Anything I can do better? Lawrick The Lawman(Gunslinger)


Advice


Lawrick Spunkmyer
Male svirfneblin gunslinger (musket master) 5 (Pathfinder RPG Advanced Race Guide 204, Pathfinder RPG Ultimate Combat 9, 50)
LG Small humanoid (gnome)
Init +9; Senses darkvision 120 ft., low-light vision; Perception +13
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Defense
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AC 24, touch 19, flat-footed 16 (+5 armor, +5 Dex, +3 dodge, +1 size)
hp 47 (5d10+15)
Fort +8, Ref +11, Will +7
Defensive Abilities nimble +1; SR 16
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Offense
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Speed 20 ft.
Ranged +1 musket +9/+9 (1d10+11/×4) or
musket +10 (1d10+10/×4)
Special Attacks deeds (deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, steady aim), grit (3), hatred
Spell-Like Abilities (CL 5th; concentration +3)
Constant—nondetection
1/day—blindness/deafness (DC 10), blur, disguise self
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Statistics
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Str 9, Dex 21, Con 14, Int 12, Wis 16, Cha 6
Base Atk +5; CMB +3; CMD 21
Feats Deadly Aim, Gunsmithing[UC], Point-blank Shot, Precise Shot, Rapid Reload, Rapid Shot
Traits indomitable faith, reactionary
Skills Acrobatics +10 (+6 to jump), Craft (alchemy) +7, Escape Artist +6, Perception +13 (+15 to notice unusual stonework), Sense Motive +8, Sleight of Hand +10, Stealth +15 (+17 when underground), Swim +7; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Stealth, +2 Perception to notice unusual stonework
Languages Common, Gnome, Undercommon
SQ gnome magic, gunsmith, musket training
Other Gear +1 mithral chain shirt, +1 adamantine metal cartridge (50), +1 adamantine metal cartridge (50), +1 musket with 50 +1 adamantine metal cartridge, musket, handy haversack, alchemy crafting kit, backpack, bedroll, belt pouch, belt pouch, flint and steel, gunsmith's kit, hemp rope (50 ft.), ink, black, inkpen, mess kit, pot, soap, torch (10), waterskin, 3 pp, 4 gp, 1 sp, 7 cp
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Special Abilities
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Darkvision (120 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hatred +1 Gain a bonus to attack vs Dwarves/Reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Musket Training (+5, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Spell Resistance (16) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
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Depends on your definition of "better"...raw damage, versatility, skills, what? What is your goal? What's your GM's style? Your group make-up?

Dropping a character sheet with zero context and zero information isn't really conducive to getting input.


Sorry, didn't think about that. Don't know much about the GM, it's a Random Roll20 group. I am just wondering if, within the context of what I have here already, I could squeeze a bit more damage or a little better saves. I'm open to ideas about multiclassing but I want to stay with the idea of what I have here.


Seems pretty solid for DPR and the like, I think you're good.

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