Help me build a musket master gunslinger


Advice


This friday I am playing a pirate themed campaign and just want help making my PC efficient. My race is a kasatha and i'm rolling stats. I've never made a gunslinger before so this is a bit new to me. Besides the the race and musket master you can do what ever. Before anyone suggests changing the race, I talked with my DM and he's allowing me to reload a single musket as a free action due to 4 arms.


The standard ranged feats are Point Blank Shot, Precise Shot, Deadly Aim, Rapid Shot, maybe Far Shot. Add Rapid Reload for guns/crossbows (although you may not need it).

After BAB +8 Improved Critical is good feat (besides a 4X crit being almost an auto-kill, more crits = more grit).

With 4 arms you could go Two Weapon Fighting (/Improved/Greater), although your GM may not allow that with muskets.

If you're using a weapon with that sized damage dice you could also go Vital Strike (/Improved/Greater) for when you want to move and shoot.

Honestly gunslingers tend to do enough damage that you probably don't need all of those. Taking feats to help your defences and/or manoeuvrability might be a good idea. Something to help you sail might be worth it too, although I don't know what.


MrCharisma wrote:
With 4 arms you could go Two Weapon Fighting (/Improved/Greater), although your GM may not allow that with muskets.

Actually, my DM is allowing me to duak wield rifles. But the downside is that my reloading would be the standard time and zi would take a minus to hit.

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