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Nosta
2019-10-03, 01:47 PM
Ok so I guess the Anti-mage Gunman was not going to work

so I have another idea In 3.5 i always wanted to play a spellwarp sniper but never had a chance and my group is pretty much 100% pathfinder 1E

So I was thinking Would taking a level of spellslinger wizard and the rest as an Eldritch scoundrel Rogue be good

I know technically the spellslinger level is not needed but i like the idea of shooting my spells from Guns

(also Question do I need somatic components for spells fired through my Arcane Gun(s) I plan to dual wield pistols

Feat wise I was thinking for the first five levels
1: PBS
H:Precise Shot
3: Arcane Strike
5: Spell cartridges
Any good I Really Kinda want the last feat cause it paints a cool image in my head)

And My Rogue talents I am unsure of
I am still kinda going Mage killer

heavyfuel
2019-10-03, 01:57 PM
Whatever build you go for, I'd strongly recommend things that allow to ignore miss chance and - more importantly - Wind Wall.

Since you mentioned 3pp, you can go PoW for Galebreaker’s Stance.

I have no idea how to beat miss chance in PF, but I'm sure there's some way.

Eldonauran
2019-10-03, 02:13 PM
Since you mentioned 3pp, you can go PoW for Galebreaker’s Stance.

I have no idea how to beat miss chance in PF, but I'm sure there's some way.

Can't help with the 3rd party stuff. I don't use it.

As for ignoring miss chance? Either use abilities that don't require an attack roll, or find some magic means of dealing with the source of the miss chance (true seeing, etc).

Psyren
2019-10-03, 02:14 PM
I have no idea how to beat miss chance in PF, but I'm sure there's some way.

Seeking (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/seeking/)


Whatever build you go for, I'd strongly recommend things that allow to ignore miss chance and - more importantly - Wind Wall.

Cyclonic (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cyclonic/)

heavyfuel
2019-10-03, 02:30 PM
@OP

Some other considerations:

Interrupting spells is best done with a readied action, so the Vital Strike line of feats can be a great improvement.

Also, range > anything else when it comes to your weapon choice. You'll usually be in the back of you team's side, and spellcasters will be in the back of their team's side. You really don't want them to be dropping Long range spells from half a mile away and be helpless with your revolver.

More considerations to come


Seeking (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/seeking/)



Cyclonic (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cyclonic/)

Seeking is perfect for this IMO. Always active and cheap. I'd get ASAP.
Cyclonic is very expensive though. +2 property (+4 Weapon if we assume he also has Seeking on it) makes it unavailable until pretty late in the game.

A dip in an Initiator class is definitely better.

Psyren
2019-10-03, 08:15 PM
Seeking is perfect for this IMO. Always active and cheap. I'd get ASAP.
Cyclonic is very expensive though. +2 property (+4 Weapon if we assume he also has Seeking on it) makes it unavailable until pretty late in the game.

A dip in an Initiator class is definitely better.

Uh... level 10 is late game? :smalltongue: That's when a +4 weapon will be 50% of your wealth; and you can get it much earlier than that if you craft it yourself. (https://www.d20pfsrd.com/feats/general-feats/master-craftsman/)
Better still, an enemy using wind wall is fairly situational, so you can instead just enchant a stack of cyclonic bullets for much, much cheaper and use them then.

I'm not saying the PoW dip is a bad idea - but on top of being third-party, not every build wants to give up or delay class features / FCB just to bypass one kind of obstacle when wealth can do the same. So I disagree that it's universally better.

grarrrg
2019-10-03, 10:05 PM
4: Type of Gun. I like the image of using a pistol / revolver , pulling it out and shooting the mage before he can cast his spell
but I assume a musket is better do to range and DMG
Biggest thing with guns is getting down to a Free Action reload. Doesn't matter how much damage you do per shot if you can only shoot 1/round at best.

Muskets are a step slower reloading, and thus require more hoop-jumping.

Psyren
2019-10-03, 10:19 PM
OP is playing gunslinger so they'll get that for free

CharonsHelper
2019-10-03, 10:53 PM
you can instead just enchant a stack of cyclonic bullets for much, much cheaper and use them then.

I'll +1 this. Even Seeking is situational enough until pretty high level that I probably would just get some Seeking bullets.

Treblain
2019-10-03, 11:33 PM
The Overwatch Style (http://www.d20pfsrd.com/feats/combat-feats/overwatch-style-combat-style) feat chain is perfect for readying attacks to disrupt spellcasting. Burrowing Shot (http://www.d20pfsrd.com/feats/weapon-mastery-feats/burrowing-shot-weapon-mastery/) adds a spell failure percentage when you hit as a swift action.

Arutema
2019-10-03, 11:52 PM
Biggest thing with guns is getting down to a Free Action reload. Doesn't matter how much damage you do per shot if you can only shoot 1/round at best.

Muskets are a step slower reloading, and thus require more hoop-jumping.

At 3rd level, the musket master archetype lets you treat a musket as a one-handed firearm for purposes of reloading.

grarrrg
2019-10-04, 06:55 AM
OP is playing gunslinger so they'll get that for free

Free Reload Muskets? Not inherently from Gunslinger no.
Pistols are easy enough to get to Free, anything bigger needs a boost.
Musket Master archetype, Modern guns, or whatever there is for 3rd party stuff (or a pile of Muskets and the Quick Draw feat).

heavyfuel
2019-10-04, 07:00 AM
Uh... level 10 is late game? :smalltongue: That's when a +4 weapon will be 50% of your wealth; and you can get it much earlier than that if you craft it yourself. (https://www.d20pfsrd.com/feats/general-feats/master-craftsman/)
Better still, an enemy using wind wall is fairly situational, so you can instead just enchant a stack of cyclonic bullets for much, much cheaper and use them then.

I'm not saying the PoW dip is a bad idea - but on top of being third-party, not every build wants to give up or delay class features / FCB just to bypass one kind of obstacle when wealth can do the same. So I disagree that it's universally better.

Lv 10 is very much late game. Maybe not if you truly intend to play from lv 1 to 20, but most* campaigns end much before that.

Is suggesting a feat for a character that's already going to be feat starved by nature really a good idea?

Op mentioned 3pp, so I assume the DM's okay with them. Yeah, delaying features sucks, but the Gunslinger isn't exactly ripe with them

*this is based on personal experiences and both real-life and online third person accounts. This is by no means based on statistical analysis

Malphegor
2019-10-04, 08:24 AM
Ralph Bakishi's got you covered, my man. (https://youtu.be/4cZqRzHnI8s?t=48)

At least in terms of style to give you ideas. (Wizards! is really good for tech in fantasy)

Psyren
2019-10-04, 09:18 AM
Lv 10 is very much late game. Maybe not if you truly intend to play from lv 1 to 20, but most* campaigns end much before that.

Is suggesting a feat for a character that's already going to be feat starved by nature really a good idea?

Op mentioned 3pp, so I assume the DM's okay with them. Yeah, delaying features sucks, but the Gunslinger isn't exactly ripe with them

*this is based on personal experiences and both real-life and online third person accounts. This is by no means based on statistical analysis

Again, not saying your idea was a bad one, just that your blanket statement of "a dip is definitely better" isn't necessarily true.

As mentioned above, wind wall-using enemies are rare enough that I'd be happy just dropping 2k on some cyclonic bullets to deal with them instead of using a dip.

Elkad
2019-10-04, 10:52 AM
30% miss chance from the occasional Wind Wall isn't crippling anyway. Mirror Images are a bigger problem the first couple rounds.

And Seeking just ignores Wind Wall

upho
2019-10-04, 06:13 PM
So I had an Idea for a Gunslinger who has a very strong (Dislike) for Arcane spell CastersSeems I'm gonna have to be that guy and suggest you don't play a gunslinger then. Why? Because everything of importance the class grants you, other much stronger and more versatile, fun and interesting classes you seem to have access to also grants. And they even do it in less levels and often with a ton of extra sugar on top!

Although somewhat dependent on your build's combat role and specific slingin' style, you'll typically want at least the first three of the following for carefree basic gun use:

1. -Free Action Reload As others have touched upon. Good alternatives are (not necessarily fully mutually exclusive):

One-handed gun(s), Rapid Reload and alchemical cartridges. Simple and versatile, but increases misfire value by +1, which can be expensive to fix, and also ties you to one-handed guns with their short default range and small damage die.
Shadowshooting (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/shadowshooting/) gun(s) (+1 weapon enhancement cost). Automatically creates quasi-real magic ammo after each shot without increasing misfire value, which also means you don't need a free hand for reloading. The downsides are that a) against most opponents this ammo also sets the damage die result of the weapon to the minimum possible (ie 1 for a Medium pistol or musket), and b) you can't apply other ammo properties to the quasi-real ammo, like special materials or spells (although you can still shoot any real ammo normally). Past the earliest levels, a) tends not to matter much even if you're damage focused since you'll want to be as small as possible for the attack, AC and Dex bonuses anyways, but b) can become a bit limiting, especially in higher levels and/or combat against more challenging opponents.
1+ level(s) of Gunsmoke Mystic (http://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/mystic/archetypes/gunsmoke-mystic/). This gives you the Animus Ammunition feature, providing free magic ammo in a manner similar to shadowshooting, but doesn't come with a damage reduction and also reduces the gun's misfire value by -1 to a minimum of 1. This is limited by the size of your animus pool which can be problematic if you're making lots of attacks, and like shadowshooting it only creates "standard" ammo. So you get the most out of this with 2-handed guns - especially those with a 2+ default misfire - and typically mainly during early and mid levels unless you're taking several additional Gunsmoke Mystic levels (which can be a great idea regardless). Note also that this lets you reload any firearm as a free action, which per RAW includes siege firearms. So turning multiple foes into fine red mist each round is fully doable, with likely the largest damage die possible in the game (up to 256d6) hitting touch AC from up to more than 350' away. While this can be made into a very effective ranged damage combat style throughout basically all levels, you should be aware I've heard from trusted sources that if you go spelunking with say a Huge fiend's mouth cannon, some players/GMs might start complaining you smell of overly mature cheese! I know it's really weird, but apparently this is a pretty common thing... :smallwink:

2. -Misfire Value < 1 Second to reload times, a gun build's combat effectiveness is often mostly hampered by misfires. Some good alternatives:

Reliable gun(s) (+1 weapon enhancement cost). Reduces misfire value by -1. Often the best available option before mid/high levels, but by itself often not enough to reduce misfire value to zero, and therefore best combined with shadowshooting and/or the Create Enhanced Firearm feat.
Greater reliable gun(s) (+3 weapon enhancement cost). Reduces misfire value by a whopping -4, but very rarely worth it unless gained from an essence forged (http://spheresofpower.wikidot.com/akashic-weapons#toc1) weapon (which is fantastic for many/most initiators, but still typically won't give you greater reliable before 13th level).
Create Enhanced Firearm (https://www.d20pfsrd.com/feats/general-feats/create-enhanced-firearm/) feat. Lets you increase the cost of guns you craft (with Gunsmithing) by 10% to reduce their misfire value by -1. Most gun builds get the prereq Gunsmithing feat for free, but as feat starvation may very well be an issue anyways, this may turn out to be expensive before rather high levels. Also by itself often not enough to get rid of misfire risks, so best combined with shadowshooting, a Gunsmoke Mystic dip,and/or reliable gun(s). (Note also that if you have or are about to take at least one combat feat which you don't need for prereqs, you might instead be able to get your hands on a training (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/training/) weapon granting that feat and can instead learn or retrain into Create Enhanced Firearm (+1 enhancement cost, unclear RAW says the weapon has to be "drawn and in hand", ask your GM). Which means you might get away effectively paying for this feat with no more than a +1 weapon enhancement cost - typically 8,000 gp for a +1 training gauntlet - rather than a typically more valuable feat slot.)

3. -Increased Range Especially one-handed guns have very poor default range, often making them difficult and risky to use effectively. Two good remedies:

Distance gun(s) (+1 weapon enhancement cost). Doubles default range.
Eyes of the Hawkguard (http://spheresofpower.wikidot.com/veil-list-and-descriptions#toc43) veil, gained via Shape Veil (http://spheresofpower.wikidot.com/akashic-feats#toc40) feat and/or say a Batal (https://libraryofmetzofitz.fandom.com/wiki/Batal) rajah (https://libraryofmetzofitz.fandom.com/wiki/Rajah) 1+ level dip with the Inaugurate Title (https://libraryofmetzofitz.fandom.com/wiki/Inaugurate_Title) feat. Increases attack and vision range by 10', +10' per essence invested. With for example a few easily gained Radiant Dawn maneuvers for 3+ essence, by 12th level this veil can increase the range of your gun(s) by +40', making range pretty much a non-issue even if you wield say a paddle-foot or dragon pistol. When bound to the headband chakra, this veil also grants continuous see invisibility, which is pretty darn neat especially when fighting casters.

4. -Dex to Gun Damage Not nearly as universally important as the above points of course, but great for damage focused builds. AFAIK, the far best way to gain this is through 3 levels of Myrmidon (https://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/dreamscarred-press-fighter-archetypes/myrmidon-fighter-archetype/) Trench Fighter (https://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-fighter-archetypes/trench-fighter/) (add say the Drill Sergeant (https://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-fighter-archetypes/drill-sergeant-fighter-archetype) archetype for even more fun).


1: Race? (Human could be +2 Wis and a Bonus Feat) or Dwarf for their (Wis Bonus and Their steel soul Feat)Human is a great choice, as that free feat will surely be put to great use (although I recommend +2 Dex instead of Wis).

Otherwise, in general you'll likely prefer starting Small (harder to hit you and easier for you to hit) and having a bonus to Dex and a mental stat (likely Wis, but dependent on your specific build). Two of the best choices are very likely going to be the most suitable +Dex variants of aasimar and tiefling, paired with a Small humanoid heritage for Small starting size (instead of the default human heritage and Medium size), probably more so if you're allowed to trade the SLA for an additional fitting +2 ability score bonus from the races' alternate features lists. Tiefling is also notable because it may grant you a prehensile tail, allowing you to reload guns without a free hand and thus providing cheap carefree gun TWF-ing.


2: Archetype. I know there is a 3pp Archetype that is geared towards being anti-mage but i did not think the flavor fit my ideaUnless there's some excellent 3PP gunslinger archetype out there I'm unaware of, as mentioned you're much better off as a gunslinger if you don't have any levels in the gunslinger class. Aside from the Myrmidon Trench fighter dip and the Gunsmoke Mystic already mentioned, just off the top of my head great related class choices include:

Hawkguard (http://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/warder/warder-archetypes/hawkguard/) warder (http://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/warder), any number of levels (add Ordained Defender (http://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/warder/warder-archetypes/ordained-defender/) for dependence on Wis instead of Int). A rare ranged defender archetype, and a really good one at that.
Privateer (http://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/martial-class-templates/privateer-template/) based on either initiator class and any number of levels. Especially the warlord version is also a fantastic feat-saving 1-level dip for builds based on another class.
Desperado (http://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/warlord/warlord-archetypes/desperado/) warlord. Good with any number of levels, although 3 are as mentioned enough to get viable 2-handed gun reload mechanics.
Harbinger (http://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/harbinger/), warder or Myrmidon Trench fighter combos with the awesome Eldritch Archer (https://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo-magus-archetypes/eldritch-archer-magus-archetype/) magus and Bladecaster (http://www.d20pfsrd.com/alternative-rule-systems/path-of-war/prestige-classes/bladecaster/) PrC can make for amazing gish slingers and very versatile combatants and adventurers.
Phoenix Champion (http://www.d20pfsrd.com/alternative-rule-systems/path-of-war/prestige-classes/phoenix-champion/) PrC. A more party support focused alternative, combining martial maneuvers, animus and ranged weapon use to great effect.

IIRC, there are a few great Sphere classes/options as well, but someone more familiar with that system would have to provide you with details.


3: Feats? I know there is one called Caster-Bane shot (But Idk if its worth it)Nope, not worth it. Since you want other more important feats first, by the time you'll find the room for this, the damage dealt by your gun hits will likely make for impossibly high caster concentration check DCs anyways. Not to mention you'll probably have far better things to spend your grit on.


I assume PB shot and precised shot is decent and Rapid Reload / Rapid shot / quick DrawPBS and PS are typically must-haves because they're prerequisites for virtually every other ranged feat worth considering, not necessarily because of their benefits (definitely not in the case of PBS). Which other feats to prioritize is of course dependent on the specific aims of the build, but typically most builds want at least Rapid Reload and Gunsmithing as soon as they start using guns, and Rapid Shot and Deadly Aim at some point later on.


4: Type of Gun. I like the image of using a pistol / revolver , pulling it out and shooting the mage before he can cast his spellWell, you can certainly make this image into a mechanically very viable combatant (and adventurer in general). But the actual build details are also highly dependent on what else, if anything, you wish your character to focus on both in and outside of combat, not to mention what you'd like to happen because your slinger fired his shot(s) before the caster. Is the caster dead because your gun attack(s) dealt stupendous amounts of hp damage? Or is the caster incapable of casting spells because of your gun attack(s) have other special anti-casting hit effects? Or are they dazed from the ranged dirty tricks you just made with your guns and godlike gunslingin' skills?

And say the caster is dead from hp damage, would you prefer if that is because you turned them into a colander with a veritable hailstorm of lead from your pair of rapid-firing guns? Or because you can now clearly see the party tank in the other room on the opposite side of the caster, smiling and giving you thumbs up through the huge gaping holes the single shot from your enormous boom-stick just made through three feet of stone wall and the caster's chest?

When you consider these questions, I also recommend you try to ignore any preconceptions you might have regarding the limitations of game's gun mechanics - a lot more is doable than most people imagine...


but I assume a musket is better do to range and DMGBetter for range yes, but with two one-handed firearms you can pretty reliably deal near twice the damage you'd deal with a single musket. Due to the horrendous default reload mechanics of muskets and other 2-handed firearms, which only a rare few specific class features can make reasonable, they're generally not competitive weapons for builds lacking additional strong reasons to take 3+ levels of Desperado (http://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/warlord/warlord-archetypes/desperado/) warlord or 1+ levels of Gunsmoke Mystic (or possibly some similar Sphere options).

Or in other words: the short default range issue with one-handed guns is typically both far less serious and far less costly to fix than the reload issue with two-handed guns is. (But of course there are exceptions, such as a build focusing on ranged combat maneuvers and not minding the reduced damage and ammo versatility of a shadowshooting gun, or the aforementioned cannon-slinger with a stupidly large damage die size.)

upho
2019-10-04, 11:05 PM
Uh... level 10 is late game? :smalltongue: It seems the "general average" of survey results agrees with heavyfuel's experiences of typical real game level ranges. But regardless, I agree that calling 10th "late game" does seem very odd, and not in line with the apparent standard definition of the expression on forums.

And since different people will have very different experiences and we'll likely never know the true average level span of all PF games played, for the sake of our (or at least my own) sanity, I really think our default definitions of "low/mid/high levels", "early/late game" and similar expressions should also remain related to the full 20 level span detailed in the rules.


That's when a +4 weapon will be 50% of your wealth; and you can get it much earlier than that if you craft it yourself. (https://www.d20pfsrd.com/feats/general-feats/master-craftsman/)Yep, but I'm still having a really hard time seeing a gun build for which this very expensive magic weapon combo would be the most cost effective solution. At least not when PoW options are on the table, as is apparently the case for the OP.


Better still, an enemy using wind wall is fairly situational, so you can instead just enchant a stack of cyclonic bullets for much, much cheaper and use them then.This.


I'm not saying the PoW dip is a bad idea - but on top of being third-party, not every build wants to give up or delay class features / FCB just to bypass one kind of obstacle when wealth can do the same. So I disagree that it's universally better.If you're dead set on having gunslinger levels for some weird reason, this is of course true.

But I have to say that for any other gun build I can think of, PoW class levels are indeed superior to magic weapon combos to overcome these and many similar specific defenses/obstacles, and they're also (practically) universally superior to gunslinger levels (regardless of 1PP archetypes). Which frankly mostly just says the gunslinger class and its 1PP archetypes are sadly one-dimensional yet again, but not much about the quality of the PoW alternatives.

The reason why PoW class levels are so universally superior in this case is of course primarily because one or more levels in a PoW class can provide both the means to reliably overcome/circumvent/mitigate most of the common defenses against ranged attacks (not just wind wall), while also providing at least the most important class features granted by the equivalent gunslinger levels, and typically also much more. For example the benefit of the mentioned Musket Master gunslinger's 3rd level feature, enabling free action reloads of 2-handed firearms, is also granted by 3 levels of Desperado warlord, in addition to other features providing a much greater versatility and allowing for a far greater build variety than the features granted by 3 Musket Master gunslinger levels do.

So I think saying that taking PoW levels instead of gunslinger levels and these weapon enchants means you "give up or delay class features / FCB just to bypass one kind of obstacle when wealth can do the same" is actually (grossly) misleading. It would be more appropriate to say that PoW levels "grants all the important benefits of the gunslinger levels and the weapon enchants, plus a bunch of other very useful stuff the gunslinger levels and weapon enchants won't provide".

And naturally, PoW levels aren't necessarily superior to some other potentially gun related 1PP class options. For example, I think nothing in PoW can quite match the benefits the Eldritch Archer magus grants a "gish-ish" (heh!) slinger build. Which of course mostly means that the magus levels are best combined with a dip into an initiator class and all 10 levels of the Bladecaster PrC for dual progression! :smallbiggrin:


The Overwatch Style (http://www.d20pfsrd.com/feats/combat-feats/overwatch-style-combat-style) feat chain is perfect for readying attacks to disrupt spellcasting. Burrowing Shot (http://www.d20pfsrd.com/feats/weapon-mastery-feats/burrowing-shot-weapon-mastery/) adds a spell failure percentage when you hit as a swift action.I think at least Overwatch Vortex could be made into an interesting and actually competitive anti-caster tool. But it still suffers greatly from the fact that readied actions in general, and the ones required by these style feats in particular, cannot be combined with so many other great gun options. So in most cases, I think a combo of say ranged PoW counters, AoOs and combat maneuvers would be preferable, providing at the very least a comparable net total "anti-caster power" without eating your standard or full round actions or wasting nearly as significant resources during a round without appropriate triggers.


I'll +1 this. Even Seeking is situational enough until pretty high level that I probably would just get some Seeking bullets.Indeed.


OP is playing gunslinger so they'll get that for free
Free Reload Muskets? Not inherently from Gunslinger no.
Pistols are ready enough to get to Free, anything bigger needs a boat.
Musket Master archetype, Modern guns, or whatever there is for 3rd party stuffExactly. And at least the PoW options providing that benefit are as mentioned also stronger and IMO far more interesting to play than the Musket Master.

On a related note, I still find it annoying that regardless of how great you are in combat with guns and ranged weapons in general, you must still have a certain rare class feature in order to use a 2-handed gun without looking like a total clown. :smallannoyed:


(or a pile of Muskets and the Quick Draw feat).:smallfrown: Just imagining that some poor slinger would have to resort to this makes me sad...


Mirror Images are a bigger problem the first couple rounds.This.

grarrrg
2019-10-05, 06:59 AM
On a related note, I still find it annoying that regardless of how great you are in combat with guns and ranged weapons in general, you must still have a certain rare class feature in order to use a 2-handed gun without looking like a total clown. :smallannoyed:

Agreed on annoying. Trying to TWF with guns is almost as bad, but at least you aren't locked into one specific class>archetype.

Psyren
2019-10-05, 03:46 PM
Okay, yeah, fine, PoW levels > Gunslinger levels. But I still find single-class builds more elegant. And if you're playing, well, literally anything better than a T5 class then solving problems with wealth is probably going to be superior than solving them with dips and feats, especially when those are third-party.

Ramza00
2019-10-05, 07:13 PM
Okay, yeah, fine, PoW levels > Gunslinger levels. But I still find single-class builds more elegant. And if you're playing, well, literally anything better than a T5 class then solving problems with wealth is probably going to be superior than solving them with dips and feats, especially when those are third-party.

How is the Marksman the Psionic Archer from Dreamscarred that also made PoW?

Nosta
2019-10-05, 07:44 PM
Thank you very much for trying to help me with my previous build

I have however chosen to scrap that idea for another

please read the opening post to see my new build

any advice on it was be most welcomed

grarrrg
2019-10-06, 12:54 AM
I have however chosen to scrap that idea for another

please read the opening post to see my new build

Your probably better off making a whole new thread. Quite a lot of (potentially confusing) clutter in this one.


I will note that you said "dual wield pistols", and want I to confirm you have a plan on how to actually reload them, or are looking for ideas. There are a variety of ways to make it work, but most aren't that quick/easy and require investing in 'something'.

Psyren
2019-10-06, 02:55 AM
Seconding "make a new thread."