How To Make Gunslinger Do Lots Of Dmg Pathfinder

Posted By admin On 27.05.20

Oh God yes.

Historically, Gunslingers were the rough-and-tumble frontier men of the Old West, where, armed with the two most famous guns ever made, the Colt revolver and the Winchester rifle, they fought the natives, the animals, and one another in the name of Humanity Fuck Yeah.

Culturally, the gunslinger was the American equivalent of the European knight-errant, with many an old story of their wandering from place to place righting wrongs and shooting bandits. One famous aspect of these stories is the quick-draw duel, where two men stand in the street at high noon (when everyone knows to get out of the way and the sun is in neither of their eyes), and stare each other down, each waiting for the other to draw first so that he will have the benefit of arguing 'self-defense' in court after the duel is over. In most, but not every case, the villain draws first, but the hero is faster than him and kills him.

Just like the medieval knight underwent a series of anti-heroic revisions recently, the cultural myths around the Gunslingers of the Old West have been reexamined in a number of realistic Westerns that paint them in a more morally-ambiguous light.

How do I make a gunslinger with a decent damage progression? Ask Question Asked 8 years, 9 months ago. Active 4 months ago. Viewed 67k times 24. 5 $begingroup$ I am considering playing a Gunslinger when next we play Pathfinder (I am currently GMing a game, and we'll be switching off afterwards), and thumbing through the Ultimate Combat. Surpassing even The Boss: N. Jolly’s guide to the Pathfinder Gunslinger “Some things change the world in the wrong way, but you’ve always got people arguing about what those things are. Then you’ve got things that make everything better, and you still got people screaming about what makes thi.

  • Pathfinder - Gunslinger Deeds Breakdown Disclaimer. I support a limited subset of Pathfinder's rules content.If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance.
  • Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to.

Dungeons and Dragons[edit]

Because of the usual problem, for years the closest thing the D&D family had to a playable Gunslinger class were the gunfighting Paladins of Murlynd who resembled sheriffs from these Westerns, and whose holy text was basically a pulp novel of his exploits. In 3rd Edition, this amounted to a single feat buried in an issue of Dragon Magazine.

5th Edition first sought to resolve this lengthy injustice by introducing Gunslingers as a sub-class of the Artificer called the Gunsmith. This first version was a quarter-caster, like the Fighter and Rogue spellcasting archetypes, that got a semi-magical 'thunder-cannon' that only they could use, and which took an action to fire and a bonus action to reload. While this obviously restricted them to one shot per round, the base shot had the damage-progression of the Rogue's sneak attack, and they learned to fire other shots with various effects (blast, cone, etc.) as they leveled up. They also had the tools needed to recreate their weapon if it was destroyed, and a wonky ammunition bag that didn't technically give them as many bullets as they wanted in theory, but definitely did in practice since they were almost certainly not going to fire more shots than they can produce in a given long rest.

Unfortunately, the Gunsmith and the thunder cannon were removed with the March 2019 Unearthed Arcana, but in its place a new Artificer sub-class (now renamed Artillerist) had the means to create a walking turret buddy by sacrificing spell slots (as well as one free one each day). This turret, while incapable of scaling in damage, could either be a flamethrower, a force-damage ballista, or a healing station. You could also create wands with this subclass, though it was only usable by you and it let you add your Intelligence Modifier to the damage of one cantrip.

The official published version of the Artificer in Eberron: Rising from the Last War kept most of the above Artillerist features, adding the option to make the turret legless, tiny and hand-held (i.e. a GUN). Combined with the ability to fashion arcane focii into firearms, dual-wielding gunslingers had finally arrived in D&D.

There's also a complete 5e Gunslinger class of semi-official canonicity, created by Matthew Mercer of Critical Role fame and subsequently launched on DM's Guild, which mimics the Pathfinder model.

Pathfinder[edit]

Pathfinder actually had the balls to add the Gunslinger as a character class in a world of knights and swords, because fuck medieval stasis; in canon, it's because there's an entire region that's just a massive anti-magic zone so they needed something to defend themselves. They're built on the 'Fighter' template, so they get lots of hitpoints and lots of feats, and they enjoy a resource pool called grit that they can use for various effects. Grit is actually regenerated by doing badass deeds of derring-do as much as by rest, so shooting out chandeliers, challenging villains to quick-draw duels, and leaping sideways through the air while firing are all heartily encouraged.

More than perhaps any other class, Gunslingers benefit from Pathfinder's 'archetype' system. One Gunslinger class feature basically lets the character pick a gun off a rack to start the game with, since otherwise you'd have to spend more money than the entire party probably has at character creation to buy a single weapon, let alone ammunition; sticking with one type of gun and picking an archetype to go with it is very advantageous. Musket Masters get lots of free reloading powers, Pistoleros get sneak-attack-style extra precision damage, Siege Gunners get to be cannon fighters, etc. Note that there is only one 'good' way to do a dual pistol build ('Gun Twirling,' which is super feat-heavy), outside of weird stuff (being a member of the four-armed kasatha race, multi-classing to either witch or alchemist long enough to pick up an extra limb, picking the bard archetype for juggling weapons, etc.), so it's tricky to do.

Your firearm is your friend and your bosom buddy. You won't be starting out with a multi-shot firearm for balance, and getting one later is pretty iffy, so making reloading as quick and easy as possible is absolutely paramount. Take the Rapid Reload feat if your archetype doesn't already come with one, and take at least one rank in the Craft: Alchemy skill to make alchemical ammunition at half-cost with no crafting roll. Alchemical ammunition, even when it doesn't have any special powers, further reduces the time necessary to reload a weapon, which is a small price to pay for increased misfires. Getting it down to a free action by the time you can take multiple shots per round is important. Also, when you inevitably roll a critical fumble and your gun breaks, don't be stingy with your grit. How to burn dmg file in linux. Doing a quick clear may cost you time later, but it will save your goddamn life now, whereas having your weapon explode will basically kill you even if you survive it.

They also manage to sidestep most MAD problems, since, although they need more WIS than the average fighter-derivative for grit points, they need less STR if they aren't lugging around an artillery piece. And even then, there's a dirt cheap magic item called Muleback Cords that can easily get around that problem. Plus, one of their strongest powers kicks in at fifth level, where they start adding their Dex to damage with their guns, complete with their own version of Power Attack (Deadly Aim).

Gunslingers aren't really overpowered, since their abilities basically begin and end at pointing guns at bad things to make them dead; they have to stay uncomfortably close for their ranged features to actually matter, misfires are the bane of their existence for most of their careers, and their whole shtick can be shut down in a hurry if the enemy spellcaster summons cover or manages to get their gun wet. That said, they do need to be played against very differently from many other martial classes, so DEFINITELY clear this class with your GM/DM before you roll one. Misfiring is also a perpetual bane until you can afford a +2 equivalent weapon, and if you aren't always prepared for it, you will most likely die.

Most of the listed problems can be easily fixed with cheap wondrous items and weapon enchantments (distance on a musket will double the range to 80 feet), and combat feats like Cluster Shots and Improved Precise Shot remove the problem of DR and Cover. Also, Alchemical Cartridges can't get wet, and even if the GM is smart enough to cast water on your musket (and you lack any Dry Load cartridges), just ask a caster to cast Prestidigitation (lvl 0 spell) on your gun and it will be dry in a standard action. Or, if you're willing to get really pulpy 'science-fantasy', try and score yourself some of the technological guns from Numeria; any gun works for a gunslinger, whether it's a blackpowder musket or an ancient alien laser pistol. And for those wanting to go ham on this angle, there's the Techslinger archetype from the Technology Guide.

The issue with this is, of course, that the availability of guns is dependent on setting and feats. In general, a lot of DMs just aren't happy with the changes having gunslingers around would necessitate in their settings, and it is their game, after all. Paizo has ported some of the 'slinger's class features into other class variants in some of their new material, and the 'Bolt Ace' archetype basically ports most of their cool stuff into crossbows, so if the mechanics sound interesting to you but the DM is unwilling, take a look. And most people agree that revolvers, rifles, and other 'early modern' firearms are a bit too strong, so don't expect to get them at all.

In the end, Gunslingers are tier 5 at lower levels or tier 4 at higher. They can throw out a lot of damage, but at lower levels they struggle to do it consistently. While good at this, base Gunslingers can't do anything else very well, although with some clever skill points, and use of their heavier CHA focus the Mysterious Stranger can take up the place of a Party Face, and the Blast Lock deed can be used to bypass locks (though the subtlety of such a tactic leaves a lot to be desired without oil of silence), so there are some ways to make an 'infiltrator' Slinger. They also have a pretty good skill list and a decent number of skill points, so they edge out the fighter in that regard.

Come Heroes of Golarion, any ranged Gish that wants to be is a better Gunslinger than an actual gunslinger thanks to the feat Spell Cartridges. In exchange for a swift action each turn to use Arcane Strike and slightly less damage (1d4 per 5 caster levels) your firearm is semi-automatic, requires no ammo and deals force damage (which is almost never subject to Damage Reduction or Energy Resistance).

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Where other gunslingers rely on precision shooting, the firebrand instead masters explosive ordnance. Firebrands tend to be passionate, devil-may-care wanderers living each day to the fullest.

Gunsmith

At 1st level, a firebrand gains a dragon pistol as her battered firearm.

This ability alters gunsmith.

Wild Card (Ex)

A firebrand uses her Charisma instead of Wisdom to determine the number of grit points she gains at the start of each day and to determine the DCs of her gunslinger deeds. A firebrand treats direct hits with her bombs as firearm attacks for the purpose of regaining grit. This ability works in all other ways like the gunslinger’s grit class feature.

This ability alters grit.

Deeds: A firebrand gains the following deeds.

Dragon Fire (Ex)

A firebrand is a master of the volatile substance known as dragon’s breath. At 1st level, as a swift action, the firebrand can spend 1 grit point to add her Charisma modifier to the DCs of all dragon’s breath cartridges she fires until the end of her turn. Her attacks with dragon’s breath cartridges misfire only if a 1 is rolled on two or more of the damage dice.

This deed replaces the deadeye deed.

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Big Boom! (Su)

At 7th level, a firebrand can channel her explosive potential into a mighty blast. As a standard action, the firebrand shoots a 30-foot cone of fire from the barrel of her gun. The firebrand designates one creature in the squares affected by the cone to be the target and makes an attack roll with her firearm against that creature; on a hit, the target takes damage as if it were directly hit by both the firebrand’sfirearm and her bomb. Creatures in all other squares in the cone (as well as the target’s square, if the gunslinger’s attack missed) take splash damage as if they were in the area of the firebrand’s bomb, with a Reflex saving throw for half damage. (The DC of this saving throw is equal to 10 + half the firebrand’sgunslinger level + the firebrand’sCharisma modifier.) Using this deed costs 2 grit points and expends one of the firebrand’s daily uses of bombs (see the bombs ability on page 5), as well as the appropriate ammunition for the firearm attack; ammunition that does not require an attack roll cannot be used this way.

This deed replaces the dead shot deed.

How To Make Gunslinger Do Lots Of Dmg Pathfinder 2

Scorched Earth (Ex)

The firebrand knows how to make dragon’s breath burn white-hot. At 4th level and every 4 levels thereafter, the fire damage of the first dragon’s breath cartridge fired by the firebrand each round increases by 1d6 (to a maximum total of 7d6 at 20th level).

This ability replaces the gunslinger’s bonus feats gained at 4th, 8th, 12th, 16th, and 20th levels.

Bombs (Su)

At 5th level, the firebrand gains the bombs ability as an alchemist of her gunslinger level – 4, using her Charisma modifier in place of her Intelligence modifier to determine her number of bombs per day and the DC to avoid splash damage. The firebrand adds her Charisma modifier to her bombs’ damage instead of her Intelligence modifier, even if she has the throw anything class feature. In addition, the firebrand’s bombs are always under the effect of the explosive bombs discovery. Firebrand levels do not stack with levels in other classes with the bombs class feature.

How To Make Gunslinger Do Lots Of Dmg Pathfinder 2017

This ability replaces gun training.

How To Make Gunslinger Do Lots Of Dmg Pathfinder Free

Pathfinder Player Companion: Elemental Master’s Handbook © 2017, Paizo Inc.; Authors: John Compton, Eleanor Ferron, Mikko Kallio, Jason Keeley, Isabelle Lee, and Christopher Wasko.