Ssalarn |
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In the spirit of previous 101 XX threads, I thought I'd start a 101 Gunslingers thread! I'd been thinking quite a bit about what concept I wanted to start with, and I've decided to go with my personal favorite DC comic character, Red Hood.
Ancestry: Human (Versatile)
Background: Revenant
Class: Gunslinger (Way of the Pistolero)
Primary Skills: Acrobatics, Intimidation
Secondary Skills: Deception, Stealth
Feats by level
1 Hit the Dirt!, Natural Ambition (Dual-Weapon Reload)
2 Quick Draw, Quick Coercion
3 Fleet
4 Paired Shots, Steady Balance
5 Clever Improviser
6 Pistolero's Challenge, Lasting Coercion
7 Toughness
8 Leap and Fire, Terrifying Resistance
9 Incredible Improvisation
10 Trick Shot, Cat Fall
11 Breath Control
12 Grit and Tenacity, Kip Up
13 Bounce Back
14 Two-Weapon Fusillade, Terrified Retreat
15 Prescient Planner
16 Hair Trigger, Scare to Death
17 Heroic Presence
18 Piercing Critical, Terrain Stalker (rubble)
19 True Perception
20 Slinger's Reflexes
Key Gear by Level Range
Some items are good at any level, so I only repeat equipment that gets a specific upgrade you need to acquire at the higher level ranges. For example, concealed holsters are always useful and stack with the benefit from the concealed weapon trait, but I only list them in the 1-5 block since you don't need new versions at higher levels.
1st - 5th: adaptive cogwheel, air cartridge firing system, leather armor, coat pistols x2, concealed holsters x2 or immaculate holsters, reinforced stock(s), silencers
6th-11th: +1 resilient leather armor, +2 striking dueling pistol, dagger pistol, blazons of shared power, indomitable keepsake, peacemaker, underwater firing mechanism
12th-17th: +2 resilient leather armor, +3 greater/mighty striking dueling pistol, anklets of alacrity, dagger pistol, greater blazons of shared power, scope of truth, shrieking skull
Basic Tactics by Level Range
The tactics from lower level ranges are still viable at higher levels since feats are additive and this build doesn't require retraining, so I won't be repeating tactics from earlier levels in the higher level entries, just noting what new kinds of routines have opened up.
1st - 5th: Pretty straightforward at this point.
Round 1: Ten Paces (draw 1st pistol), Strike, Raconteur's Reload (Demoralize), Quick Draw (2nd pistol; Strike demoralized target)
Round 2: Dual-Weapon Reload, Strike (demoralized target if standing), Dual-Weapon Reload
Round 3: Paired Shots, Dual-Weapon Reload
***
6th - 11th: We've got a lot more options now, so I'm going to stick with a pretty simple routine that lets you use more of your new abilities.
Round 1: Ten Paces (draw 1st pistol), Pistolero's Challenge, Strike, Raconteur's Reload (demoralize challenged target)
Round 2: Quick Draw (2nd pistol, Strike challenged and demoralized target), Dual-Weapon Reload, Pistolero's Challenge (assuming 1st target is dead by now, which they generally should be) - End turn with loaded weapons for Leap and Fire or Pistolero's Retort
Round 3: Trick Shot (grouped enemies or visible objective) + Dual-Weapon Reload (if AoE damage or objective manipulation is most useful) or Dual-Weapon Reload (if reaction was triggered) + Paired Shots
***
These combinations are going to keep expanding with possibilities as you go up, so the main trick from here on out is just watching how you're deploying your actions to stack the most damage on each target and try to end on a reload so you can use your reactions. You've got multiple defensive reactions to use with your Slinger's Reflexes capstone to stay up and fighting longer, and you might consider swapping out your coat/dagger pistol for an air repeater if you want a less potent option for your off-hand weapon that'll be a bit more reliable for Leap and Fire and Pistolero's Retort, trading the bigger punch for more Strikes.
Ssalarn |
This is basically a theme build for a dwarf who can craft anything and who likes big guns and heavy armor, an armored combat engineer. You give up a bit by going for the full plate since you're a Dex-focused character, but you can easily make up for that in your increased durability, crafting versatility, and alchemical tools.
Ancestry: Dwarf (Anvil Dwarf)
Background: Gunsmith (you already have Crafting and you'll get Athletics from your way, so both primary skills are covered; pick whatever appeals to you most here. I'm going with Thievery and adding locksmith to our resume')
Class: Gunslinger (Way of the Vanguard)
Primary Skills: Athletics, Crafting
Secondary Skills: Thievery
Feats by level
1 Munitions Crafter, Dwarven Weapon Familiarity
2 Sentinel Dedication, Titan Wrestler
3 Toughness
4 Defensive Armaments, Hefty Hauler
5 Unburdened Iron
6 Munitions Machinist, Quick Repair
7 Fleet
8 Armored Rebuff, Magical Crafting
9 Demolitionist
10 Sacrifice Armor, Wall Jump
11 Keen Follower
12 Precious Munitions, Wary Disarmament
13 Mountain's Stoutness
14 Blast Tackle, Concealing Legerdemain
15 Prescient Planner
16 Greater Interpose, Impeccable Crafter
17 Forge-Blessed Shot
18 Fatal Bullet, Rapid Affixture
19 Prescient Consumable
20 Perfect Readiness, Craft Anything
Key Gear
Dwarven scattergun, eroding bullets, exsanguinating ammunition, formula book, glue bullets, heavy armor (full plate when you can get it), large bore modifications, magnetite scope, reinforced stock, waterproof firearm carrying case
Karmagator |
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No. 3 - Jäger Commando
Horace "Sudden Death" Lucus is a member of what is officially an experimental unit of the Chelish army called "Unit 7" (aka "Hand of Asmodeus"), testing new technologies for military use. While it does also serves that purpose, its true mission is the removal of outside enemies to Cheliax. The unit has recently switched from new clockwork technology to firearms, testing their greater penetrative power and range for use against harder targets, particularly ship officers in anticipation of a war with Andoran. Lucus himself is a rather mild-mannered older man (recently turned 50) with a long history of military service, which has afforded him various rejuvenation treatments to continue said service in active field duty for far longer than normal.
WIP Build:
Ancestry: Human (Sylph)
Background: Martial Disciple (Acrobatics, Cat Fall -from military academy)
Class: Gunslinger (Way of the Sniper)
Primary Skills: Stealth, Acrobatics, Crafting
Secondary Skills: Athletics
Feats by level - working with Free Archetype + Ancestry Paragon
1 - Munitions Crafter, Elemental Eyes, Smokesoul
2 - Risky Reload, Acrobat Dedication, Hefty Hauler
3 - Incredible Initiative, Wind Tempered
4 - Running Reload, Contortionist, Seasoned (he has learned a bit of cooking, because field rations are terrible)
5 - Swift
6 - Sniper's Aim, Dodge Away, Nimble Crawl
7 - Elemental Lore, Toughness
8 - Grit and Tenacity, Scout Dedication, Swift Sneak
9 - Wings of Air
10 - Precious Munitions, Scout's Speed, Foil Senses
11 - Clever Improviser, Fast Recovery
12 - Deadeye, Fleeting Shadow, Kip Up
13 - Airy Step
14 - Ricochet Shot, Sniping Duo Dedication, Powerful Leap
15 - Bounce Back, Fleet
(That is the point he would come into the campaign, the rest depends on how things go)
Equipment
His weapon will be a +2 greater striking greater fearsome impactful arquebus with large bore modifications (he is a fit old man at 18 Strength) and a bayonet for emergencies. The rest really depends on when or if he comes into the campaign, so I didn't spend too much time on equipment, yet.
Tactics
This build is all about choosing the right shot once per turn and then skedaddle. Sniper's Aim for higher AC or concealed targets (good synergy with Deadeye), Vital Shot for more damage and Ricochet Shot (I will most likely get both upgrades) for basically ignoring all but full cover. Add to that the special ammo from the crafting feats to counter resistances/immunities/regeneration and maybe have something fun loaded at the start of combat (though it'd still be an action to Activate). Then either Covered Reload (Hide) or Running Reload (Sneak)to get the enemy flat-footed again for the next round. At an effective +4 above the normal hit chance (legendary, enemy flat-footed) or a +6 if using Sniper's Aim, crits should be fairly common and 7d12+22+2d6 (regular crit) or 9d12+22+2d6 plus 6d6 persistent bleed damage (vital shot) will leave a dent in just about anything.
For extra defence, he is about impossible to catch. If the base 45ft movement speed (or 55 if I get him boots) isn't enough to do that, one of his 3 reactions and bazillion skill feats will do the job.
keftiu |
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Gunslingers 4, 5, and 6
Feliks never knew his Vourinoi father, and grew up crammed into grubby dresses on the poor side of Alkenstar; by the time his human mother died, he'd already torn all his skirts and made a living with a silver tongue and quick fingers. One attempted heist failed explosives when he accidentally triggered a black powder security measure, blowing his right arm off. Delirious with pain and abandoned by his fair-weather comrades, he stumbled away from the scene and collapsed into an alleyway.
Tink, a local priest of Brigh, found Feliks on the brink of death, and dragged him back to their clinic-shrine; Tink's faith was expressed in the mechanical joy afforded by functional prosthesis, stretching a thin budget to equip those disabled by the many dangers of the Mana Wastes or Alkenstar. They saved his life, and the two became fast friends, though the priest is forever flummoxed by Feliks' tendency to end up embroiled in dubiously-legal trouble.
His greatest hassle came when he stormed into the clinic in the middle of the night, hollering to the Hells; he carried a drifter in a duster on his shoulder, bleeding out fast. Tink had never seen some of the things they saw on the stranger's body, but saved their life out of a sense of pious duty - though they had words for Feliks later. The drifter introduced themself as Morgan Strange, claimed they hailed from 'out of town,' and left it at that.
Once Strange could stand, they and Feliks explained their grand scheme to an astonished Tink: a local industrialist had paid big money for some ancient construct out of Rahadoum, to the north, and they'd heard it was alive. Could any honest priest of Brigh allow such cruel servitude for a wonder of artifice? They got out a map, and planned the score...
Feliks is a Human (Half-Elf) Thief Rogue with the Street Urchin background and a free Gunslinger archetype (Pistolero).
Tink is a Human Warpriest Cleric of Brigh with the Disciple of the Gear background and a free Gunslinger archetype (Vanguard). I've heavily considered making them a Dongun dwarf instead.
Morgan Strange is a Mutant Fleshwarp Gunslinger (Sniper) with the Scout background and a Magus free archetype.
The construct they steal they name Sledge, who is an almost total amnesiac; it is a Warrior Automaton Giant Instinct Barbarian with the Laborer background.
In my wild imagination, they're the canonical party for Outlaws of Alkenstar.
Candlejake |
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Gunslinger 7
Wes "Wildfire" Santana: A dual wielding Daredevil on the journey of either escaping or maybe paying back his gambling debt and becoming a better person along the way.
Ancestry: Human (Ifrit)
Background: Gambler
Class: Gunslinger (Way of the Pistolero)
Weapons: Eventually either two Slide pistols or A slide pistol and an air repeater. But will start out with a pepperbox and no armor because these guns be expensive. If i know my GM will let me buy guns easily ill maybe start with a cheaper one.
Feats by level
1 Munitions Crafter, Cindersoul
2 Fake Out, Hefty Hauler (these capacity guns are heavy yo)
3 Fleet
4 Paired Shots, Intimidating Glare
5 Firesight
6 Pistolero's Challenge, Lasting Coercion
7 Toughness
8 Smoke Gun, Terrified Retreat
9 Multitalented, Rogue Dedication, Terrifying resistance
10 Twin Shot Knockdown, Cat Fall
11 Incredible Investiture
12 Grit and Tenacity, Quiet Allies
13 Radiant Burst
14 Two-Weapon Fusillade, Swift Sneak
15 Thourough Search
16 Hair Trigger, Scare to Death
17 Blazing Aura
18 Unerring Shot, legendary Sneak
19 True Perception
20 Perfect Readiness
Ventnor |
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Gunslinger 8
Liam Goodwright was born in the Duchy of Alkenstar, the child of gunsmiths. It wasn't much of a surprise when they turned out to be quite good at building, maintaining, and shooting various kinds of firearms. From a young age, they were acquainted with a friend of their parents, a wizardly graduate of the Magaambya who was living in Alkenstar to study the magic-impairing effects of the Mana Wastes. After years of knowing each other, the wizard came to believe that Liam had the potential for wizardry, a potential that they could never truly realize while living in Alkenstar due to its proximity to the Mana Wastes. After getting a letter of recommendation from the wizard, Liam traveled North to the Mwangi Expanse, ready to realize their true potential.
Ancestry: Human (Skilled)
Background: Gunsmith
Class: Gunslinger (Way of the Spellshot)
Free Archetype: Wizard
Primary Skills: Arcana, Crafting
Secondary Skills: Nature, Occultism, Society, Religion
Feats By Level
1.) General Training {Fleet} (Ancestry), Quick Repair (Background), Munitions Crafter {Alchemical Crafting} (Class)
2.) Spellshot Dedication (Class), Magical Crafting (Skill), Wizard Dedication (Free Archetype)
3.) Toughness (General)
4.) Running Reload (Class), Arcane Sense (Skill), Basic Wizard Spellcasting (Free Archetype)
5.) Clever Improviser (Ancestry)
6.) Beast Gunner Dedication (Class), Recognize Spell (Skill), Arcane School Spell {Call of the Grave} (Free Archetype)
7.) Incredible Initiative (General)
8.) Basic Beast Gunner Spellcasting (Class), Quick Recognition (Skill), Arcane Breadth (Free Archetype)
9.) Incredible Improvisation (Ancestry)
10.) Drain Vitality (Class), Natural Medicine (Skill), Basic Arcana {Cantrip Expansion} (Free Archetype)
11.) Expeditious Search (General)
12.) Expert Beast Gunner Spellcasting (Class), Consult the Spirits {Nature} (Skill), Expert Wizard Spellcasting (Free Archetype)
13.) Bounce Back (Ancestry)
14.) Phase Bullet (Class), Impeccable Crafter (Skill), Advanced Arcana {Split Slot} (Free Archetype)
15.) Canny Acumen {Will Saves} (General)
16.) Controlled Bullet (Class), Unified Theory (Skill), Advanced Arcana {Advanced School Spell} (Free Archetype)
17.) Heroic Presence (Ancestry)
18.) Master Beast Gunner Spellcasting (Class), Craft Anything (Skill), Master Wizard Spellcasting (Free Archetype)
19.) True Perception (General)
20.) Perfect Readiness (Class), Additional Lore (Skill), Advanced Arcana {Scroll Savant} (Free Archetype)
Key Gear
Though Liam starts off using the black powder guns common in their home of Alkenstar, they will soon learn about the Beast Guns of Arcadia during their studies at the Magaambya, and likely go on to ritually craft a great many of them during their time to study how both the gun and arcane magic can by combined.
Ssalarn |
This elven warrior achieved enough renown to recieve a prized mithral tree and even retained their reputation long enough to have the weapon reforged into a three-peaked tree, but then something went wrong. Now they wander far and wide, putting their killing skills to work for anyone who'll pay their fee. The Jinin ninja can track their foe down, strike from hiding, and then relentlessly control the pace and distance of engagement. (Note that Sniper's Aim and Blood in the Air also work with the trident function of their three-peaked tree, for those situations where one more attack right now is going to be more valuable than reloading.)
Ancestry: Elf (Whisper Elf)
Background: Hired Killer
Class: Gunslinger (Sniper)
Primary Skills: Stealth
Secondary Skills: Acrobatics, Survival
Feats by level
1 Blast Lock, Nimble Elf, Terrain Stalker (Underbrush)
2 Defensive Armaments, Terrain Stalker (Rubble)
3 Fleet
4 Rogue Dedication, Shadow Mark
5 Forest Stealth
6 Sniper's Aim, Experienced Tracker
7 Toughness
8 Sneak Attacker, Survey Wildlife
9 Elf Step
10 Stab and Blast, Foil Senses
11 Diehard
12 Blood in the Air, Terrain Expertise (Forest)
13 Ancestral Suspicion
14 Headshot, Swift Sneak
15 Incredible Initiative
16 Fatal Bullet, Planar Survival
17 Woodcraft
18 Piercing Critical, Legendary Sneak
19 True Perception
20 Perfect Readiness, Cat Fall
Key Gear
three-peaked tree, leather armor, anklets of alacrity, boots of elvenkind, cloak of elvenkind
Porridge |
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Basic Tactics by Level Range
The tactics from lower level ranges are still viable at higher levels since feats are additive and this build doesn't require retraining, so I won't be repeating tactics from earlier levels in the higher level entries, just noting what new kinds of routines have opened up.1st - 5th: Pretty straightforward at this point.
Round 1: Ten Paces (draw 1st pistol), Strike, Raconteur's Reload (Demoralize), Quick Draw (2nd pistol; Strike demoralized target)
Round 2: Dual-Weapon Reload, Strike (demoralized target if standing), Dual-Weapon Reload
Round 3: Paired Shots, Dual-Weapon Reload
***
6th - 11th: We've got a lot more options now, so I'm going to stick with a pretty simple routine that lets you use more of your new abilities.
Round 1: Ten Paces (draw 1st pistol), Pistolero's Challenge, Strike, Raconteur's Reload (demoralize challenged target)
Round 2: Quick Draw (2nd pistol, Strike challenged and demoralized target), Dual-Weapon Reload, Pistolero's Challenge (assuming 1st target is dead by now, which they generally should be) - End turn with loaded weapons for Leap and Fire or Pistolero's Retort
Round 3: Trick Shot (grouped enemies or visible objective) + Dual-Weapon Reload (if AoE damage or objective manipulation is most useful) or Dual-Weapon Reload (if reaction was triggered) + Paired Shots
***
These combinations are going to keep expanding with possibilities as you go up, so the main trick from here on out is just watching how you're deploying your actions to stack the most damage on each target and try to end on a reload so you can use your reactions. You've got multiple defensive reactions to use with your Slinger's Reflexes capstone to stay up and fighting longer, and you might consider swapping out your coat/dagger pistol for an air repeater if you want a less potent option for your off-hand weapon that'll be a bit more reliable for Leap and Fire and Pistolero's Retort, trading the bigger punch for more Strikes.
Just wanted to say I really appreciate these action economy breakdowns. This is the trickiest thing for me to get a feel for with action economy juggling classes like the Gunslinger, Magus, and Summoner. And this kind of concrete breakdown, with some guidance about how to think about things, is super helpful.
EDIT: For similar reasons, I found Karmagator’s Tactics breakdown really helpful. Kudos!
Ssalarn |
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This is an orc vanguard using a gun sword. You'll likely want to start with a musket and reinforced stock for your initial loadout, and you'll be pumping Strength every time you pick up your ability boosts, so 18 Dex, 16 Str, and 12s in the tertiary stats of your choice (we're going to go with Charisma and Wisdom for Intimidation and Nature for this build since his orc ancestry and hold-scarred heritage are packing in some extra Hit Points up front and we'll be expanding that toughness with some of the ancestry feats).
Ancestry: Orc (Hold-Scarred Orc)
Background: Sheriff
Class: Gunslinger (vanguard)
Primary Skills: Athletics, Intimidation
Secondary Skills: Nature
Feats by level
1 Cover Fire, Beast Trainer
2 Defensive Armaments, Titan Wrestler
3 Toughness
4 Running Reload, Quick Coercion
5 Orc Ferocity
6 Phalanx Breaker, Intimidating Prowess
7 Ride
8 Stab and Blast, Bonded Animal
9 Undying Ferocity
10 Grit and Tenacity, Terrifying Resistance
11 Prescient Planner
12 Unshakable Grit, Battle Cry
13 Ferocious Beasts
14 Blast Tackle, Powerful Leap
15 Incredible Scout
16 Instant Return, Express Rider
17 Rampaging Ferocity
18 Final Shot, Terrified Retreat
19 True Perception
20 Perfect Readiness, Scare to Death
Key Gear
1st level: musket, reinforced stock
2nd level and up: titan's grasp, gun sword, large bore modifications, silencing shot, scope of limning, underwater firing mechanism - You're looking for tanky stuff that will limit your enemies' ability to evade you or slow you down, as well as standard upgrade items for your gear.
Basic Tactics by Level Range
The tactics from lower level ranges are still viable at higher levels since feats are additive and this build doesn't require retraining, so I won't be repeating tactics from earlier levels in the higher level entries.
1st - 5th: Pretty straightforward at this point.
Round 1: Living Fortification (draw weapon), Cover Fire, Running Reload (Stride towards nearest enemy), Parry
Round 2: Strike (ranged), Clear a Path, Parry
Round 3: Player's choice. You've got a loaded gun sword and should be up in the thick of things, so start focusing on damage or use Clear a Path to control the positions of your foes.
***
6th - 11th: We've got a lot more options now, including a bonded animal, which we're going to assume is the sheriff's trusty "horse". You'll want to keep your eyes open for newer and stronger animals to form bonds with as time and level allow.
Round 1: Living Fortification (gun sword), Command An Animal (move towards enemy), Stab and Blast, Clear a Path
Round 2: Spinning Crush (your mount is increasing the number of squares that are potentially adjacent to you since you occupy every square your mount does)
Round 3: Reload, Command an Animal (move into most advantageous position), Stab and Blast (or Cover Fire depending on enemy positioning)
***
These combinations are going to keep expanding with possibilities as you go up, so the main trick from here on out is just maximizing your actions. Your mount is going to die, though that'll stick less often as you level up. Make sure to keep seeking out stronger bonded animals! Whenever you're sitting on an action that doesn't quite have a "best" use you can see, remember that you can always end on a parry, and the best time to use Clear a Path is always going to be right after your last ranged Strike to mitigate MAP penalties.
Ssalarn |
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A pretty straightforward build for creating an Arcadian beast gunner.
Ancestry: Human (skilled)
Background: Hunter
Class: Gunslinger (spellshot)
Primary Skills: Arcana
Secondary Skills: Crafting, Survival
Feats by level
1 Munitions Crafter, General Training (Toughness)
2 Spellshot Dedication, Arcane Sense
3 Fleet
4 Alchemical Shot, Recognize Spell
5 Sense Allies
6 Beast Gunner Dedication (arcane), Magical Crafting
7 Expeditious Search
8 Basic Beast Gunner Spellcasting, Assured Identification
9 Hardy Traveler
10 Call Gun, Experienced Tracker
11 Supertaster
12 Expert Beast Gunner Spellcasting, Terrain Expertise (forest)
13 Bounce Back
14 Fulminating Shot, Quick Recognition
15 Incredible Scout
16 Controlled Bullet, Rapid Affixture
17 Heroic Presence
18 Black Powder Embodiment, Planar Survival
19 True Perception
20 Phase Bullet, Unified Theory
Key Gear
1st - 4th level: Firearm of choice; Thoughtful Reload + Energy Shot and Munitions Crafter means you've got some particular facility with hitting weaknesses, so an air repeater is a solid choice for you.
6th level and up: Our beast gun is going to be the drake rifle since that's the easiest beast gun to take full advantage of regardless of level. Since we already have acid, cold, fire, and electricity in our repertoire I'm going with a poison-based drake rifle to expand the array of weaknesses we can trigger but it's a risky move since a lot of creatures have immunity to poison; if your campaign features a grab-bag of monsters or a lot of undead/constructs, you probably want to look at acid or electricity instead. You're also going to want to load up on good bombs (and their formulas!) and talismans to expand your options, abilities, and damage profile. You'll also be picking up some spells; true strike is your only must-have and there are worse cantrips than shield, but otherwise you can tailor your spell selection to your playstyle.
Basic Tactics by Level Range
The tactics from lower level ranges are still viable at higher levels since feats are additive and this build doesn't require retraining, so I won't be repeating tactics from earlier levels in the higher level entries.
1st - 4th: Pretty straightforward at this point.
Round 1: Energy Shot, Alchemical Shot, Thoughtful Reload
Successive Rounds: Apply your Alchemical Shot, energized shots, and alchemical bombs/ammunition as best capitalizes on the monster weaknesses and positioning.
***
5th - 11th:
Round 1: Energy Shot, activate Drake Rifle to open with a bang
Round 2: Thoughtful Reload, true strike, Alchemical Strike
Round 3: Thoughtful Reload, [spell or Strike as appropriate to current circumstances]
***
You've got a lot of tools for keeping your damage up, applying persistent damage, and inflicting conditions while targeting weaknesses, which is going to be your primary role in combat. Your reload action is going to help you with narrowing down which energy types you should be deploying. Outside of combat you've got a good balance of magic detection and Survival tricks to help watch for traps and hazards or serve as the party scout. Remember to update the fundamental runes on your drake rifle!
Porridge |
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Build 12: Smoke Out
A number of ancestries have feats which allow them to see through things like smoke, clouds, mist, and the like. But it’s hard to leverage this into an effective build because (i) you don’t want to conceal the enemy from your party, (ii) you need a way to generate smoke/clouds/mist, and (iii) to make it worthwhile, you want to get more out of it than just a defensive boost.
This build solves these problems by (i) creating clouds of smoke at range, leaving the enemy visible to the rest of the party, (ii) crafting alchemical Smokesticks to create them, and (iii) using the clouds to allow them to hide, providing both a defensive and an offensive boost that synergies with several class abilities.
Stat-wise, this build wants to start with an 18 Dex to maximize their attack stat, and 14 Cha to bolster their Bon Mots (which makes it easier for them to hide) and Demoralize (which makes the enemy easier to hit).
Ancestry: Hobgoblin (Smokeworker)
Background: Raider
Class: Gunslinger (Sniper)
Primary Skills: Stealth
Secondary Skills: Intimidation, Diplomacy
Feats by Level:
1 Munitions Crafter (class), Hobgoblin Lore (ancestry)
2 Fake Out (class), Bon Mot (skill)
3 Prescient Planner (general)
4 Quickdraw (class), Quiet Allies (skill) [At L9 retrain Quickdraw into Alchemical Shot.]
5 Agonizing Rebuke (ancestry) [At L13 retrain Agonizing Rebuke into Runtsage: Very Sneaky. Retrain back at L16.]
6 Rogue dedication (class), Glad Hand (skill), Lasting Coercion (skill)
7 Prescient Consumable (general)
8 Rogue: Skill Mastery (class), Foil Senses (skill), Battle Cry (skill)
9 Expert Drill Sergeant (ancestry), Swift Sneak (skill)
10 Grit and Tenacity (class), Terrified Retreat (skill)
11 Incredible Initiative (general)
12 Rogue: Sneak Attacker (class), Shameless Request (skill)
13 Cantorian Rejuvination (ancestry) [At L13 take Very Very Sneaky. Retrain into Cantorian Rejuvination at L16.]
14 Called Shot (class), Swift Sneak (skill)
15 Toughness (general)
16 Hair Trigger (class), Legendary Sneak (skill)
17 Rallying Cry (ancestry)
18 Piercing Critical (class), Scare to Death (skill)
19 True Perception (general)
20 Perfect Readiness (class), Legendary Negotiation (skill)
Key Gear:
Basic Tactics by Level:
Always try to start encounters using Stealth for initiative. (The Quiet Allies and Drill Sergeant feats lets you use help allies be stealthy as well, if they’re so inclined.)
1st-3rd:
Round 1: Draw weapon (free), Bon Mot/Demoralize, Strike, Covered Reload
Round 2+: Bon Mot/Demoralize, Strike, Covered Reload
4th-8th: Walk around carrying a Smokestick in one hand.
Round 1: Use Smokestick, Quickdraw (draw weapon and Strike), Covered Reload (to hide)
Round 2+: Bon Mot/Demoralize, Strike, Covered Reload (to hide)
9th-12th: Walk around carrying a Smokestick in one hand.
Round 1: Draw Jezail 1-handed (free), Demoralize (free), Use Smokestick,
Round 2+:
--If opponent flat-footed (you succeed in hiding): Vital Shot
--Otherwise: Strike, Covered Reload (to hide)
13th-15th:
Round 1: Draw weapon (free), Demoralize (free)
Round 2+:
16th+: Walk around with weapon in hand.
Round 1: Demoralize (free), Strike (free),
Round 2+:
Porridge |
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Build 12: Smoke Out** spoiler omitted **...
Correction: I just realized that Fake Out has the visual trait, and so won't work when you're hidden (which, for this build, is hopefully most of the time).
A better approach is to replace Fake Out with Quickdraw at L2 (allowing you to do the Smokestick routine starting from L2), take Alchemical Shot at L4, and retrain Quickdraw into Rogue dedication at L9. This frees up an extra class feat later which I've used to add in Flesh Wound, which should replace any basic Strikes in the L12+ routines.
Revised progression:
Feats by Level:
1 Munitions Crafter (class), Hobgoblin Lore (ancestry)
2 Rogue dedication (class), Bon Mot (skill), Skill Training (skill) [At L2 take Quickdraw. At L9 retrain into Rogue dedication.]
3 Prescient Planner (general)
4 Alchemical Shot (class), Quiet Allies (skill)
5 Agonizing Rebuke (ancestry) [At L13 retrain Agonizing Rebuke into Runtsage: Very Sneaky. Retrain back at L16.]
6 Rogue: Sneak Attacker (class), Skill Training (skill) [At L6 take Rogue dedication. At L9 retrain into Sneak Attacker.]
7 Prescient Consumable (general)
8 Rogue: Skill Mastery (class), Foil Senses (skill), Battle Cry (skill)
9 Expert Drill Sergeant (ancestry), Swift Sneak (skill)
10 Grit and Tenacity (class), Terrified Retreat (skill)
11 Incredible Initiative (general)
12 Flesh Wound (class), Shameless Request (skill)
13 Cantorian Rejuvination (ancestry) [At L13 take Very Very Sneaky. Retrain into Cantorian Rejuvination at L16.]
14 Called Shot (class), Swift Sneak (skill)
15 Toughness (general)
16 Hair Trigger (class), Legendary Sneak (skill)
17 Rallying Cry (ancestry)
18 Piercing Critical (class), Scare to Death (skill)
19 True Perception (general)
20 Perfect Readiness (class), Legendary Negotiation (skill)
Onkonk |
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13: Green Army Man
Green plastic tiny poppet with a big dwarven scattergun. Optional free archetype option: Artillerist to bomb the battlefield to pieces.
Level 1: Munitions Crafter - Never be without ammo or a grenade as you craft them yourself.
Level 2: Fake Out - Threatening to blow your enemy up will cause them to hesitate and Aid your allies. Picking up Helpful Poppet with Ancestral Paragon helps out here.
Level 4: Alchemical Shot - Get more explosive power in your shot and put your enemy on fire.
Level 6: Advanced Shooter - This is how we get our bazooka, we'll pick up Dwarven Scattergun with this and blast our foes.
Level 8: Munitions Machinist - Better bombs.
Level 9: Vital Shot - The sharpnel from your attacks make the enemies bleed
Level 10: Called Shot - You can cause so much damage with your shots the enemy gets debuffed, you can also take down enemy air units.
Level 12: Shattering Shot - Napalm strike (or perhaps acid for the more devious minds).
Porridge |
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This drifter build mixes melee and ranged combat, using reach weapons to use Reloading Strike without provoking Attacks of Opportunity. Out of combat, she’s an expert at finding and disabling traps, haunts, and other hazards, and is capable of swimming, climbing, and leaping through almost any obstacle. (At level 20 she has a Climb and a Swim speed, and can Fly 1/day.)
Build 14: Tomb Raider
Stat-wise, this build wants to start with an 18 Dex and a 16 Str to maximize their attack stats.
Ancestry: Human (Half-Elf)
Background: Magical Misfit
Class: Gunslinger (Drifter)
Primary Skills: Thievery, Religion
Secondary Skills: Athletics
Feats by Level:
1 Dual-Weapon Reload (class), Unconventional Weaponry (ancestry), Trick Magic Item (skill)
2 Fake Out (class), Arcane Sense (skill)
3 Shield Block (general)
4 Sword and Pistol (class), Underwater Marauder (skill)
5 Ageless Patience (ancestry)
6 Drifter’s Juke (class), Wary Disarmament (skill)
7 Feather Step (general)
8 Grit and Tenacity (class), Cognitive Crossover (skill)
9 Multitalented: Rogue dedication (ancestry), Quick Identification (skill)
10 Called Shot (class), Quick Swim (skill)
11 Incredible Initiative (general)
12 Deadeye (class), Battle Prayer (skill)
13 Aeromancer (ancestry)
14 Two-Weapon Fusillade (class), Consult the Spirits (skill)
15 Fleet (general)
16 Fatal Bullet (class), Quick Climber (skill)
17 Elf Step (ancestry)
18 Piercing Critical (class), Divine Guidance (skill)
19 True Perception (general)
20 Perfect Readiness (class), Cloud Jump (skill)
Key Gear:
(Alternatively, Tomb Raider could carry a Scorpion Whip and shift her Strength investment into something else. But this leads to a substantial decrease in expected damage.)
Basic Tactics by Level:
At all levels, will generally start with Into the Fray when rolling initiative, drawing both weapons and striding to within 10’ away from the target.
1st-5th:
If begins turn adjacent to target: Step away, then Strike with ranged weapon, Reloading Strike.
If beings turn 10’ away from target: Strike with ranged weapon, Reloading Strike, Raise Buckler/Strike.
6th-11th:
If begins turn adjacent to target: Drifter’s Juke (Step away, Strike with ranged weapon, Reloading Strike [+2 to hit if ranged attack hit], Raise Buckler/Strike.
If begins turn 10’ from target: Ranged Strike
-If ranged Strike hits: Reloading Strike [+2 to hit if ranged attack hit], Raise Buckler.
-If ranged Strike misses: Finish the Job, Reloading Strike.
14th+:
If begins turn adjacent to target: As above.
If beings turn 10’ away from mid/high-AC target: Two-Weapon Fusillade (melee Strike then ranged Strike)
-If ranged Strike hits: Reloading Strike [+2 to hit if ranged attack hit], Raise Buckler.
-If ranged Strike misses: Finish the Job, Reloading Strike.
Porridge |
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This is a Hong Kong-style 2-weapon “gun” monk build, constructed around the idea of punishing anyone who targets them. Leap and Fire allows free attacks at anyone who makes ranged attacks against them, and Jellyfish Stance and Opportunist allows free attacks against anyone who tries to engage them in melee combat.
Build 16: Unapproachable
Ancestry: Elf (Ancient Elf)
Background: Martial Disciple
Class: Gunslinger (Pistolero)
Primary Skills: Acrobatics, Deception, Intimidation
Feats by Level:
1 Hit the Dirt! (class), Nimble Elf (ancestry), Monk Dedication (heritage), Cat Fall (background)
2 Fake Out (class), Intimidating Glare (skill)
3 Adopted Ancestry: Human (general)
4 Paired Shots (class), Confabulator (skill)
5 Unconventional Weaponry: Repeating Hand Crossbow (ancestry)
6 Monk: Basic Kata: Ki Rush (class), Lengthy Diversion (skill)
7 Feather Step (general)
8 Leap and Fire (class), Kip Up (skill)
9 Multitalented: Fighter Dedication (ancestry)
10 Fighter: Opportunist (class), Lasting Coercion (skill)
11 Fleet (general)
12 Monk: Advanced Kata: Jellyfish Style (class), Battle Cry (skill)
13 Elf Step (ancestry)
14 Monk: Monk’s Flurry (class), Terrified Retreat (skill)
15 Toughness (general)
16 Two Weapon Fusillade (class), Scare to Death (skill)
17 Aerialist (ancestry)
18 Unerring Shot (class), Reveal Machinations (skill)
19 True Perception (general)
20 Perfect Readiness (class), Slippery Secrets (skill)
Key Gear:
Basic Tactics by Level:
Carries around one weapon in hand.
Round 0: Ten Paces (to draw other weapon).
1st-3rd:
Round 1+: Demoralize/Create Diversion, Strike, Strike.
Using mobility to move back and keep distance if necessary, and using Fake Out to support allies.
4th-11th:
Round 1+: Demoralize/Create Diversion, Paired Shots.
Using mobility (and Ki Rush, Feather Step) to move back and keep distance if necessary, using Leap and Fire to return fire against ranged attacks, or Fake Out to support allies if enemies don’t have ranged attacks.
12th+:
Round 1: Jellyfish Stance, Paired Shots.
Round 2+: Demoralize/Create Diversion, Paired Shots.
Using mobility (including Feather Step, Elf Step and Ki Rush) to keep some distance, using Leap and Fire and Opportunist to fire back at anyone who targets you or who tries to close in for melee, or Fake Out to support allies if enemies aren’t targeting them.
At L14, if starts turn exactly 10’ away, can follow Paired Shots with a Flurry of Blows with Jellyfish Stance strikes.
nick1wasd |
Build 17: The Legendary Devil Hunter Dante
Human Tiefling (Grimspawn lineage) Drifter, with a GIANT assortment of arms. Beast Gunner archetype seems obvious since Beasts Guns are Devil Arms, weapons made out of badguys you kill.
- Breath Blaster for the shotgun he normally has, improved by DT
- Slide Pistol & Pepperbox for Ebony & Ivory, since 5 showed us they have different functions
- Piercing Wind or an Axe Musket for the gun/sword kata BS he's known to do
- Black Powder Knuckle Dusters for his punchy-kicky weapon he always gets
- Bastard Sword for Rebellion/DSD
- Fire Lance or Taw Launcher for his Bazooka/Grenade Launcher type weapon he always has
Onkonk |
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I'm not quite sure this is appropriate for this thread but it is a fun idea I had with Champion with a combination weapon and gun archetypes. The idea is a build that takes full advantage of both the weapon modes in the combination weapons.
A mid-ranged fighter that stays 15 feet of their allies to fully work as a team with Retributive Strike to protect them and Sniping Duo to set up attacks for you and them.
The high points of this build is for sure throwing your javelin, critically succeed and shoot them at the same time the javelin burrows into them. I also love the imagery of facing a dragon, thinking "what should I do?" and just shoot them with your trident.
Ancestry: Jinin Half-Elf
Stats: 14/18/10/10/14/12 -> 20/24/18/10/20/12
Class: Paladin of Tsukiyo, we're from Jinin where the Three Peaked Tree is from and Tsukiyo allows LG followers and loves spears (and the Three Peaked Tree is a spear with modifications!).
Skills: Stealth and Athletics are skills you need, could invest into Occultism to lean into Tsukiyo as well.
Feats:
1: Ranged Reprisal, Elven Weapon Familiarity.
2: Sniping Duo
3: Returning Blade Ally so we don't have to use our rope anymore
4: Triangulate
5: Natural Skill
6: Smite Evil
8: Duo's Aim
9: Multitalented -> Gunslinger Dedication (Vanguard)
10: Slinger's Readiness so we can use the parry trait of our Mithral Tree a bit better