Crazy idea but how would you make a gunslinger with "healing" bullets?


Advice

Scarab Sages

Pathfinder Adventure Path Subscriber

So I'm a huge fan of Overwatch and the character of Ana with her healing sniper rifle fascinates me.

How would one go about creating a gunslinger who uses a musket or pistols to heal party members?

What sort of rules would apply to trying to shoot party members in combat with her firearms?

Is such a build possible at low levels or are we talking custom made magical firearms?


This falls into a pretty custom place. My best advice for "standard" play would be to buy a 50-ammo lot of +1 Spell Storing and cast Cure Serious into each bullet, then use them as needed. The problem here is that you're really needing the ammo to not do damage. You'd still be targeting touch AC and following all the usual rules.

If you're ok crossing the stream a little bit, you could make +1 spell storing dye arrows for an archer. Dye arrows don't deal damage and target touch AC. I realize that makes you a bit more Hanzo than desired, but this will work out better mechanically.


You could probably do something with the alchemists healing bomb discovery in conjunction with the discovery that lets you add your bombs to ranged weapons. Seems to be exactly what your looking for.


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You could go with a spellslinger (archetype) wizard and use the samsaran race's mystic past life alternate racial trait to grab arcane cure spells from the bard list to deliver with your bullets.


Pathfinder Lost Omens Subscriber

It depends on the setting, but there is the Divine Hunter archetype for paladin. Not sure if it could be made to work with guns, though...

Distant Mercy (Sp): At 6th level, a divine hunter can expend two uses of her lay on hand abilities to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead. This ability replaces the paladin's 6th-level mercy.


Salt shot does nonlethal damage. If you're using one of the options suggested above which still fires actual bullets then that could be useful.


Sounds like you want something similar to a Sleep Arrow. Just replace the 'Sleep' spell with the 'Cure Serious Wounds' spell when crafting the ammunition.

Quote:

Sleep Arrow

Aura faint enchantment; CL 5th; Weight 1/10 lb.; Price 132 gp

This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (the same amount as it would deal lethal damage) and forces the target to make a successful DC 11 Will save or fall asleep.

CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, Sleep; Cost 70 gp

Scarab Sages

Simple. Spellslinger wizard 1/cleric or oracle or witch x. Wizard level allows you to shoot spells regardless of what class they are from.


Salt Shot cartridges, and a 4th lvl Alchemist with the Explosive Missile discovery and Healing Bomb discovery.
You could do this as a 4th lvl Alchemist but he wouldn't be able to do much else. A 1 lvl dip in gunslinger would go a loooonng way, or better yet, gestalt them together.

Basically you load up a Salt Shot bullet into your gun then fire it combined with a Healing Extract with the Explosive Missile discovery.
You deal 1d8 non-lethal damage then heal the target for 1d8+4 damage (and heal an additional 1d8+4 non-lethal, so you cancel out your initial damage). Volia! You effectively negate your own damage, however it has a high resourse cost (bullet, powder, cartridge, bomb, extract) and most of your class features (you need gunsmithing, firearm proficency, firearm cost, Healing Bomb discovery, Explosive Missile discovery) and it only works with scatter weapons, but you could probably talk to your GM about getting normal Salt Shot bullets :)

Its doable as early as lvl 4, but it works better at lvl 5 and best as a Gestalt character.

Or just go +1 Spell Storing bullets :)

Liberty's Edge

Spell storing is melee weapon only. I suspect spell storing ammo is part of the reason for that limitation, combined with the possibility of increasing spell ranges via longbow.


Stack wrote:
Spell storing is melee weapon only. I suspect spell storing ammo is part of the reason for that limitation, combined with the possibility of increasing spell ranges via longbow.

Worse yet, Battering Blast bullets.

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Adding the Merciful property (+1) to either the gun or a batch of ammo would solve the damage problem. Depending on how much non-lethal damage you do, most/all of it would get healed at the same time as the lethal damage.

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Maybe some ranged Magus archetype that allows spells to be delivered via weapon strikes?


If there is third party Ok. then you could also i guess ask about Final fatnasy d20's chemist class.
taking that class' alchemical bullet as an example for a discovery for the Alchemist. and let him make alchemical shots and shoot people with the infusion.

As a sidenote, there are things such as syring spears, which you could load with potions and infusions and throw at your friends.
gets costy though and you need quick draw.

Silver Crusade

Merciful Conductive gun, with Conductive being used for either Lay on Hands or something similar.

Scarab Sages

Pathfinder Adventure Path Subscriber
Kelldor wrote:

Sounds like you want something similar to a Sleep Arrow. Just replace the 'Sleep' spell with the 'Cure Serious Wounds' spell when crafting the ammunition.

Quote:

Sleep Arrow

Aura faint enchantment; CL 5th; Weight 1/10 lb.; Price 132 gp

This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (the same amount as it would deal lethal damage) and forces the target to make a successful DC 11 Will save or fall asleep.

CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, Sleep; Cost 70 gp

I think this might be the winner. Maybe Craft Magic Arms and Armour, dip into cleric and make Healing Bullets

BANG! "Get in there, I'll keep you patched up!"


isn't there a feat that allows you to do sub-dual damage with your weapon?
and alchemists get a heal bomb. and can charge their ammo with the power of their bombs. you can go full on grenadier, too.


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Tracer Bullet with a Spell Storing rifle that store Cure Serious Wound. Deals no damage, it cures 3d8 points of damage + 1 point per caster level (maximum +15).


it probably could be done i remember seeing some were there was a dagger of healing it did 1d4+str in damage and then healed 3d8+5 hp

Dark Archive

Wrist launcher?
Pump potions into the darts instead of poisons.

Make it conductive and shove lay on hands through the darts.

Or make it spell-storing and shoot cure serious spells.


Imbicatus wrote:
Simple. Spellslinger wizard 1/cleric or oracle or witch x. Wizard level allows you to shoot spells regardless of what class they are from.

Technically the best solution, BUT "A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun." Since Reach Spell doesn't make touch spells into ranged touch spell but close range spells, I struggle to find a healing spell that satisfies for the arcane gun. If all of the party were undead, Enervation and Energy Drain would work :)


I'm impressed with the number of viable methods people were able to generate.


Ellioti wrote:
Imbicatus wrote:
Simple. Spellslinger wizard 1/cleric or oracle or witch x. Wizard level allows you to shoot spells regardless of what class they are from.
Technically the best solution, BUT "A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun." Since Reach Spell doesn't make touch spells into ranged touch spell but close range spells, I struggle to find a healing spell that satisfies for the arcane gun. If all of the party were undead, Enervation and Energy Drain would work :)

Seems like it does. It advances from touch, close, medium, to long.


Stack wrote:
Spell storing is melee weapon only. I suspect spell storing ammo is part of the reason for that limitation, combined with the possibility of increasing spell ranges via longbow.

I knew there was a reason that I kept having the nagging feeling that Conductive was the right answer here, but I let my eyes glaze right past the "melee" part of that enchant instead. The limitation of 1 Conductive attack per round really killed the fun on that, even when considering how painful it is to put that on the already expensive ranged LoH for Divine Hunter paladins.


Just to be clear, all options above require something like Tracer Bullet that deals no damage if you want to heal properly. Because if your bullets deal damage, it reduce the amount of heal you can give. Also Arcane Gun is good but it means you have to dip in a wizard level, which is not bad since you won't miss out much as a cleric. However, don't do it if you take any other classes. Still require Tracer Bullets though.


what ever you choose keep in mind "paintball guns" from there talk to your GM and see if he will allow air powered magic guns that fire crush-able hollow spheres that can be filled with liquids/magical fluids/potions/spells/poisons/paints/scents/powders.

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