
Ryze Kuja |

Hey all,
This is my first time playing a Gunslinger and we're starting at level 5. The GM is allowing items up to level 7 to start out with. We're using the Free Archetype rule, and I'm going as the Inventor Archetype and choosing the Construct Innovation.
I was going to start off with a Pacifying Property Rune for the -2 Attack vs. anything I attack, as well as a +1 Striking rune. I was also thinking of Hat of Disguise, since my character is highly reliant upon stealth and blending into crowds.
What are some of the go-to items for Snipers and Inventors? Thanks in advance.

gesalt |
Pacifying has a will save that is going to quickly become obsolete (and is hardly reliable even at 5) and it also eats your reaction.
As for other items:
+1 Armor
Other skill item - cloak of elvenkind or ventriloquist ring maybe?
Perception item - Eye slash (greater) if you already have darkvision. It doubles as a scope too
Your choice of QoL wands with trick magic item
Characters all mostly use the same item types(weapon, armor, skills, perception, speed, flight, QoL wands) so you can just go down the line checking off boxes until you're done.

Applied_People |

What QoL wands should I be going for besides Longstrider or See Invis?
Also, if not Pacifying Rune, what would you suggest in lieu of this?
As a Sniper, you are a crit fishing striker; so I'd go for a less commonly resisted elemental damage rune like Shocking (electricity) or Thundering (sonic).

Xethik |

Ryze Kuja wrote:As a Sniper, you are a crit fishing striker; so I'd go for a less commonly resisted elemental damage rune like Shocking (electricity) or Thundering (sonic).What QoL wands should I be going for besides Longstrider or See Invis?
Also, if not Pacifying Rune, what would you suggest in lieu of this?
Those runes are level 8, so out of grasp for the character at the moment.
You can certainly make due with no rune, but I do like the crushing property rune at low levels but that only works with a few firearms as far as I know.
Gortle |

I have a character using the Pacifying rune in my current game. They like it a lot.
0. Waterproof Carrying Case keeps your gun working in rain or when you get shoved into water
7. Persistent Lodestone a free action reload consumable might be useful in a tight fight.
Try this link for some item ideas

Dubious Scholar |
Alternatively, there's the Air Cartridge Firing System for dealing with water. The penalty is pretty negligible and some guns have enough range to not care at all really.

egindar |
Setting aside the action economy and static DC, it seems like the Pacifying rune mainly works if the target has both lethal and nonlethal attacks (which is rare IME), or if you're also investing resources in Tripping them, no?
By default the -2 penalty is the same you'd take for making a nonlethal attack with a lethal weapon, although the shift from untyped (Pacifying) to circumstance (nonlethal) means the latter won't stack with prone or similar effects. So you have to impose one of those for the target to see a net benefit in switching to nonlethal.

Xethik |

Setting aside the action economy and static DC, it seems like the Pacifying rune mainly works if the target has both lethal and nonlethal attacks (which is rare IME), or if you're also investing resources in Tripping them, no?
By default the -2 penalty is the same you'd take for making a nonlethal attack with a lethal weapon, although the shift from untyped (Pacifying) to circumstance (nonlethal) means the latter won't stack with prone or similar effects. So you have to impose one of those for the target to see a net benefit in switching to nonlethal.
The Pacifying rune causes a creature - on a failed save - to take a -2 on attack rolls unless they have a nonlethal attack built in.
They take a -2 from the rune if they make lethal attacks. They take a -2 from converting a lethal attack to nonlethal. No matter which way you slice it, it's a -2.
egindar |
Sorry, I should've specified I was speaking in terms of the flavor-mechanics relationship. It was specified in an earlier version of my post but I guess I cut it out rewording some things and forgot to add it back in.
It seems counterintuitive to me, if the rune's flavor is meant to dissuade enemies from using lethal attacks, for the effect to leave them roughly the same off regardless of whether they switch or not.
As it is, yeah, it makes no difference from the perspective of someone just looking at it as a flavor-agnostic debuff.

Xethik |

Sorry, I should've specified I was speaking in terms of the flavor-mechanics relationship. It was specified in an earlier version of my post but I guess I cut it out rewording some things and forgot to add it back in.
It seems counterintuitive to me, if the rune's flavor is meant to dissuade enemies from using lethal attacks, for the effect to leave them roughly the same off regardless of whether they switch or not.
As it is, yeah, it makes no difference from the perspective of someone just looking at it as a flavor-agnostic debuff.
Oh, I see. Yeah I generally agree that it has weird mechanics to back-up the flavor, but I think that's there to alleviate any confusion on the intelligence required to make non-lethal and to keep the effect consistent.

beowulf99 |

For a Way of the Sniper, I usually recommend the Portable Weapon Mount (Shielded) so that you don't have to worry quite so much about natural cover to use your slinger's reload.
Other options depend on exactly what you want to be doing really.