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Character Builds & Optimization
Gunfighter build advice
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<blockquote data-quote="Colmarr" data-source="post: 5543171" data-attributes="member: 59182"><p>A player in my upcoming Zeitgeist campaign wants to play a gunfighter, and we're currently leaning toward rogue as a class. However, he doesn't particularly want to rely on hiding for CA. He's also quite invested in the rogue's social class skills.</p><p> </p><p>The zeitgeist firearms rules are as follows:</p><p></p><p><span style="color: white">As you can see, using a firearm as a main weapon is quite feat-intensive. His human bonus feat pretty much has to be Firearms Expertise (for the reload minor), leaving him with one other feat at level 1.</span></p><p> </p><p><span style="color: white">Does anyone have any ideas about how this character can be made to work?</span></p><p> </p><p><span style="color: white">I've considered the Distant Advantage feat. I've also considered the rogue powers that grant CA until the end of the PC's next turn (especially Preparatory Shot). </span></p><p> </p><p><span style="color: white">I've considered building the PC as a ranger instead, but the skills issue might be a roadblock. I've considered creating a variant 'urban ranger' that replaces some of the ranger's traditional skills with more urban-oriented ones but the MAD of having to pursue Cha as well as Dex and Wis seems obstructive.</span></p><p> </p><p><span style="color: white">I've even considered hybrid ranger/rogue for the former's striker damage feature and the latter's skills, but I'm a noob with hybrids and don't know how functional the resulting PC would be.</span></p><p> </p><p><span style="color: white">So, does anyone have any input or suggestions?</span></p></blockquote><p></p>
[QUOTE="Colmarr, post: 5543171, member: 59182"] A player in my upcoming Zeitgeist campaign wants to play a gunfighter, and we're currently leaning toward rogue as a class. However, he doesn't particularly want to rely on hiding for CA. He's also quite invested in the rogue's social class skills. The zeitgeist firearms rules are as follows: [COLOR=white][/COLOR] [COLOR=white]As you can see, using a firearm as a main weapon is quite feat-intensive. His human bonus feat pretty much has to be Firearms Expertise (for the reload minor), leaving him with one other feat at level 1.[/COLOR] [COLOR=white] [/COLOR] [COLOR=white]Does anyone have any ideas about how this character can be made to work?[/COLOR] [COLOR=white] [/COLOR] [COLOR=white]I've considered the Distant Advantage feat. I've also considered the rogue powers that grant CA until the end of the PC's next turn (especially Preparatory Shot). [/COLOR] [COLOR=white] [/COLOR] [COLOR=white]I've considered building the PC as a ranger instead, but the skills issue might be a roadblock. I've considered creating a variant 'urban ranger' that replaces some of the ranger's traditional skills with more urban-oriented ones but the MAD of having to pursue Cha as well as Dex and Wis seems obstructive.[/COLOR] [COLOR=white] [/COLOR] [COLOR=white]I've even considered hybrid ranger/rogue for the former's striker damage feature and the latter's skills, but I'm a noob with hybrids and don't know how functional the resulting PC would be.[/COLOR] [COLOR=white] [/COLOR] [COLOR=white]So, does anyone have any input or suggestions?[/COLOR] [/QUOTE]
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