1st gunslinger


Advice


What's the best way to go about doing a gun slinger they seem slightly awkward at 1st glance to me but the hit touch ac seems strong Doing this for a possible gestalt character but really trying to fully understand how to make the gunslinger strong

Silver Crusade

If you'd like a bit of advice, I've written a guide about them that might help; it gives some basic tips on where to go with them.


The crucial thing to bear in mind is your reloading options. Unless you are playing the Musket Master archetype 2-handed guns can't be reloaded faster than a move action.
Pistols can get down to a Free-action, but you need to have a discussion with your GM about how that will work.


I think at this point I'm looking at the musket master which if I understand can become reload as a free?


It can, yes, it's the exception. I'm not as familiar with gestalt, but depending on what you want to mix it with, you basically just need decent Dex and you're laughing.
A nice option would be an Empyreal (Wild Blooded Celestial) Sorcerer to make Wisdom your casting stat. Alternatively the Eldritch Archer Magus can spell-combat and spell strike with the musket. At 11 adding Dex to damage with the musket attacks on 3 Scorching Rays gets pretty messy, pretty quickly.


I was looking at summoner and taking the 1st dementional feat to be a teleporting rifleman with a magic pet

Shadow Lodge

Darren Pfeffer wrote:
I think at this point I'm looking at the musket master which if I understand can become reload as a free?
Reloading a Two-Handed Early Firearm for anyone except a Musket Master 3+:

Reloading a Two-Handed Early Firearm as a Musket Master 3+ (with at least one grit remaining):

Levels 1 & 2 are probably going to be a little painful (slow firing, low damage), but things should get a lot better at levels 3 (faster reloading) and 5 (Dex to dmg).

Also, please note Muskets misfire on a 1-2, so with Alchemical Cartridges you'll be misfiring on 1-3.

There was another thread not too long ago about Gestalt Gunslingers, and I came to the conclusion that an alchemy class would mix well with Pisolero (dual-wielding is so much easier when you have an extra hand or two to reload). Mutation Warrior Fighter looked particularly good if you just want to do lots of damage (Bonus feats, specialization, weapon training).


That pretty bad ass also a question so if I were to go pistol and grow 2 more arms would I then be able to get a feat that is like 2 weapon fighting but for 4?

Shadow Lodge

Darren Pfeffer wrote:
That pretty bad ass also a question so if I were to go pistol and grow 2 more arms would I then be able to get a feat that is like 2 weapon fighting but for 4?

No, you can't get additional attacks with the extra arms (it's an actual limitation of the Alchemical Discovery): The idea is to use the 'extra hand' to reload the guns in your 'normal' hands (you need a free hand to reload early firearms, which you won't have when dual-wielding with only two hands).

Vestigial Arm (Ex):
The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time). An alchemist may take this discovery up to two times.

Mutation Warrior is pretty much 'doubling down' on doing damage (which gunslingers are already great at) so you might want to consider broadening your abilities a bit (Alchemist looks interesting, but you might be getting a bit Multi-Ability Score Dependent (Dex for shooting, Wis for Grit, and Int for alchemy).


Don't know if advanced firearms are expected in your campaign, but often overlooked is that one AND two-handed advanced firearms reload as a free action with Rapid Reload.

Empty Quiver Style is fun if you've got room for Weapon Finesse, or the STR to spare.


nice thanks for all the help going into this campaign I'm looking at being double pistols and an alchemist and it seems pretty good might even drop alchemist later on for horizon walker I believe for that super sweet demension door effect


If you are going gestalt, i would look at and Inquisitor......
Santified slayer archetype, gets you both bane AND studied target, spellcasting and this and that. Your dps with dex-damage, studied and bane gets pretty outlandish at higher lvls, plus add in a spell or 2, the right feats and you can be +20 to damage easy.

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