Shizzle69 |
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.
Shizzle69 |
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.
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.