| Matt32483 |
I am currently 2nd level (kinda 3rd since we got a 0 level)
Both levels have been taken as Paladin (Holy Gun)
I am wanting to multi class and here is what I am thinking:
3rd level - Ranger (Divine Marksman)
4th level - Gunslinger (Buccaneer)
5th level - Gunslinger (Buccaneer)
So my character is a gun user. I am focusing on ranged attacks but I am also the main fighting type in the group (me plus a cleric, rogue and sorcerer)
The ranger gives me medium armor back that I lost with holy gun, and also gives me +1 bab which I am wanting to keep each level. Also that archetype gives a feat at first level that gives me a +4 to hit with ranged for spending a move action.
The Buccaneer is to open up my grit points...so my 0 level gave me a ki pool (the gm allowed me to use a feat to get the ninja trick forgotten trick basically giving me 2 ninja tricks per day) and my gm allowed me to draw from it for either ki or grit (my grit from holy gun would have only been 1).The buccaneer would separate the pools and I'd have both a ki and grit pool. Also that archetype gives a cool ability at second level to drink as a move action and get +4 on the next d20 roll.
I plan on taking fighter levels as well in the future.
I also plan on riding a mount...a fighter archetype gives both mounted combat and skill focus ride at first level.
Do my plans sound decent? Would other options in the next few levels be better?
I plan on taking deadly aim for my 3rd level feat and then vital strike at 5th.
Any suggestions, opinions or comments are welcome. Thank you.
| VoodistMonk |
It's not too late to go head first into a Gunchemist. Never too late for a Gunchemist. Lol.
Buccaneer Gunslinger isn't a bad choice, it's a choice. Dune Drifter Cavalier is another choice. Both maintain a focus on Charisma, which may prove optimal depending on your initial commitment to Charisma.
Gunchemist is still way cooler.
You having to participate as one of the main combatants is a fool's errand. The Cleric and Rogue are going to have to cover melee. You are using a gun, fulfilling the role of the party's ranged character is what you must do. Forget the front line completely, and all the dreams of being an armored hulk along with it.
Embrace your gun, and rule the day with it.
Whether you want to use Exploding Alchemical Cartridges or Grit or whatever, commitment to it is essential.
Guns require all the normal ranged feats, plus more reloading feats, so picking a class or archetype that provides bonus feats, provides these exact feats for free, or abilities that replace/replicate these feats is hugely beneficial to a slinger of guns...
| Meirril |
Spending a move action to make your touch attack weapon +4 to hit is a trap. Starting at 6th level you'll want to spend every round either positioning yourself or doing full round actions. Even without the +4 not only should your primary attack hit, but also your iterative attack at least half of the time.
Instead of taking a level of ranger, take a level of fighter. Actually take 4 levels of Trench Fighter so you get dex to damage with one type of firearm, and you can take weapon specialization which will let you qualify to take Point Blank Master. Point Blank Master lets you be ranged and tank at the same time.
Also the 4 levels of fighter will give you 2 bonus feats, which anyone using firearms desperately needs.
One more level of fighter will give you Weapon Training which can be boosted with gloves of dueling to give you an extra +3 to hit and damage.
Also I don't see how Buccaneer gives a bonus to hit? Liquid Courage lets you use a Standard action to drink and gain a Grog point that can be spent like grit, and is capped by Con mod. It is a good ability, but not what OP said at all.
Mysterious Stranger also bases Grit on Charisma, so it is a second option for our former paladin. But Buccaneer is probably better for a dip, depending on how good the character's dex mod vs con mod. If this character has no con mod, Mysterious Stranger should be quite a bit better.
I think you should talk these options over with your GM. I get the feeling the GM is giving you some special options that aren't really part of the rules.
| Matt32483 |
Sorry yes the drinking to get +4 to the next d20 roll must have been the cavalier I was looking at doing possibly in place of the fighter. Stacking up drinking perks.
The Buccaneer and Con...I was thinking I could get a Com item to allow more grog.
The deadly aim gives -2 to hit and +4 to damage, so that with the +4 to hit I thought would work well together.
The fighter bonus feats are hard to ignore...
| Matt32483 |
As far as the special options, our 0 level started out in the “real world” using modern rules, so that’s how things are a bit whacky. There’s a feat in there that lets you find any skill from anywhere...that’s how I did the forgotten trick. And him allowing the use of the same pool was definitely just him being cool.
It’s all straight pathfinder now.
| Slim Jim |
Regards Holy Gun paladin: note that Smiting Shot applies only to a single attack (i.e., the way it worked in 3rd edition), whereas regular Pathfinder paladin smite applies to the opponent until they're dead. So, you're going to need phenomenal amounts of Grit in order to unload as much smiting attacks (as opposed to instances of declared smite) as a core paladin.
The one thing Smiting Shot does have going for it is that there's no apparent restriction to applying double-damage to evil dragons, undead, or outsiders with multiple attacks in a full-attack (as well as getting even more extra damage from charisma bonus) so long as you have grit to fuel it, whereas regular paladin only gets doubled pally levels to damage on his first successful attack per round.
Unfortunately, Grit is determined by wisdom, which is the high-charisma paladin's classic dump-stat. Idea: Gunslinger1/Paladin[Tortured Crusader]X multiclass; then you'll be a wisdom-based paladin with good strength and probably mediocre dex who's in plate armor. You use a pepperbox versus short-range targets having a lot of natural armor. (You'll want Far Shot, among other widgetry increasing range-increments.) Since your dex is lame, you don't bother going to Gunslinger5, but also don't need much attack-bonus anyway when you're a full-BAB smiting with a weapon targeting touch-AC.)
| Lelomenia |
Regards Holy Gun paladin: note that Smiting Shot applies only to a single attack (i.e., the way it worked in 3rd edition), whereas regular Pathfinder paladin smite applies to the opponent until they're dead. So, you're going to need phenomenal amounts of Grit in order to unload as much smiting attacks (as opposed to instances of declared smite) as a core paladin.
The one thing Smiting Shot does have going for it is that there's no apparent restriction to applying double-damage to evil dragons, undead, or outsiders with multiple attacks in a full-attack (as well as getting even more extra damage from charisma bonus) so long as you have grit to fuel it, whereas regular paladin only gets doubled pally levels to damage on his first successful attack per round.
Unfortunately, Grit is determined by wisdom, which is the high-charisma paladin's classic dump-stat. Idea: Gunslinger1/Paladin[Tortured Crusader]X multiclass; then you'll be a wisdom-based paladin with good strength and probably mediocre dex who's in plate armor. You use a pepperbox versus short-range targets having a lot of natural armor. (You'll want Far Shot, among other widgetry increasing range-increments.) Since your dex is lame, you don't bother going to Gunslinger5, but also don't need much attack-bonus anyway when you're a full-BAB smiting with a weapon targeting touch-AC.)
smiting shot is a standard action; it basically does nothing useful unless you are a high level Paladin that happens to be staggered.
Mysterious Stranger is a great one level dip, as you can get dex to damage with just one level. Although with 14 dex, that’s not such a big deal. Those are pretty unfortunate stats.
| Matt32483 |
Slim Jim wrote:Regards Holy Gun paladin: note that Smiting Shot applies only to a single attack (i.e., the way it worked in 3rd edition), whereas regular Pathfinder paladin smite applies to the opponent until they're dead. So, you're going to need phenomenal amounts of Grit in order to unload as much smiting attacks (as opposed to instances of declared smite) as a core paladin.
The one thing Smiting Shot does have going for it is that there's no apparent restriction to applying double-damage to evil dragons, undead, or outsiders with multiple attacks in a full-attack (as well as getting even more extra damage from charisma bonus) so long as you have grit to fuel it, whereas regular paladin only gets doubled pally levels to damage on his first successful attack per round.
Unfortunately, Grit is determined by wisdom, which is the high-charisma paladin's classic dump-stat. Idea: Gunslinger1/Paladin[Tortured Crusader]X multiclass; then you'll be a wisdom-based paladin with good strength and probably mediocre dex who's in plate armor. You use a pepperbox versus short-range targets having a lot of natural armor. (You'll want Far Shot, among other widgetry increasing range-increments.) Since your dex is lame, you don't bother going to Gunslinger5, but also don't need much attack-bonus anyway when you're a full-BAB smiting with a weapon targeting touch-AC.)
smiting shot is a standard action; it basically does nothing useful unless you are a high level Paladin that happens to be staggered.
Mysterious Stranger is a great one level dip, as you can get dex to damage with just one level. Although with 14 dex, that’s not such a big deal. Those are pretty unfortunate stats.
Mysterious Stranger is CHA to damage not DEX, so that works pretty well and I think I'll do just one level in Gunslinger.
| Meirril |
My thinking on OP's character is dip 1 level into Mysterious Stranger to get additional grit and the charisma to damage deed. Then head back into Paladin and stay there.
A 10 con is detrimental to a melee character. Even with D10 for hp you won't have enough to body block for the entire party. If you were using a shield that might change, but I don't think OP will be able to pull off a firearm + shield combo. So don't go rushing into melee. Don't go running from it either.
When you do get into melee you'll probably need the Lay on Hands to keep yourself alive. That means putting more levels into paladin to keep LoH relevant. If you put a lot of level into non-paladin LoH won't be enough healing to matter. This also means you need to avoid abilities that consume your swift action every round. You don't want to have to choose between healing and whatever other swift action you do.
I would consider putting 3 levels into Trench Fighter if you want to do absurd damage. Being able to stack cha and dex onto your firearm damage would be very powerful. That will come at a cost in self healing and a delay in paladin spell casting so think about if you need those abilities or not.
| Slim Jim |
I would consider putting 3 levels into Trench Fighter if you want to do absurd damage. Being able to stack cha and dex onto your firearm damage would be very powerful. That will come at a cost in self healing and a delay in paladin spell casting so think about if you need those abilities or not.
If you take five levels of TF, you can stack Weapon-Training & Gloves of Dueling on top, too, because the archetype doesn't forfeit it. (Maybe not the best side-trip for a paladin stack, but pretty good in a halfling gunslinger/rogue build.)