Gestalt Gunslinger Dual Cursed Oracle


Advice


I am running an evil campaign. I would like to introduce a little comedy outlet through my GMNPC. All of the characters rolled on my custom reincarnation chart because of the way they are being brought into my world. I rolled as well and ended up with a tengu. My current thought is a dual cursed oracle (deaf/clouded vision) with the vision progressing mixed with a gunslinger. I understand that this is not optimal. I DO NOT want to steal the spotlight (unless its time for a comedic fumble/remark). Please help me with some mechanics if you wish. Any feats/archetypes/ect. that will allow him to aid the group would be wonderful. Also a name would be nice. I'm building draft 1 right now and will post it ASAP.


Ok then I've got the basics down. I'm thinking about taking away the gunsmithing feat and having him rely on make whole to fix his gun. I don't know if this is a good idea or not. It kind of depends on if abundant ammunition works for gun cartridges.

Spoiler:

Tengu Level 5 Dual Cursed Oracle/Gunslinger

Stats:18,18,16,14,12,10
S:10
D:20
C:14
W:16
I:12
C:18

HP: 4d10+20
BAB: 5
AC: 10+5+4(revelation)+1(Nimble)
Move: 30
Ini: 5-4(curse)
CMB:
CMD:

Fort: 4+2
Refl: 4+5
Will: 4+3

Skills: 5/level
Acrobatics:13 5+5+3
Craft(Alchemy):5 1+1+3
Fly:10 5+2+3
Heal:7 3+1+3
Linguistics:10 1+2+3+4(racial)
Percerption:5 3+1+3+2(racial) -4(curse)
Sense Motive:8 3+2+3
Spellcraft:9 1+5+3
Stealth:15 5+5+3+2(racial)
Survival:7 3+1+3

Feats
1(gunslinger):Gunsmithing
1:Point Blank Shot
3:
4(gunslinger):Precise Shot
5:Craft Magic Arms and Armor
7:Vital Strike
8(gunslinger):
9:
11:
12(gunslinger):
13:

Spells:
0th:6 known
Detect Magic
Spark
Read Magic
Create Water
Mending
Purify Food and Drink

1st:7/day 4 known
Ill Omen(bonus)
Cure Light
Abundant Ammunition(will this work for cartridges???)
Command
Liberating Command

2nd:5/day 2 known
Oracle's Burden(bonus)
Make Whole
Cure Moderate

Revelations:
1st:Misfortune: immediate action creature rerolls 1d20 must take new roll
3rd:Air Barrier: +4 ac
5th:Wind Sight: see anywhere wind can go for 1 round/level. Standard Action
7th:Wings of Air: fly 60 ft 1 minute/level
11th:Thunderburst: 20 ft burst+5ft/4levels 1d6/level and deaf for 1 hour. fort save.
13th:
15th:

Equip:
+1 Seeking Huge Revolver (4000 gp) huge because why not.
Things that will help the party.

Special:
LLV
Swordtrained - Proficient with all sword-like weapons
Bite Attack - 1d3
Languages - Tengu, Common, +5 more
Dual Curse - Deaf(-4 init, -4 perception) Blind(Darkvision 60ft)
Grit: 3 +1 confirm critical or death blow with firearm.
Gun Training:Revolver

I think he needs better ways to help the party. I'm going to give him an amulet of teamwork i think(from magic item compendium i believe.) After that I don't know where to go with him.

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