Purple Dragon Knight
|
Hello there,
I've been playing the same gunslinger for a few years now, in a local Skulls and Shackles campaign, and since we're all busy/married/withkids, the campaign has slowed down quite a bit in frequency.
I've basically become a bit bored with the gunslinger experience, but want to retain the same character in the roleplay sense, so the GM has kindly agreed to let me rejig my gunslinger into an inquisitor (of Besmara).
Without further ado, here's my current character stats (not optimized, but targeted blast + gun training + deadly aim against everyone in a 30-foot cone isn't too shabby and pulls the party out of several jams...).
Male Gunslinger 10 (siege gunner)
CN Medium Half-elf / Humanoid (Half-elf)
Init +8; Senses Perception +17, Low-light Vision, Keen Senses,
==DEFENSE==
AC 24, touch 20, flat-footed 15 (+2 armor, +2 shield, +8 dex, +1 dodge, +1 insight)
hp 87.5 (10d10+10)
Fort +11, Ref +18, Will +9
Armor Defiant (Humanoid [Human]) Quilted Cloth +1, Light, Gain DR 3/- against small ranged piercing weapons., +2 enhancement bonus to AC and DR 2/— vs the designated foe
Shield Fortification (Light) Buckler +1, 25% miss on critical hits
Defensive Abilities Elven Immunities (PFCR 24), Gunslinger's Dodge (PFUC 12), Cheat Death (trait)
==OFFENSE==
Spd 30 ft/x4
Melee Spiked Gauntlet +1 +11/+6 (1d4+1) 20/x2 CM +1; disarm
Ranged Distance Dragon Pistol +1 +16/+11 (1d6+15) 20/x4 CM +1; scatter; [MF] 1-2 (5 ft); [DA]
Ranged Merciful Dragon Pistol +1 +16/+11 (1d6+15 [+1d6 NLD]) 20/x4 CM +1; scatter; [MF] 1-2 (5 ft); [DA]; deals nonlethal damage
Ranged Masterwork Double Hackbutt +16/+11 (2d12+6) 20/x4 CM +1; [MF] 1-2 (5 ft); [C] 2; [DA]
Ranged Masterwork Thrown Dagger +16/+11 (1d4+6) 19-20/x2 CM +1; [DA]
Ranged Distance Double-Barreled Musket +1 +16/+11 (1d12+15) 20/x4 CM +1; [MF] 1-3 (5 ft); [C] 2; [DA]; as a standard action can fire both barrels simultaneously at -4 penalty
==STATISTICS==
Str 10, Dex 26, Con 13, Int 16, Wis 14, Cha 7
BAB +10, CMB +12, CMD 32
Feats Armor Proficiency (LIGHT) (PFCR 118), Deadly Aim (PFCR 121), Deft Shootist Deed (PFUC 95), Dodge (PFCR 122), Exotic Weapon Proficiency (Firearms) (PFCR 123), Gunsmithing (PFUC 103), Master Siege Engineer (PFUC 109), Mobility (PFCR 130-131), Rapid Reload (PFCR 132), Siege Engineer (PFUC 118), Skill Focus (Profession (sailor)) (PFCR 134)
Skills Acrobatics +21, Climb +11, Craft (alchemy) +7, Craft (ships) +7, Heal +6, Intimidate +7, Knowledge (engineering) +18, Knowledge (local) +16, Linguistics +4, Perception +17, Profession (sailor) +23, Ride +12, Sense Motive +16, Sleight of Hand +21 [Conceal Small Objects +25, Conceal Weapon +23], Stealth +18, Survival +6, Swim +10
MC Deeds (Targeted Blast, Gunslinger's Dodge, Quick Clear, Pistol-Whip, Scattershot, Utility Shot (Blast Lock, Scoot Unattended Object, Stop Bleeding), Dead Shot, Startling Shot, Targeting (Arms, Head, Legs, Torso, Wings)), Siege Gunner Grit, Gunsmith, Engineer Training (Ex)
Traits Bruising Intellect (Social) (PFUCgn 59), Cheat Death (Religion: Besmara) (PFCo: PoIS 27), Honor-Driven (Race: Human) (PFCo: PotN 10-11)
Languages Aquan, Common, Elven, Orc, Polyglot, Sahuagin
==Magic==
Eq'd Magic Belt of Incredible Dexterity +6, Endless Bandolier, Boots of the Cat, Gloves of Reconnaissane, Besmara's Tricorne, Swarmbane Clasp, Ring of Swimming (R), Cape of Free Will, Dry Load Powder Horn, Far-reaching Sight (on DB musket), Handy Haversack
Ioun Stones Dusty Rose Prism, Typical
Misc Ioun Torch
We're getting a new player who wants to play a fighter, so I've decided to lay off the damage, as the fighter will help shore up the party on that front, and convert to inquisitor with the following simple rules:
- try to keep skills similar for flavor, unless inquisitor doesn't allow for it;
- try to keep ability scores similar;
- go nuts on feats and completely redo those, as the current ones are all oriented towards a ranged gunslinger;
- keep the pistols for flavor, so I'm thinking Black Powder inquisition there... since this plays against spellcasters, I'd be very receptive to any suggested builds that helps further 'take down' or 'harass' spellcasters.
Thank you! Any help/suggestion will be greatly appreciated!
Purple Dragon Knight
|
Looked at it for a while tonight... so far I'm leaning towards heretic archetype with war (tactics) domain...
@ Avoron: love 'strong-willed' but not sure about the rest of the archetype; overwatch style is too feat intensive methinks... (good for fighters perhaps, but the inquisitors has spells that can serve that purpose)
@ Menacing mauve: agreed - I'm bumping up Wisdom to 16 and reducing Dex by two points; also bumping up Con...
In general it looks like I may no longer focus on ranged attacks and 'may' have to figure out a way to go melee dex damage (weapon finesse and agile keen rapier? i.e. rapier is Besmara's favored weapon) However the GM would prefer I keep a firearm at my side (which can be used via the 8th level war domain power i.e. swift action to gain exotic weap prof firearms). So far the feats I'm retaining are:
Dodge
Mobility
Deadly Aim (not sure about this one at all, since it would only apply when I swift action activate my weapon master ability to use my firearms and only lasts 10 rounds per day -- Agile Maneuvers might be the way to go here -- would synergize with Dirty Fighting if I take it... see below)
(two more feats to choose from, so Weapon Finesse and... something... exotic weap prof firearms seems like a waste if you're not a gunslinger - sword and pistol feat is so insanely feat intensive that it's not even in the neighbourhood of being an option... Dirty Fighting seems the best option so far and fits my character the most thematically)
(three bonus teamwork feats to choose from - no idea so far)