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No posts. Organized Play character for Neonix.



Sovereign Court

If I earn a racial boon from an event, can I create a character with a racial archtype associated with that race? In other words, are all racial archtypes unlocked with each racial boon sheet?

-Neonix

Sovereign Court

Hiya,

I have been tinkering with a character build for a gunslinger. Can someone please take a peek at the build and let me know if you notice any huge holes in defense? I understand that the build isn't optimized, and it doesn't take into account any items. The build is for a '1 Gunslinger/1 Cleric' so that you can get an idea of where I am going with the feats. I will be trying to use medium armor if possible but not necessary.

The build will be focusing on ranged damage per round, with a side of AOE Ale/Wine debuffs for fun. The back-story is a tale of a halfling soldier/medic who went AWOL and has since found relief in the bottom of an ale.

Let me know what you think please;

Test Gunslinger
Halfling Cleric (Crusader) 1 Gunslinger (Musket Master) 1
CN Small Humanoid (halfling)
Init +6; Senses Perception +4
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Defense
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AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 15 (1d10+1d8)
Fort +4, Ref +6, Will +4; +2 vs. fear
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Offense
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Speed 40 ft.
Special Attacks agile feet (5/day)
Cleric (Crusader) Spells Prepared (CL 1):
1 (1/day) Longstrider, Bane (DC 13)
0 (at will) Guidance, Light
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Statistics
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Str 10, Dex 18, Con 10, Int 10, Wis 14, Cha 15
Base Atk +1; CMB +0; CMD 14
Feats Gunsmithing, Point Blank Shot, Rapid Reload (Musket), Weapon Focus (Musket)
Traits Militia Veteran (any town or village) (Profession [soldier]), Reactionary
Skills Acrobatics +8 (+12 jump), Bluff +7, Craft (alchemy) +5, Fly +6, Perception +4, Profession (soldier) +7, Stealth +8, Survival +6; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ adaptable luck +2/+1 (3/day), aura, cleric channel nagative energy 1d6 (5/day) (dc 12), deed: deadeye, deed: quick clear, deed: steady aim, domains (travel), fearless, grit, spontaneous casting, variant channeling (ale/wine variant channeling)
Other Gear 150 GP
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Special Abilities
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Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Ale/Wine Variant Channeling Ignore nauseated & sickened, or become nauseated.

There were more abilities but I cut them out because I'm sure you've all seen the rest before