Help creating a char with restrictions


Advice


Hello guys (sry for my english)

I'm kinda new on Pathfinder1 (I come fron Call of Cthulhu and D&d 3.5 from my high school days)

I just joined a campain (already started) and i have to create a character/build

context :

-All player are kinda min/maxer so i'd like my char to be competitive (not necessarly min/maxed but at least optimized a bit) .

-Any spellcaster is forbiden, since its a pirate theme campain ( only bard is allowed).

-the campain is the "shackles" one.

-I will start lvl 7 with ,25 point for creation for lvl 1, not rolling.

I looked at my possibilities and wanted to go alch bomber but my GM consider alch to be spellcaster. :(

So i hesistate between an archer (zen or samurai), a pistolero/gunslinger/ or an adaptative shifter shifter ( Melee or throwing spikes). Do you guys have any available build for those archetypes ?

Any other suggestions are of course welcomed.

==========================================================

I would love to try adaptative shifter but I really dont have a global idea on how to build it efficiently (and i didnt find any guide on the stickied post on the forum for it :( ).

So i tried to build a TWF pistolero :

This is my try for Bard (juggler) / Gunslinger (pistolero) . My goal is to go TWF with the help of the juggler archetype for reload and utility.

===============================================

Race :Goblin (for dex, alternate favored class bonus and because it is fun)

Ability scores:

Str 7

Dex 20

Con 14

Int 11

Wis 14

Cha 12

Lvl1 PIstolero feat: point blank shot, rapid reload

Lvl2 Pistolero

lvl3 Pistolero feat : rapid shot

lvl4 Pistolero feat :precise shot

lvl5 Pistolero gun training

lvl6 Bard Juggler : fast reaction feat : deadly aim

lvl7 Bard juggler : evasion and combat juggling

lvl8 Fighter : TWF

lvl9 Fighter : improved TWF, wepon focus (pistol)

lvl10 Figther weapon training (fire arms)

lvl11 : weapon specialization (gun)


Ask your GM which part of Alchemist they don't like: Extracts or Bombs.

Extracts are basically spells, so that's probably what they don't like. I think there's a Rogue archetype who gets Alchemist Bombs that might suit your needs if the GM doesn't mind bombs.


Thx for your answer.
I think it's the extracts that bother my GM, and maybe the fact that it is stated that even if alch dont cast spells, they do use magical component etc...

I didn't know the bomber archetype existed for rogue. Although the gameplay seems different. Tbh The flavoer of alch suited my well with mutagens, bombs (with grenadier archetype) and extract.

Although bomber rogue seems nice, i feel it is kinda underwhelming compared to alch ? Or maybe i just don't know how to build/imagine it.


Ask if you can use Variant Multiclassing, to take the Alchemist option. It doesn’t gain Extracts, which is the part of Alchemists your GM probably considers makes them spellcasters, so it should be fine.

If he lets you, then you’ll get bombs at 7th level.

As the other guy said, there are Archetypes for non-Alchemist classes that let you gain Alchemist bombs, so you could look into those.


But VMC alch doesnt grant discoveries ? Or did I read that wrong ? BEcause without discoveries and the possibility to use the grenadier or gun chimist archetype, the number/effects of bombs seems a little lackluster .... :( again i may have misunderstood that because i'm not a very experienced player in path.

Sovereign Court

Underground Chemist does pretty well for an 'alchemist', since it gets +Int to damage with splash weapons and can sneak attack with them. Though to also pick up the Bomber talent you would have to be a non-unchained Rogue.


xxphenix wrote:
But VMC alch doesnt grant discoveries ? Or did I read that wrong ? BEcause without discoveries and the possibility to use the grenadier or gun chimist archetype, the number/effects of bombs seems a little lackluster .... :( again i may have misunderstood that because i'm not a very experienced player in path.

You are right. It does not grant discoveries. Well I’m not sure what you should do then. I’ll look some more, but I’m not sure if I’ll find anything.


Thanks a lot for your time and answers nonetheless.

I looked into the "chesmist" archetype of the rogue which might be ok if my GM allows it.

But it doesnt HAVE to be an alch. As i said, i'm fine with gunnlinger or shifter too.
But i'm not just very experienced in making builds so i would like to have some insight on my try with gunslinger and eventually an alternative with shifter.
Thats why I came here to ask to the endless pit of knowledge that is that forum :D


xxphenix wrote:

This is my try for Bard (juggler) / Gunslinger (pistolero) . My goal is to go TWF with the help of the juggler archetype for reload and utility.

===============================================

Race :Goblin (for dex, alternate favored class bonus and because it is fun)

Ability scores:

Str 7

Dex 20

Con 14

Int 11

Wis 14

Cha 12

Lvl1 PIstolero feat: point blank shot, rapid reload

Lvl2 Pistolero

lvl3 Pistolero feat : rapid shot

lvl4 Pistolero feat :precise shot

lvl5 Pistolero gun training

lvl6 Bard Juggler : fast reaction feat : deadly aim

lvl7 Bard juggler : evasion and combat juggling

lvl8 Fighter : TWF

lvl9 Fighter : improved TWF, wepon focus (pistol)

lvl10 Figther weapon training (fire arms)

lvl11 : weapon specialization (gun)

Yeah Alchemist is a great package, I love it. The Rogue archetype or VMC won't be as good, but they might suit the flavour well enough and ... well you can't be an Alchemist =P

It does seem really weird that Bards are allowed but Alchemists aren't. My guess is that the GM just loves Bards and doesn't see how silly that is, but oh well.

Let's take a look at your Gunslinger.

So I noticed that your feats are all out of whack. You get a feat every odd level, plus bonus feats for Gunslinger and Fighter. Here' how it should look:

L1. Feat Feat
L2.
L3. Feat
L4. (Gunslinger feat)
L5. Feat
L6. Feat
L7. Feat (Bard feat: Deflect Arrows)
L8. (Fighter feat)
L9. Feat (Fighter feat)
L10.
L11. Feat (Fighter feat)

So you see at levels 1 and 6 you've given yourself feats that you shouldn't have (you only get one feat at level 1). At levels 5 and 7 you don't have feats and you should have them. At level 7 you get a bonus feat from the 2nd level of Bard, but the bonus feat there has to be Deflect Arrows. At level 11 you have one feat, but you should get another bonus feat for your 4th level of Fighter.

All up this means you actually have one more feat to choose, and you have Deflect Arrows.

Personally I don't know if I'd bother with Two Weapon Fighting (TWF). Gunslingers already do heaps of damage and TWF is costing you a fair bit just for more damage. You could potentially spend some feats on something other than damage and have more fun with it. Having said that if you just want to be a dual-wielding Goblin Gunslinger then go for it.

Another personal preference of mine is not dumping Strength (STR) so hard. I like to have enough STR to carry my gear so I don't become encumbered (which is important on a DEX-based character). You could take 10 INT and 8 STR and get almost the same results but with higher carry-capacity.

Other than that, looks pretty solid.

EDIT: I messed up stuff about when you get Deflect Arrows, should be fixed now.


Thanks a lot !

Yeah i kinda like the idea of a goblin juggling with his guns XD ! Seems fun to me especialy with pirate theme adventure. (a little bard multiclass to sing while i fire my guns seems also nice :D )


MrCharisma wrote:
unslingers already do heaps of damage and TWF is costing you a fair bit just for more damage. You could potentially spend some feats on something other than damage and have more fun with it

Well its just that i dont really have other ideas for the build. I kinda lack imagination here of what i could do


I discussed an adaptive shifter with thrown spines here. You might find it useful.

The goblin juggling gunslinger is high damage providing you get a full attack off within one range increment, ideally when you're not in melee. i.e. Usually when you start the round where you can 5' step out of melee. It's going to be awkward but very effective when it works. If you can squeeze the roll with it feat in there somewhere it may help your survivability a lot.


avr wrote:
I discussed an adaptive shifter with thrown spines here. You might find it useful.

I'll read that :) thanks

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