Steampunk / magitech "gunslinger" Help


Advice

Silver Crusade

Hey, I'm trying to come up with a fun way to make a character that uses firearms, mixed with magic and or alchemy/clockwork vibes.

So the setting is a mixture of emerging guns and commonplace guns, With early firearms being, for the most part, a little more available than "exotic" weapons, such as the estoc, bastard sword etc. However, advanced firearms are rare, and only certain "circles" have access to them. Mostly those associated with a specific guild or deity, and only the more important folks therein. Which means, I'll eventually have access to advanced firearms.

Anyway, I've always liked the idea of magitech and steampunk, so I figured this would be a good chance to try and scratch a bit of both and still be a reliable source of ranged damage. For posterity, the party make-up other than me is - two Paladins, a Warpriest, an Inquisitor, and a Monk. The campaign is set in a theocratic nation(following a pantheon), and we will be functioning, at least at first, as a sort of police force for the state. We are also making use of the early feat tax rules, so Weapon finesse/PBS/Deadly Aim are no longer feat concerns.

I've looked over two archetypes for this,
The first was the gun chemist alchemist archetype. The other was Eldritch Archer or Myrmidarch.

The concept I'm largely trying to go for is "infusing their gun with magic", I'm not particularly looking to be a full arcane caster, though the thought did cross my mind as I seem to remember a gun archetype for wizards.

I'm largely just trying to hash out some pros and cons of the two archetypes, and see if anyone here has any ideas I've maybe not considered for this.

We rolled for stats and I got- 16,15,14,14,14,12 Was thinking of going teifling.


Well, Siege Gunner Gunslinger gets Intelligence-based Grit... it's not a bad start with two good saves, full BAB, D10 hit die, and a handful of skills to get you started. It's nothing epic, but having a Grit Pool to fall back on also isn't terrible.

From there, going Eldrtich Archer or Myrmidarch Magus could likely do the rest. I really like Alchemist, and Alchemy in general, but I think Magus might do this better. Gun Chemist gestalts well with Eldritch Archer, but that probably doesn't do you any good.

Let me mess around with some things and get back to you...


It's definitely not perfect, but it's something...

Tiefling
... Prehensile Tail

Siege Gunner Gunslinger
1. Deeds
... Gunslinger's Dodge
... Quick Clear
... Targeted Blast
1. Grit
1. Gunsmith
...
1(class): Gunsmithing
1(level): Point Blank Shot

Eldritch Archer Magus
2. Cantrips/Spells
2. Arcane Pool
2. Ranged Weapon Bond
2. Ranged SpellCombat

3. Ranged Spellstrike
3(level): Precise Shot

4. Magus Arcana
...

5. Spell Recall
5(level): Weapon Focus

6(class): Rapid Shot

7. Magus Arcana
...
7(level): Arcane Strike

8. Knowledge Pool
8. Medium Armor

9. Improved SpellCombat
9(level): Snap Shot

10. Magus Arcana
... Reach Spellstrike

11. Fighter Training
11(level): Spell Cartridges

12. Improved Spell Recall
12(class):

13. Magus Arcana
... Distant Spellstrike
13(level):

At 13:
BAB +10
Base Saves +10/+6/+8
CL 12, 4th level spells


If you're open to 3rd party, I'd check out the Mad Shootist PrC from the Zeitgeist AP (EN Publishing)


Just putting this out there:
Gunslinger -Bolt Ace: MWK Launching crossbow as free weapon.
Go 5 levels for dex to damage and improved crit range.

Multiclass Alchemist Grenadier: Focus on alchemical weapon crafting, use the grenadier ability to double up splash weapon effects, so you can have acid infused burning tanglefoot bag, or a rusting powder infused brewed reek.
All with DEX+INT to damage, DEX to hit.

Have a hand crossbow for backup, and just enough WIS to have a couple grit, take extra grit to use the later tier abilities more often.
Go down the vital strike line as your moves will be used by the grenadier ability most rounds.

Moderate damage, bombs to fall back on, HUGE battlefield control AND debuff capability, alchemist discoveries give you increasing options for defence or attack. Have all the things so when an enemy appears you have some tool to use against them.

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