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  1. - Top - End - #1
    Dwarf in the Playground
     
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    cool [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 advance
    Last edited by PrGo; 2010-09-26 at 06:08 PM.

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    Bugbear in the Playground
     
    Goblin

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    Default 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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    Default Re: [3.5] Dual Wielding Revolvers

    Quote Originally Posted by Project_Mayhem View Post
    You could play a blasty warlock, fluffing all of his blast invocations as pistol shots?
    That's not really what I'm looking for. Since I'll take the cost for those guns out of my starting wealth, I'm looking to have as much attacks as possible with bestest damage possible with them.
    Last edited by PrGo; 2010-09-26 at 05:54 PM.

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    Default 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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    Default Re: [3.5] Dual Wielding Revolvers

    Quote Originally Posted by arguskos View Post
    Knowing the level we're shooting for and the optimization level might be helpful, by the by.
    Riiiiiight, sorry. Edited the first post

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    Bugbear in the Playground
     
    Goblin

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    Default 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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    Default Re: [3.5] Dual Wielding Revolvers

    Quote Originally Posted by Project_Mayhem View Post
    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
    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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    Bugbear in the Playground
     
    Goblin

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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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.
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    Default 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.

    Quote Originally Posted by Urpriest View Post
    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.
    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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    Default 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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    Default 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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    Default Re: [3.5] Dual Wielding Revolvers

    Quote Originally Posted by Tael View Post
    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.
    Sweet mother of all that is awesome. I'm gonna hit my DM with every one of my books (and I have a lot) if he doesn't let me take those maneuvers.
    Thanks a million, mate

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    Default 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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    Default Re: [3.5] Dual Wielding Revolvers

    What are the stats for these revolvers?

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    Default Re: [3.5] Dual Wielding Revolvers

    Quote Originally Posted by gomipile View Post
    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 is a very good idea, since you will also be able to deal skirmish damage to undead.

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    Default Re: [3.5] Dual Wielding Revolvers

    Quote Originally Posted by Prime32 View Post
    What are the stats for these revolvers?
    Dunno yet, was just scrolling through MiC and couldn't find something that I like. I'll try again in the morning. Anyways, I have 36k gold to spend on them and additional starting gear, so if you have any advice, it would be appreciated

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    Default 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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    Default 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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    Ogre in the Playground
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    Default 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.

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    Last edited by ErrantX; 2010-09-26 at 10:02 PM.
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    Default 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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    Default Re: [3.5] Dual Wielding Revolvers

    Quote Originally Posted by PrGo View Post
    Dunno yet, was just scrolling through MiC and couldn't find something that I like. I'll try again in the morning. Anyways, I have 36k gold to spend on them and additional starting gear, so if you have any advice, it would be appreciated
    Quick Loading is for crossbows, but it should work for guns too. A nondimensional space that stores up to 100 bolts.
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    Default Re: [3.5] Dual Wielding Revolvers

    Quote Originally Posted by PrGo View Post
    Dunno yet, was just scrolling through MiC and couldn't find something that I like. I'll try again in the morning. Anyways, I have 36k gold to spend on them and additional starting gear, so if you have any advice, it would be appreciated
    I just use crossbows with 20/x3 crit rates.

    It doesn't really make sense for guns to be exotic weapons, since the main advantage when they were introduced was that they took far less training than a bow.

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    Default Re: [3.5] Dual Wielding Revolvers

    There's a pistol on page 145 in the DMG.

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    Default Re: [3.5] Dual Wielding Revolvers

    Quote Originally Posted by Iku Rex View Post
    There's a pistol on page 145 in the DMG.
    That page also has a katana and an antimatter rifle.

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    Default Re: [3.5] Dual Wielding Revolvers

    Quote Originally Posted by Prime32 View Post
    That page also has a katana and an antimatter rifle.
    Antimatter rifles have always been the traditional counter to high level tier 1 casters :P

    Also

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    Default Re: [3.5] Dual Wielding Revolvers

    Quote Originally Posted by FelixG View Post
    Step 1: Buy Iron Kingdoms campaign setting book
    Step 2: Marvel in all the steampunky goodness that will help gimp your character
    Step 3: ???
    Step 4: Profit!
    FTFY.
    Ironm Kingdoms is awesome, but rules-wise, everything in there is very weak.

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