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  1. - Top - End - #1
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    Default [PF] The Gunslinger's Handbook

    (Well, here I am again, almost 7 months later, writing a new handbook for the new Gunslinger. Thankfully, many of my old notes for the playtest Gunslinger are still relevant, though I'm going to have a couple tweaks here and there. I'm going to take a page from Saph's Summoner's Handbook and spread this out over multiple posts to help with readability. So, without further ado:)
    The Gunslinger's Handbook

    Table of Contents
    1. Table of Contents, Rating System & Useful Links
    2. Class Overview, Grit and Deeds
    3. Abilities and Races
    4. Skills, Traits & Feats, Oh My!
    5. Your Boomstick and You: Firearms, Black Powder and Accessories
    6. Archetypes, Multiclassing and Builds
    7. Last Words, Notes and Everything Else

    Rating System
    Just like in the Mini-Guide, the rating system is as follows:
    Excellent
    Good
    Standard, not good or bad
    Subpar
    Bad

    Useful Links
    Guns and Black Powder: The Old Playtest Gunslinger Mini-Guide
    The Gunslinger class on the PF SRD
    Last edited by Cieyrin; 2012-04-01 at 09:22 PM.
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  2. - Top - End - #2
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    Default Re: [PF] The Gunslinger's Handbook

    Class Overview, Grit & Deeds

    Gunslingers are the newest base class that isn't an alternate class in Ultimate Combat. Since the playtest, the Gunslinger has become its own class with more skills and skill points and more deeds, as well as other tweaks. Along with the new gun system, they are a strong nonmagic damage dealing class that isn't dependent on precision damage and largely ignores the biggest boosts to the defence he targets: AC. They mostly do this damage to a single target at a time, though there are ways around that that'll be explained as we come to them.

    Let's take a look at the class make-up to see what we have to play with:
    • Hit Dice: Gunslingers, while not directly on the front line, will likely be close enough that they'll be thankful for that d10 HD, especially when dealing with other 'slingers. She'll be able to take a hit and keep shooting.
    • Full BAB, Two Good Saves: Gunslingers have a good foundation for both offence and defence. Full BAB means hitting targets despite Deadly Aim and shooting into melee. Good Fort and Reflex progressions mean they'll have a good chance to resist hostile effects. The only weakness, Will saves, is made up for with a focus on Wisdom as one of their two primary stats.
    • Skills: Previously built on the Fighter chassis, Gunslingers now have their own skill list which has most of the Fighter skills plus many new additions that fit with their theme, Acrobatics and Perception chief among them. They also have more skill points now (4+Int), so they can afford to get a mix of skills now.
    • Weapon and Armor Proficiency: 'slingers have the Full BAB Martial weapon package, plus firearms. They only have Light Armor on the armor end but they're high Dex, anyways, so we want the least amount of restriction on that front.
    • Gunsmith: Free firearm from the choices of blunderbuss, musket and pistol, that only you can use properly without it jamming up, and the Gunsmithing feat for free, so you can make new guns, ammo and powder, fix firearms and upgrade your freebie to masterwork. Not a bad deal, especially since Gunsmithing makes the craft work like magic item making in terms of time required. No Craft ranks or checks required, either, though investing in Craft(Alchemy) to make cartridges would do you well.
    • Grit: Grit is what sets Gunslingers apart from other martial types and gives them the extra oomph to pull tricks and make devastating shots. The best thing about Grit is that, while a limited resource, you can restore it during the day by doing specific actions. These also stack, so you can get multiple grit back, especially with Scatter firearms.
      1. Critical Hit with a Firearm: Hard to do early on, given firearms only crit only on a 20. Also has to be a 'worthy enemy,' meaning at least half your HD and aware of you and can defend itself. No bag of puppies here. In the mid-levels, this upgrades to black via Improved Critical, Critical Focus and Targeting(Torso).
      2. Killing Blow with a Firearm: Given the high damage firearms can put out, this'll probably be where you get most of your grit back from early on till Critical Hit catches up. It's also likely that, with a x4 crit, you'll probably get Killing Blow to activate as well.
      3. Daring Act: While an optional rule, Daring Acts are THE best way to get Grit back by living up to Gunslinger ideology, basically being as bad ass as you can manage to be. This takes some DM adjudication to work but, if you can work with them, you can steadily keep the Grit flowing in so you can pull off more deeds!
    • Deeds: You have a steady flow of Grit, now you need something to spend 'em on. Deeds are your bread and butter that set you apart from other archer types. There's a mixed bag of good and bad ones, I'll cover them in there own section following this.
    • Nimble: Free bonus to AC that stacks with everything else? Yes, please! Goes when your Dexterity bonus does and is light armor or lighter only, so situational awareness is key.
    • Bonus Feats: Every build seems feat starved to one extent or another, so getting some bonus feats never hurt nobody. Has to be a Combat or Grit feat but you were getting those, anyways. Also, if you ever feel like you need more Combat feats, you can now go into Fighter for them, since Gunslinger and Fighter are completely separate classes now, unlike Rogue and Ninja.
    • Gun Training: You actually have choices now, unlike in the playtest. Still get Dex to damage and reduced misfire increase with your chosen weapon. Still awesome.
    • True Grit: Performing Deeds for cheaper? Sure, why not! Unlike in the playtest, this works on Deeds that require Grit but don't expend it, so that you always have it up regardless of if you've spent it all or not. Something awesome got better!

    Deeds

    Deeds are the bread and butter of Gunslingers and, using Grit, is what differentiates them from other martial types. They can be acquired in three ways:
    1. Leveling through the Gunslinger class
    2. Getting Grit Feats
    3. Choosing an Archetype

    The last method typically replaces other deeds with ones that fit the archetype better. Deeds acquired through methods 1 & 3 will be examined in this section, Grit feats will be covered in the feat section.

    Deeds also come in three varieties:
    1. Deeds that cost Grit to use
    2. Deeds that require a positive Grit total but don't cost any Grit to use
    3. Deeds that you can use regardless of whether you actually have Grit or not

    The third variety doesn't exist naturally and only occurs when True Grit is applied to a Deed that is of the second variety. Unless you're truly paranoid about being able to use a Deed at any time, when the rest of your Deeds aren't available from lack of Grit, for the purposes of this guide the third variety will be ignored as over expending resources to turn first variety into second. It's nice to have, certainly, but the likelihood you'll have a spare Lucky gun, as well as boosts to Wisdom and the ability to crit or kill worthy enemies makes it not something to worry about.

    Now, finally, Deeds are broken down by level available (as a Gunslinger can use any Deed of his class level or lower) and will have a rating for Signature Deed/True Grit (listed as Grit Reduction? or GR? for short) on whether it's desirable to use them on. For Archetype Deeds, there'll be a note for what Archetype it belongs to and a section for what Deed it replaces.

    1st Level
    Spoiler
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    Deadeye: Useful for that first round of combat when you're not at the right range to Penetrate but not much else. After the first round, you should be at your correct Penetration range, so you can save your Grit for more useful things.
    GR?: No. The scaling nature of the Deed makes it not that worthwhile. For serious snipers, the far-reaching sight will take care of your problems without expending any Grit.

    Gunslinger's Dodge: Little plus, little minus on this since the Playtest, as you can't apply the AC bonus retroactively any more but you have a choice about how you respond now, either a 5' move that provides +2 AC and an AoO against the triggering ranged attack or drop to prone for +4 AC against the triggering attack. You also are restricted to medium or lighter armor and light load to be able to use it. Not as good as it was but a little AC goes a long way and, with some trickery, can be used for fine maneuvering with the 5' move. You probably want to pick up Mobility if you pursue that, though.
    GR?: No. It's nice to have, especially against other Gunslingers, but save the reductions for more key Deeds.

    Quick Clear: Your first Deed that doesn't cost Grit, just requires it, it's important in the early levels when you only have your starter gun. Without a firearm, you're basically a cut-rate Fighter, so take care of your guns well. The alternative to expend a point of Grit to repair as a move action is alright but not really worthwhile except in emergencies.
    GR?: No. Being second tier in Grit expenditure is good enough.

    Gun Tank's Resolve (Gun Tank): Crits don't really happen that often. Even worse, even if you expend Grit, it only has a chance to turn the hit from a crit to normal, which starts at a paltry 25% till it upgrades 9 levels later. Just not worthwhile.
    Replaces: Gunslinger's Dodge
    GR?: Not just No but Hell NO!

    Steady Aim (Musket Master): Move action to increase the range increment by 10'? Doesn't cost Grit to use? In the early levels this is awesome! When you get iterative attacks, it becomes a bit less useful but I'd rather use this over Deadeye any day.
    Replaces: Gunslinger's Dodge
    GR?: No. Being second tier in Grit expenditure is good enough.

    Focused Aim (Mysterious Stranger): Stat to damage before any other Gunslinger is worthwhile, especially since Mysterious Strangers already make heavy use of Charisma. Unlike Firearm Training, Focused Aim isn't specific to a firearm, so you can also freely switch weapons regardless of type. It hurts to lose Quick Clear, but it's a small price to pay and there are alternatives to quickly fixing your gun, though perhaps not as good as Quick Clear.
    Replaces: Quick Clear
    GR?: Yes. Always getting Cha to damage is definitely worthwhile.

    Up Close and Deadly (Pistolero): Like Focused Aim, this is definitely worthwhile, though far more variable and precision damage. It also doesn't multiply on crit or when making a Dead Shot like Focused Aim does. Finally, you have to spend Grit per shot, so it's far less efficient as well. Still, it stacks with other precision damage and will do more damage on average than Focused Aim will. Getting half of the bonus damage on miss is also nice. Finally, it doesn't cost your swift action like Focused Aim does. All in all, it's definitely worthwhile to pursue.
    Replaces: Deadeye
    GR?: Yes. Removing the Grit cost makes this much more powerful.

    3rd Level
    Spoiler
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    Gunslinger Initiative: Doesn't cost Grit to use, gives a free passive bonus to initiative and gives a minor perk if you take Quick Draw, which is very thematic, anyways. All in all, neat little perk.
    GR?: No. Being second tier in Grit expenditure is good enough.

    Pistol Whip: You shouldn't be in melee, you're ranged. However, when it does come up, you don't have to switch weapons and you make it harder for the guy invading your personal space to hit you or follow you if you knock him on his ass before exiting, stage left.
    GR?: No. This is one of those Deeds you do as a last resort, not as the focus of a build.

    Utility Shot: Two major changes to this Deed since the Playtest: 1) It's gained at level 3, when these can actually matter and 2) they don't cost Grit to use, you just need some in your pool. Still very situational but at least people can use them without feeling like they wasted Grit on parlor tricks.
    GR?: No way! They're already of the 2nd tier of Grit Usage, it's wasteful to use True Grit on this!

    Fast Musket (Musket Master): This is the reduction you need to get two-handed firearms down to free action reload without shenanigans. Works while you have Grit without costing you any, making this priceless!
    Replaces: Utility Shot
    GR?: No. Being second tier in Grit expenditure is good enough.

    7th Level
    Spoiler
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    Dead Shot: Your first non-Archetype offensive Deed, Dead Shot is the kind of thing other ranged types wish they had access to. Making all of your shots as one attack does three things for you:
    1. You effectively full attack without having to worry about reloading, since you get all of your attacks off with just one round of ammunition.
    2. Like spread weapons, you only misfire if all your attacks are misfires, so the likelihood that your gun getting blocked up is slim to none.
    3. Your damage is one lump sum instead of spread out over multiple attacks, meaning you can beat DR that much easier.

    Basically, Dead Shot is Vital Strike that scales with your BAB, takes a full round as opposed to a standard and has difficulty critting (Confirm roll -5 + (N-1), where N is the number of crit threats you rolled). This Deed improves with Focused Aim, as, unlike every other damage bonus, Focused Aim gets multiplied, making these two Deeds go hand in hand. Definitely the sniper's Deed. Do note that Dead Shot can't be used with firearms in spread mode and only counts attacks from BAB, so Rapid Shot and haste doesn't actually increase your damage. Also unfortunately doesn't play nice with the far-reaching sight, since they both require a full round action to use.
    GR?: Yes. Dead Shot can be a major damage spike for any Gunslinger, so getting to use it more often is a plus. Definitely consider for sniper-type Gunslingers.

    Startling Shot: This got hit with the nerf bat hard. It's lower level than in the Playtest and doesn't cost Grit to use but now, instead of actually trying to shoot your target, you have to spend your standard action to PURPOSELY miss it and throw it off balance till it gets another turn (make it flat-footed). It's a very teamwork oriented Deed but I think I'd rather blow his head off. I'd rather have the Playtest version.
    GR?: No. It's second tier for Grit Usage already and besides, why would you want to, anyways? Dead Shot is more worthwhile than this...
    Note: Pistoleros replace this with the 1st level Deadeye Deed. They're welcome to it, they're not really missing out on this Deed.

    Targeting: This Deed took a bit of a hit with the nerf bat as well, due to it dropping from a Swift action to a Full-Round action. No more Targeting(Torso) for better critting and Grit renewal, though they clarified it so it should stack with Improved Critical now, no questions asked. Other clarifications are also in as well, though the wing clipping got clarified for the worse. Not as pimp as it was, I'll miss the Playtest version.
    GR?: Maybe. You can inflict no save statuses, disarms and trips with this but it doesn't hold a candle to Dead Shot. If the Called Shot system is in, Dead Shot is even better for that. If you like picking your opponents apart, feel free to bring this up to Tier 2 Grit Usage.

    11th Level
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    Bleeding Wound: Free action to make 'em bleed. Can get nasty if you keep 'em bleeding, especially the ability damage bleeds.
    GR?: Yes. Bleed damage stacks with itself and the no real action cost to activate makes this a fine thing to consider.

    Expert Loading: Why would you let your gun explode? That's what Quick Clear is for, so you can fix the damn thing so it doesn't blow up in your face and you don't keep paying Grit to leave it broken. Mysterious Strangers should be the only people actually using this, due to that they lack Quick Clear, so for them it gains a modicum of usefulness.
    GR?: Not just No but Hell No!

    Lightning Reload: Lightning Reload gained some and lost some since the Playtest. Everybody gets it without having to spend a feat on it and they don't have to Signature Deed to make it go, since you only need Grit to make it work, you don't have to spend it. It's limited to once per round now, though, and is naturally a swift, unless you have Rapid Reload or use an alchemical cartridge, which then makes it a free. This is good for loading a normal bullet so that you don't increase the misfire with a paper cartridge or if you want to load a special, like a Tracer Bullet or a +1 holy dragonbane bullet. Also nice for those times you use a different gun than the one you have Rapid Reload for, like that Dragon Pistol you grabbed for firing Entangling Shots and Dragon's Breaths.
    GR?: No, it's already Tier 2 in Grit cost.

    Clipping Shot (Mysterious Stranger): Good news, Mysterious Strangers get this deed for free, it doesn't replace any other deed. Bad news, Pistoleros have been doing this since 1st level with Up Close and Deadly, though there's is bonus damage only, so you have at least that plus going for you. They also can reduce the cost of the deed, unlike you. Doesn't work on a Dead Shot, either. Still, it's a way to guarantee that you'll hit and get special effects to go off, like Bleeding Wound or Targeting, so it's still worthwhile.
    GR?: N/A. Deed says you can't reduce the cost. Bummer.

    Twin Shot Knockdown (Pistolero): So, you shoot a guy twice and spend a Grit point to make them harder for you to hit? No thanks. I suppose it can be useful if you want to slow somebody down by making them use actions to get back up but not terribly useful. No save, though, so that's a plus.
    Other thing of note is, though the deed says it's gained at 11th, it replaces Menacing Shot, which you get at 15th. Leaving it here for now till errata clears this up.
    Replaces: Menacing Shot. Guess you get your Christmas present early, huh?
    GR?: No. Up Close and Deadly deserves your attention far more than this.

    15th Level
    Spoiler
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    Evasive: This probably would have been better broken down and distributed earlier than this level but I'll take what I can get. Still, nice gift basket here.
    GR?: No. This is the one deed I'm really tempted to get up to Tier 3 in Grit costs but Tier 2 works just fine.

    Menacing Shot: I...have no idea about this one. On the one hand, this duplicates a spell that casters got 8 levels ago. On the other hand, I'm not sure if the term 'as if they were subject to a the fear spell' carries over the fear and mind-affecting tags, since the deed doesn't have that text like those abilities normally do. If it doesn't have those tags, this is a sweet ability, since most fear and mind-affecting abilities have been screwed over already. If it does have the tags, this is merely a mook scarer and you're probably better off just shooting 'em in the face.
    GR?: Depends on whether the tags apply or not. If not, then this could be a nice late game fear ability and worthwhile to Signature. Otherwise, forget it.

    Slinger's Luck: Free save or skill rerolls? Awesome! The cost can't be reduced to make a pseudo skill monkey, which is unfortunate.
    GR?: N/A. Deed says it can't be reduced.

    Gun Tank's Resilience (Gun Tank): You have the Fort half of Mettle and a bonus on fear/mind-affecting effects. Not nearly as good as Evasive but it's Tier 2 cost-wise, so not that bad.
    Replaces: Evasive
    GR?: No. Tier 2 is good enough.

    19th Level
    Spoiler
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    Cheat Death: Pretty steep cost but cheaper than getting a res. A plus is it drains your personal reservoir, not your Lucky weapon's, so you aren't absolutely screwed if you haven't used your gun's Grit yet that day.
    GR?: N/A. You can't reduce the cost by the nature of the Deed.

    Death's Shot: Dex-based Critical Death effect is still pretty good. Only thing that changed is they made sure you can't get Grit back, even if they die. Works nicely with Targeting(Torso) and Improved Critical.
    GR?: Yes. Make any critical a Dex-based Death effect as you want is just adding insult to injury, especially since True Grit is next level. The fact that you don't get Grit back won't matter, since you're not spending Grit to use it.

    Stunning Shot: Win some, lose some here. Costs 2 grit now but you don't have to crit to use it. Also requires a Wis-based Fort save now, far less tasty than it was. Still, Signature & True Grit to get Stuns on every shot could be well worthwhile if you start at 20th.
    GR?: Yes. Definitely yes. Not as good as it was but still worthwhile.
    Last edited by Cieyrin; 2012-03-02 at 11:39 PM.
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    Post Re: [PF] The Gunslinger's Handbook

    Abilities and Races

    Ability Scores
    Gunslingers are fairly dual stat dependent, though you could get away with just Dexterity if you're desperate.

    Strength: Dump stat, pure and simple. Only things it may affect is your carrying capacity (some guns are heavy, especially if you pursue cannons and mortars) and, if Daring Acts are allowed, some checks may be dependent on it.
    Dexterity: The stat Gunslingers live and die by. Affects your accuracy, damage, defense (both AC and Ref saves), skills, initiative and so on. Put your highest stat here to be a successful 'slinger.
    Constitution: HP and Fort saves are important to everybody, 'slingers as well. Skimping on this could mean an early death.
    Intelligence: You have a nice skill list and 4+ skill points/level, it can pay to have decent score here. Not a major concern but something to consider. If you find yourself with a high score here and your DM is lenient, this can become a damage stat via Focused Shot.
    Wisdom: Your second most important stat after Dexterity, it determines your Grit pool, boosts your weakest save (Will) and is key to Perception, which can make the difference between getting the drop on and ending foes and the reverse happening. Not as important for Mysterious Strangers, but Perception is the most rolled skill in the game, something to keep in mind.
    Charisma: You have the skill list and skills to pull off being a Face, though Bards and Rogues are far better at it. For Mysterious Strangers, this takes Wisdom's place, especially with Focused Aim, in the scale of stat importance.

    Races
    Core Races
    Spoiler
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    Dwarves: Naturally having deep reserves of Grit and Hit Points, as well as good defenses against many common attacks, dwarves make resilient gunslingers. Dwarven gunslingers fit well within the Gun Tank Archetype.
    Elves: Accurate and stealthy, elves can work well as 'slingers. Their inherent frailty doesn't hurt as much, given good Fort and d10 HD. The Lightbringer trait can give more relevant immunities, as well as negate poor light conditions for potential targets, while the Silent Hunter trait can make sniping an easier proposition. If Focused Aim is viable, their Intelligence bonus can come to bear.
    Gnomes: Of the two core short folk, gnomes aren't terribly skilled at gunslinging by default. If they use the Mysterious Stranger Archetype, they become much more viable, fulfilling a similar role to Dwarves. The Eternal Hope trait can help them avoid misfires.
    Half-Elves: Versatile as always, Half-Elves can excel as gunslingers regardless of style. The Dual Minded trait can boost up their lowest save and Arcane Training can be useful for getting firearm specific spells for the enterprising 'slinger, especially Mysterious Strangers who can excel at that.
    Half-Orcs: The only thing Half-Orcs bring to the table is their choice of ability score boost. Half-Elves and Humans offer much, much more.
    Halflings: The most accurate of the core races, halflings make for good 'slingers. As Mysterious Strangers, they become amazing. They have skill bonuses to some of the most important 'slinger skills (Acrobatics and Perception), have good defenses between good stat boosts, size bonuses and Halfling Luck, and good alternate racial traits (Low Blow, Outrider, Swift as Shadows). All in all, they are an excellent race for gunslinging.
    Humans: Humans are, as usual, good at anything they do, gunslinging included. Bonus feat, choice of stat boost, extra skill points, all are useful for pursuing their choice of gunslinging style.

    Psionics Unleashed Races
    Spoiler
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    Blue: (I know, the irony isn't lost on me that I've rated Blues blue ) Blues are just as accurate as Halflings, though they don't have the same potential via a different archetype. They have superior movement and perception abilities (30' move, Darkvision) compared to Halflings and get Stealth as a bonus class skill with a racial bonus to it to boot, which can make them nice snipers. Their access to psionics can get them nice things as well. Finally, like elves, they can benefit if Focused Shot is on the table.
    Dromites: Like insectile halflings, they get better as Mysterious Strangers.
    Duergar: Like their hill dwarven cousins, they have deep reserves of hitpoints and Grit and work well as Gun Tanks. Cloud Mind can make them interesting snipers, as well.
    Elan: The only offering they really have is the choice of ability boost. Resistance and Resilience can be useful but there are better races to pursue, really, unless you really want a psionic Gunslinger without ability weaknesses.
    Half-Giant: Dex penalty doesn't outweigh Wis boost. Only reason to consider is if you want to heft cannons, for which they work alright for.
    Maenad: Like Elans, they only have the ability boost choice going for them, the rest doesn't help unless you want to go Titan Mauler Barbarian for cannon slinging.
    Ophiduan: Perfect stats, just don't go Mysterious Stranger.
    Xeph: Like Medium Halflings, except way faster. Like Halflings, they make excellent Mysterious Strangers.

    Bestiary Races
    Spoiler
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    Aasimar: Work well as any type of 'slinger, as they have a boost to their Grit pool regardless of the path you take. The Diplomacy boost is lost on them without a trait or such giving them Diplomacy as a class skill. Plus, you can't get much more mysterious than an Aasimar Mysterious Stranger.
    Changeling: They get a Grit boost regardless of Archetype but take a hit to health, which makes 'em not as good as Aasimar. Hag Traits aren't applicable to gunslinging in general, either.
    Dhampir: Alucard was totally a Dhampir Mysterious Stranger, at least when fully sealed. Can be a pain to heal, though, so you'll probably have to provide for yourself, especially with that Con penalty.
    Drow: There's a reason they favor hand crossbows, they were just waiting for guns to come onto the scene and wanted to be ready to switch. Like many of the Bestiary races, they work better as Mysterious Strangers.
    Drow Noble: Congrats, you found the broken racial variant and yes, they sling better than most people. What did you expect?
    Duergar: Like their psionic and surface relatives, they got deep reserves of health and Grit and are armored gun nuts. Just, for the love of whatever is holy, don't be a Mysterious Stranger, they are worse at it then their other dwarven brethren.
    Fetchling: Not so good as regular 'slingers, decent as Mysterious Strangers. They work well as assassin types, what with their built-in stealth and escape mechanisms.
    Gillman: You don't want to play an enslaved character, trust me.
    Goblin: Crazy gobbos are the most accurate race out of the gate and they're the only race currently that have a Favored Class Option for Gunslingers that is actually really useful, +1 crit confirm with firearms. You don't have to pursue Critical Focus and you can laugh off the Dead Shot crit confirm penalty. If they had a Wis boost, they'd be a perfect 'slinger race.
    Grippli: Perfect stats, plus a climb speed to set up hard to reach sniper points, especially in forests and marshes, where their racial Stealth boost kicks in. Deepwood Sniper, right here.
    Hobgoblin: Almost perfect stats without a penalty, naturally stealthy, militaristic to have sniper corps. Fear Hobgoblin Musket Masters.
    Ifrit: Good stats for Mysterious Strangers, but that's about it.
    Kobold: Play a Goblin, you won't be as crippled.
    Merfolk: Good stats for Mysterious Strangers but that 5' move speed makes them all but useless. Even in an aquatic environment, nonmagic ranged combat doesn't work well there without magic intervention, so Pass.
    Orc: Orc not understand boomstick. Orc smash with axe instead.
    Oread: Nothing redeeming here.
    Strix: Flying gunners, anyone? Both Low-Light and Darkvision, skill bonuses to hide and seek in the dark, can fly bloody fast as an extraordinary ability. Nothing not to like here.
    Svirfneblin: The equivalent to the Halfling Mysterious Stranger, they have it all where it's needed and then some. Bonus to AC and saves, SR, skill bonuses out the ass, useful spell-likes. About as broken as Drow Nobles, really, and probably is.
    Sylph: Good stats but that's about it.
    Tengu: Near perfect stats, good skills, proficient with all swords as a a neat side perk. Just...nice...
    Tiefling: Opposite side of the coin from aasimar and about as good as gunslingers. Fiendish Heritage to be born of Asura, Div or Rakshasa stock can get you better stat array, plus the Varient Tiefling Abilities can get you up to +4 Wis or Cha, among other things, so you can truly be infernally gifted at 'slinging.
    Undine: Perfect Stats and some other neat perks, Definitely the strongest of elementally descended.
    Last edited by Cieyrin; 2012-04-01 at 09:23 PM.
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    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

    My badges! :D
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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.
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    Default Re: [PF] The Gunslinger's Handbook

    Ultimate Combat
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    General Feats
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    Adept Champion, Bolstered Resistance, Branded for Retribution, Cartwheel Dodge, Channeled Revival, Channeling Scourge, Contingent Healing, Crusader's Flurry, Crushing Blow, Deceptive Exchange. Destructive Dispel, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant, Discordant Voice, Dispel Synergy, Dispelling Fist, Disposable Weapon, Disruptive Recall, Double Bane, Elusive Redirection, Expert Driver, Extra Bane, Furious Finish, Greater Channel Smite, Harmonic Sage, Improved Stalwart, Instant Judgement, Intimidating Bane, Knockout Artist, Master Combat Performer, Maximized Spellstrike, Menacing Bane, Merciful Bane, Planar Wild Shape, Raging Brutality, Raging Deathblow, Raging Hurler, Raging Throw, Righteous Healing, Shapeshifter Foil, Shapeshifting Hunter, Shared Judgement, Skilled Driver, Slayer's Knack, Sneaking Precision, Sorcerous Strike, Spell Bane, Splintering Weapon, Stalwart: Requires multiclassing or features that aren't really relevant to you.
    Betrayer: Would be hilarious on a Mysterious Stranger if it wasn't melee only. I want to shoot him in the face when he doesn't expect it!
    Disorienting Maneuver: You don't really need the attack boost and tumbling through enemy spaces isn't exactly a high priority.
    Field Repair: Gunsmithing does everything relevant to you except removal the penalty for improvised tools and you also get it for free. Only real use is in combination with Fortified Armor Training and for Mysterious Strangers who use it as their version of Quick Clear.
    Guided Hand: Only worth mentioning in that, if you can find a deity who favors your firearm and you multiclass for Channel Smite (Holy Gun or Divine Hunter Paladin makes the most sense but Cleric is the quickest), you could emphasize Wis. "I do not shoot with my hand. He who shoots with his hand has forgotten the face of his father. I shoot with my mind.", indeed.
    Gunsmithing: You get it for free, you get ammo and firearms cheaper, Mysterious Strangers can fix their guns in an hour and you can upgrade your original gun to masterwork. Nothing not to like about this, just remember to grab Craft(Alchemy) to make alchemical cartridges.
    Rhetorical Flourish: More a Mysterious Stranger feat but still useful if you pick up Diplomacy as a class skill and are pulling Face duty.
    Sea Legs: All the physical skills boosted in one feat package, regardless of where you are. Hefty price in ranks and doesn't advance like other skill boosters. Gunslingers fit pirate flavor pretty well, so definitely something to consider if the price can be negotiated.
    Strong Comeback: Plays very nice with Slinger's Luck. Unfortunately doesn't work with Second Chance.
    Sure Grasp: Kinda situational, unless your campaign is all about mountain combat or you're serious about sniper nests.
    Trapper's Setup: More a rogue thing but if you know Ranger traps, it may be worth your while.

    Combat Feats
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    Adder Strike, Arc Slinger, Binding Throw, Body Shield, Bonebreaker, Break Guard, Chokehold, Cleaving Finish, Crusader's Fist, Death From Above, Death or Glory, Disengaging Feint chain, Dispelling Critical, Domain Strike, Drag Down, Felling Escape, Felling Smash, Feral Combat Training, Final Embrace, Final Embrace Horror, Final Embrace Master, Flanking Foil, Hex Strike, Horse Master, Impaling Critical chain, Improved Cleaving Finish, Jawbreaker, Monastic Legacy, Neckbreaker, Net Adept chain, Nightmare Fist chain, Performance Weapon Mastery, Performing Combatant, Pin Down, Pinning Knockout, Pinning Rend, Pinpoint Poisoner, Prone Slinger, Quick Bull Rush, Quick Dirty Trick, Quick Drag, Quick Reposition, Quick Steal, Rapid Grappler, Rebounding Leap, Rebuffing Reduction, Rending Fury chain, Revelation Strike, Sap Adept chain, School Strike, Siege Commander, Siege Engineer chain, Spinning Throw, Twin Thunders chain, Two-Weapon Feint chain, Vicious Stomp, Wave Strike, Whip Mastery chain: You either can't qualify or it isn't generally relevant to gunslinging.
    Amateur Gunslinger: While you can't take it if you're already a Gunslinger, if you multiclass to pick it up, it can be a handy way to pick up either a free 1st level Deed (notice the Special text say 'can,' not 'must') and an extra point of Grit or trade it Extra Grit and 2 points of Grit. Win-Win!
    Bludgeoner: Firearms deal bludgeoning and piercing, thus you can use this to knock people out without using Salt Shot, which is scatter only, anyways. Also works nicely with Sap Adept chain if you multiclass in the Sneak Attack.
    Charging Hurler chain, Close-Quarters Thrower, Distance Thrower, Two-Handed Thrower: You're not that into throwing, you're more of a shooter kind of guy. Leave to Alchemists and Barbarians.
    Clustered Shots: Kind of handy for bypassing DR, since it only applies once when using the feat. On the other hand, Dead Shot is also there for handling this kind of problem.
    Combat Style Master: There are a couple of relevant Styles that you can actually make use of as a 'slinger, so this may be useful for switching between them and making sure the relevant one is up at combat start.
    Deadly Finish: Melee-only and you get Grit from dropping foes to 0, you don't have to kill them for it to work.
    Deathless Initiate chain: It's not bad, per se, but I've never been a fan of spending feats on situations that don't occur that often. Not to mention the attack and damage bonus is melee only. Best leave it Half-Orc Unbreakable Fighters.
    Defensive Weapon Training: Dodge is always on and doesn't depend on my opponent's choice of maiming instrument. Pass.
    Devastating Strike chain: If you decided to go for the Vital Strike chain, as opposed to Dead Shot, this may be worthwhile. It has a slightly more snipery feel to it, though it still doesn't work with Far-Reaching Sights, which is incredibly annoying.
    False Opening: If you managed to make your way into Point-Blank Master (you didn't come from Close Quarters Thrower, right? Right? ), this can eat up AoOs that would be otherwise directed at your less nimble buddies but this seems like a lot of investment just for that. I think Dodge + Mobility is a better bet.
    Fortified Armor Training: A Gun Tank's best friend, this can work for other 'slingers as well but the Gun Tank can use it twice on their armor and shield.
    Gory Finish: Unless you know you're going to drop an enemy, Dazzling Display would seem to be a better use.
    Hammer the Gap: More damage that scales the more I hit? Easy prereqs? Yes, please!
    Haunted Gnome: Not that good by itself, especially at low levels when you have very short durations.
    • Haunted Gnome Assault: Now that's actually kind of useful as a free no-save debuff up to 3 times per day but even nicer with Deadly Stroke, though you can only get it off as a crit, unless you want to charge in for it.
      • Haunted Gnome Shroud: Concealment up to 4 times per day, more if you pick up Arcane Talent or Magical Talent? Yes, please!

    Impact Critical Shot: In combination with Critical Focus, this can add insult to injury if they survive the critical, though be careful you don't push your target out of Penetration range. If it's the last hit, tripping them for your melee buddies isn't a bad thing for finishing them off.
    Landing Roll: I think I'd rather invest in not being tripped at all.
    Moonlight Stalker: Not great requirements for you but you can activate it with Wind Stance, Lightning Stance (with Parting Shot) or Haunted Gnome Shroud for free attack and damage buffs.
    • Moonlight Stalker Feint: Feint that still allows full attacks? Sure!
      • Moonlight Stalker Master: Makes your concealment better and free movement, what's not to like?

    Opening Volley: Only really useful if you're pursuing Sword and Pistol, though if you have to close you'll definitely still benefit regardless.
    Passing Trick: Free feints are never a bad thing, though it's a lot of investment.
    Prone Shooter: Your Admiral Ackbar senses should be going off like a tornado siren, for this is a TRAP. There aren't any ranged attack penalties for being prone.
    Snap Shot: Requires a lot of investment but well worth it, as you threaten and can AoO with your firearm of choice.
    • Improved Snap Shot: Even better than the original, you're what 3.5 Spiked Chain wielders were feared for but worse.
      • Greater Snap Shot: Only works on AoOs but they hurt more than your normal attacks do. Not strictly necessary for Snap Shooters but it automatically improves with more BAB, so not a bad investment, either.

    Sword and Pistol: Even more investment than getting the prerequisite Snap Shot. Deft Shootist is probably a better investment.

    Grit Feats
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    Style Feats
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    Teamwork Feats
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    Last edited by Cieyrin; 2012-04-11 at 11:27 PM.
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    Quote Originally Posted by Mulletmanalive View Post
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    Default Re: [PF] The Gunslinger's Handbook

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    Quote Originally Posted by Mulletmanalive View Post
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    Default Re: [PF] The Gunslinger's Handbook

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    Quote Originally Posted by Mulletmanalive View Post
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    Default Re: [PF] The Gunslinger's Handbook

    And Reserved Post #8 for good measure. Alright, I should be good. Feel free to post, Playground, while I write and look up appropriate pictures. Will start filling in info tomorrow, just laying out the handbook this evening. Tired now, sleep calls...
    Last edited by Cieyrin; 2011-08-25 at 09:52 PM.
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    Quote Originally Posted by Mulletmanalive View Post
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    Default Re: [PF] The Gunslinger's Handbook

    What kinda pictures are you looking for? People holding guns? How about this one?
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    Default Re: [PF] The Gunslinger's Handbook


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    Default Re: [PF] The Gunslinger's Handbook

    Quote Originally Posted by Starbuck_II View Post
    I could work with these, yeah. Got busy yesterday, writing stuff up this morning to give people something to read at least.

    2nd Post half done. I'll write up Deeds and get into the meat of what everyone cares about for making Gunslingers: Races, Feats, Skill and Traits. Oy vey, formatting will be the death of me...
    Last edited by Cieyrin; 2011-08-27 at 01:16 PM.
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    Default Re: [PF] The Gunslinger's Handbook

    Quick links to things I submitted to the guide:
    Multi/Prestige Class
    Archetype breakdown
    Short Feat list
    2-Weapon Reloading Mini-Guide
    Race section Update


    Submission for the Builds section. (feel free to edit down for space)
    I would like if someone could check my math (accuracy/damage per shot/etc...)
    (Gundolon v1.3)


    The Gundolon (taking requests for a Punnier name)
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    Kind of like this, but with more arms

    The following build is based around the "Leaping Shot Deed" feat, it is presented as a level 20 build, although it can begin making use of its trick around levels 6 - 8. If starting at a low level, it is greatly recommended to rearrange levels/feats to make it more playable at low levels.

    The core of the build is Gunslinger 1, Summoner 3 (Synthesist, in Eidolon-form this will give you 3-Bab from the 3 Summoner Levels), from there your options are wide open. Play it safe and go 'Slinger 17/Sum 3 (effectively 20bab), or go arms wild with 'Slinger 1/Sum 19 (effectively 16bab). Or anywhere in between, a dip in Fighter is highly encouraged for the feats though.

    Race: Halfling, small, -2 Str +2 Dex, +2 Cha (Halfling chosen to allow small-Eidolon-Form, Human is recommended for low-level starts, Half-Elf a good choice for a Summoner heavy build, or a '2-class' type build))
    Classes:
    Gunslinger 4 (Mysterious Stranger)
    Fighter 4 (Weapon Master)
    Summoner 10 (Synthesist)
    Rogue 2 (Normal or Sniper) Can replace with Ninja 2 and trade Evasion for a Ki Pool.
    Sample 15-point buy: (feel free to tweak if starting at low levels)
    Str 8 (10-2)
    Dex 15 (13+2)
    Con 14
    Int 10
    Wis 10
    Cha 22 (15+2race+5levels)
    8d10+12d8 HD (avg 98 +40 from con)
    Bab 16 (17 in Eidolon-Form or if using Fractional)
    All saves will be medium/great
    Gunslinger 4 (Mysterious Stranger) gives Gun Prof., a Grit pool based on Cha, various Deeds, a Bonus feat, and the ability to spend Grit to gain Cha-to-Damage
    Fighter 4 (Weapon Master) gives 3 bonus feats, and +1 att/damage with chosen weapon (weapon training at level 3 instead of armor training)
    Summoner 12 (Synthesist) The Eidolon's physical stats will replace our own (hence our poor Str/Dex scores), we will be using a Small Quadruped Eidolon for the net +2 to-hit -1 damage (weaon size). Eidolon-form stats after all bonuses/penalties are Str 14, Dex 22, Con 11. We have 14 Evolution points, most of these will be spent on adding Arms (saving a few points for utility powers, like Wings). Quadruped was chosen for efficiency purposes, Leaping Shot lets you move as part of the action, so we either spend Evo-points on legs, or start with them, if legs are less of a concern, feel free to choose a different base-form, none are bad.
    Rogue 2 (normal or Sniper) +1d6 Sneak attack, Evasion, a Rogue Talent, and either Trapfinding OR reduced ranged penalties (description states Bow or Crossbow, but adding Firearms make sense). Our Talent will either be "Stand Up", so we can stand up from Prone as a Free Action (Leaping Shot leaves us prone), Or, "Grit" to gain Extra Grit AND a Grit Deed as bonus feats (RAW this won't work with pre-existing levels of Gunslinger, but RAI it makes sense).

    Feats: 14 (+2 if "Grit" Rogue talent is allowed) (10 levels, 1 Gunslinger, 3 Fighter) these are listed in no particular order, any weapon specific feats are assumed to be for Firearm-Pistol. (most feats are just a guideline, only the feats up through level 5 are necessary)
    1 Rapid Reload
    3 Dodge
    4 Mobility (G)
    5 Leaping Shot Deed
    5 Point-Blank Shot (F)
    6 Quick-Draw (F)
    7 Two/Multi-Weapon Fighting (yet another RAW hole, they are effectively the same feat, and Multi even says it 'replaces' Two-Weap for creatures with more arms, there is also debate whether you even need this when using Leaping Shot)
    8 Deadly Aim (F)
    9 Precise Shot
    11 Deft Shootist Deed
    13 Weapon Focus
    15 Weapon Specialization
    17 Improved Critical (Keen is not an option on firearms)
    19 Improved Initiative
    If "Grit" Rogue talent is allowed, then add Extra Grit and any one other feat (Grit-Talent feat would be Leaping Shot Deed, freeing up a normal feat slot)
    Secret Stash deed might be handy, as you can pay Grit/Gold to "find" a bullet hidden on yourself (this CAN be an enchanted bullet, but you only get 1-shot per Grit)

    We shall assume your Eidolon-form has 12 arms total, each holding a pistol. 2 of your pistols are your "main weapons" and are pimped out with abilities, the remaining 10 will probably have minimal upgrades based on what you can afford (at most +1, and a variety of specialty enchantments, like Bane, or Axiomatic). Distance is recommended.

    Leaping Shot lets you spend a Grit to move your full distance, and attack with all of your firearms, at any point during the move, at your full Bab.
    Adding that all together (assume all pistols are +1 only):
    12 attacks, each with...
    To-hit: +22 (17bab, 6dex, 1weapon, 1wep-focus, 1size, 1Fight3, -5deadly aim)
    Damage: 1d6+20 (1d6+1weapon, +10deadly aim, +6cha, +2wep-spec, +1Fight3) add 1d6 for possible Sneak Attack.
    Most will hit, and 1 of those will be a Critical for x4 damage, and will regain a Grit point.
    If all of them hit, with 1 Critical, you will be doing around 350 damage in the first round of combat. (somebody double check please). Closer to 400 w/ Sneak Attack.

    Round 2 of combat will be trickier, as you will need to reload 12 guns. Unless you have Double Barrelled Pistols, then Round 2 is the same as Round 1, and Round 3 is reload time.
    If Revolvers/Cartidges are allowed, I highly urge you to make use of them.

    Final notes: The presented build is skewed towards "heavy damage/Nova", feel free to adjust class levels up/down. Dropping Summoner/Rogue and adding Fighter/Gunslinger can up the survivability and efficiency at the cost of raw damage.
    Adding Paladin 2, for Cha-to-saves and a Smite Evil, is also a good option.
    Last edited by grarrrg; 2012-03-05 at 10:00 PM.
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    Default Re: [PF] The Gunslinger's Handbook

    Definitely like what I see, grarrrg. I'll give it a more thorough read-over as I get towards multiclassing and builds. I would recommend pursuing Sythesist a bit later on in the build, due to the costs of firearms being prohibitive in the early levels, as well as getting Improved Critical and Critical Focus as early as possible to help with Grit regeneration. I may have further recommendations later. Also using double-barreled pistols may help with getting a second barrage off. The only trouble is getting up from prone rapidly, though I think there's a Rogue Talent for that...

    Also the first set of Deeds are up. I decided that I'd include Archetype deeds in the appropriate sections to better facilitate side-by-side comparison. I should have Deeds done either tonight or tomorrow. Sorry about how slow this guide is going, my computer has been getting rather wonky about any serious writing I attempt to do, plus my internet device gets a bit testy at night to where it randomly resets and is rather slow. Makes getting things I want done difficult at times.
    Last edited by Cieyrin; 2011-08-31 at 10:25 PM.
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    Quote Originally Posted by Mulletmanalive View Post
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    Default Re: [PF] The Gunslinger's Handbook

    As an alternative to a Cha-based Gundolon is to go Pistolero (or straight Gunslinger) and take 5 levels to gain Dex to damage.
    The advantages are reduced misfire, and your bonus damage is always on (don't need to spend a Swift-action+Grit).
    The disadvantages are you'll need to wait til Gunslinger 5 for the bonus damage, and you will have to boost Wis to have a decent Grit pool, while still retaining some Cha to cast Summoner spells (depending on your planned Summoner level, you only need 13-to-15 Cha).

    NOTE: I am aware that you can take multiple archetypes, so long as they don't replace the same feature. As posted on the pfsrd (I don't have the book), there appears to be no conflict between Mysterious Stranger and Pistolero. But Pistolero's 'Pistol Training' is obviously meant to replace 'Gun Training'. Mysterious Stranger has already traded away Gun Training, hence, you cannot take both.
    Insert Sad-Face as you can't get Dex AND Cha to damage.
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    Default Re: [PF] The Gunslinger's Handbook

    Quote Originally Posted by grarrrg View Post
    NOTE: I am aware that you can take multiple archetypes, so long as they don't replace the same feature. As posted on the pfsrd (I don't have the book), there appears to be no conflict between Mysterious Stranger and Pistolero. But Pistolero's 'Pistol Training' is obviously meant to replace 'Gun Training'. Mysterious Stranger has already traded away Gun Training, hence, you cannot take both.
    Insert Sad-Face as you can't get Dex AND Cha to damage.
    Believe me, I checked that first thing. By RAW, since Pistolero doesn't say it replaces Gun Training, you can technically take both Archetypes and be a Mysterious Pistolero. That is, till the errata comes out and Mysterious Stranger's free Deed gets errata'd to replace another 11th level Deed as well. In the mean time, enjoy your freebie if your DM isn't wise to your ways and sees that it's an obvious mistake.
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    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

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    Default Re: [PF] The Gunslinger's Handbook

    On a related note I find it rather interesting how DMs are quick to notice RAIs when they screw you but are oblivious to when they help you.

    Anyway, good stuff on the guide, Gunslinger seems like a fun class, don't think I'll ever play one in the near future (unless my current character dies), but anyway, been a long time since I've actually cared for a non-magical class (other than Barbarian).

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    Default Re: [PF] The Gunslinger's Handbook

    Does this mean gunslingers automatically know how to perform all there deeds? That is a lot more impressive than I realized.

    Look everyone this image is a link!

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    Default Re: [PF] The Gunslinger's Handbook

    Quote Originally Posted by Lord.Sorasen View Post
    Does this mean gunslingers automatically know how to perform all there deeds? That is a lot more impressive than I realized.
    That is correct, Deeds are not chosen like Rogue Talents or Rage Powers; if you're high enough level, you get them automatically. You can change what Deeds you get via choosing an Archetype or get new ones via Grit feats.
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    Quote Originally Posted by Mulletmanalive View Post
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    Default Re: [PF] The Gunslinger's Handbook

    Good work so far can't wait for the rest of the handbook. This is going to be extremely helpful as my friends and I are finally going to make the transition from 3.5 to PF.

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    Default Re: [PF] The Gunslinger's Handbook

    Quote Originally Posted by search116 View Post
    Good work so far can't wait for the rest of the handbook. This is going to be extremely helpful as my friends and I are finally going to make the transition from 3.5 to PF.
    I'll see what I can do over the holiday weekend. At the very least I'll finish Deeds and start working on the next section, if not more.
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    Quote Originally Posted by Mulletmanalive View Post
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    Default Re: [PF] The Gunslinger's Handbook

    Quote Originally Posted by Cieyrin View Post
    That is correct, Deeds are not chosen like Rogue Talents or Rage Powers; if you're high enough level, you get them automatically. You can change what Deeds you get via choosing an Archetype or get new ones via Grit feats.
    Wow. I really want to play a Gunslinger now.

    Pathfinder really needs to make a melee "Gunslinger" class to replace the Fighter. Just...a Fighter with daily resources and unique class features.

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    Default Re: [PF] The Gunslinger's Handbook

    Quote Originally Posted by BlueInc View Post
    Wow. I really want to play a Gunslinger now.

    Pathfinder really needs to make a melee "Gunslinger" class to replace the Fighter. Just...a Fighter with daily resources and unique class features.
    Or just hope that they apply what they're learning as far as class design go to the old classes...I mean the UC Rage Powers are horrid.

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    Default Re: [PF] The Gunslinger's Handbook

    Glad to see you're making an updated version of the old handbook. My DM is going to be having a five-man party do the Zeitgeist campaign that the people from War of the Burning Sky are publishing now. I'm going in as a musketman, following the old guide you put out. Our first session's going to be October 1st, so I'm hoping you got this mostly completed by then *gives thumbs up*

    If my character manages to die, well, I'll be sad, but I'm going to bring in a scout variant rogue/gunslinger combo if I die late enough in the campaign.

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    Default Re: [PF] The Gunslinger's Handbook

    Quote Originally Posted by Exelbirth View Post
    Glad to see you're making an updated version of the old handbook. My DM is going to be having a five-man party do the Zeitgeist campaign that the people from War of the Burning Sky are publishing now. I'm going in as a musketman, following the old guide you put out. Our first session's going to be October 1st, so I'm hoping you got this mostly completed by then *gives thumbs up*

    If my character manages to die, well, I'll be sad, but I'm going to bring in a scout variant rogue/gunslinger combo if I die late enough in the campaign.
    Well, I should hopefully be done by then. Glad to see the old guide is helpful as well. Let me know how it goes and whether your experience with my recommendations pans out.
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    Default Re: [PF] The Gunslinger's Handbook

    I'm actually having a bit of trouble deciding how I want my gunslinger rogue to develop in the later levels. She's going to be focused on staying fairly close to the enemy, 20 - 15 feet, and when she gets the skirmish ability she'll be circling around the battlefield pulling off sneak attacks. Any suggestions?

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    Default Re: [PF] The Gunslinger's Handbook

    Quote Originally Posted by Cieyrin View Post
    Well, I should hopefully be done by then. Glad to see the old guide is helpful as well. Let me know how it goes and whether your experience with my recommendations pans out.
    Is the guide going to contain hints about how to do stuff other than shoot things? People say the Gunslinger is tier5 like the Fighter. Are Gunslingers really so single-tracked?

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    Quote Originally Posted by Frosty View Post
    Is the guide going to contain hints about how to do stuff other than shoot things? People say the Gunslinger is tier5 like the Fighter. Are Gunslingers really so single-tracked?
    For the most part they seem to be. Guns however aren't, if you see the other class variations that include gun training, like the wizard's gunmage type class.

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    Default Re: [PF] The Gunslinger's Handbook

    Quote Originally Posted by Frosty View Post
    Is the guide going to contain hints about how to do stuff other than shoot things? People say the Gunslinger is tier5 like the Fighter. Are Gunslingers really so single-tracked?
    If anything a Gunslinger is MORE deserving of Tier 5 than a Fighter.
    Let's compare Fighters to Gunslingers.
    Gunslinger was originally going to be a "Fighter Alternate" (a fancy word for Mega-Archetype), so they start very similar. Neither class can cast. Gunslingers have 2 extra skill points a level, and a few more skills to chose from. But they don't have the Points, nor the selection to be a good Skill Monkey.
    As a Fighter levels, he gains up to 11 bonus Combat Feats, Armor Training basically let's him treat Heavy armor as Light armor, and Weapon Training gives him up to +4 to-hit and Damage.
    As a Gunslinger levels, he gains up to 5 bonus Combat/Grit Feats, Gun Training let's him add Dex-to-Damage, he gets a +5 bonus to AC, and gains a variety of Deeds.
    Side by side it looks like the Gunslinger gets more stuff.
    But if you notice, EVERYTHING the Gunslinger gets is Damage Focused. "Attack an enemy with a bonus", "Attack an enemy with a different bonus", etc... And most of the combat feats aren't worth taking on a ranged build.
    Meanwhile, the Fighter has better weapon/armor selection, similar damage bonuses, and _6_ more bonus feats, so he can spread his feats out to gain more variety.

    Long story short (too late), the Gunslinger is a Specialized Fighter, he is good at shooting things. While the Fighter can do whatever he wants to do, even shoot guns.

    Quote Originally Posted by Exelbirth View Post
    I'm actually having a bit of trouble deciding how I want my gunslinger rogue to develop in the later levels. She's going to be focused on staying fairly close to the enemy, 20 - 15 feet, and when she gets the skirmish ability she'll be circling around the battlefield pulling off sneak attacks. Any suggestions?
    Well Skirmish comes at Rogue(Scout) 8, which gives 12 levels to work with. You'll probably want a bare minimum of 5 levels of Gunslinger (Dex-to-Damage). This leave 7 levels to work with. Might I interest you in some levels of Summoner? (see my post higher up the page) With Rogue(Scout) you'll only be guaranteed Sneak Attack on the first attack, but if you can catch someone off guard anyway, the damage could be enormous.

    Barring Summoner... Gunslinger 8 is a decent stopping point as the next two levels only offer Gun Training on a second type of firearm, and another point of Nimble AC. Although if you go Pistolero, then level 9 will give you an extra +1 to damage.
    Dipping Fighter for 1-to-4 levels is also viable. Levels 1,2 & 4 get you feats, and level 3 can be either an Armor Training bonus, or a +1 to-hit and Damage (weapon master).

    Put any remaining levels into either Rogue or Gunslinger, as there isn't too much to gain from other dips.
    [retired]

    Horribly out of date guide goes here:
    Oradin Guide

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    Default Re: [PF] The Gunslinger's Handbook

    Well Skirmish comes at Rogue(Scout) 8, which gives 12 levels to work with. You'll probably want a bare minimum of 5 levels of Gunslinger (Dex-to-Damage). This leave 7 levels to work with. Might I interest you in some levels of Summoner? (see my post higher up the page) With Rogue(Scout) you'll only be guaranteed Sneak Attack on the first attack, but if you can catch someone off guard anyway, the damage could be enormous.

    Barring Summoner... Gunslinger 8 is a decent stopping point as the next two levels only offer Gun Training on a second type of firearm, and another point of Nimble AC. Although if you go Pistolero, then level 9 will give you an extra +1 to damage.
    Dipping Fighter for 1-to-4 levels is also viable. Levels 1,2 & 4 get you feats, and level 3 can be either an Armor Training bonus, or a +1 to-hit and Damage (weapon master).

    Put any remaining levels into either Rogue or Gunslinger, as there isn't too much to gain from other dips.[/QUOTE]

    I'm going to avoid summoner because the campaign this character will most likely be in is in a world that has limited interdimensional travel, making summons and dimension hopping fairly useless. Also, you can only fly for five minutes max.

    I toyed a bit with Pistolero, but if I remember correctly, pistol training gives me a + to both attack and damage, with 5 max as straight Pistolero, and gun training gives me a + to damage equal to my dex. Since I plan on having a high dex using a ranged weapon, gun training would be the better option, so I agree with stopping before taking the next level with gun training.

    Also, I was looking at the grit feat Leaping Shot, and I was wondering how that would apply with skirmish. Would I be able to make three sneak attacks at the expense of going prone, or would it only count the first one still, making the feat a bad option?

    I hadn't thought of using any fighter levels until you mentioned them, and I think that might actually be worth it.

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    Default Re: [PF] The Gunslinger's Handbook

    Quote Originally Posted by Larpus View Post
    Or just hope that they apply what they're learning as far as class design go to the old classes...I mean the UC Rage Powers are horrid.
    Is Dragon Totem in UC? Because It increases to your DR and adds Double new DR value as Energy Resistance.
    Which is nice.

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