Please help me optimize my Gunslinger Warpriest


Advice


Asura Spawn Tefling (Tail feature)
Gunslinger(1)x Warpriest(19)

Blessings (Air And Travel)

Sacred weapon (Pistols)

Feats

Lv1 quick draw
Lv3 Twf
WP3 Rapid reload
Lv5 pb shot
Wp6 precise shot
WP(6) rapid shot
Lv7 cluster shots
Lv9
Wp9
Lv11
Wp12
Wp12
Lv13
Lv15
Wp15
Lv17
Wp18
Wp18
Lv19

I need to have her ready for a game I'll be in Tomorrow

Grand Lodge

Stats are important, and people may say that going 5 levels of Gunslinger gets you Dex-to-Damage with your pistols.

Though, do you really want those 6th lvl divine spells at 16th+ Warpriest?

Any other ideas as the idea/purpose behind the character is more helpful than just saying "Build me a Lvl 20 X from scratch in a day."


Tieflings don't get the +1/6 of a combat feat alternate favored class bonus option, unless that's a house rule.

Remember the sacred weapon includes the weapon focus feat at level 1 warpriest. With the bonus feats at level 6 or 9 you're probably going to want weapon specialisation. Deadly aim is another feat you want which you can take with any free feat.

Options later include going for greater weapon focus & greater weapon spec. with the bonus feats; improved TWF, greater TWF, point blank master & improved precise shot are other feats competing for those slots. Given pistol ranges far shot is worth considering. The overwatch style line might be useful. One of the deity-specific channeling feats might be worth considering, depending on who your deity actually is. Snap shot might be handy.

What level will she be when you start the game?


avr wrote:

Tieflings don't get the +1/6 of a combat feat alternate favored class bonus option, unless that's a house rule.

Remember the sacred weapon includes the weapon focus feat at level 1 warpriest. With the bonus feats at level 6 or 9 you're probably going to want weapon specialisation. Deadly aim is another feat you want which you can take with any free feat.

Options later include going for greater weapon focus & greater weapon spec. with the bonus feats; improved TWF, greater TWF, point blank master & improved precise shot are other feats competing for those slots. Given pistol ranges far shot is worth considering. The overwatch style line might be useful. One of the deity-specific channeling feats might be worth considering, depending on who your deity actually is. Snap shot might be handy.

What level will she be when you start the game?

Lv 7 to start.

Ya I forgot I don't get the race bonus feats.


Honestly, I would avoid part of what you're doing so that it's less overwhelming to the party/GM.

Do a simple build with Musket Master instead of trying to TWF with pistols. You'll have longer range which will allow you to make touch attacks at longer distances. Sure, overall you will have a lower maximum damage output, but TWF pistol gunslinger builds have a tendency to really piss people off and get guns banned from their games.

It also limits you to certain builds or requires certain dips to be able to wield and reload both pistols.

Or you could just be a human musket master gunslinger 5 / warpriest X.


Id much prefer to duel wield pistols as it fits my character image


Just so you're aware, this is likely to make everyone else at the table unhappy.

RPG Superstar 2012 Top 32

The Air Blessing on a gunslinger sounds sick!

I like how Grit and Wisdom-based divine casting also synergizes well.

It sounds like a fun character. I'm wondering if it's worth investing a feat in Weapon Finesse in case things happen up close and personal. Of course, the Air Blessing helps with shooting while in melee, too.

I GMed for a tiefling dual-wielding gunslinger, and everyone liked his character fine. There was an elf rogue archer, dwarf inquisitor, and half-orc monk that grappled a lot or used a great axe. Occasionally there was an alchemist too. So there was a good mix of melee and ranged characters. The elf rogue got really frustrated with how ranged sneak attacks worked and became a half-orc draconic sorcerer specializing in fire magic.


Claxon wrote:
Just so you're aware, this is likely to make everyone else at the table unhappy.

Out of interest, Claxon, why do you think this will be the case?


Yeah, I missed the air blessing, you won't need far shot or point blank master. Here's how I might plan out the feats. I'm skipping Quick Draw; it really shouldn't be an issue most of the time. If you need it for the flavour, add it back in. Or make any other changes you like of course, just pointing that one out.

1: TWF
WP1: Weapon Focus (pistol)
3: PBS
WP3: Precise Shot
5: Rapid Reload
WP6: Rapid Shot
7: Clustered Shots
9: Improved TWF
WP9: Weapon Spec. (pistol)
11: Quicken Blessing
13: Deadly Aim
WP12: Greater Weapon Focus (pistol)
15: Improved Precise Shot
WP15: Greater Weapon Spec. (pistol)
17: Greater TWF
19: Armor Focus
WP18: Ironclad Reactions


To reload pistols takes a lot of free actions swapping stuff around. I for one, don't believe you should be able to swap weapons while TWF.


In terms of multiple pistols, I think it's fine for round 1, but after that you drop or sheathe the second one, and just shoot and reload a single pistol.
I can certainly see the cool factor, and if other players are running similarly optimised combat builds (or the party is constructed for you to carry a large portion of the combat weight), then great. But because reloading requires two hands, players with system mastery may be annoyed with an attack sequence that looks something like: Free Action = FA
FA Draw Pistol, FA Draw pistol
Begin Full attack firing both guns
FA transfer gun 2 to tail, FA reload gun 1
Fire gun 1 (Rapid Shot), FA reload gun 1
Fire Gun 1 (Iterative), FA reload gun 1 (in preparation for the next round).
If you are planning to fire the second pistol in subsequent rounds, then you also have the following:
FA Transfer gun 2 to off-hand, FA transfer gun 1 to tail, FA reload gun 2, FA transfer gun 1 to main hand.
The class is clearly designed around gunslingers of a certain level being able to rapidly reload and fire a pistol for multiple shots a round, but the second weapon certainly adds a lot to that sequence that many players may find unpalatable.


In terms of the original request around suggestions, I think if you want to optimise the combat side and your group has other access to the Cleric/Oracle Spell list, then I'd probably go 5 levels of Gunslinger. That still lets you start the campaign with Fervor.

Silver Crusade

Another reason not to go TWF is that, in this way, you don't need the TWF feats (DUH!), nor you need the tail, so you can go human or half-orc, which net you 4 (human) or 3 (half-orc) more feats (half-orc gives also a nice +2 on all saves through Sacred Tattoo + Fate's Favored).
So while using a single weapon sums up to lower damage on paper, it adds much more versatility to your build, not to mention more accuracy and less expenses.


dysartes wrote:
Claxon wrote:
Just so you're aware, this is likely to make everyone else at the table unhappy.
Out of interest, Claxon, why do you think this will be the case?

Because the gunslingers can typically add a lot of damage to their attacks and rarely ever miss because they're targeting touch AC.

This tends to make any others (non-spellcasters) feel very marginalized as you do their thing (causing damage) so much better than they could ever hope to do. You are a one trick pony, but you're too good at that trick. GMs also try to compensate for your overwhelming damage by making monsters tougher, which also negatively impacts the rest of your party members.

If you look around on the forums here you can find all sorts of stories about how dual wielding pistol builds have "destroyed" and upset tables.


Honestly, if he wants to try the build, and likes the idea of it, let him. We don't know what his friends are like. We don't know what kind of person he is or what his DM is like. Telling someone not to do something they would like to try is...not right. If he makes a mistake, so be it. If the group thinks he's an awesome player with a cool character, why should we stop that chance? You never know, and telling someone not to do something based off of your opinion is not needed.

Do you know how many worthless characters I've made that ended up alright? Many. I have one I'm using right now, and though he's not optimized in the least, my friends and I are still able to make him work. I'll retrain him or retire him down the road, but the mechanics of a game do not matter when you and your friends are just having fun.

Sorry for the rant. I figured I'd just put my advice here.

-peace-


Ok thought it over and I plan to play a human now. How ever should I go.

Musket master (5) x Warpriest (2)

Or is there a better way. And since I'll have a couple extra feats how should I set them up

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Do you know what the rest of the party is going to be? That would help determine if you should go GS 1/WP 19 or GS 5/WP 15.


The paarty is a druid a non-combat based bard and a Titan Mauler x mutgen warrior

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You have a 9th level divine caster and presumably an animal companion; a presumably buffing, caster bard; and a big melee tank.

You'll be the ranged character. Presumably, the druid will be doing at least a little summoning, so with the summons, the animal companion, and the Titan Mauler, the bard will be buffing a lot. So everyone is going to be very effective in combat.

Both the bard and the druid can do healing, so they won't need your extra healing, too, but it will be nice, since none are dedicated healers. You might have access to condition removal spells the bard and druid won't.

I would probably go GS 1/WP 19, especially since you'll probably be using the WP class features and spells more than the GS class features.

Of course, you can go GS 1/WP 1, and then see what you want to do from there.

I'm guessing the reason to take 5 levels in GS is to get Dex to damage, which is kind of a big deal, since most guns have x4 crit multipliers. Adding Dex to damage I going to be greater than 4 levels of the Sacred Weapon damage increase. Of course, you'll never get 6th level spells, but you're probably not going to miss those TOO much.


Gunslinger 5 / Warpriest 2 at the start (which is 7th level SmiloDan) is saying that your spells are only for buffing yourself, you're too far behind in spell level to ever be useful to the party as a healer. Which is a not unreasonable choice, WPs aren't the greatest at that anyway.

Edit: You might do the feats to 7th like this,

1: Point Blank Shot
Human: Precise Shot
GS1: Rapid Reload
3: Rapid Shot
GS4: Deadly Aim
5: Blind-Fight
WP1: Weapon Focus (musket)
7: Ricochet Shot Deed

Which gives you a neat trick with the deed. Clustered Shots is less important now due to your higher damage per shot, though it's still on your get eventually list.

RPG Superstar 2012 Top 32

Yeah, Warpriests are built to self buff, right? The healing they do get is pretty much for emergency situations, right?

Honestly, originally I was leaning towards GS 1/WP 6, but GS 5/WP 2 seems much better. You get the 3rd level deeds, which is nice.

At least almost everyone can use a Wand of Cure Light Wounds for emergency healing. I play a dedicated healer/buffer Life cleric in a 5th Edition game, and the ranger's ability to cast cure wounds has saved my bacon a few times, which then let me heal everyone else who needed it. It looks like this party has lots of undedicated healers, so they can share the "burden" of healing everyone up.


So should i go musket master 5 / Warpriest 2 or should I use a different archetype. And how should I set up my 20 point buy stats?


That's a reasonable level split for a self-buffing gunslinger, and musket master is the best archetype for someone whose main goal is doing damage but who doesn't want to push it to the level of TWF pistols.

Something like Dex highest, Wis and Con about equal, the other stats lower is the way to do stats unless you have something special in mind like the Champion of the Faith warpriest archetype (not suggested or required, just an example of what might change your stat requirements).


Ok so I'm thinking something like

Musket master (5) x Warpriest (2)

So what would be a good + 1 with enchantment for a musket

I plan to use Air blessing along with dead eye deed to snipe my foes


Seeking would generally be the first on my list. Concealment is a pain.

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