Gun Chemist Build. A bit more help needed


Advice


Ok so I made a thread a week or two ago asking for help with My Gun-chemist. (Always was a fan of Magical like Guns and abilities)

I Got some good help but I am a bit unsure of a few things

My Buckler Gun , how do i enchant it , do i enchant the shield and gun separately

Also I took a Paddle foot pistol as Recommend By avr and took a musket for my gun i gained from my class feature , I'd figure it it delt more dmg at its base and had a longer ranger

My 2nd question is

At level 5 with 14 Dex and (maybe a +1 on the bucklers gun and the paddle foot pistol) what should my Attack Routine look like?

Also I know i don't get rapid reload via my class till level 6 but i was just curious what the reload time on my guns are via bullets and Alchemical cartridges

I'm trying to understand what all actions and penalty i take for using these weapons


I think the buckler gun would be enchanted separately as a shield and as a weapon. Don't invest too much on the gun there, it's basically for when your main weapon misfires and you don't want to spend an action fixing it or drawing another weapon.

Alchemical paper cartridges increase your misfire chance by 1 at least (more for some of the fancy stuff) and reduce a one-handed firearm's reload time to a move action. With the standard bullet and black powder it's a standard action. The paddle-foot pistol has 4 barrels and doesn't need to be reloaded until all are fired, though if you have time in a fight you might want to reload it earlier. The buckler gun has to be removed to reload but follows the same rules; it has 2 barrels. Once you get rapid reload a paper cartridge becomes a free action reload, bullet & powder a move action reload.

Dark Archive

The buckler gun is considered an off-hand weapon. That means that you can't equip, much less reload your primary weapon(musket) while using it. Plus it counts as both a gun and a shield, so enchanting it will get expensive.


With the availability of both alchemical ordnance and the higher capacity of the Paddlefoot Pistol, be CAREFUL. Ordnance becomes inert after a number of rounds equal to your INT mod. At higher levels, this shouldn't be an issue (as long as you keep up your stat boosters), but with your 3/4 BAB and without using Rapid Shot, bullets will likely stay in the chamber for several rounds. That's even without the likelihood of rounds that you may need to use an infusion, quaff a potion, or aid an ally instead of taking a shot.

Give some consideration to taking Rapid Reload ASAP, and just taking the allotted bonus combat feat at sixth level instead.

If you really want to wield both the padpistol and the buckler gun, consider the Training enchantment to grant TWF to yourself without using up a feat slot. Firing against touch will mitigate most of the TWF penalties, but eventually you will find yourself shooting outside the first range increment.

A single level of Gunslinger to get Quick Clear and Deadeye will protect you, even if WIS is your dump stat you'll still have one Grit Point. Don't bother with Extra Grit, as Cartridge Savant should be enough to protect you from most problems with increased Misfire odds. One point of grit capacity for Quick Clear, along with the backup weapon, should suffice. With your Alchemical Ordnance, you should be striking killing blows often enough to keep up with your Grit needs. Improved Critical can help that, but make sure to get the Fast Ordnance discovery first.

ETA: One more thing - Alchemical ordnance can only be created at the time of loading, not added to a pre-loaded bullet or batch of pellets. You'll need a free hand for that.

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