| GenocidingGemini |
hello, im looking for a couple questions answered. Firstly, the first question being What 4 schools of magic are the worst ones, that a Spellslinger wizard Archetype should get rid of? or i guess the 4 best i should keep?
i ask that one because im trying to multi class and get guns, but i want synergy with my Primal companion hunter im using. so i figured spells and more magic would be good. and guns because ill wanna shoot in close range, and because i want to shoot magic through my guns.
Second question. What are all the gun archetypes in the game? i need to gain access to any early firearm and gunsmithing to upkeep the gun and synergize with Primal Comp. Hunter.
3rd question. would it just be better to Triple multi class? just take Gunslinger base and then Eldritch archer magus?
PS TLDR, im switch hitting and i already know how feat intensive that is and id like to MULTICLASS as little as possible, but id like to use guns ASAP without compromising my hunter class. figured id do multi classing in the early levels.
| Meirril |
When you want to use an Animal Companion, it is a very bad idea to put levels into classes that don't advance your Animal Companion. Having a weak animal companion makes it useless.
You can take the Boon companion feat to help make this work. The rather unfortunate thing to say is ranged attack builds are feat intensive, and adding Firearms on top of that takes even more feats. And now you need an extra feat to make the rest of that work.
If you dip Spellslinger(wizard) you'll gain proficiency with Firearms and the ability to sacrifice wizard spell slots to enchant your gun. Very specifically, a single barrel of the gun. Problem: The dip will cost you +1 BAB
If you dip Eldritch Archer (Magus) you'll want to go at least 2 levels into it. That will let you channel a magus Ranged Touch spell into your ranged weapon to take an extra shot. You'll also get an ability to sacrifice Arcane Pool Points to enchant your ranged weapon. Problem: a one level dip will cost you +1 BAB.
If you dip Gunslinger you'll get proficiency with firearms, the Gunsmithing feat, and a deed which I'd recommend be Quick Clear. If you stick with Gunslinger for 5 levels, you'll get dex to damage with one weapon.
My recommendation for a Hunter with a Companion that wants to Shoot Magic from his gun would be to dip Gunslinger first and pick up the feat Boon Companion. Then spend the next 3 levels in Eldritch Archer (Magus) so you can get a magus arcana. Probably pick up wand wielder because you only have cantrips and 1st level magus spells to use with spell combat.
Spell Combat only works with spells you gain from level in the Magus class. It won't work with spells you get from being a hunter or wizard.
If you do that it will equal the Hunter's 3/4 BAB progression and it won't slow down your animal companion's growth. After that switch back to hunter.
| GenocidingGemini |
i know its that bad, i dont wanna play something specific i want to do the hunter thing. my only other option is to take EWP(firearms) but just taking 1 feat for something seems like a waste of a slot that doesnt synergize with me outside of being a ranged attack option.
I also want to pick something cool that also gives me what i want, i dont wanna just go gunslinger for 5 levels because thats 5 levels im sacrificing away from my animal companion which i already knew was bad plus i dont need anything from the gunslinger class that woulds benefit my hunter side, outside my want for guns. at least if i use a magic class i get spells and augmentation options and other stuff.
you didnt really answer my question. my initial questions were, not wanting your opinion on if it was a bad idea ( i knew it was already a bad/difficult idea) i just wanted to know What archetypes gave gun proficiency and gunsmithing. and what schools of magic are good/the best choices to be sacrificed.
i dont care to much about my companion being weaker, seeing as i can just augment it with Evolution points from Primal Companion hunter.
so again. ill ask What 4 schools of magic are the worst ones, that a Spellslinger wizard Archetype should get rid of? or i guess the 4 best i should keep? and What are all the gun archetypes in the game?.
the only thing you did was tell me things i already knew. the only new info i got was "apparently i cant Sacrifice <any spells> to a spellslinger, even though it doesnt state WIZARD ONLY specifically or MAGUS ONLY within their class specific abilities , it only calls out TYPE of spell. so in my mind So long as it is a spell, and has the correct descriptors it can be used. regardless of <class>
Michael Talley 759
|
Only advice I can give, is not do what a player of mine did which hurt the group.
Don't take Divination as prohibited school unless you have a normal caster in the group.
Detect Magic and Read Magic become first level spells for a Spellslinger, and get's worse if you have to use two spell slots for first level to Detect Magic
| Dasrak |
With the character you're contemplating you would only ever take 1 level of Spellslinger so your wizard opposition schools don't matter. You've already got another spellcasting class (one with an animal companion for that matter) and the Spellslinger class features work with any spell slots, not just Wizard spell slots.
Investing more than one level of Spellslinger would be a mistake, and your opposition schools really don't matter if you're only taking one level of Wizard. You'll probably get more use out of wands and scrolls than you will out of your own spell slots.
Second question. What are all the gun archetypes in the game? i need to gain access to any early firearm and gunsmithing to upkeep the gun and synergize with Primal Comp. Hunter.
There are way too many to list, but probably the best option for such a character is a one-level dip in Gunslinger.
3rd question. would it just be better to Triple multi class? just take Gunslinger base and then Eldritch archer magus?
Gunslinger 1 / Eldritch Archer X and Spellslinger 1 / Eldritch Archer X are very strong builds. The problem is you really have to take them from 1st level. Since you've already got quite a few levels invested in Hunter, you're way too far behind the curve and will never catch up to competency (all the while your Hunter features are falling further behind).
Detect Magic and Read Magic become first level spells for a Spellslinger, and get's worse if you have to use two spell slots for first level to Detect Magic
You'll only ever be casting those spells from wands, since they're really no good in 1st level slots anyways. Divination is a fine opposition choice for a Spellslinger.
| GenocidingGemini |
With the character you're contemplating you would only ever take 1 level of Spellslinger so your wizard opposition schools don't matter. You've already got another spellcasting class (one with an animal companion for that matter) and the Spellslinger class features work with any spell slots, not just Wizard spell slots.
Investing more than one level of Spellslinger would be a mistake, and your opposition schools really don't matter if you're only taking one level of Wizard. You'll probably get more use out of wands and scrolls than you will out of your own spell slots.
GenocidingGemini wrote:Second question. What are all the gun archetypes in the game? i need to gain access to any early firearm and gunsmithing to upkeep the gun and synergize with Primal Comp. Hunter.There are way too many to list, but probably the best option for such a character is a one-level dip in Gunslinger.
GenocidingGemini wrote:3rd question. would it just be better to Triple multi class? just take Gunslinger base and then Eldritch archer magus?Gunslinger 1 / Eldritch Archer X and Spellslinger 1 / Eldritch Archer X are very strong builds. The problem is you really have to take them from 1st level. Since you've already got quite a few levels invested in Hunter, you're way too far behind the curve and will never catch up to competency (all the while your Hunter features are falling further behind).
Michael Talley 759 wrote:Detect Magic and Read Magic become first level spells for a Spellslinger, and get's worse if you have to use two spell slots for first level to Detect MagicYou'll only ever be casting those spells from wands, since they're really no good in 1st level slots anyways. Divination is a fine opposition choice for a Spellslinger.
i dont wanna dip beyond 1 level into something that gives Guns and magic and gunsmithing. because i just want access to guns. i also can take gun chemist for extracts. but i dont shoot magic, i shoot "bombs/greandes"
Also i dont want gunslinger its meh to me and i want something cooler then just "gunslinger", gunslinger doesnt give me anything to synergize with from my hunter class. nor does it give me magic.
i can use magic wands and scrolls. and (the only good bit about alchemist is learning also wizard spells as extracts, but i still cant SHOOT those spells i learn. and taking more multi classes are just gunna screw me over). i also kind of wanted spells, but if trhe schools dont matter aif im only taking 1 level then what 4 should i keep that will be the most useful to me? i know that casting spells from Magical wands/.scrolls are also gunna be harder for me id assume as well right?
| Dasrak |
because i just want access to guns
That's kinda what the Gunslinger does. Access to guns in a one level dip, no strings attached.
Also i dont want gunslinger its meh to me and i want something cooler then just "gunslinger", gunslinger doesnt give me anything to synergize with from my hunter class. nor does it give me magic.
The point of a one-level dip in Gunslinger is that it saves you from feat investment. With pretty much any other approach to firearms you will have to take the Amateur Gunslinger feat for the Quick Clear deed, otherwise you have no good way of fixing misfires in a timely fashion. Having your primary weapon out of commission until the next bit of downtime is just untenable.
The synergy Gunslinger offers is that it frees up an extra feat when compared with the alternatives, and since feats are totally customizable that means you can tweak it to synergize with whatever you want to do. If you don't want to do it, though, there's nothing wrong with something like Gun Chemist instead.
i also kind of wanted spells, but if trhe schools dont matter aif im only taking 1 level then what 4 should i keep that will be the most useful to me?
Since you only get 2 spell slots tops, chances are you aren't going to be using more than 4 spells on a regular basis anyways. At that point you may as well just select your spells, and chances are it'll only be 4 schools anyways. Go to the wizard spell list and pick out 4 or 5 good spells, and then oppose the unused schools.
A good selection might be Silent Image, Expeditious Construction, Protection from Evil, and Expeditious Retreat. That gives you some utility to create cover for yourself, a spell that can grant a second saving throw to allies in an emergency, and a spell to get out of trouble quickly.
i know that casting spells from Magical wands/.scrolls are also gunna be harder for me id assume as well right?
You will be able to cast any 1st level Wizard spell from wands or scrolls without penalty. Only 2nd level or higher spells will be a problem. You take no penalty when using wands or scrolls that happen to be of your opposition school.
| GenocidingGemini |
Well the rules for downtime in this session are going to be pretty good. we can do downtime stuff during (out of game time) and itll play a big part of the game. so really it wont be a big deal. im also switch hitting with a bastard sword + shield combo with Quick learner Trait to offset the -4 Improvised weapon/non proficient effect. so even if my gun misfires and gets broken i can just melee, and even keep a Bow on hand for when it does.
also isnt there a wand for the "repair/make whole" spell or whatever. and wouldnt that just fix a gun? i just wait till Out of combat and go about casting it to fix it.
also the only good bit of gunslinger is the deed and guns, i could go gun chemist to get gunsmithing and firearm prof. i just like the idea of shooting magically enhanced bullets, kinda like some magitech rifle.
also id like to go deeper into magical means if itll mean better spells/more powerful boosts to Spellslinger features. i dont care about gunslinger and making my guns less of a pain, im handicapping myself in this way because i know how OP guns are. so it make it less OP i dont wanna have all the "Bells and whistles" to make them great, they are just the flavor/attack option, its not "my entire class" nor do i want it to become that, i jusxt want it as another more powerful option. and then i can fall back onto a bow when it inevitably Misfires.. and if i need to ill just get magic items for them or the same magic items most ranged users get.
i know ill lose out on hunter things. and i know feats are Customization , i just alrdy Chose to switch hit (in a weirder way then whats normal) so i need my feats. which is why i dont wanna multi class into like gunslinger X + Eld.Archer magus X + Hunter X. i want to just keep it as simple as possible.
also this is the sheet. itll probably be easier to have you all just look at it then trying to think through what im saying.
https://www.myth-weavers.com/sheet.html#id=2213795
i will say i only have 10 int. and was gunna get a headband to get+ to int , cause as it stands i cant cast spells as a spellslinger. and ill have literally NO elixers. and literally NO magus spells.
so i either have to suck it up and be ok with having literally no spells. or just be a gun chemist and shoot grenades.
| avr |
Let's consider the criteria then, specified and implied.
Starting with a primal companion hunter, and this will continue to be the main class. A dip only, and only in one class.
Wants to use a gun, but only sometimes. Currently using a short bow for range, bastard sword + heavy shield in melee, but no particular devotion to those weapons - not even EWP.
Wants to have unusual tricks.
Currently Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 8; wyvaran hunter 1.
Paizo only?
With Str 14 bows and even thrown weapons have an edge over firearms for this character. Just saying.
The most efficient means of getting into firearms for this character might be to take a level in musketeer swashbuckler. It gives proficiency, rapid reload (musket), quick clear, & if you start using a rapier rather than a bastard sword you can use opportune parry and riposte and get free weapon finesse/focus. Minimum panache is 1 even with Cha 8.
If that's not interesting enough then a level in inquisitor with the black powder inquisition gives different tricks. The sacred huntsmaster archetype to save the feat on boon companion might be useful.
| GenocidingGemini |
Let's consider the criteria then, specified and implied.
Starting with a primal companion hunter, and this will continue to be the main class. A dip only, and only in one class.
Wants to use a gun, but only sometimes. Currently using a short bow for range, bastard sword + heavy shield in melee, but no particular devotion to those weapons - not even EWP.
Wants to have unusual tricks.
Currently Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 8; wyvaran hunter 1.
Paizo only?With Str 14 bows and even thrown weapons have an edge over firearms for this character. Just saying.
The most efficient means of getting into firearms for this character might be to take a level in musketeer swashbuckler. It gives proficiency, rapid reload (musket), quick clear, & if you start using a rapier rather than a bastard sword you can use opportune parry and riposte and get free weapon finesse/focus. Minimum panache is 1 even with Cha 8.
If that's not interesting enough then a level in inquisitor with the black powder inquisition gives different tricks. The sacred huntsmaster archetype to save the feat on boon companion might be useful.
ill look into them. also thats why i asked what are ALL THE GUN USABLE archtypes/classes . i only know of Alchemist spellslinger and Base gunslinger and Holy gun (paladin). i didnt really know of many others. so i was defaulting to "gun+magic"
also yes its paizo only, and i dont wanna be a swashbuckler. this characters meant to be the lumbering dumb uncharismatic half Wyvern kobold thing, who just beats people with his "unwieldy big sword" because "might makes right/and that delusional dragons are strong higher beings". Also the gun i want to use is a Dragoon musket. i get 3 shots. i can use cartridges and i can also augment those with Alchemical cartridge versions. and it sort of alleviates Reloading every turn.
ALSO i can just reload as a swift with a beneficial bandolier, its quicker then taking Rapid reload. the one that sounds promising is inquisitor sacred huntsmaster. also to alleviate the 10 int, i was gunna get a headband of intellect, and then once that one sticks to me. i was going to get a Headband of dex and then let that one stick to me. ( if thats how the rules work on the 24 hour attunement style items). ive always played with them basically being a permanent boost and you can then remove the item as the magic is Attached to you, and then you could technically get the other version IE Belt of str/Belt of con , Headband of int/dex.
| Dasrak |
also isnt there a wand for the "repair/make whole" spell or whatever. and wouldnt that just fix a gun? i just wait till Out of combat and go about casting it to fix it.
Those spells have a 10 minute casting time, so they're not useful in time-sensitive situations. They're also very pricey, since you'll need to buy wands with higher-than-normal caster level, since you need to meet the caster level of the item you're trying to repair.
im handicapping myself in this way because i know how OP guns are. so it make it less OP i dont wanna have all the "Bells and whistles" to make them great, they are just the flavor/attack option, its not "my entire class" nor do i want it to become that
, i jusxt want it as another more powerful option. and then i can fall back onto a bow when it inevitably Misfires.. and if i need to ill just get magic items for them or the same magic items most ranged users get.
Guns in and of themselves are not OP. Quite the opposite, they're actually a very weak weapon type based on their own intrinsic properties. It's the "bells and whistles" from those archetypes that make guns worth using in the first place.
also this is the sheet. itll probably be easier to have you all just look at it then trying to think through what im saying.
https://www.myth-weavers.com/sheet.html#id=2213795i will say i only have 10 int. and was gunna get a headband to get+ to int , cause as it stands i cant cast spells as a spellslinger. and ill have literally NO elixers. and literally NO magus spells.
so i either have to suck it up and be ok with having literally no spells. or just be a gun chemist and shoot grenades.
You have 14 strength; a composite longbow is going to be your optimal ranged weapon in most circumstances. If you really have your heart set on it, just be aware that this is a case of style over substance. Even after investing feats and class levels, you'll probably still be better with a longbow than with a gun.
10 intelligence is a complete deal-breaker for Gun Chemist. The Alchemical Ordinance will only be usable once per day and it will only deal an extra 1d6 damage, which averages 3.5 damage. Meanwhile because of your +2 strength bonus a composite longbow gets +2 damage on every attack passively and it doesn't take any actions to reload and can't misfire.
| GenocidingGemini |
GenocidingGemini wrote:also isnt there a wand for the "repair/make whole" spell or whatever. and wouldnt that just fix a gun? i just wait till Out of combat and go about casting it to fix it.Those spells have a 10 minute casting time, so they're not useful in time-sensitive situations. They're also very pricey, since you'll need to buy wands with higher-than-normal caster level, since you need to meet the caster level of the item you're trying to repair.
GenocidingGemini wrote:im handicapping myself in this way because i know how OP guns are. so it make it less OP i dont wanna have all the "Bells and whistles" to make them great, they are just the flavor/attack option, its not "my entire class" nor do i want it to become that
, i jusxt want it as another more powerful option. and then i can fall back onto a bow when it inevitably Misfires.. and if i need to ill just get magic items for them or the same magic items most ranged users get.Guns in and of themselves are not OP. Quite the opposite, they're actually a very weak weapon type based on their own intrinsic properties. It's the "bells and whistles" from those archetypes that make guns worth using in the first place.
GenocidingGemini wrote:You have 14 strength; a composite longbow is going to be your optimal ranged weapon in most circumstances. If you really have your heart set on it, just be aware that this is a case of style over substance. Even after investing feats and class levels, you'll probably still be better...also this is the sheet. itll probably be easier to have you all just look at it then trying to think through what im saying.
https://www.myth-weavers.com/sheet.html#id=2213795i will say i only have 10 int. and was gunna get a headband to get+ to int , cause as it stands i cant cast spells as a spellslinger. and ill have literally NO elixers. and literally NO magus spells.
so i either have to suck it up and be ok with having literally no spells. or just be a gun chemist and shoot grenades.
I thought wands made all spells standard actions and if im using it out of combat..it shouldnt really matter about time, i dunno many situations where a DM would willingly throw Multiple fights in quick succession at some one especially knowing how bad that encounter is and dangerous. i mean yes. a GM trying to kill you/waste your character resources might pull that. but id assume id be out of combat for 10 minutes for the MAKE WHOLE spell. and its only a second level spell. so long as im (2nd level or above) i can use the wand, and meeting the CL requirement shouldnt be hard all i need to do is just level up. and i dont plan on putting 9th level spells on my gun. so really it isnt that bad. so i dunno why your making it out to be so bad?
Also the guns point, to me everyones been great with guns and they skipped getting "Bells and whistles" like it was either they played up the gun to be good, without its bells and whistles or the DM mustve favored them. but ive seen people do good without the 5 lvls of Gslinger etc, Also im deadset on playing it this way. i dont wanna play gunslinger because all you do is literally focus on your gun. the GUN(the weapon) becomes the entire class, and i hate that about it. theres no individuality.
also with a gun. 2 handed i do 1d10-1d12. only way a Comp longbow would be better then the gun is if it was +2 magical to me. a longbow only does 1d8 if i use Composite. it makes it basically a 1d10 at max dmg, the damage isnt different. its just the different between 2 base dmg or 2 Additional dmg which doesnt matter to me. i specifically chose low strength so i wouldnt want to get a Comp bow. the only consideration id make would be to use Crossbows, but the only one i like is the Repeating versions. which is exotic, and would take 3 + more feats to even make remotely good. so Guns is where im going. and i dont want deeds thats not what this character is about. if i deep into anything for the "bells and whistles" i lose feats and levels in Hunter and then again im forced to use boon companion feat. so im 4 feats behind on my switch hitting thing im trying to do with "melee and gun".
| avr |
If you're using wands out of combat the casting time is no issue fairly often, but not all the time. It doesn't take a nasty GM to make the next encounter wander in to see what happened to their friends a few minutes after the last combat ended. Wands are standard action to use by default only:
so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.)
Wands have their own caster level which is unrelated to yours. If you're using mending or make whole wands then the caster level of the wand needs to match that of the magic item to repair it. This gets expensive (and possibly inconvenient if you can't find a suitable wand manufacturer) fast. You're probably better to take an hour using gunsmithing to repair the gun.
A composite bow made for +2 strength (or a thrown chakram) does 1d8+2 damage, average 6.5. A dragoon musket does 1d12 damage, average 6.5. The touch attack within 60' does help DPR a lot, but the misfires, limited easy loaded ammo (it's not clear a beneficial bandolier would work at all with a dragoon musket - it doesn't teleport clips) and the fact your strength should go up some day from buffs or magic items count against the gun. It's possible, but the required investment to make a gun work could just as easily be used to make a bow better.
You can use a gun and be effective, it's just not the best choice.
| GenocidingGemini |
im still just going to use guns. i have party members who are going to craft magic items so we will have wands at half the cost. (i swapped to a double barrel musket because i couldnt use Beneficial bandolier on Dragoon and cartridge guns). so i can use Rapid reload+ paper cartridges to get a free action. or the bondolier if i dont wanna be a CHEESEHOUND and abuse free actions. Ill also just carry a backup bow for when my gun does misfire. Also if i ABSOLUTELY have to..ill take "Amatuer gunslinger" and sacrifice some ranged options, i dont need. or melee feats i dont need. for that 1 feat. but thats if i feel its necessary. which i dont think it will be. but as of right now
im using inq. Sacred hunstmaster with BP inquisition. get all the good feats. (PBS, PS, DA, RS, RR, QD, PA) if i need to i can just get rid of quickdraw or Power attack for Amateur gunslinger.-shrugs-
Dragonborn3
|
I know this isn't exactly what you're asking for about usable gun archetypes, so spoilered.
Spellslinger is pretty cool for a level 1 dip, however I do do think two other archetypes for arcane casters work nicely if you are willing to spend more of your feats making it worth wile, while also restricting race a bit.
First: Proficiency.
Half-elves with the Ancestral Arms ability(replaces Adaptability) can become proficient in firearms. Humans with the Martial Tradition ability(replaces their bonus feat) can get proficiency in up to two Martial or Exotic Weapons. In most cases this means Half-Elves are the better choice, since they get proficiency in all firearms.
Second: The Archtypes.
Arcane Duelist(Bard) grants Arcane Strike, which helps with damage, and at level 5 grants an Arcane Bond. This will let you enchant your firearm(but not ammo) without having the feats. The bonus feats you get and bardic performance(Bladethirst for ammo, Inspire Courage for general buff) help a lot too.
Bonded Witch(Witch). A fun archetype that requires being a Half-Elf or having a GM that doesn't understand why this archetype is restricted to a certain race at all.
You get an Arcane Bond with a Weapon at level one, meaning a non-battered firearm of masterwork quality in this case, plus a small list of spells you can cast one of for free once a day. In exchange, you lose your familiar.
Playing this myself, Hexes + Gun = Fun. Witch Sheriff? Heck yeah! Any patron will work, but I went with Devotion for those sweet buff spells.
Third: The feats.
[url=https://www.aonprd.com/FeatDisplay.aspx?ItemName=Spell%20Cartridges]Spell Cartridges[/ur] and [url=https://www.aonprd.com/FeatDisplay.aspx?ItemName=Infused%20Spell%20Cartridges]Infused Spell Cartridges.[/ur] Free bullets. That load themselves. That are force damage so bypass DR(the line about bypassing magical DR is a mistake as a result). Oh, and with Infused you can shot a spell into someone.
As a bonus, since Spell Cartridge Bullets do not need black powder or bullets, you can save a bit of cash and not take Rapid Reload if the dip in damage doesn't bother you. Just put real bullets in again after the fight and use them as your opening volley.
The downside: Before level five, as written, Spell Cartridges does no damage.
Fourth: Pros and Cons of the Classes
Bard Pros: As an Arcane Duelist you will have a higher BaB, better armor, more HP, more skills, and some nice party wide buffs. You also get Arcane Strike as a bonus feat, and get more bonuses feats on top of that.
Bard Cons: Intelligence 15 is a bit costly when you use Charisma and you can't get Infused Spell Cartridges until you can cast 4th level spells. You also do not start with a free gun.
Witch Pros: Intelligence does a lot more for you since it raises the DCs of your spells and Hexes, and gives you more spells per day. The standard hexes are great, but usually have a range of 30ft. Good for short range firearms. One free spell a day, and Devotion gets you Divine Favor. You can take Infused as early as level 7.
Witch Cons: Less armor, skills, HP, and short range for the commonly picked hexes puts you closer to being in danger. All of your feats will get used up though, since Arcane Strike will be your main source of damage and Point-Blank Shot and Precise Shot are just as needed.
Bards will be using up their feats too, and many will want to take Lingering Performance too, but they still come out on top in regards to number of feats.
I didn't compare spell lists as a whole because that is a rather extensive comparison.
| Meirril |
The main reason to use firearms in Pathfinder is because they hit touch AC in the first range increment. Other than that, firearms are inferior to bows.
Firearms have a misfire chance that removes them from combat unless you have an ability to ignore that. Ammunition for firearms is a lot more expensive than equivalent arrows. Firearms require feat investment (or gold) to be equal to bows. Also bows have much better range.
The major exception to this is if your campaign plays with High Technology (i.e. energy weapons), or 'advanced' firearms. Either of these options still has the drawbacks above, but being able to hit against touch AC at any range is a much bigger advantage. Also the weapons become more reliable and easier to reload. Especially if the bad guys you're running into use these advanced firearms.
If you want to dip a firearm into your high level character, don't dip out of Hunter. Just take the EWP: firearms and buy one of the magic firearms that doesn't require reloading.
The unique weapon Pistol of Infinite Skys lets you just keep pulling the trigger. Or you could buy any firearm and have it enchanted with Shadowshooting at a +1 cost. Or you could have a firearm created with the Shadowcrafted property which would be the equivalent of Shadowshooting, which would be preferred for a really expensive magic weapon.
| Ryan Freire |
Lets make this easy.
You start with Eldritch Archer Your bonded weapon is the firearm of choice. For race you choose Half Elf with ancestral arms to gain proficiency in the firearm.
You now have a firearm, as a bonded instrument, you're proficient with, that you can shoot spells out of, and enchant without taking the feat.
Feats you need as you level include specifically
Arcane Strike
Spell Cartridges
Rapid Reload early, which can be retrained into spell cartridges later.
You now have someone who can full attack with a firearm, or channel a (low level) spell through it.
| Ryan Freire |
She also needs Quick Clear or whatever the ability is that lets her clear a misfire. Otherwise you have a gun that can't fire and because it's your bonded item you have to keep wielding it or you can't cast spells easily.
I would just one hand it on a misfire and cast spells normally, then clear after combat. It spares me taking an extra level of gunslinger for basically no benefit other than that.
Itd be an easier ask if it wasn't about managing guns, ranged combat, synergy with a hunter companion (I hope he's takin whatever the ranged broken wing gambit feat is).
The problem is.
ranged combat is feat intensive.
Non Bow ranged combat adds at least 2 to 3 more feats
firearms specifically add reload issues
to deal with reload issues outside advanced firearms or a significant investment in gunslinger requires casting arcane spells. Eldritch archer fulfills the requirement for arcane spells, but does not fulfill the other requirements of firearms.
to get all of that...yeah he's probably going to have to go hunter/x gunslinger1/eldritch archer 1 but while that's easy to write on paper, in actual play that means there are going to be some really s~~$ty levels where the character doesn't work at all.
| Ryan Freire |
She also needs Quick Clear or whatever the ability is that lets her clear a misfire. Otherwise you have a gun that can't fire and because it's your bonded item you have to keep wielding it or you can't cast spells easily.
I would just one hand it on a misfire and cast spells normally, then clear after combat. It spares me taking an extra level of gunslinger for basically no benefit other than that.
Itd be an easier ask if it wasn't about managing guns, ranged combat, synergy with a hunter companion (I hope he's takin whatever the ranged broken wing gambit feat is).
The problem is.
ranged combat is feat intensive.
Non Bow ranged combat adds at least 2 to 3 more feats
firearms specifically add reload issues
to deal with reload issues outside advanced firearms or a significant investment in gunslinger requires casting arcane spells. Eldritch archer fulfills the requirement for arcane spells, but does not fulfill the other requirements of firearms.
to get all of that...yeah he's probably going to have to go hunter/x gunslinger1/eldritch archer 1 but while that's easy to write on paper, in actual play that means there are going to be some really s#~!ty levels where the character doesn't work at all.
| avr |
im still just going to use guns. i have party members who are going to craft magic items so we will have wands at half the cost. (i swapped to a double barrel musket because i couldnt use Beneficial bandolier on Dragoon and cartridge guns). so i can use Rapid reload+ paper cartridges to get a free action. or the bondolier if i dont wanna be a CHEESEHOUND and abuse free actions. Ill also just carry a backup bow for when my gun does misfire. Also if i ABSOLUTELY have to..ill take "Amatuer gunslinger" and sacrifice some ranged options, i dont need. or melee feats i dont need. for that 1 feat. but thats if i feel its necessary. which i dont think it will be. but as of right now
im using inq. Sacred hunstmaster with BP inquisition. get all the good feats. (PBS, PS, DA, RS, RR, QD, PA) if i need to i can just get rid of quickdraw or Power attack for Amateur gunslinger.-shrugs-
OK, you have reliable access to someone who can just cast the spells between combats, never mind spending on wands even at half price. For someone who can swing a sword when the gun doesn't work that's probably enough.
However, note that two handed early firearms start at a full round action to load each barrel. Rapid reload makes that a standard, alchemical cartridges as well makes loading a move action, unless you take 3 levels in musket master gunslinger it never gets to a free action for a two-handed early firearm. One-handed early firearms, sure. A beneficial bandolier does let you load one barrel as a swift action though.
| GenocidingGemini |
Well i appreciate everyones help. some useful things were said. and ive had some stuff said that also i didnt know. but i was removed from the campaign before it even started , because of "OVERBEARING ENTHUSIASM" and being "too meta in a laid back game" even though i was trying to handicap myself and go against what is the "True meta" to play Rule of cool. in essence, but apparently the DM decided it was best he remove me. So this character is shelved for probably ever, until i find a game thatll allow wyvarans again or i change its race.
This topic can be closed now or whatever if thats a thing or deleted.
| JiaYou |
So "laid-back game" can mean "anything goes because whatever" but it can also mean "let's just keep this simple." We've got an OP that wants to have an altered Hunter companion, magic firearms, and oh yeah he's a dragonborn with wings essentially. I can completely understand this character not being accepted, although removing the PLAYER just because of a character that's out of bounds would be pretty bad form.
| AZGrowler |
If you dip Gunslinger you'll get proficiency with firearms, the Gunsmithing feat, and a deed which I'd recommend be Quick Clear. If you stick with Gunslinger for 5 levels, you'll get dex to damage with one weapon.
Gunslingers (and Swashbucklers for that matter) get all the deeds when they reach the appropriate levels. Unlike most class features like Rogue talents or Magus arcana, you don't have to make choices.
Spell Combat only works with spells you gain from level in the Magus class. It won't work with spells you get from being a hunter or wizard.
The Broad Study Magus arcana lets you use spell combat and spell strike with spells from other classes. You need at least 6 levels of Magus to choose it, though.