscar drifter cavalier would be better than inquisitor levels, unless you really want the spells + bane.
| cavernshark |
I'm going to assume for a minute you came looking for ways to optimize a bit. As it is, I think you're sort of all over the board and are actually hurting yourself more than helping, and possibly overestimating what you're getting in return (e.g. you aren't getting Bane in your build until level 11, the end of your PFS career).
Based on your concept, I'm assuming the following are core to your build:
Animal companion (probably with Boon Companion feat)
Guns
Bardic performance
Some spell casting
Buffs to guns (probably via spell casting)
Alignment shenanigans
Given that, I think you'll probably get more mileage multiclassing Gunslinger and Evangelist Cleric with the Animal domain. You'll cut down on missing BAB levels, get faster progression in spells to offset your Gunslinger levels, still have an animal companion.
1: Gunslinger (Mysterious Stranger)
2-11: Evangelist Cleric (Animal Domain)
Boon companion gets your companion to full level, your bardic performance actually scales and even becomes a move action at effective level 8. You'll have almost full spell progression, getting access to things like Greater Magic Weapon at level 6. Since you're a cleric, you can also use that Charisma to Damage from Mysterious Gunslinger and have decent channels per day. You won't get quick clear, but you could keep a back up gun enchanted with Greater Magic Weapon for if it breaks mid combat and rely in Mending or Make Whole to fix out of combat.
The only thing that doesn't get you is quite as many deeds or the alignment stuff in Inquisitor. I think it's a decent trade, but that'd be your call on how important that is.
Siegebeast2142
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I'm going to assume for a minute you came looking for ways to optimize a bit. As it is, I think you're sort of all over the board and are actually hurting yourself more than helping, and possibly overestimating what you're getting in return (e.g. you aren't getting Bane in your build until level 11, the end of your PFS career).
Based on your concept, I'm assuming the following are core to your build:
Animal companion (probably with Boon Companion feat)
Guns
Bardic performance
Some spell casting
Buffs to guns (probably via spell casting)
Alignment shenanigansGiven that, I think you'll probably get more mileage multiclassing Gunslinger and Evangelist Cleric with the Animal domain. You'll cut down on missing BAB levels, get faster progression in spells to offset your Gunslinger levels, still have an animal companion.
1: Gunslinger (Mysterious Stranger)
2-11: Evangelist Cleric (Animal Domain)Boon companion gets your companion to full level, your bardic performance actually scales and even becomes a move action at effective level 8. You'll have almost full spell progression, getting access to things like Greater Magic Weapon at level 6. Since you're a cleric, you can also use that Charisma to Damage from Mysterious Gunslinger and have decent channels per day. You won't get quick clear, but you could keep a back up gun enchanted with Greater Magic Weapon for if it breaks mid combat and rely in Mending or Make Whole to fix out of combat.
The only thing that doesn't get you is quite as many deeds or the alignment stuff in Inquisitor. I think it's a decent trade, but that'd be your call on how important that is.
I somehow missed Evangelic Cleric. I'll have to go check it out, thanks!