Tuesday, October 22, 2013

How to Build a PFS Gunslinger Part 2 (Sorta)

Well this has taken longer than I thought it would but without a hard deadline or any other motivation this is how things is going to go I guess. Anyway, here is the next 'List of things to consider' for making a PFS Gunslinger.

Things you MUST consider for making a PFS Gunslinger.

  • Name your gun. It's your friend. My gunslinger, Kyrie Ebonblade, has three guns and all three have names. There is: 'Ol Painless' her +1 Distance Musket, 'Discretion' her MW pepperbox and 'The Countess' her +1 Conductive Double Barrel Musket.
  • Choose tactics that fit your character. If you a pistol type, movement is your friend so consider things like Dodge/Mobility. Items that let you move in a surprise round or increase your speed work well too. You want to move in and back up the melee types.
    If you're a long range type, look for ways to supplement your attacks. The right material for the right beast, or feats that help you put more effect to your attacks. For example, readying an action to shoot anyone that looks to cast a spell or getting clustered shots to pile your multiple shots into one single DR bypassing attack are things to consider. If you have an innate power from another class, such as Alchemist Bombs, Conductive can be helpful, think how fun it could be to put in a lay on hands/channel smite or smite into a shot from across the room. 
  • Look for party synergy. If you want to help your costs, consider what a wand/scroll could do if you have a friendly caster type to help out. Ditto for a scroll of make whole for that possible misfire or Greater magical weapon (or one of literally DOZENS of minor weapon buffing spells). There are a LOT of legal gunslinger spells out there with not a lot of use. 
  • Since you're most likely going to be the 'moving around' guy/gal, look for ways to help out the party doing that. Bring a few extra weapons (since one of your staple items, the efficient quiver, will have a huge 60 arrow section that you won't be using too much.), to bring things the other party members might need. A bandolier, handy haversack, or scroll case, will let you move up to someone and as a move action pull out something for them to take from you that they can use. That's a lot of things. Scrolls, potions, wands, ammo, replacement weapon or whatever. Be Johnny on the spot if you can. Not every fight requires you to fill the room with lead. Putting a potion of Enlarge Person/Protection from Evil/Shield of Faith into the right hands can be useful. Oils let you put them on the animal companions too. 
  • It's okay to be a 'hard hitter' but not okay to be 'That Guy' that kills everything in the room in one round. It's not as fun to 'break the game' as you'd think. Remember you're not the only person at the table. The GM had to read thru and do game prep, everyone else wants to have a role in the event. Here is my big secret, my gunslinger is potent but I typically don't do the 'hail of lead' protocol because it's annoying and cost ineffective. I typically use a vital strike with things like infused alchemical weapons and/or bombs (now) to beef up the damage. Only when things fall apart or it looks like we're ALL going to die do I move up to the 'hail of lead'. Granted now that Kryie is 9th level I'm getting more and more of those 'oh hell' moments. (Golemwork's Incident SUCKED)
  • Be aware of your limitations. Golems suck fyi. Elementals, particularly Earth elementals, are nastier I've discovered. Ghost Salted ammo can help against incorporeal foes, weapon blanches (particularly Adamantine and Ghost salt) are very cost effective. 
  • Team assistance. Learn a variety of skills, while focusing on a few. Perception is a vital point for a gunslinger, Acrobatics (at least 3 ranks) helps you fight defensively, and you can put enough points into knowledges, diplomacy (or intimidate) to be the 'pop hitter' or 'aid monkey' as needed. Add in things like Pathfinder Chronicles for a variety of skills can help the knowledge/skill monkeys in their job.

Monday, May 20, 2013

How to build a better Gunslinger for PFS

Well not really. More like MY TAKE on how to make a gunslinger for PFS. Or guidelines even.

Vital points to remember.

  • There two very essential statistics to consider when building a Gunslinger. Dexterity because you are primarily a ranged character. To get the maximum effect you need a high Dexterity. Then you need Wisdom to get the second vital point of a Gunslinger. Grit.  The only exception is for a Mysterious Stranger, for which you substitute Charisma for Wisdom.
  • Secondary Characteristics: You need a good constitution, HPs are definitely a vital point to anyone who is playing. Never go be a 12 and try for a 14 if you can. Intelligence can help, skills help in PFS play. You need a crew of players with knowledges, every character needs some social skill (Bluff, Diplomacy, and/or Intimidate), and a gunslinger (particularly the pistol types) needs Acrobatics and EVERYONE needs Perception. 
  • Feat Economy. A gunslinger has SOME bonus feats but it is a very feat intensive class. There will be more on this later. 
  • Favored Class abilities: Beside from the standard HP/Skill point bonuses, some races bonuses are pretty handy.  Extra Grit (1 every 4 levels), reduced misfire to a one type of gun, ect. Research your race. 
  • Your weapon. This is the centerpiece of your character. More than any other class, Gunslingers are defined by their weapons. Build on your role. Going to be close in? Maybe melee & gun? Get a pistol of some flavor and pick your feats on it. Long range/crowd control? Get a 2handed gun and work from it. It WILL become your signature weapon. Maybe, if you're lucky, it will be from the very beginning with your starting pistol/musket/blunderbuss; or perhaps you'll have to scrimp and save for the gun(s) you want. Guns cost money. So you won't have a lot. 
Starting off with the concept of how you're playing. I have 3 basic concepts that I see coming up. 
  • Pistol-man. The up-close and personal types. Typically you'll see a pistol user play pistolero or mysterious stranger. They move in close, hammer in from 30 feet or so. (20 ft typically to get the optimum hits). 
  • Rifleman. You pick your shots, put them in from 40 feet or so. Or further if you got Distance enchantment or Far Shot. Typically built down to the one shot one kill concept. 
  • The Gunthug. This one is still in building. Scattergun user. Keep in close, use scatter attacks. This gives you the ability to hammer multiple targets and use specialty ammo. This one needs to be able to mix in melee attacks with the gun. 
Feats:
  • Point Blank/Precise Shot. A staple for ANY gunslinger. You CAN live without them but it is INFINITELY easier to live with it. 
  • Rapid Reload. Pick your signature weapon and get it for that. It WILL help you in a fight.
  • Deadly Shot. The ranged version of Power Blow. Absolutely essential in my opinion. You trade off some hit for a bigger bite. With ranged touch attacks it's a no brainer. 
  • Far Shot. Something to consider for snipers. 
  • Quick Draw. Definitely helpful for the Pistol-Man. Pull and switch pistols a la Jose Wales. 
  • Vital Strike. Helpful. I use it on my Sniper to conserve ammo and use my iterative attacks on a standard action. Makes it easier to run&gun. 
  • Deeds. Some of the deed feats can be useful. For example, a Pistol-man could definitely get pay off Deft Shootist Deed, allows them to reload and shoot up close without drawing AoOs. Signature Deed is a great way to minimize grit cost. For example. Reducing Up Close & Personal from 1 point a use to 0. Or using the Extended Range deed of a Musket Master at medium range at will and reducing the cost by 1 for further increment. 
  • Extra Grit. Results might vary, but depending on Grit requirements this might be of use.
  • Rapid Shot. Shoot twice. Good for low level Gunslingers. If thats' your build. In my opinion better than shooting twice with a double-barrel fire arm but I'm not too eager to use them.
Gear: Things you should get.
  • Ammo. Specialty ammo, be it paper cartridges or bullets, can be useful. Adamantine, Cold Iron and Silver are all clear choices but if you have Ultimate Equipment check out Elysian Bronze.  Alchemical blanches are another good thing to look into. Ghost salt when you expect incorporeal creatures.
  • Guns. Normally materials don't do that much for the guns. Bullets yes, guns not so much. Mithril is good for weight reduction, protection vs rust attacks. Or Adamantine if you're scared of sundering. 
  • Magic items.  Armor and weapons aside, there are a few items to get. Endless Bandolier, Efficient Quiver, Handy Haversacks and Bags of Holding are all good things to lower your encumbrance. Any of the dozen or so sensory enhancing magics are good choices. 
<More to come>

Thursday, May 16, 2013

Building a (possibly better) Pathfinder Society Gunslinger.

I won't lie. I'm a terrible person. I like guns in my swords and sorcery. Some folks think that is an alien thing or that it 'violates' some fundamental physical law of the genre. You simply, according to these folks, have a world where magic AND guns work. It's just not done.

I don't buy it. Sorry. If you can have 'mind powers' and sorcery, you can pull a 'thunder rod' from your belt and pop a cap in Thulsa Doom just as easy.

So right off the bat, I was looking at a mini I got. My friend Stacie just finished painting her and I have to admit that I'm looking forward to trying a gunslinger of the pistol weilding flavor, despite my reservations.

Some of the things I KNOW that are different between Kyrie (my musket master/grenadier) is that you are not as far off. That means I HAVE to be within 30 feet to get optimum performance out of the pistolero. Up Close and Personal is like a ranged sneak attack with the perk of you do damage even if you MISS.  But like most precision attacks, it requires you to stay close.

That means mobility and speed are an must. That eliminates the smaller races and dwarves. 20 foot movement will be bad for a 'fast mover'. It also means that the gunslinger will HAVE to be as lightly encumbered as possible.

Of course, with the perk of things like Endless Bandoliers, Bags of Holding/Handy Haversacks and Efficient Quivers encumberance is a non-issue after a certain point.

The big issue is picking a gun to work around since Rapid Reload is item specific now. Either double barrel pistol or pepperbox. With DB Pistols you get a cheaper price, with Pepperbox you get to hold off on RR for a while.

Monday, April 1, 2013

Cindrana Longpath, Tiefling Wizard (Admixture) 9


Cindrana is my first PFS Wizard, courtesy of this years updated Organized play changes that allowed for Tiefling PCs. She's an admixture wizard after her first run, Quest for Perfection Pt. 1, introduced her to an elemental specific vulnerability while she only had one fire spell. She tends to go for surgical strikes, admixing elmental effects and hammering in precision strikes with single target spells and things like Burning Arc to slam in elemental effects while the melee types close in. Add in a few spells like Burning Disarm, Battering Blast, and Chain of Perdition to hinder the foes. Mix in a few communal spells, buffs (Enlarge Person, Bear's Strength, ect) and so on, and she is a good rear line fire support.
(Ask Baron Jacquo Dalsine's cousin, just bring a Speak with Dead spell).
Thanks to a recent change in the way wizards buy spells, her spell book has gotten quite fat and more often than not I typically hold back one or two spells a level for 'scenario specific' issues. (Such as packing in a few different types of pellets for Pellet Blast if she expects demons/devils, extra proteciton spells or such.)
She was born in Korvosa to a Chelaxian merchant family and a Varisian scholar who attended the Acadamea. Her life had been planned by her father till her Chelaxian family heritage cropped up her second year as she changed from 'apparently human' to a Tiefling. Her grandfather was killed as a 'lesson' in not deceiving her bethrothed family and her father quickly disowned her to recover what prestige they had. She took up with her mother's clan and finished her studies as a Wizard at her grandmother's tutelage. Once her apprenticeship was done, she was introduced to a family friend in the Pathfinder Society. From there she entered into the service of Osirion and the Ruby Prince where she has worked to help recover artifacts and pursue knowledge.

Cindrana Longpath
Female Tiefling Wizard 9
CG Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 18, touch 13, flat-footed 16 (+2 armor, +2 shield, +2 Dex, +1 natural, +1 deflection)
hp 47 (9d6+9)
Fort +6, Ref +7, Will +9
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee  Light Shield Bash +0 (1d3/x2) and
   Masterwork Club +5 (1d6/x2)
Ranged Masterwork Light crossbow +7 (1d8/19-20/x2)
Spell-Like Abilities Dancing Lights (3/day), Darkness (1/day), Light (At will)
Wizard Spells Prepared (CL 9):
5 (2/day) Overland Flight, Fire Snake (DC 24), Fireball, Empow (DC 22)
4 (4/day) Black Tentacles, Burning Arc, Empow (DC 21, x2), Darkvision, Communal, Extend, Burning Disarm, Empow, Inten (DC 19)
3 (5/day) Fireball (DC 22, x2), Bullet Shield, Extend, See Invisibility, Extend, Battering Blast (DC 22), Resist Energy, Communal
2 (6/day) Scorching Ray, Burning Disarm, Inten (x2) (DC 19), Mage Armor, Extend, Snowball, Inten (DC 19), Burning Arc (x2) (DC 21)
1 (6/day) Magic Missile, Hydraulic Push, Burning Hands (DC 20), Enlarge Person (DC 19), Protection from Evil, Burning Disarm (DC 19), Snowball (DC 19)
0 (at will) Ray of Frost, Read Magic, Detect Magic, Prestidigitation (DC 18)
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Statistics
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Str 10, Dex 14, Con 12, Int 26, Wis 12, Cha 10
Base Atk +4; CMB +4; CMD 17
Feats Empower Spell, Extend Spell, Improved Familiar, Intensified Spell, Spell Focus (Evocation), Spell Penetration, Varisian Tattoo (Evocation)
Traits Focused Mind, Tomb Raider (Perception)
Skills Appraise +14, Craft (tattoo) +20, Diplomacy +6, Fly +10, Knowledge (arcana) +18, Knowledge (dungeoneering) +17, Knowledge (history) +15, Knowledge (local) +20, Knowledge (nature) +15, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +20, Perception +16, Sense Motive +11, Spellcraft +20, Survival +1 (+3 to avoid becoming lost)
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Hallit, Infernal, Kelish, Osiriani, Osiriani, Ancient, Shoanti, Skald, Sylvan, Thassilonian, Tien, Undercommon, Varisian
SQ arcane bonds (Riffle [familiar], dragon, faerie), arcane familiar nearby, deliver touch spells through familiar, empathic link with familiar, intense spells +4, opposition schools (illusion, necromancy), prehensile tail, share spells with familiar, speak with familiar, specialized schools (admixture), versatile evocation (13/day)
Combat Gear: Pearl of power (1st level x3) , Potion of barkskin +2, Potion of cure light wounds, Potion of protection from evil, Rime metamagic rod (lesser) (3/day), Selective metamagic rod (lesser) (3/day), Spell Tattoo: Feather Fall (Wrist Equipment Slot), Spell Tattoo: Infernal Healing (Ring Equipment Slo, Spell Tattoo: Vanish (Hands Equipment Slot), Wand of Mage Armor, Wand of magic missile, Wand of Shield, Alchemist's fire (3), Tanglefoot bag (2), Thunderstone (2); Other Gear +1 Silken ceremonial armor, +1 Mithral Light steel shield, Amulet of natural armor +1, Cloak of resistance +2, Handy haversack (67 @ 75.2 lbs), Headband of vast intelligence +4, Ring of protection +1, Wayfinder

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Special Abilities
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Admixture Associated School: Evocation
Arcane Familiar: Faerie Dragon
Artisan's Shop: +1 to Craft for Day Job rolls and 5% discount on items of same type.
Damage Resistance, Cold (5) , Electricity (5) , Fire (5)
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Manipulation (9 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Mind +2 to Concentration checks
Restricted Schools: Illusion/Necromancy: 2 slots to cast spells from the Illusion/Necromancy school.
Intense Spells +4 (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rime metamagic rod (lesser) (3/day)
Selective metamagic rod (lesser) (3/day)
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (13/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Introducing....


Allow me to introduce myself.. I'm a man of wealth and fame...

Actually Borgrin isn't..he's a dwarf of violent and loud tendencies. Rude and obnoxious (to date he's insulted six of the eight faction leaders to their face), he tends to be an 'in yer face cause that is where mah BOOM-STICK needs ta be!' sort of lad.
Boom-stick, as he is known to friends, enemies, rivals and anyone in earshot, is a larger than life dwarven boy come down from the mountains to explore the world. He has found his calling in service to the greatest of all human gods, Cayden Cailean. A god whose sacrement is a pint is just his sort of god. Add in that god calling for him to go out and get into trouble for the 'greater good' is just his sort.
The fact he can drink while doing it is just icing on the cake.

Favored moments of play:
-To a certain Andoran Faction Leader. "Nice hat mistah.. does yer mummy know yer wearing it?"
-To a particular Cheliaxian Paracountess. "Lady yer more twisted than a wee pretzel..and about as cute a sewer rat."

Borgrin 'Boom-Stick' McCracken
Male Mountain Dwarf Gunslinger (Gun Tank) 1/ Inquisitor (Spellbreaker) 1
CG Medium Humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 19, touch 11, flat-footed 18 (+7 armor, +1 shield, +1 Dex)
hp 19 (1d10+1d8+4); judgement of sacred healing 1
Fort +6, Ref +4, Will +4; +2 trait bonus vs. fear
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire); SR 7
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Offense
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Speed 30 ft.
Melee Dwarven waraxe +2 (1d10+1/x3)
Ranged Blunderbuss +3 (1d8/x2)
Special Attacks: agile feet (5/day), judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor (Spellbreaker) Spells Known (CL 1):
1 (2/day) Expeditious Retreat, True Strike
0 (at will) Disrupt Undead, Stabilize, Detect Magic, Brand (DC 12)
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Statistics
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Str 13, Dex 15, Con 14, Int 12, Wis 15, Cha 11
Base Atk +1; CMB +2; CMD 13
Feats: Gunsmithing, Point Blank Shot
Traits: Good Natured, Reactionary
Skills: Acrobatics -5, Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb -6, Craft (alchemy) +5, Craft (firearms) +6, Diplomacy +5, Escape Artist -5, Fly -5, Intimidate +5, Knowledge (arcana) +5, Knowledge (local) +6, Perception +7 (+9 vs. flying creatures), Ride -5, Sense Motive +8, Stealth -5, Swim -6
Languages: Common, Dwarven, Orc
SQ deed: deadeye, deed: gun tank's resolve (25%), deed: quick clear, domains (travel), greed, grit, judgement (1/day), mountaineer, sky sentinel, slow and steady, strong-willed

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Special Abilities
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Artisan's Shop: +1 to Craft for Day Job rolls and 5% discount on items of same type.
Darkvision (60 feet): You can see in the dark (black and white vision only).

Deeds:

  •  Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
  •   Gun Tank's Resolve (25%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit
  •   Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.

Good Natured: You have an unusually sunny spirit, and it takes serious doing to dampen your mood. You gain a +2 trait bonus on all saving throws against fear effects.
Greed: +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grit (Ex): Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing: You can use a gunsmithing kit to craft/repair firearms and ammo.
Inquisitor (Spellbreaker): Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.

  • Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
  • Judgement of Sacred Healing 1 (Su) Fast Healing
  • Judgement of Sacred Justice +1 (Su) Attack bonus
  • Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
  • Judgement of Sacred Protection +1 (Su) AC bonus
  • Judgement of Sacred Purity +1 (Su) Save bonus
  • Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
  • Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
  • Judgement of Sacred Smiting (Magic) (Su) DR bypass

Mountaineer: Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Point Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sky Sentinel: +1 to attack/+2 to AC Gain bonus to att/AC vs flying foes. Foes gain no bonus for high ground, +2 Perception vs flying.
Slow and Steady: Your base speed is never modified by encumbrance.
Spell Resistance (7): You have Spell Resistance.
Strong-Willed (Ex): At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. 
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Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Tuesday, March 19, 2013

Megacon, a survivors tale.

It is said with age comes wisdom. The old saw leaves out that wisdom comes from a list of mistakes you vow to ever repeat again. Like spending the entire convention in one room.

My Convention Rules are:
-Preorder tickets. MONTHS ahead.
-Know EXACTLY where you're going to sleep
-Bring fluids.
-Bring cough drops, spare shirts, pens, body spray and soap. (Everyone stinks by mid afternoon)
-Be patient. People will be gawking. That means standing around, sudden stops, weird turns, bumping into folks. AND spilling things, so don't wear your favorite shirt unless you can handle a stain. We are ALL here for fun, so help out. Hold a door, point out that someone dropped something, ect.
-Set a limit. (Daily and overall) Once you hit it, WALK away.
-Talk to the folks at booths. Not just the ones you are looking for. Never know when you might discover something new in life. (Found a local author at the con, lovely lady)

NEW Rule. Set time aside for other things. Just because there are FOUR slots of games don't mean you play/GM them all. Wander around. See other places. Take photos, do new things.

The pictures are of Kristy the VC getting a commendation challenge coin. One of two folks who have earned it in the greater Florida area.

Fun was had by all.

And like Kristy said..,"Pathfinders roll for initiative."