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Thread: [3.5] Dual Wielding Revolvers
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2010-09-26, 05:50 PM (ISO 8601)
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[3.5] Dual Wielding Revolvers
Howdy, playgrounders!
Last session, my Djinni died at the hands of a pretty nasty Deep Dragon. Since the rest of the party can't afford a True Resurrection and I was getting bored playing him anyways, we decided that I should take over a certain NPC dwarf named Flintlocke (cuz he just fits the description perfectly) who is a leader of a (now severely decimated) dwarven adventuring group that explored the Underdark.
I get to stat him as I wish, and since his main weapons are a pair of magical revolvers that never run out of ammo and don't have to be reloaded, I thought of building him around that aspect.
So what I want is a badass dual wielding dwarf who kicks ass and asks questions later.
Since there's not much stuff (or better yet any stuff) for revolvers, modifying crossbow feats might be appropriate.
I rolled these rolls, and get to pick the one I like most. So any suggestions on that are welcome too.
Roll 1: 11, 13, 16, 18, 11, 11
Roll 2: 15, 15, 10, 15, 13, 8
Starting at level 9, and looking to do some serious damage with these two babies (meaning pretty optimized, but not going for the extreme cheesiness).
Any suggestions or builds are welcome. Thanks in advanceLast edited by PrGo; 2010-09-26 at 06:08 PM.
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2010-09-26, 05:52 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
You could play a blasty warlock, fluffing all of his blast invocations as pistol shots?
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2010-09-26, 05:53 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
Last edited by PrGo; 2010-09-26 at 05:54 PM.
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2010-09-26, 05:57 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
Swift Hunter seems appropriate here. Scout/Ranger with a level of Monk who's used a Sparring Dummy of the Master, maybe? That'd be pretty decent, if fairly unoptimized.
Knowing the level we're shooting for and the optimization level might be helpful, by the by.
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2010-09-26, 05:59 PM (ISO 8601)
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2010-09-26, 06:00 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
Oh right, you already have the guns - I thought we were trying to model them. In that case I'd second Swift hunter if it weren't that I kind of see a gunfighter as predominantly staying still? Dunno
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2010-09-26, 06:03 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
Yeah, skirmish isn't an option too. He'd look cooler standing on the ground being immovable and shooting everything in sight
Also I mentioned already wanting as much attacks as possible, and that just doesn't work with skirmish since I can't skirmish and full attack.
Or... can I?
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2010-09-26, 06:11 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
theres ways of getting 10 foot steps as a free action - that could be fluffed as some kind of badass flash step - like *swish BLAMBLAMBLAMBLAM*
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2010-09-26, 06:11 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
Stats for the revolvers?
Books available?
Crossbow Sniper (PHBII) seems like a very useful feat if the GM will allow it with guns.
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2010-09-26, 06:13 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
Are you against using homebrew materials? Guns don't have much love within DnD but homebrew has plenty of options - from entire base classes and prestige classes to homebrewed ToB disciplines to feats to even stats of guns.
So if you really want to optimize you should look into the homebrews.
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2010-09-26, 06:13 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
One of the best crossbow-specific feats is Crossbow Sniper from the PHBII. It gives you a bonus on damage rolls equal to 1/2 your Dexterity bonus, and doubles the range at which you can sneak attack. So you might want to combine that with sneak attack.
You're gonna want Rapid Reload to load the guns in combat, TWF to be able to wield both with minimal penalties, and Weapon Focus to qualify for Crossbow Sniper... so that's 4 feats right there if you choose that build. A human or fighter level could also get Improved TWF in by level 9.
From there you could take feats like Point Blank Shot, Precise Shot, Rapid Shot, and Greater TWF. You can also fit those in earlier with more fighter levels, relying on magic weapon properties instead of sneak attack for damage.
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2010-09-26, 06:16 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
A Swift Hunter with a 10' step (or Cloistered Cleric+Travel Devotion) gets you everything except the implacable, stand-your-ground feel, so it depends how much you value that.
Actually, your description makes me think of a dual-wand wielding artificer. Fluff the wands as magical guns, get multiple attacks via Twin Spell/Split Ray, Dual Wand Wielder (not sure that's the name), and Quicken Spell.Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor
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2010-09-26, 06:20 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
In my gaming group, we always had a unspoken ban of the homebrew stuff, so that's not an option. Thanks anyways.
I've just checked the Sparring Dummy item and it seems pretty nice. I'd have only 6k gold left to buy my guns with. Unless it's not consumed after use (which wouldn't make sense) then I might sell it for 15k gold. Opinions?
Rapid reload isn't needed since the weapon's magic keeps it loaded at all times.
Also Crossbow sniper would do nice if I combine it with skirmish.
Yeah after weighing my options, I decided to go with Skirmish. Dual wielding wands is awesome, but I'm just not into counting charges and crafting items.
Guess it's Swift Hunter for me.Last edited by PrGo; 2010-09-26 at 06:23 PM.
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2010-09-26, 06:23 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
I might nick this actually :p.
I like the idea of a trench coated gunfighter suddenly blurring and reappearing to your side before unloading a full clip ...
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2010-09-26, 06:38 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
Did somebody say Black Rain? *Cue Awesome Guitar Solo*
Seriously, if you are a Gunslinger, you must utilize the Black Rain Disciple.*
*This assertion is null and void if you DM does not allow ToB or Homebrew.
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2010-09-26, 06:44 PM (ISO 8601)
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2010-09-26, 06:45 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
I'll second the vote on Swift Hunter + a 1-level dip of Cleric with Travel Devotion. Pick Undeath as one of your cleric domains, Travel as the other, so you get 4 extra turn attempts. For flavor, and utility, pick undead as your fist favored enemy with ranger, and use that in-depth study of killing undead as the justification for picking the Undeath domain.
This way you get to use the Travel Devotion feat to move as a swift action, then full attack. Two Weapon Fighting works with ranged, so if you can get your DM to rule that Improved Two-Weapon Fighting and Greater Two-Weapon Fighting work with ranged as well, you can get those for free with your Ranger levels.
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2010-09-26, 08:48 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
What are the stats for these revolvers?
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2010-09-26, 08:51 PM (ISO 8601)
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2010-09-26, 08:54 PM (ISO 8601)
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2010-09-26, 09:53 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
D20 modern has a lot of gun feats to grab up so you might want to look into that. If you want a real gun list that has actual stat differences to the different guns you could be using look in Call of Ctuchlhu 5.6 handbook you would just have to convert the ranges into feet not yards.
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2010-09-26, 09:55 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
There's a fair amount of homebrew based around guns. The entire Draw, Partner! contest, for example, as well as the excellent Black Rain martial discipline. I highly recommend this material.
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2010-09-26, 10:01 PM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
I'd actually suggest using the Gun Mage (See Iron Kingdoms Character Guide) and Swiftblade (see WotC website). Nearly full Gun Mage casting, nearly full BAB, perhaps dabble into Abjurant Champion, and really you get yourself one bad muther $#%#%@. Best part is that swiftblade like scout rewards you for moving, so you'll get skirmish from that.
EDIT: I'd second DW's mention of the Draw, Partner! contest as well.
-XLast edited by ErrantX; 2010-09-26 at 10:02 PM.
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2010-09-27, 01:19 AM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
This is more of a concept suggestion, but maybe you can find a way to cast spells into your bullets so they affect your targets on impact, similar to a Spellwarp Sniper.
A friend of mine played a gunslinging wizard/techsmith for one session, and the DM gave her a special pair of pistols to do just that. In effect, she Charmed a kobold by shooting him in the butt.
You would have to talk to your DM about how to make it work mechanically, but it could be fun.
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2010-09-27, 03:36 AM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
Quotes:Praise for avatar may be directed to Derjuin.Spoiler
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2010-09-27, 04:17 AM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
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2010-09-27, 04:53 AM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
There's a pistol on page 145 in the DMG.
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2010-09-27, 04:55 AM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
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2010-09-27, 05:14 AM (ISO 8601)
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Re: [3.5] Dual Wielding Revolvers
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2010-09-27, 09:28 AM (ISO 8601)
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