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Making a gunslinger character
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<blockquote data-quote="Merky" data-source="post: 7131574" data-attributes="member: 6886726"><p>Wow... thanks for all the responses <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I'm typing all this over lunch break in office with no access to my materials; do pardon me if I remembered some of the item/power/feat/feature/etc names wrongly.</p><p></p><p></p><p></p><p>Yup, Gun Fu is one of the things I'm looking at as well. A Swordmage/Wizard… I've only built a summoner swordmage/wizard before. Dual Implement Spellcaster is indeed a good reason to dual wield for any arcane class… I think I might be able to convince the DM that wrist razors don't take up a hand slot (technically enchanted wrist razors count as wrist slot items). </p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>A pure Ranger with multiclassing is easier to pull off and mechanically less complex… at one point in time I was looking at a Monk/Rogue hybrid with Sharpshooter Talent, Two-Fisted Shooter, Twin Strike (through Dilettante), Five Storms (for the close burst attack and the shift 2), and then it was a bit too confusing for me after that. I ended up with a less questionable Ranger/Rogue hybrid (multiclassing Monk for ki focus proficiency and less magical weapons to upkeep), though it's easy to run out of out-of-turn and minor action attacks so I can't really make use of both striker damage features in the same round. And it's usually not a good idea to mix two strikers; I haven't gotten the hang of it yet.</p><p> </p><p>I like the Running Attack feature that Rangers have. It gives less bonuses as compared to Sharpshooter Talent but I like how it needs me to keep moving. (Essentials Thief has something similar in Ambush Trick, though the lack of multiattacks and out-of-turn attacks turned me off.) Easy access to Disruptive Strike is fun too, as is a point-blank shot in Fading Strike. I'd probably multiclass Rogue for Two-Fisted Shooter, though I'm not sure how to crit fish with this build to make dual wielding worthwhile. </p><p></p><p></p><p></p><p></p><p></p><p></p><p>Dual Implement Spellcaster is indeed a nice reason to dual wield… just wondering if I could milk it even more. Some rods have fantastic passive abilities that makes them good as offhand rods too… other than that, maybe some wand wielding classes might appreciate an extra wand in the offhand. </p><p></p><p>Sadly the only crossbow wielding arcane class (i.e. Artificer) has no need for a second crossbow. I would really, really love to play a dual-wielding Artificer somehow. </p><p></p><p></p><p></p><p></p><p>There's another practical reason for not picking a stand-and-shoot character: I'm potentially looking at a 3PC party, and the battle grid tends to be on the small side as well. Backliners will find themselves surrounded, so the ability to skirmish is important for survival. Warlocks and Rangers have an incentive to move through Shadow Walk and Running Attack respectively. A Swordmage/Wizard would be able to hold his ground in melee.</p><p> </p><p></p><p>I'm trying to see if I can get divine characters to work with this concept… thus far it's not really working out. I thought it would be fun to try out an invoker, but I can't find a way for invokers to benefit from dual wielding. I'm also testing out a Dex/Wis Ranger/Cleric, mainly focused on being a striker but with some support and heals… sadly I'm familiar with neither class, and the concept itself doesn't seem to work.</p></blockquote><p></p>
[QUOTE="Merky, post: 7131574, member: 6886726"] Wow... thanks for all the responses :D I'm typing all this over lunch break in office with no access to my materials; do pardon me if I remembered some of the item/power/feat/feature/etc names wrongly. Yup, Gun Fu is one of the things I'm looking at as well. A Swordmage/Wizard… I've only built a summoner swordmage/wizard before. Dual Implement Spellcaster is indeed a good reason to dual wield for any arcane class… I think I might be able to convince the DM that wrist razors don't take up a hand slot (technically enchanted wrist razors count as wrist slot items). A pure Ranger with multiclassing is easier to pull off and mechanically less complex… at one point in time I was looking at a Monk/Rogue hybrid with Sharpshooter Talent, Two-Fisted Shooter, Twin Strike (through Dilettante), Five Storms (for the close burst attack and the shift 2), and then it was a bit too confusing for me after that. I ended up with a less questionable Ranger/Rogue hybrid (multiclassing Monk for ki focus proficiency and less magical weapons to upkeep), though it's easy to run out of out-of-turn and minor action attacks so I can't really make use of both striker damage features in the same round. And it's usually not a good idea to mix two strikers; I haven't gotten the hang of it yet. I like the Running Attack feature that Rangers have. It gives less bonuses as compared to Sharpshooter Talent but I like how it needs me to keep moving. (Essentials Thief has something similar in Ambush Trick, though the lack of multiattacks and out-of-turn attacks turned me off.) Easy access to Disruptive Strike is fun too, as is a point-blank shot in Fading Strike. I'd probably multiclass Rogue for Two-Fisted Shooter, though I'm not sure how to crit fish with this build to make dual wielding worthwhile. Dual Implement Spellcaster is indeed a nice reason to dual wield… just wondering if I could milk it even more. Some rods have fantastic passive abilities that makes them good as offhand rods too… other than that, maybe some wand wielding classes might appreciate an extra wand in the offhand. Sadly the only crossbow wielding arcane class (i.e. Artificer) has no need for a second crossbow. I would really, really love to play a dual-wielding Artificer somehow. There's another practical reason for not picking a stand-and-shoot character: I'm potentially looking at a 3PC party, and the battle grid tends to be on the small side as well. Backliners will find themselves surrounded, so the ability to skirmish is important for survival. Warlocks and Rangers have an incentive to move through Shadow Walk and Running Attack respectively. A Swordmage/Wizard would be able to hold his ground in melee. I'm trying to see if I can get divine characters to work with this concept… thus far it's not really working out. I thought it would be fun to try out an invoker, but I can't find a way for invokers to benefit from dual wielding. I'm also testing out a Dex/Wis Ranger/Cleric, mainly focused on being a striker but with some support and heals… sadly I'm familiar with neither class, and the concept itself doesn't seem to work. [/QUOTE]
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