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.