Advice\Feedback: Gunslinger\Inquisitor for demon hunting


Advice


Looking for advice\feedback on a Gunslinger\Inquisitor build for an upcoming game. The game is going to focus heavily on hunting and slaying demons. There are a few house rules in play here:

::30-point buy
::Additional ability point at every even level
::Extra starting wealth for certain classes (50% addiitonal for an Inquisitor)
::Advanced firearms allowed and half-cost for Gunslingers only

Any advancement suggestions, game tweaks, etc. appreciated.

Spoiler:
Jericho Possenti
Male Human Gunslinger 4 Inquisitor 3
LN Medium Humanoid (human)
Init +10; Senses Perception +14
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Defense
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AC 22, touch 15, flat-footed 17 (+6 armor, +1 shield, +4 Dex, +1 dodge)
hp 59 (4d10+3d8+7); judgement of sacred healing 2
Fort +8, Ref +9, Will +8
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 4 (-choose-)
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Offense
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Speed 30 ft.
Melee Kukri +4/-1 (1d4/18-20/x2)
Ranged +1 Bane (Outsider (Demon)) Revolver +8/+8/+3 (1d8+6+2d6 vs. Outsider (Demon)/x4) and
. . Masterwork Double-barreled shotgun +8/+8/+3 (1d8+5/x2) and
. . Masterwork Revolver +8/+8/+3 (1d8+5/x4) and
. . Masterwork Rifle +8/+8/+3 (1d10+5/x4)
Special Attacks judgement of sacred destruction +2, judgement of sacred justice +1, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3):
1 (4/day) Shield of Faith, Bless, Cure Light Wounds, Keep Watch
0 (at will) Disrupt Undead, Read Magic, Create Water, Detect Magic, Guidance, Light
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Statistics
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Str 10, Dex 18, Con 13, Int 16, Wis 18, Cha 10
Base Atk +6; CMB +4; CMD 21
Feats Deadly Aim -2/+4, Demon Hunter, Gunsmithing, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Target of Opportunity
Traits Dangerously Curious, Demon Slayer
Skills Acrobatics +6, Bluff +10, Climb +2, Craft (alchemy) +8, Diplomacy +12, Disguise +4, Escape Artist +2, Fly +2, Handle Animal +4, Heal +8, Intimidate +13, Knowledge (arcana) +7 (+11 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +7 (+11 to identify the abilities and weaknesses of creatures), Knowledge (engineering) +7 (+11 to identify the abilities and weaknesses of creatures), Knowledge (local) +11 (+15 to identify the abilities and weaknesses of creatures), Knowledge (nature) +7 (+11 to identify the abilities and weaknesses of creatures), Knowledge (planes) +12 (+14 to know the powers and abilities of demons, +16 to identify the abilities and weaknesses of creatures), Knowledge (religion) +7 (+11 to identify the abilities and weaknesses of creatures), Perception +14, Ride +6, Sense Motive +13, Sleight of Hand +6, Spellcraft +7, Stealth +9, Survival +11 (+12 to track), Swim +2, Use Magic Device +6; Racial Modifiers monster lore
Languages Abyssal, Celestial, Common, Daemonic
SQ bane (outsider (demon)), deed: deadeye, deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: pistol-whip, deed: quick clear, deed: utility shot, domains (conversion inquisition), grit, judgement (1/day), solo tactics, teamwork feat (change 4/day), track
Combat Gear Caltrops (5); Other Gear Mithral Breastplate, Buckler, +1 Bane (Outsider (Demon)) Revolver, Cold Iron Metal cartridge (50), Kukri, Masterwork Double-barreled shotgun, Masterwork Revolver, Masterwork Rifle, Metal cartridge (50), Metal cartridge (25), Beneficial bandolier, Endless bandolier (54 @ 33 lbs), Handy haversack (15 @ 95.14 lbs), Oil of silence, Ring of sustenance, Dungeoneering kit, deluxe, Filter hood, Gunslinger's kit, Gunsmith's kit, 1657 GP

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