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wolfoverclocked:

Character Write-Ups 3: Beefy Caucasians with Guns

As requested by a friend, here’s a write-up of a Dwarven Cavalier.  When mentioned, I instantly thought of the Musketeer Archetype in Ultimate Combat, which seemed like a cool idea for a character.  So, this post will be about a Dwarven Musketeer.

This not-at-all an optimization build.  Nothing will be optimized here as the Dwarf is just about the worst Race for the Musketeer.  If I were optimizing I’d probably go with the Gnome or Human, followed by Half-Elf, Halfing, or Half-Orc, followed by the Elf, and then last with the Dwarf.  It’s stats don’t mesh with the ability to shoot while being a Cavalier, and every other Race has better options for it.  Because my friend requested a Dwarf, however, I have to use them.

We’ll start with the Cavalier class and the Musketeer’s abilities.

The Musketeer has three replacement abilities.  Weapon and Armor Proficiency, Gifted Firearm for the standard Cavalier’s Mount, and Swift Powder for Expert Trainer.  So, this Archetype trades a mount for a gun and a number of abilities to use it better.

Weapon and Armor Proficiency: The Musketeer loses Heavy Armor Proficiency but gains proficiency with Firearms.  Equal trade.  Additionally, he may count his Cavalier level as levels of Fighter for feats that apply to firearms, like Weapon Specialization, which is a huge plus.

Gifted Firearm: The Musketeer loses his mount and all it comes with for a gun and a number of abilities related to it.  He can choose a Pistol or a Musket, two very specific weapons for this ability.  He’s not barred from using other firearms, but the abilities he receives later only apply to either his gifted Pistol or gifted Musket.  He also gains Gunsmithing as a Bonus Feat.  At 8th level, he can focus with his chosen weapon to gain the benefit of Improved Critical for a number of minutes equal to his Cavalier level.  At 11th level, this reduces his misfire chance (more for the musket than pistol).  And finally, at 20th level, he can make Full Round Attacks with his chosen firearm no matter the reload time for the expense of one of his Challenges.  These minutes are used all at once but he gets multiple uses of the focus ability.

Swift Powder: At 4th level, the Musketeer gains Rapid Reload with his chosen weapon.  A definite plus!  At 14th level, he gets a free reload when he issues Challenges, another plus.

Orders
For the Orders, I’ll provide a snippet of text with my thoughts, along with a rating on how difficult the Order would be to use and a second rating on how nice the Order meshes with the Musketeer.  For difficulty, lower is better.  For quality, higher is better.  Remember, I’m making a specific character here, so my ratings and thoughts are based on that.  This is not a guide to general Cavaliers where things would be different.

Advanced Player’s GuideCockatrice: I’m the greatest gunner ever!  If the Musketeer were a braggart, this would be his bread ‘n’ butter.  If he’s a more calm and contemplative character, this isn’t for him.  The Challenge only applies to melee damage rolls, not ranged attacks.  Free Dazzling Display is nice, but the +2 provided by Braggart is only on melee attacks.  Steal Glory is great for pot shots, and Moment of Triumph can make the firearm attacks even more damaging.Difficulty: 1/5, Quality: 4/5

Dragon: While geared towards melee, this order is nice for providing boons to your allies, as advertised in its description.  It’s great for a Musketeer who stands in the back of the party and buffs them while continuing his shooting.Difficulty: 2/5, Quality: 3/5

Lion: The Cavalier of order and protecting king and country.  This one is another set of abilities about buffing and booning allies.  I think that this Order is really geared towards high Charisma Cavaliers, as several of the bonuses rely on it.Difficulty: 2/5, Quality: 3/5

Shield: Protector and guardian, the Order of the Shield is made for a tank.  The immediate lack of Heavy Armor with the Musketeer hurts and the concept of him being in the back can make it troubling for this Order.  It’s not impossible to manage or use, but it is more tricky.Difficulty: 3/5, Quality: 2/5

Star: Religiously based Cavalier.  This is a great set of self-buffs, which could be helpful to the Musketeer.  Great for getting boosts to Saving Throws and Attack Rolls, which is always helpful.  The only negative here is the fluff, which may or may not work with a character.  However, crossing with a Paladin works nicely with this character.Difficulty: 2/5, Quality: 3/5

Sword: This one, for a normal Cavalier, is like the most basic of Orders.  It provides bonuses to a mounted Cavalier which the Musketeer is not.  He can go out of his way to use this Order, but that could be difficult.  The mounted Bonus Feats help.  Knight’s Challenge is excellent though, even though it comes at 15th level.Difficulty: 4/5, Quality: 3/5

Ultimate CombatBlue Rose: Probably the most difficult but it could be the most interesting.  It’s based around not killing targets, being a capturer or hunter, rather than killer.  The difficulty of this could be really fun, being a character who brings targets to justice rather than the seemingly usual “run in, swing weapons until things stop moving” approach.  He can protect himself to an insane degree and extend protection to allies near him.  As a gunner, the Musketeer can help guard the “back row” characters (mages, archers, other gunners, etc.) while still fighting, though he needs a Merciful weapon for this to work, which means an expensive +2 enhancement total.Difficulty: 5/5, Quality: 4/5

Seal: This Cavalier is all about protecting secrets.  While defending his thing he’s defending, he gains bonuses.  He can basically declare one ally or thing his thing to protect, so it’s easy to use, unless the thing is broken or dies.  He also gains bonuses against Bull Rushs and Trips, while gaining bonuses to his own.  I’d ultimately say this is a middle-ground Archetype.Difficulty: 2/5, Quality: 3/5

Tome: This Cavalier can become a monstrous beast with this Order.  He eventually gains access to spellcasting by using spells from scrolls as either an Arcane or Divine caster with a CL - 4 from his Cavalier level.  This could get insane.  The only difficulty for the Musketeer is that the Archetype can’t really utilize high Intelligence for the arcane stuff, the really powerful stuff.  He could pick up the Wisdom/Divine scrolls and use them, which leads to self healing and self buffing.  He also gets abilities related to being an anti-mage Cavalier.  All-in-all, rather stocked.Difficulty: 1/5, Quality: 5/5

Samurai OrdersWarrior: While you can’t use the 8th level ability, the Cavalier can still use the other abilities and Strike True could lead to a straight 48 damage with a single shot, not counting bonuses from feats, abilities, etc, while ignoring DR, while blinding, deafening, sickening, or staggering the target for 1d4 rounds, no save.  However, not having Resolve is killer.  And, a Cavalier can’t multiclass to Samurai because of the way the class is setup, so he can never get Resolve.  Likewise, a Samurai can’t become a Musketeer.Difficulty: 4/5, Quality: 1/5

Ronin: Nice boons for a solo, man-apart character.  Chosen Destiny gives the Musketeer an auto-crit once per day.  This one is definitely better than the Warrior and really easy to use.Difficulty: 1/5, Quality: 4/5

So, for this character, I’m going to use the Order of the Blue Rose.  It has the most flavor and has the most difficulty, which hence, leads to a lot of fun.

Other Archetypes
This being Pathfinder, Archetypes can have specific combinations, of which there are two.  The Honor Guard and the Luring Cavalier.

Honor Guard: This Archetype is all about defending the party.  His abilities are based around guarding those around him and being a general nuisance, tank-wise.  This would be nice to aid in defending the weaker members of the party while sitting in the back row.

Luring Cavalier: Another gun-based Cavalier, well actually, he’s ranged weapon based, but for the purposes of this guide, we’ll stick with gun-based.  The things it gains are so good, that I’m going to use it combined with the Musketeer.  Far Challenge adds damage to his ranged attacks against the creature he’s challenging.  Careful Aim is great for boosting the hit chance on his single shot firearm attacks.  Infuriating Aim makes the Luring Cavalier the target of the creature’s mirth when he crits.  Versatile Challenge means he can use his normal or Far Challenge.  Supreme Aim grants him Careful Aim and Infuriating Aim on all attacks.

FeatsFreebies: Gunsmithing (1st level), Rapid Reload (4th level)

Amateur Gunslinger (UC): The Musketeeer gains Grit and a Deed.  Deadeye, Gunslinger’s Dodge, Quick Clear, and Gunslinger Initiative are all nice and any one would make a fine addition to the Musketeer.  Since I’m combining with the Luring Cavalier, Deadeye isn’t entirely necessary, so I’ll go with Dodge or Initiative.  Additionally, since Wisdom isn’t really necessary for anything but Grit, I think this may be a skippable feat.Related: Deft Shootist, Extra Grit, Signature Deed: Deft Shootist for protecting yourself while firing and reloading, Extra Grit helps if the Musketeer needs it, and Signature Deed can reduce Grit costs.

Clustered Shots (UC): This is for high level (like 19th level), so the Musketeer can break past some DR with multiple ranged attacks at once.

Deadly Aim (Core): A necessary feat.  Improves damage with firearms and stacks with everything.  It even gets multiplied on crit.  It’s the ranged equal to Power Attack.

Heavy Armor Proficiency (Core): Easily gain this back for a single feat.  It makes Gunslinger’s Dodge useless though.

Opening Volley (UC) and Power Attack (Core): I’m listing these together to point out a tactic.  A ranged fighting character can often drop or sheath the ranged weapon and go into melee.  Since the Musketeer has access to all martial weapons, he can do this.  Having a Falchion (Dancing would be a nice mod as it can fight while you shoot) at your side for going melee isn’t an unwise decision.  Of course, throwing in Weapon Finesse for a Rapier and making a book/movie Musketeer would be neat.  Or furthering that, Weapon Finesse and Dervish Dance for a Scimitar that meshes with the high Dexterity of a Musketeer is also nice.

Point-Blank Shot/Precise Shot/Improved Precise Shot (Core):  All utility, all helpful.  More damage up close, easier to shoot into melee, easier to hit things with Concealment.

Snap Shot/Improved Snap Shot/Greater Snap Shot (UC): You can make AoO and threaten with a ranged weapon within 5 (first feat) then 10 (second feat) feet around you.  It’s nice but it has a high Dexterity requirement, which the Musketeer will more-than-likely be able to meet.  Mixing with Combat Reflexes seems a plus.

Weapon Focus/Weapon Specialization/Greater Weapon Focus/Greater Weapon Specialization (Core): Necessary for gaining hit chance and damage, plus the Musketeer automatically qualifies for them as a Musketeer.

Musket-related
Vital Strike/Improved Vital Strike/Greater Vital Strike/Devastating Strike/Improved Devastating Strike (Core and UC)
Because of the mighty 1d12 damage of the Musket, these feats are invaluable to the Musketeer.  It jumps the total damage up to a base of 4d12 + 6, though the extra damage from these is not x4 on a crit.  The only note here is the Improved Devastating Strike has no merit if your campaign doesn’t confirm crits (I happen to be the GM in one that doesn’t bother with confirming, but that’s up to your GM).

Pistol-related
Two-Weapon Fighting/Improved TWF/Greater TWF and Rapid Shot (Core):
With these feats, the Pistol Musketeer becomes a turret for damage.  Since he can use a Pepperbox in his off-hand while still gaining the benefits of his main hand Pistol, he can use Rapid Shot with the Two-Weapon Fighting.

Improved Shield Bash/Shield Focus/Saving Shield (Core and APG)
If using a shield is more your style, these can be placed in instead of the TWF feats, for a Pistol and shield Musketeer.

Teamwork FeatsLookout or Coordinated Defenses (APG)
Target of Opportunity (UC)
Enfilading Shot (UC)
Since the Cavalier gains three Teamwork feats, I’ve chosen these as the bonus feats.

Multiclassing
Only three multiclasses sound good to me.Gunslinger: A really obvious choice here.  Gains Deeds, Grit, and Gunslinger features though the higher Gifted Firearm abilities are lost.

Fighter: For using a gun with a Tower Shield, free Heavy Armor Proficiency, and/or more feats to expand the abilities to shoot.

Paladin: Mainly for the Order of the Star, crossing with a Paladin gains the Musketeer Smiting and healing.  I’d skip the Holy Gun though and keep the generic Smite Evil.

Pistol or Musket?
Before the build proper, here’s the question the Musketeer has to answer: Should he take the Pistol or Musket as his Gifted Firearm.  Each has it’s own advantages and disadvantages, listed here:

Pistol - Stats: 1d8, x4, 20 ft. (x5), Misfire 1 (5ft.), B and P
+ One-Handed, so it’s useable with a shield or Two-Weapon Fighting
+ Reload time is a Standard Action or a Move Action with Rapid Reload
+ Lesser Misfire of the two
- Low Range, 20-foot increments and only 5 of them
- Lower Damage between the two

Musket - Stats: 1d12, x4, 40ft. (x5), Misfire 1-2 (5 ft.), B and P
+ Higher Damage with a ranged 1d12
+ Longer Range, 40 foot increments with 5 of them
= Greater Misfire, but while using the Gifted Firearm focus this is a non-issue
- Two-Handed, so there’s no shield available above a Buckler and no Two-Weapon Fighting
- Slow Reload times, being a Full-Round Action! or a Standard Action with Rapid Reload

Okay, the easier to use of the two seems like the Pistol.  Since you can TWF with it, you can get a Pepperbox or something in your off hand and use that.  However, the Musket can deal large single hits, so I personally think the two are equal in strength.  The only major drawback on the Musket is the absurd reload time, but there are abilities the Musketeer gets to avoid that.  Since the concept of “challenging build = fun build” has appeared on this guy, I’m going with a Musket for the build.  Also, this guy is a MUSKETeer, not a PISTOLeer (see the Gunslinger section of Ultimate Combat for a Pistolero Archetype).

The Build Proper
20-Point Buy, 11th-LevelStr: 10 (0), Dex: 20 (+4), Con: 13 (+1), Int: 8 (-1), Wis: 9 (-1), Cha: 14 (+2)

AbilitiesDwarf: Slow and Steady, Darkvision 60 ft., Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity

Cavalier: Gifted Firearm, Far Challenge 4/day, Order (Order of the Blue Rose), Tactician, Order Ability (Flat of the Blade), Careful Aim, Swift Powder, Banner, Order Ability (Inner Peace), Greater Tactician, Infuriating Aim

Feats
1: Point-Blank Shot, Gunsmithing, Outflank
3: Deadly Aim
4, Freebie: Rapid Reload (Musket)
5: Precise Strike
6: Vital Strike
7: Weapon Focus
9: Weapon Specialization (Musket), Target of Opportunity
11: Improved Vital Strike

Skills
3 per LevelBluff: 11 = 4 + 2 + 3Diplomacy: 14 = 9 + 2 + 3Intimidate: 11 = 4 + 2 + 3Sense Motive: 11 = 9 - 1 + 3

Gear
Most of his gear would be the standard, the exception being his Musket, which he’s obviously got enchanted.  With the damages listed below, I’ll use this weapon for factoring anything.  All-in-all his personal Musket is a:
+3 Merciful Musket

In closing, let’s talk damage, since that’s fun.  With a single shot, this Musketeer can unload a heap of trouble on a single target.  So, let’s look shall we.

Basic Ranged Attack: +19 (1d12 + 5), Critical Hit: 4d12 + 20Deadly Aim: +17 (1d12 + 9), Critical Hit: 4d12 + 36
Within 30 feet, the attacks and damages are +1 and the damage is +4 on crit.
Non-lethal shots are made with 1d6 + 2 non-lethal damage or 4d6 + 8 on crit.

Far Challenge: +19 (1d12 + 16), Critical Hit: 4d12 + 64Deadly Aim Far Challenge: +17 (1d12 + 20), Critical Hit: 4d12 + 80
Within 30 feet, the attacks and damages are +1 and the damage is +4 on crit.
Non-lethal shots are made with 1d6 + 2 non-lethal damage or 4d6 + 8 on crit.

Far Challenge, Deadly Aim, Vital Strike -or- The Earthshattering Kapow
+17 (3d12 + 26), Critical Hit: 6d12 + 104
Within 30 feet, the attacks and damages are +1 and the damage is +4 on crit.
Non-lethal shots are made with 1d6 + 2 non-lethal damage or 4d6 + 8 on crit.

I did a bunch of rolling and it’s about 145 lethal damage!  For non-lethal, which sounds funny coming from a gun, it’s about 165 damage!

Conclusion
So, that wraps up another character write-up section with me!  A Dwarven Musketeer from the Order of the Blue Rose who uses his firearms to knockout and trap his opponents.  

Questions/Comments/Requests/Feedback
Any questions or comments, or if you want to make a request, please drop me a message in my /ask!

Next Time
So far, the next idea I have is a Magus/Monk who uses the Kirin Style combined with powerful Unarmed Spellstrikes.  Unless anyone asks for something.

wolfoverclocked:

Character Write-Ups 3: Beefy Caucasians with Guns

As requested by a friend, here’s a write-up of a Dwarven Cavalier. When mentioned, I instantly thought of the Musketeer Archetype in Ultimate Combat, which seemed like a cool idea for a character. So, this post will be about a Dwarven Musketeer.

This not-at-all an optimization build. Nothing will be optimized here as the Dwarf is just about the worst Race for the Musketeer. If I were optimizing I’d probably go with the Gnome or Human, followed by Half-Elf, Halfing, or Half-Orc, followed by the Elf, and then last with the Dwarf. It’s stats don’t mesh with the ability to shoot while being a Cavalier, and every other Race has better options for it. Because my friend requested a Dwarf, however, I have to use them.

We’ll start with the Cavalier class and the Musketeer’s abilities.

The Musketeer has three replacement abilities. Weapon and Armor Proficiency, Gifted Firearm for the standard Cavalier’s Mount, and Swift Powder for Expert Trainer. So, this Archetype trades a mount for a gun and a number of abilities to use it better.

Weapon and Armor Proficiency: The Musketeer loses Heavy Armor Proficiency but gains proficiency with Firearms. Equal trade. Additionally, he may count his Cavalier level as levels of Fighter for feats that apply to firearms, like Weapon Specialization, which is a huge plus.

Gifted Firearm: The Musketeer loses his mount and all it comes with for a gun and a number of abilities related to it. He can choose a Pistol or a Musket, two very specific weapons for this ability. He’s not barred from using other firearms, but the abilities he receives later only apply to either his gifted Pistol or gifted Musket. He also gains Gunsmithing as a Bonus Feat. At 8th level, he can focus with his chosen weapon to gain the benefit of Improved Critical for a number of minutes equal to his Cavalier level. At 11th level, this reduces his misfire chance (more for the musket than pistol). And finally, at 20th level, he can make Full Round Attacks with his chosen firearm no matter the reload time for the expense of one of his Challenges. These minutes are used all at once but he gets multiple uses of the focus ability.

Swift Powder: At 4th level, the Musketeer gains Rapid Reload with his chosen weapon. A definite plus! At 14th level, he gets a free reload when he issues Challenges, another plus.

Orders
For the Orders, I’ll provide a snippet of text with my thoughts, along with a rating on how difficult the Order would be to use and a second rating on how nice the Order meshes with the Musketeer. For difficulty, lower is better. For quality, higher is better. Remember, I’m making a specific character here, so my ratings and thoughts are based on that. This is not a guide to general Cavaliers where things would be different.

Advanced Player’s Guide
Cockatrice: I’m the greatest gunner ever! If the Musketeer were a braggart, this would be his bread ‘n’ butter. If he’s a more calm and contemplative character, this isn’t for him. The Challenge only applies to melee damage rolls, not ranged attacks. Free Dazzling Display is nice, but the +2 provided by Braggart is only on melee attacks. Steal Glory is great for pot shots, and Moment of Triumph can make the firearm attacks even more damaging.
Difficulty: 1/5, Quality: 4/5

Dragon: While geared towards melee, this order is nice for providing boons to your allies, as advertised in its description. It’s great for a Musketeer who stands in the back of the party and buffs them while continuing his shooting.
Difficulty: 2/5, Quality: 3/5

Lion: The Cavalier of order and protecting king and country. This one is another set of abilities about buffing and booning allies. I think that this Order is really geared towards high Charisma Cavaliers, as several of the bonuses rely on it.
Difficulty: 2/5, Quality: 3/5

Shield: Protector and guardian, the Order of the Shield is made for a tank. The immediate lack of Heavy Armor with the Musketeer hurts and the concept of him being in the back can make it troubling for this Order. It’s not impossible to manage or use, but it is more tricky.
Difficulty: 3/5, Quality: 2/5

Star: Religiously based Cavalier. This is a great set of self-buffs, which could be helpful to the Musketeer. Great for getting boosts to Saving Throws and Attack Rolls, which is always helpful. The only negative here is the fluff, which may or may not work with a character. However, crossing with a Paladin works nicely with this character.
Difficulty: 2/5, Quality: 3/5

Sword: This one, for a normal Cavalier, is like the most basic of Orders. It provides bonuses to a mounted Cavalier which the Musketeer is not. He can go out of his way to use this Order, but that could be difficult. The mounted Bonus Feats help. Knight’s Challenge is excellent though, even though it comes at 15th level.
Difficulty: 4/5, Quality: 3/5

Ultimate Combat
Blue Rose: Probably the most difficult but it could be the most interesting. It’s based around not killing targets, being a capturer or hunter, rather than killer. The difficulty of this could be really fun, being a character who brings targets to justice rather than the seemingly usual “run in, swing weapons until things stop moving” approach. He can protect himself to an insane degree and extend protection to allies near him. As a gunner, the Musketeer can help guard the “back row” characters (mages, archers, other gunners, etc.) while still fighting, though he needs a Merciful weapon for this to work, which means an expensive +2 enhancement total.
Difficulty: 5/5, Quality: 4/5

Seal: This Cavalier is all about protecting secrets. While defending his thing he’s defending, he gains bonuses. He can basically declare one ally or thing his thing to protect, so it’s easy to use, unless the thing is broken or dies. He also gains bonuses against Bull Rushs and Trips, while gaining bonuses to his own. I’d ultimately say this is a middle-ground Archetype.
Difficulty: 2/5, Quality: 3/5

Tome: This Cavalier can become a monstrous beast with this Order. He eventually gains access to spellcasting by using spells from scrolls as either an Arcane or Divine caster with a CL - 4 from his Cavalier level. This could get insane. The only difficulty for the Musketeer is that the Archetype can’t really utilize high Intelligence for the arcane stuff, the really powerful stuff. He could pick up the Wisdom/Divine scrolls and use them, which leads to self healing and self buffing. He also gets abilities related to being an anti-mage Cavalier. All-in-all, rather stocked.
Difficulty: 1/5, Quality: 5/5

Samurai Orders
Warrior: While you can’t use the 8th level ability, the Cavalier can still use the other abilities and Strike True could lead to a straight 48 damage with a single shot, not counting bonuses from feats, abilities, etc, while ignoring DR, while blinding, deafening, sickening, or staggering the target for 1d4 rounds, no save. However, not having Resolve is killer. And, a Cavalier can’t multiclass to Samurai because of the way the class is setup, so he can never get Resolve. Likewise, a Samurai can’t become a Musketeer.
Difficulty: 4/5, Quality: 1/5

Ronin: Nice boons for a solo, man-apart character. Chosen Destiny gives the Musketeer an auto-crit once per day. This one is definitely better than the Warrior and really easy to use.
Difficulty: 1/5, Quality: 4/5

So, for this character, I’m going to use the Order of the Blue Rose. It has the most flavor and has the most difficulty, which hence, leads to a lot of fun.

Other Archetypes
This being Pathfinder, Archetypes can have specific combinations, of which there are two. The Honor Guard and the Luring Cavalier.

Honor Guard: This Archetype is all about defending the party. His abilities are based around guarding those around him and being a general nuisance, tank-wise. This would be nice to aid in defending the weaker members of the party while sitting in the back row.

Luring Cavalier: Another gun-based Cavalier, well actually, he’s ranged weapon based, but for the purposes of this guide, we’ll stick with gun-based. The things it gains are so good, that I’m going to use it combined with the Musketeer. Far Challenge adds damage to his ranged attacks against the creature he’s challenging. Careful Aim is great for boosting the hit chance on his single shot firearm attacks. Infuriating Aim makes the Luring Cavalier the target of the creature’s mirth when he crits. Versatile Challenge means he can use his normal or Far Challenge. Supreme Aim grants him Careful Aim and Infuriating Aim on all attacks.

Feats
Freebies: Gunsmithing (1st level), Rapid Reload (4th level)

Amateur Gunslinger (UC): The Musketeeer gains Grit and a Deed. Deadeye, Gunslinger’s Dodge, Quick Clear, and Gunslinger Initiative are all nice and any one would make a fine addition to the Musketeer. Since I’m combining with the Luring Cavalier, Deadeye isn’t entirely necessary, so I’ll go with Dodge or Initiative. Additionally, since Wisdom isn’t really necessary for anything but Grit, I think this may be a skippable feat.
Related: Deft Shootist, Extra Grit, Signature Deed: Deft Shootist for protecting yourself while firing and reloading, Extra Grit helps if the Musketeer needs it, and Signature Deed can reduce Grit costs.

Clustered Shots (UC): This is for high level (like 19th level), so the Musketeer can break past some DR with multiple ranged attacks at once.

Deadly Aim (Core): A necessary feat. Improves damage with firearms and stacks with everything. It even gets multiplied on crit. It’s the ranged equal to Power Attack.

Heavy Armor Proficiency (Core): Easily gain this back for a single feat. It makes Gunslinger’s Dodge useless though.

Opening Volley (UC) and Power Attack (Core): I’m listing these together to point out a tactic. A ranged fighting character can often drop or sheath the ranged weapon and go into melee. Since the Musketeer has access to all martial weapons, he can do this. Having a Falchion (Dancing would be a nice mod as it can fight while you shoot) at your side for going melee isn’t an unwise decision. Of course, throwing in Weapon Finesse for a Rapier and making a book/movie Musketeer would be neat. Or furthering that, Weapon Finesse and Dervish Dance for a Scimitar that meshes with the high Dexterity of a Musketeer is also nice.

Point-Blank Shot/Precise Shot/Improved Precise Shot (Core): All utility, all helpful. More damage up close, easier to shoot into melee, easier to hit things with Concealment.

Snap Shot/Improved Snap Shot/Greater Snap Shot (UC): You can make AoO and threaten with a ranged weapon within 5 (first feat) then 10 (second feat) feet around you. It’s nice but it has a high Dexterity requirement, which the Musketeer will more-than-likely be able to meet. Mixing with Combat Reflexes seems a plus.

Weapon Focus/Weapon Specialization/Greater Weapon Focus/Greater Weapon Specialization (Core): Necessary for gaining hit chance and damage, plus the Musketeer automatically qualifies for them as a Musketeer.

Musket-related
Vital Strike/Improved Vital Strike/Greater Vital Strike/Devastating Strike/Improved Devastating Strike (Core and UC)

Because of the mighty 1d12 damage of the Musket, these feats are invaluable to the Musketeer. It jumps the total damage up to a base of 4d12 + 6, though the extra damage from these is not x4 on a crit. The only note here is the Improved Devastating Strike has no merit if your campaign doesn’t confirm crits (I happen to be the GM in one that doesn’t bother with confirming, but that’s up to your GM).

Pistol-related
Two-Weapon Fighting/Improved TWF/Greater TWF and Rapid Shot (Core):

With these feats, the Pistol Musketeer becomes a turret for damage. Since he can use a Pepperbox in his off-hand while still gaining the benefits of his main hand Pistol, he can use Rapid Shot with the Two-Weapon Fighting.

Improved Shield Bash/Shield Focus/Saving Shield (Core and APG)
If using a shield is more your style, these can be placed in instead of the TWF feats, for a Pistol and shield Musketeer.

Teamwork Feats
Lookout or Coordinated Defenses (APG)
Target of Opportunity (UC)
Enfilading Shot (UC)

Since the Cavalier gains three Teamwork feats, I’ve chosen these as the bonus feats.

Multiclassing
Only three multiclasses sound good to me.
Gunslinger: A really obvious choice here. Gains Deeds, Grit, and Gunslinger features though the higher Gifted Firearm abilities are lost.

Fighter: For using a gun with a Tower Shield, free Heavy Armor Proficiency, and/or more feats to expand the abilities to shoot.

Paladin: Mainly for the Order of the Star, crossing with a Paladin gains the Musketeer Smiting and healing. I’d skip the Holy Gun though and keep the generic Smite Evil.

Pistol or Musket?
Before the build proper, here’s the question the Musketeer has to answer: Should he take the Pistol or Musket as his Gifted Firearm. Each has it’s own advantages and disadvantages, listed here:

Pistol - Stats: 1d8, x4, 20 ft. (x5), Misfire 1 (5ft.), B and P
+ One-Handed, so it’s useable with a shield or Two-Weapon Fighting
+ Reload time is a Standard Action or a Move Action with Rapid Reload
+ Lesser Misfire of the two
- Low Range, 20-foot increments and only 5 of them
- Lower Damage between the two

Musket - Stats: 1d12, x4, 40ft. (x5), Misfire 1-2 (5 ft.), B and P
+ Higher Damage with a ranged 1d12
+ Longer Range, 40 foot increments with 5 of them
= Greater Misfire, but while using the Gifted Firearm focus this is a non-issue
- Two-Handed, so there’s no shield available above a Buckler and no Two-Weapon Fighting
- Slow Reload times, being a Full-Round Action! or a Standard Action with Rapid Reload

Okay, the easier to use of the two seems like the Pistol. Since you can TWF with it, you can get a Pepperbox or something in your off hand and use that. However, the Musket can deal large single hits, so I personally think the two are equal in strength. The only major drawback on the Musket is the absurd reload time, but there are abilities the Musketeer gets to avoid that. Since the concept of “challenging build = fun build” has appeared on this guy, I’m going with a Musket for the build. Also, this guy is a MUSKETeer, not a PISTOLeer (see the Gunslinger section of Ultimate Combat for a Pistolero Archetype).

The Build Proper
20-Point Buy, 11th-Level
Str: 10 (0), Dex: 20 (+4), Con: 13 (+1), Int: 8 (-1), Wis: 9 (-1), Cha: 14 (+2)

Abilities
Dwarf: Slow and Steady, Darkvision 60 ft., Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity

Cavalier: Gifted Firearm, Far Challenge 4/day, Order (Order of the Blue Rose), Tactician, Order Ability (Flat of the Blade), Careful Aim, Swift Powder, Banner, Order Ability (Inner Peace), Greater Tactician, Infuriating Aim

Feats
1: Point-Blank Shot, Gunsmithing, Outflank
3: Deadly Aim
4, Freebie: Rapid Reload (Musket)
5: Precise Strike
6: Vital Strike
7: Weapon Focus
9: Weapon Specialization (Musket), Target of Opportunity
11: Improved Vital Strike

Skills
3 per Level
Bluff: 11 = 4 + 2 + 3
Diplomacy: 14 = 9 + 2 + 3
Intimidate: 11 = 4 + 2 + 3
Sense Motive: 11 = 9 - 1 + 3

Gear
Most of his gear would be the standard, the exception being his Musket, which he’s obviously got enchanted. With the damages listed below, I’ll use this weapon for factoring anything. All-in-all his personal Musket is a:
+3 Merciful Musket

In closing, let’s talk damage, since that’s fun. With a single shot, this Musketeer can unload a heap of trouble on a single target. So, let’s look shall we.

Basic Ranged Attack: +19 (1d12 + 5), Critical Hit: 4d12 + 20
Deadly Aim: +17 (1d12 + 9), Critical Hit: 4d12 + 36
Within 30 feet, the attacks and damages are +1 and the damage is +4 on crit.
Non-lethal shots are made with 1d6 + 2 non-lethal damage or 4d6 + 8 on crit.

Far Challenge: +19 (1d12 + 16), Critical Hit: 4d12 + 64
Deadly Aim Far Challenge: +17 (1d12 + 20), Critical Hit: 4d12 + 80
Within 30 feet, the attacks and damages are +1 and the damage is +4 on crit.
Non-lethal shots are made with 1d6 + 2 non-lethal damage or 4d6 + 8 on crit.

Far Challenge, Deadly Aim, Vital Strike -or- The Earthshattering Kapow
+17 (3d12 + 26), Critical Hit: 6d12 + 104
Within 30 feet, the attacks and damages are +1 and the damage is +4 on crit.
Non-lethal shots are made with 1d6 + 2 non-lethal damage or 4d6 + 8 on crit.

I did a bunch of rolling and it’s about 145 lethal damage! For non-lethal, which sounds funny coming from a gun, it’s about 165 damage!

Conclusion
So, that wraps up another character write-up section with me! A Dwarven Musketeer from the Order of the Blue Rose who uses his firearms to knockout and trap his opponents.

Questions/Comments/Requests/Feedback
Any questions or comments, or if you want to make a request, please drop me a message in my /ask!

Next Time
So far, the next idea I have is a Magus/Monk who uses the Kirin Style combined with powerful Unarmed Spellstrikes. Unless anyone asks for something.