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Thread: [PF] The Gunslinger's Handbook

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    Default Re: [PF] The Gunslinger's Handbook

    Skills, Traits and Feats, Oh My!

    Skills
    Gunslingers have an expanded skill list since the playtest, picking up 3 new class skills and increasing their skill ranks per level from 2+Int to 4+Int, meaning they can be somewhat skilly. The Mysterious Stranger archetype gives some credence to a shift of focus, which I'll cover in cross-class skills.

    Class Skills
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    Acrobatics: Useful for getting in and out of trouble, this is a bread and butter skill of Gunslingers everywhere, especially since it's Dex-based. If Daring Acts are available, you probably will be using this to help with making those possible, all the more reason to pursue this.
    Bluff: A nice skill to have, though you may not necessarily have the Charisma to pull it off, unless you're a Mysterious Stranger, for whom this skill comes naturally and for whom No Name buffs.
    Climb: Not as good as Acrobatics for you, since it's dependent on a stat you may not have a lot invested in, though being able to climb would make sense for a physically fit Gunslinger and can get you to hard to reach perches for shooting your enemies from.
    Craft: Not that great, since Gunsmithing takes care of all your gun crafting and maintenance needs, though having a rank in Craft(Alchemy) so you can make your own alchemical cartridges is probably mandatory, unless you really don't care about saving money.
    Handle Animal: Not really your thing unless you're a Mysterious Stranger, Outrider Halfling or both, for whom this can be significantly more relevant.
    Heal: Between the increased skill points and being dependent on one of your two key abilities, this can be a handy skill for keeping allies alive if your healer isn't in reach or is the one incapacitated. Not really a good skill for Mysterious Strangers, though, unless they really dig Self-Sufficient.
    Intimidate: Another good skill to have, as the more combat applicable of the social interaction skills, which also combos nicely with Menacing Shot to make everybody run regardless of if they made their save or not. Mysterious Strangers can make better use of this skill than other archetypes and should definitely consider investment.
    Knowledges
    • Engineering: Probably the least used Knowledge in the game, unless your DM is big on architecture or you're a Dwarf.
    • Local: Gunslingers tend to be in towns and other urban areas, so knowing what districts not to walk in after dark and where Leroy One-Eye's favorite watering hole is can come up rather often. Probably the least useful monster knowledge skill, given humanoids don't tend to have many weird abilities, but it's still a monster knowledge skill.

    Perception: Most rolled skill in the game and based off one of your good stats, this skill can mean the difference between surviving and TPK. Even Mysterious Strangers should invest in this skill, as what good is being mysterious if you get shot in the back?
    Profession: A RP skill, not something you need but something to flesh your character out.
    Ride: Really depends on where your campaign takes place on how useful this actually is, though Outrider Halflings, Blues and Goblins are all excellent at it.
    Sleight of Hand: One-handed firearms are easy to hide, so keeping a hold-out pistol hidden on you as a backup isn't a bad idea, unless you're a Musket Master. Plus, the ability to make off with keys and other small objects can make you generally useful to have around when things don't need to be shot. Secret Stash Deed requires it, if you want to make sure you have the ammo you need at that critical moment.
    Survival: A fairly versatile skill, especially since you don't need a feat in PF to track, you can be the party woodsman if there isn't a Druid or Ranger handy. Not really the Mysterious Stranger's thing, unless, like with Heal, that being Self-Sufficient is really important to them.
    Swim: Either will never come up or will show up frequently. Having a rank in it and letting the class bonus carry you is probably sufficient to not be screwed over when the wet stuff shows up.


    Cross-class Skills to Consider
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    Diplomacy: The King of social interaction skills, its the only one of the triumvirate that you're missing. Mysterious Strangers could make some nice use of this skill. Let your mystery make you friends in places high and low.
    Disguise: Only here for completeness' sake, since it's buffed by No Name. If you're a Mysterious Stranger with No Name, you can make a decent go with it, though some investment in Rogue would probably benefit you for your trouble.
    Sense Motive: If you strive to be a face (especially if you're a Mysterious Stranger), it may do you well if you can recognize when someone is trying to manipulate you.
    Stealth: If you want to go all snipery or if you just want to engage at your pistol's rather short range increment, being able to sneak can serve you well. Since most Gunslingers are high Dex and light armor types (Gun Tanks excepted), it's certainly a skill you can excel at.
    Use Magic Device: Not something to consider for most Gunslingers, Mysterious Strangers can make some excellent use of this skill, even if its only to fix their guns when they misfire with a scroll of mending, since they can't Quick Clear like most Gunslingers. There are a number of useful spells introduced in UC that can also be of use (Abundant Ammunition, Fabricate Bullets, Longshot, Named Bullet, Reloading Hands, Ricochet Shot, Stabilize Powder, Unerring Weapon, etc.) to an enterprising Mysterious Stranger who takes the time to learn a few arcane words and has some luck with getting things to work for them.


    Traits

    Combat Traits
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    Anatomist: Nice for helping with Grit regeneration and making sure crits land, especially via Dead Shot.
    Armor Expert: You wear light armor, which has little to no ACP, so you're not gaining much of a difference. For Gun Tanks, this can help make sure you stay mobile.
    Bullied, Dirty Fighter, Fencer: They're specific to weapon types or combat situations you aren't focused on. Skip.
    Courageous: Helps with your weakest save, though specifically to fear effects. Keeping you in the fight and not running and dropping your guns is generally helpful for everyone to survive.
    Deft Dodger: It's your best save with one of your key stats, you probably don't need this to boost it further.
    Killer: Most firearms have a x4 crit modifier and this helps ensure that crits tend to kill your targets, so you get both a point of Grit for confirming a crit and killing someone, provided that someone you're critting on is a worthy foe (i.e. is not helpless and aware of you, has at least half your HD).
    Reactionary: Acting first generally means that you can shoot flat-footed targets, generally meaning you're hitting against AC 10, since the target is denied armor, natural armor, shield, Dexterity and dodge bonuses to AC.
    Resilient: Your other good save but not nearly as high as Reflex, so worthwhile to boost if you don't spend your traits on other things.

    Faith Traits
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    Birthmark: You don't care about the Divine Focus part (unless you go Holy Gun Paladin or Black Powder Inquisitor), but the bonus vs. charm and compulsion can help keep you safe from turning on allies against your will.
    Caretaker: You already have this as a class skill, you probably don't need the +1 to the skill.
    Child of the Temple, Devotee of the Green, Scholar of the Great Beyond: You don't really have the skill ranks or need to pick this up.
    Ease of Faith: It gets you the last of the social triumvirate, so something that's rather worthwhile, especially as a Mysterious Stranger.
    History of Heresy: Useful if you expect lots of hostile divine casters, not so much if they never show up. Really depends on your campaign how useful this turns out to be.
    Indomitable Faith: Boosts your worst save, definitely worthwhile to shore up your defenses.
    Sacred Conduit: Requires a feature you don't generally have (unless you multiclass Holy Gun Paladin).
    Sacred Touch: Always nice, since you don't have to make a skill check to stabilize, though becomes useless by the midlevels if you invest in Heal.

    Magic Traits
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    Classically Schooled: Not really a skill you have the ranks or need for, though being able to notice if somebody cast Damp Powder on your gun so you can clean it before it's fouled can be rather useful.
    Dangerously Curious: Not useful for most 'slingers, Mysterious Strangers can put this to amazing use.
    Focused Mind, Gifted Adept, Hedge Magician, Magical Knack, Magical Lineage: Not useful unless you multiclass into a class with spellcasting.
    Magical Talent: Not terribly useful, though Mysterious Strangers can make use of this to pick up Mending to fix your gun when it jams.
    Mathematical Prodigy: You don't have the skill ranks or the need to pick this up, unless you really want that +1 to Knowledge(Engineering).
    Skeptic: Useful if you expect lots of hostile illusionists, not so much if they never show up. Really depends on your campaign how useful this turns out to be.

    Social Traits
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    Adopted: Depending on the Race Trait you pick, this can be rather useful for picking up useful features.
    Bully, Child of the Streets, Fast-Talker, Poverty-Stricken: You already have it as a class skill, you probably don't need the +1.
    Canter: That's unusually specific for a trait, which isn't nearly as helpful to you, given you don't have Sense Motive as a class skill, which you can't pick up via Suspicious, given you can only have one Social trait.
    Charming: Somewhat specific, though you can get the skill bonus to two skills, the other of which you can pick up via Ease of Faith. The save DC increase isn't useful to you without multiclassing.
    Natural-Born Leader: More of a minionmancer thing, unless you pick up Leadership, for whom it's pretty good.
    Rich Parents: That's enough to get you a new pistol. Definitely something to consider.
    Suspicious: The counter to the social triumvirate, which can help you make a true face, especially if you're a Mysterious Stranger.

    Race Traits
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    Dwarf Traits
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    Goldsniffer: Rather specific boost to certain Perception checks but you may find it useful, since Dwarves are rather perceptive as-is, thanks to their boosted Wisdom.
    Tunnel Fighter: Damn useful if the campaign is often underground, useless if you're never there. Really depends on your campaign how useful this turns out to be.

    Elf Traits
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    Forlorn: As useful as Resilient and as worthwhile to consider.
    Warrior of Old: As useful as Reactionary and as worthwhile to consider.

    Gnome Traits
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    Animal Friend: You already have Handle Animal and Indomitable Faith isn't as restricted. Pass.
    Rapscallion: You don't have Escape Artist as a skill and you can get better Initiative traits than this.

    Half-Elf Traits
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    Elven Reflexes: As useful as Reactionary and as worthwhile to consider.
    Failed Apprentice: Useful if you expect lots of hostile arcanists, not so much if they never show up. Really depends on your campaign how useful this turns out to be.

    Half-Orc Traits
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    Brute, Outcast: You already have it as a class skill, you probably don't need the +1.

    Halfling Traits
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    Freedom Fighter: Rather open-ended bonus if you can setup the conditions often, though useless if the conditions never come up. Really depends on your campaign how useful this turns out to be.
    Well-Informed: Nice alternative to Ease of Faith to pick up Diplomacy as a class skill.

    Human Traits
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    Scholar of Ruins: You don't really have the skill ranks or need to pick this up.
    World Traveler: Nice alternative to Ease of Faith or Suspicious.

    Regional Traits
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    Desert Child: Nice if the campaign is often in hot areas, not so useful if you're never there, though the bonus vs fire effects will most likely be relevant regardless. Really depends on your campaign how useful this turns out to be.
    Highlander: Useful to most Gunslingers (not Gun Tanks), especially in hilly areas.
    Log Roller: Tripping is one of the worst combat maneuvers to be affected by, so being more resistant isn't a bad thing. The boost to Acrobatics is also welcome (unless you're a Gun Tank).
    Militia Veteran: You already have these as class skills, you probably don't need the +1.
    River Rat: You already have Swim as a class skill and you aren't focused on daggers.
    Savana Child: You already have most of these as class skills, you probably don't need the +1 and you don't have the need or skill ranks to spare for Knowledge(Nature).
    Vagabond Child: You don't really have the skill ranks or need to pick this up.

    Religion Traits
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    Asmodean Demon Hunter: You don't have Knowledge(Planes) and Fortified Drinker provides the same bonus with less restrictions.
    Calistrian Courtesan: Nice alternative to Ease of Faith or Suspicious.
    Child of Nature: You already have Survival as a class skill and you don't have the skill ranks or need for Knowledge(Nature).
    Divine Warrior: Not useful without multiclassing.
    Ear for Music: You don't have Perform and the Knowledge(Local) bonus is very specific.
    Eyes and Ears of the City: You already have this as class skill, you probably don't need the +1.
    Flame of the Dawnflower: Focused on a weapon you don't really focus on.
    Fortified Drinker: Mind-affecting is a fairly broad category of Will saves, so if you can drink up, it can stay relevant.
    Guardian of the Forge: You already have one and you don't really need the other.
    Magic is Life: You need outside help or a Dangerously Curious Mysterious Stranger but it can be damn useful for living through encounters.
    Patient Optimist: Nice if you can gain Diplomacy as a class skill, not useful if you don't.
    Starchild: Kinda specific but can be nice if you're the woodsmen of the party.
    Undead Slayer: Nice if you often fight undead, not so useful if you're never fight them. Really depends on your campaign how useful this turns out to be.
    Veteran of Battle: Nice alternative to Reactionary.
    Wisdom of the Flesh: Nice for picking up Climb or Swim on a stat that you care about.


    Feats
    Core Rulebook
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    General Feats
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    Acrobatic, Deft hands, Magical Aptitude: Either you don't have either of the skills buffed or you only have one of the two, for which Skill Focus would be better. Not a worthwhile investment.
    Alertness, Animal Affinity, Athletic, Deceitful, Persuasive, Self-Sufficient, Stealthy: You have the makings for a minor skill monkey, especially as a Mysterious Stranger, so the right investment can make you useful when things don't need extra ventilation holes.
    Alignment Channel, Augment Casting, Command Undead, Elemental Channel, Eschew Materials, Greater Spell Focus, Greater Spell Penetration, Improved Channel, Improved Counterspell, Improved Familiar, Natural Spell, Selective Channeling, Spell Focus, Spell Mastery, Spell Penetration, Turn Undead: Depends on features you don't have without multiclassing.
    Armor Proficiency, Light, Medium, Heavy, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency: You either have them virtually already or can gain them through multiclassing or being a Gun Tank.
    Endurance: Very campaign dependent on whether this'll come up, the sleeping in armor bit is only relevant to Gun Tanks and there isn't exactly a good thing this is a prereq for.
    • Diehard: Not a fan of spending resources on things that shouldn't happen if you invest it into other things that should reduce this occurrence happening. Not exactly a prereq for something particularly good, either.

    Extra Channel, Extra Ki, Extra Lay on Hands, Extra Mercy, Extra Performance, Extra Rage: Get extra uses of abilities you don't have. Yippy. Skippy.
    Fleet: Getting within Penetration Range is actually pretty important for Gunslingers, so having more movement makes that easier. Not generally useful for Gun Tanks, since their heavier armor invalidates it.
    Great Fortitude, Iron Will, Lightning Reflexes: Saves keep you alive, so if you have nothing better to spend on, these aren't a bad thing to take, especially for you current weakest save.
    • Improved Versions: The rerolling of a save can be the difference between surviving and TPK, so a worthwhile consideration.

    Leadership: We all know why this is good, right? Especially on Mysterious Strangers.
    Master Craftsman: Casters spend a feat less and get the Item Creation feats before you will but, if you really want to be self-sufficient for making your own magic payloads, this may be worthwhile.
    Nimble Moves: Like Fleet, helps you get into Penetration range or away from baddies, especially in that you can 5 foot into or while in difficult terrain with this.
    • Acrobatic Steps: More Nimble Moves means more options.

    Run: I'd leave it to the horses and monks, honestly.
    Skill Focus: You're a mini-Skill Monkey, the right investment can go a long way, like on Perception and Use Magic Device.
    Toughness: If you have nothing better to spend it on, more hit points never hurts, especially since it scales.

    Combat Feats
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    Agile Maneuvers: Probably not worthwhile, with Targeting bypassing CMD entirely, though if you have some fixation with Pistol Whip, it may be right up your alley.
    Arcane Armor Training, Arcane Armor Mastery, Arcane Strike, Channel Smite, Disruptive, Spellbreaker: Requires features you don't have.
    Blind-Fight: Other than as a prereq for Ricochet Shot Deed, it's pretty much a defensive feat for you.
    Catch Off-Guard: Unless you do a lot of bar crawling (with adventurers, you never know ), probably not worthwhile.
    Combat Expertise chain: It's melee-oriented and you can duplicate some of it with deeds. Pass.
    Combat Reflexes: Pretty useless, unless you have Snap Shot, for whom this becomes damn useful.
    • Stand Still: Like Combat Reflexes, though the fact it only works against adjacent creatures, not creatures in your reach, makes it not as nice as it could be if you had Improved Snap Shot.

    Critical Focus: Makes Grit Regeneration easier and you help confirm those x4 crits. What's not to like?
    • Bleeding Critical: You can get this at the same time as Bleeding Wound, which is far more flexible in its usage.
    • Blinding Critical: Blinding somebody will definitely ruin their day and generally render them fairly useless.
    • Critical Mastery: You aren't a Fighter, so you can't take it.
    • Deafening Critical: Particularly fits with firearms but is only really useful against bards and casters, so if fight a lot of them, go for it.
    • Sickening Critical: No save sicken, what's not to like?
    • Staggering Critical: Action Denial is never a bad thing to inflict on somebody.
      • Stunning Critical: If you crit, they're screwed one way or another. Stunning Shot isn't for 2 more levels but this probably lasts longer and has a better save.
    • Tiring Critical: No save action reduction of actions. Doesn't stack, though.
      • Exhausting Critical: Everything Tiring Critical does but better.

    Deadly Aim: You need this. The problem with Penetration making firearms touch attack is cleared up and this fits in nicely with your bonus Gunslinger feat at 4th.
    Defensive Combat Training: Only helps if you multiclass and even then only with Poor BAB classes.
    Dodge: Stacks with Nimble and prereq for a couple Deeds and other useful feats.
    • Mobility: Necessary evil if you want Leaping Shot Deed or Shot on the Run. Useful if you need to get out of reach to reload, too.
      • Spring Attack: You want one of the other two capstone feats, not this one.
    • Wind Stance: Nice against other Gunslingers, Alchemists and other ranged attackers, especially if you have free action reloads to stay mobile.
      • Lightning Stance: Not generally useful without shenanigans.

    Exotic Weapon Proficiency: Only really useful if your a Musket Master or Pistolero who wants full firearm proficiency.
    Improved Critical: You can't Keen firearms, so this is the path to ensuring you critical more often.
    Improved Initiative: If you act before other creatures on the first round, they'll be denied their Dex, meaning it's that much easier to hit them.
    Improved Unarmed Strike: You're better off picking this up by dipping Monk.
    • Deflect Arrows: Yes, you can deflect bullets with your bare hands.
      • Snatch Arrows: You can snatch bullets but it's not really worthwhile, since you have to provide the black powder to fire it. You'd be better off with Secret Stash Deed for free ammo.
    • Rest of IUS Tree: You're not a Monk, don't worry about it.

    Improvised Weapon Mastery: No, just...no.
    Intimidating Prowess: Strength isn't a high priority.
    Lunge: Doesn't work with Snap Shot.
    Mounted Combat: Outrider Halflings and Goblins are the only ones who care but it's nice for getting you to Penetration range without using your Move action and then full attacking once there.
    • Mounted Archery: If you're going the Mounted Combat route, you need this right after.
    • Ride-By Attack, Spirited Charge: Melee-only; sorry, no Spirited Gun Charges.
    • Trample: Can be situationally useful but requires a hooved animal to fully take advantage of for the free hoof attack.
    • Unseat: Just shoot the guy in the chest plate with your gun, he'll fall off just fine.

    Point-Blank Shot: Prerequisite and almost always applies pre-Distance firearms.
    • Far Shot: Beyond the first increment is typically beyond Penetration range, which you don't generally care about.
    • Precise Shot: Just as important for you as other archers, as hitting touch AC is still difficult with that -4 for shooting into melee.
      • Improved Precise Shot: Ignore cover and concealment, which is the bane of archers everywhere.
        • Pinpoint Targeting: You already hit Touch AC.
    • Shot on the Run: Has the same prereqs as Leaping Shot, doesn't cost Grit and doesn't leave you prone. Nice alternative.
    • Rapid Shot: If you have free action reloads, this can definitely help enhance your damage output for less cost than other archers.
      • Manyshot: Not firearm friendly or friendly to anything besides bows, considering it specifies arrows. No Double Taps here.

    Power Attack chain: Deadly Aim is your bread and butter, not this or any of the rest.
    Quick Draw: Thematic, helps you switch guns fast and gets boosted by Gunslinger Initiative. Nothing not to like.
    Rapid Reload: In combination with alchemical cartridges and Fast Musket, this is the path to free action reloads of your favorite gun. Opens up iteratives and Rapid Shot, which is important. Save a slot for this!
    Shield Proficiency chain: Unless you're a Gun Tank, it's not particularly useful.
    Step Up: Mildly useful with Snap Shot, not at all otherwise.
    Strike Back: Melee-only.
    Throw Anything: You already have a ranged attack.
    Two-Weapon Fighting, Improved and Greater: Can be done but requires shenanigans.
    • Double Slice: Not generally useful to you except as a prereq to Two-Weapon Rend.
      • Two-Weapon Rend: Doesn't specify attack type so hey, free damage, just have to suck up Double Slice.
    • Two-Weapon Defense: You can take it but Dodge is less restrictive.

    Vital Strike, Improved and Greater: Standard action, feat-scaled variant to Dead Shot. YMMV.
    Weapon Finesse: You have an option in Snap Shot to not have to bother with this.
    Weapon Focus: Point Blank Shot gives you damage on top of the attack boost without specifying a weapon.
    • Dazzling Display: You can make this work reasonably well, especially as a Mysterious Stranger
      • Shatter Defenses: Deny more AC types against your attacks, especially if you use Menacing Shot.
        • Deadly Stroke: Gritless alternative to Bleeding Wound, though this is a standard action and a setup to BW's free action.
    • Rest of WF Tree: You don't have Fighter levels to get any of the rest.

    Advanced Player's Guide
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    General Feats
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    Additional Traits: There are many good traits out there and you may want to squeeze a couple extra if your default number isn't enough.
    Arcane Blast, Arcane Shield, Aspect of the Beast, Cloud Step, Deep Drinker, Diviner's Delving, Eldritch Claws, Elemental Focus, Fast Drinker, Favored Defense, Greater Elemental Focus, Improved Share Spells, Leaf Singer, Lingering Performance, Major Spell Expertise, Minor Spell Expertise, Parry Spell, Preferred Spell, Raging Vitality, Spell Perfection, Spider Step, Stone Singer, Summoner's Call, Tenacious Transmutation, Vermin Heart, War Singer: You either can't qualify or it's otherwise useless to you without multiclassing.
    Arcane Talent: Like the Magical Talent trait but 3/day and about as relevant, though it can combo nicely with the Haunted Gnome chain, since the feats don't care where the cantrip comes from.
    Breadth of Experience: You're not that Knowledge dependent, considering you only have 2 naturally. Very RP.
    Childlike: Goes hand-in-hand for Halfling Mysterious Strangers with No Name. Also an excuse to be Billy the Kid.
    Cooperative Crafting: Only useful in conjunction with Master Craftsman but can make crafting magic ammo, firearms and accessories that much easier and time efficient.
    Cosmopolitan: If your traits are tied up, this can get you the skills and languages you need to truly be a Face, which is an important consideration for a Mysterious Stranger
    Deepsight: Handy for Dwarven or Half-Orc snipers in the dark or for getting the drop on others in poor light conditions in general.
    Eagle Eyes: Gunslingers are generally some of the most perceptive characters around, this only makes you more so and being able to do so makes you able to engage at range that much more often.
    Eclectic: If you really need this, Half-Elf gets you this and more. Taking it essentially makes you a worse Half-Elf and no one wants that.
    Expanded Arcana, Extra Bombs, Extra Discovery, Extra Hex, Extra Rage Power, Extra Revelation, Extra Rogue Talent, Practiced Tactician: Getting more of things you don't have without multiclassing.
    Fast Healer: The prereqs are pretty heavy for not much benefit.
    Fight On: Kinda what Diehard should look like if it was done right but it's still a reactive measure rather than a proactive one.
    Gnome Trickster: Fairly RP.
    Go Unnoticed: Handy for Halfling Snipers.
    Groundling: Fairly RP unless you're mounted on a burrowing creature, for whom this isn't bad.
    Heroic Defiance: If you can get through the prereqs, this can be handy to have in your back pocket but you need to deal with those prereqs, which is fairly painful.
    Heroic Recovery: See Heroic Defiance.
    Improved Stonecunning: Not a bad investment to avoid pits and other such traps.
    • Stone Sense: Rather short range for a ranged attacker.

    Ironguts: Handy but kinda RP.
    Ironhide: Dodge is probably a better investment.
    Keen Scent: Detecting that ambush by their unwashed bodies can save your neck.
    • Smell Fear: Really hard to setup where it would be useful.

    Light Step: Nice enhancement on Acrobatic Steps.
    Lucky Halfling: You have good saves all around, very much a good feat for party survival.
    Master Alchemist: Like Master Craftsman but with a more immediate benefit. You probably have at least 1 rank, you can make good use of this if there isn't an Alchemist in the party.
    Pass for Human: Works nicely for Mysterious Strangers or those with No Name.
    Racial Heritage: Can be a handy method to get racial exclusives without being locked into that race.
    Razortusk: Not that handy for a ranged attacker and anyways the Toothy alternate racial trait does the same thing without sucking up a feat.
    Shared Insight: Make your oblivious companions not so much!
    Sharp Senses: Skill Focus is less restrictive than this and gives more advantage in the long run. Only really handy for Half-Elves who already have Skill Focus(Perception) or anybody else that already has it but even then, this isn't that great.
    Sociable: Make your tongue-tied companions less so! Not as handy as Shared Insight but not that bad for Mysterious Strangers.
    Steel Soul: A game where this will never come up is about as rare as hen's teeth.
    Stone-Faced: Seems more a fix to a problem than anything, Skill Focus(Bluff) is probably more efficient.
    Taunt: Handy for Halfling Mysterious Strangers.
    Well-Prepared: Situationally useful, though you probably just want to be actually prepared.

    Combat Feats
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    Bashing Finish, Covering Defense, Greater Shield Specialization, Missile Shield, Saving Shield, Shield Specialization: Like the rest of the shield feats, only useful to Gun Tanks for the most part.
    Bloody Assault, Bull Rush Strike, Charge Through, Cockatrice Strike, Crossbow Mastery, Dastardly Finish, Dazing Assault, Disarming Strike, Disrupting Shot, Dreadful Carnage, Elemental Fist, Furious Focus, Gang Up, Greater Blind-Fight, Greater Dirty Trick, Greater Drag, Greater Reposition, Greater Steal, Improved Blind-Fight, Improved Dirty Trick, Improved Drag, Improved Ki Throw, Improved Reposition, Improved Steal, Ki Throw, Perfect Strike, Point-Blank Master, Punishing Kick, Pushing Assault, Ray Shield, Rending Claws, Repositioning Strike, Shield of Swings, Smash, Stabbing Shot, Stunning Assault, Sundering Strike, Swift Aid, Team Up, Teleport Tactician, Touch of Serenity, Tripping Strike: Not generally applicable to the art of Gunslinging, at least not without multiclassing.
    Bodyguard, In Harm's Way: Only really worth mentioning if in combination with Combat Reflexes/Snap Shot but, while you have the resources (AoOs and HP), it's more tanky than Gunslingers tend to be.
    Combat Patrol: Actually rather scary in combination with Snap Shot and Improved Snap Shot, as a 35' radius threatened area at 20th level is rather impressive, plus it doesn't depend on melee attacks. Damn useful before 20th as well.
    Crippling Critical: You'll cripple somebody's movement regardless of their save, so it's a nice bit of control.
    Enforcer: Requires melee, otherwise could have been an interesting combination with Bludgeoner.
    Focused Shot: By RAW doesn't work with firearms but firearms didn't exist when this was written, so that can't be helped. Actually kinda useful for a Gunslinger/Alchemist for a useful Cognatogen/Mutagen, since the Dex-boosting Mutagen tanks Wis and the Wis-boosting Cognatogen tanks Dex. Hurting Str doesn't do a Gunslinger any harm. Also handy for Elven Gunslingers.
    Following Step: Definite enhancement on Step Up but still about as relevant as Step Up is to most 'slingers.
    • Step Up and Strike: Specifies a melee attack, so pretty useless to 'slingers regardless of Snap Shot.

    Low Profile: Handy when working with or against other ranged characters.
    Mounted Shield: Handy for mounted Gun Tanks, I guess? Adding your shield bonus for Mounted Combat's attack negate is kinda nice, though.
    Parting Shot: Makes Lightning Stance actually viable, since you can attack while you activate it with this. Would be much better if it was more than once per encounter, though. You probably want the Vital Strike line to make it truly nice, though.
    Second Chance: The only reason for a Gunslinger to take Combat Expertise, this is especially useful for Mysterious Strangers to avoid misfires, since they can't fix their guns as easily as other 'slingers.
    • Improved Second Chance: Doesn't hurt as much as it does for other attackers and makes Second Chance even more viable.

    Shadow Strike: Not applicable to 'slingers, even Pistoleros.
    Sidestep: Like Step Up, not generally useful to 'slingers except perhaps Snap Shooters.
    • Improved Sidestep: Small improvement on something you most likely weren't going to take.

    Trick Riding: Damn handy for mounted 'slingers, especially for two mount attack negates a turn.
    • Mounted Skirmisher: Not relevant to you, as ranged full attacks are possible from the start without this feat.

    Under and Over: It's...overly specific on the boost it provides. To make it particularly useful would probably require the Trip chain.
    Underfoot: Handy for getting in and around opponents, especially as a Snap Shooter.

    Teamwork Feats
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    Note: C means they are also Combat Feats and can thus be selected as a Gunslinger Bonus Feat.

    Allied Caster: Can't use it without multiclassing.
    Coordinated DefenseC: Your CMD should be pretty high just from your focus on Dex and Nimble.
    Coordinated ManeuversC: Maneuvers aren't really your cup of tea outside of what Deeds provide.
    Duck and Cover: Reflex is probably your best save as-is. The cover bonus isn't a bad thing when fighting other ranged characters but Dodge is always on and works against everything.
    LookoutC: Probably one of the best Teamwork feats in the game, as it helps negate surprise rounds against you and makes you that much more useful when you and your partner both aren't surprised.
    OutflankC: Only relevant for Snap Shooters but actually pretty nice for them if you can buddy up with a crit fisher.
    Paired OpportunistsC: For Snap Shooters only but works nicely with Outflank.
    Precise StrikeC: Requires melee attacks, pass.
    Shield WallC: Only relevant for Gun Tanks.
    Shielded Caster: Not useful to you at all.
    Swap PlacesC: More a Snap Shooter thing but tactically advantageous regardless.

    Ultimate Magic
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    Note: Let's keep this simple and I'll just cover the feats that can be taken without multiclassing, otherwise I'll just have a big wad of red feats that aren't relevant. Also, C means they are also Combat Feats and can thus be selected as a Gunslinger Bonus Feat.
    Antagonise: While nerfed by the UM errata, it's still a nice feat for controlling enemy actions. You probably want to pick up Diplomacy and Sense Motive as class skills to fully use but it's very nice for Mysterious Strangers, especially if their guns get fouled up.
    Eldritch Heritage chain: There are actually quite a few handy bloodlines to delve into, even with just the first feat, like Arcane to pick up Arcane Bond with a free masterwork gun or Sylvan to pick up an animal companion. To fully take advantage of this, best entry is Half-Elf Mysterious Stranger but any 'slinger can benefit from delving into their family tree to seek power.
    Learn Ranger Trap: The best traps are Ranger only but I'm sure someone can find a nice use for one of these, since you're only ever going to have one without multiclassing heavily into Trapper Ranger. You also can't take Extra Ranger Trap, since this doesn't provide the Trap class feature. YMMV.
    Prodigy: It's pretty flexible, unlike the other skill boosting feats, but since they only apply to Craft, Perform and Profession, it's not that great outside RP.
    Quarterstaff Master chain: Not exactly your weapon of choice.
    Ricochet Splash Weapon: Definitely Alchemist fare, not something you care about.
    Uncanny Alertness: Being more discerning isn't something you should mind, and the save boosts are nice. Probably not worthwhile overall, though.
    Voice of the Sybil: The other skill boosters aren't voice-dependent but this stacks with Deceitful and Persuasive, so it can nicely round out your face skills if you want to invest that much into it.
    Last edited by Cieyrin; 2012-04-11 at 11:15 PM.
    Goblin Cannon Crew avatar by Vrythas.
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    Gnome Gun Mage avatar by NEO|Phyte
    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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