Early feats for a Sukgung Sniper


Advice


My kobold gunslinger just came back at level 5 after my witch was eaten. We have free archetype and I took Inventor for crafting related reasons. We also found a flaming rune mad early and I'll have it ported onto my trusty Suki.

I'm not sure what to do with my early feats. I was using munitions crafter and quick draw before for a bit of versatility with bombs, but now my Sukgung's damage is too high to even humor that. Many of the feats just don't apply to crossbows. Hit the dirt and cover fire seem bad. Crossbow crackshot is... Technically useful but so boring and annoying to remember.

2nd level options are basically quick draw and fake out. Quick draw was putting in work thanks to over tuned night time random encounters, but now my attack bonus is getting high enough to make fake out tempting even though it doesn't synergize with covered reload. (I'd use the gauntlet bow to bypass the awkward loading, but I'll feel dirty.)

What I really want is to figure out a way to make munitions crafter work, but bomb accuracy is too low and alchemical ammo doesn't seem worth the extra action. Without feats like alchemical shot it just feels super hard to justify. Anyone find a use I'm missing?


munitions crafter is pretty much a setup for alchemical shot and munitions machinist.

But otherwise, splash damage will trigger a weakness even on a failure.


Mellored wrote:

munitions crafter is pretty much a setup for alchemical shot and munitions machinist.

But otherwise, splash damage will trigger a weakness even on a failure.

True, but an extra action on a reload build is tough. You're competing with second strikes, and soon Sniper's Aim. I guess if I can trigger weakness with both spash and persistent that might be worth it. Maybe I should just prepare a pair of each flavor of elemental ammunition and bust them out only for those moments.


Captain Morgan wrote:
Mellored wrote:

munitions crafter is pretty much a setup for alchemical shot and munitions machinist.

But otherwise, splash damage will trigger a weakness even on a failure.

True, but an extra action on a reload build is tough. You're competing with second strikes, and soon Sniper's Aim. I guess if I can trigger weakness with both spash and persistent that might be worth it. Maybe I should just prepare a pair of each flavor of elemental ammunition and bust them out only for those moments.

persistent damage on a weakness is very strong. So yea, carry some of each element.

Just make sure you have a way to know what the weakness is.


Also
Hit the Dirt + Kip Up makes it pretty good. But that's not till 7.


Mellored wrote:

Also

Hit the Dirt + Kip Up makes it pretty good. But that's not till 7.

The problem is I need to prioritize stealth as my first skill increase. I also tend to be pretty far from the fray so I don't get targeted a ton, ideally.

Edit: though I could retrain.

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