Duel class gunslinger / rogue -


Advice


im playing in a friends campaign and we are all duel classed
just hit level 15 and he allows third party feats

im looking for advice and critique on my build and would greatly appreciate if anyone wanted to rule check

my plan is to become diminutive with a diminutive flying carpet i ride around standing on ¯\_(ツ)_/¯

Thanks !

Name: Jack, a.k.a. The Sandman
Race: Elf ( Dusk Elf )
Deity: King Yan
Age: 156
Sex: Male
Height: 6’
Weight: 135#
Hair: White
Eyes: Blue
Complexion: Ashen
Alignment: CG
Favored Class: Gunslinger
Class: 13 x Rogue / Gunslinger
2 X Fighter / Monk
Level: 15
XP:1,318,000
Strength: 14 (+2)
Dexterity: 23+2 (+7)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 16 (+3)

Speed: 35'
Initiative: +13 (Dex +7 +Reactionary +2 + Warrior of Old +2 +Gunslinger Initiative +2 )
Saves:
Fortitude +12 Reflex +15 Will +7
BAB: +15/+10/+5
CMB: BAB +2 (Str)
CMD: BAB +19 (10 + Str + Dex)
Hit: BAB +19
Dmg: 1d6+?
Crit: 20/x3
AC: 36 (+9 Armor, +6 Dexterity, +3 Nimble, Dodge +1, +3 natural armor amulet, +3 Ring of Protection, +1 deflection )
~Trap Sense (+4 to Reflex saves & AC to avoid traps)
HP: 185 (1d10+5/level)
Current damage- 0

Traits & Racial Abilities
Permanent See Invisibility, Arcane Sight, Detect Enchantment, Comprehend Languages, & Tongues
the combo makes your eyes glow blue & turns your irises purple
Roving Range (increase range increments by 5’)
Reactionary (+2 initiative, included above)
Warrior of Old (+2 initiative, included above)
Bitter (Reduce healing from another by 1 point)
Darkvision 60’
Detect Magic (constant, at level)
Dreamspeaker (Dream 1/day at level, plus bonus to Divination and Sleep spells)
Long-Limbed (Base Speed 35’)
Light Sensitivity (Dazzled [-1 to hit & sight-based Perception] in bright light or area of a Daylight spell)
Class Abilities
Rogue
~Sneak attack +7d6
~Evasion (light armor or less, on a successful Reflex save to take half damage, take no damage)
~Improved Uncanny Dodge (cannot be flat-footed or flanked & keeps Dex AC if attacker is invisible)
(Lose Dex bonus if immobilized or if a feint is used against you)
can no longer be flanked.This defense denies another rogue the ability to sneak attack the character unless 4 lvl higher
~Trapfinding (+1/2 level to Perception checks to locate traps & Disable Device checks, may disarm magic traps)
~Trap Sense (+4 to Reflex saves & AC to avoid traps, +5 @ 15, +6 @ 18) bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps

Rogue Talents x6
~Feat, Quick Draw (draw as free action)
~Unlocked Ki Pool (10, 1/2 level + highest mental mod, spend 2 ki as swift action to gain skill unlocks)
~Ninja Invisible Blade (1 ki, swift action, turn Greater Invisible as spell but 1 round/level)
~Ninja Acceleration of Form (1 ki, standard action, Displacement + Haste 1 round/2 levels)

Gunslinger
~Nimble - +3 dodge bonus to AC
~3 Grit (Wis, regain 1 grit on critical hit or kill)
~Dodge (Spend 1 grit when targeted by a ranged attack to move 5’, +2 AC but triggering AOO, or drop prone for +4 AC)
~Touch AC attacks with a firearm cost 1 grit at medium range & 2 grit at long range
~Fix Misfired Firearm (With 1+ grit, standard action, move action if spend 1 grit, misfired firearm is Broken until fixed)
~Gunslinger Initiative (With 1+ grit, gain +2 initiative & Quick Draw can draw a single open-carry firearm as part of initiative)
~Pistol Whip (Spend 1 grit, standard action, surprise melee attack with the butt as 1d6, 20/x2 weapon, retains enhancement bonus, if it hits you can make a CMB check to knock the target prone as a free action)
~Dead Shot (Spend 1 grit, full-round action, make normal attack rolls as if making a full attack with the pistol, first hit counts as a hit and additional hits each add the gun’s base damage to the total)
~Startling Shot (Spend 1 grit, standard action, miss a target you could shoot, target is flat-footed until its next turn)
~Targeting (Spend 1 grit, full-round action, 1 attack and choose body part, immune if immune to sneak attacks)
Head (normal damage, Confused 1 round as mind-affecting effect)
Torso (increases critical range to 19-20/x3)
Arms (no damage, drops 1 carried item of your choice, even if item is held in both hands)
Legs (normal damage, knocked prone unless 4+ legs or immune to trip attacks)
Wings (normal damage, DC 20 Fly check or fall 20’)
~Bleeding Wound (Spend 1 grit if an attack hits to add 7 [Dex] BLEED damage or 2 grit to deal 1 point of Strength, Dexterity, or Constitution BLEED. BLEED damage is taken every round until a DC 15 Heal check or cure damage spell is applied. Creatures immune to sneak attacks are immune to this effect.)
~Expert Loading (Spend 1 grit when you roll a misfire with a Broken firearm to stop the gun from exploding)
~Lightning Reload (With 1+ grit, reload a single barrel as a swift action once per round. With Rapid Reload or alchemical cartridges, you can reload a single barrel of the weapon as a free action once each round. No AOO.)
~Utility Shot (With 1+ grit, can declare beforehand that any attack is one of the following 3 utility shots)
Blast Lock
Scoot Unattended Object
Stop Bleeding (shot misses, use the hot barrel to stop BLEED on yourself or an adjacent creature)

Monk
~Ac Bonus - When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD.
~Flurry of blows
~Improved unarmed strike
~Stunning fist - You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Fighter
~ Bravery - 1 bonus on Will saves against fear.

Feats
8 from lvl - 3 from gunslinger - 2 combat from fighter
~Monk - Combat reflexes - You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
~Monk - Dodge -You gain a +1 dodge bonus to your AC
~All Simple Weapons, Martial Weapons, Firearms, & Light Armor
~Point blank shot - +1 bonus on all attack rolls within 30 ft
~Weapon focus - pistol -You gain a +1 bonus on all attack rolls you make using the selected weapon.
~Clustered shots -When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
~Deadly Aim (-4 to hit, +8 ranged damage, lasts full turn, must declare at start of turn)
~Rapid Reload (standard action to reload 3-shot cartridge into dragoon pistol)
~Improved Quick Draw (threaten all squares within reach, free action to draw or holster & does not provoke AOO)
rapid shot
~Precise shot - You can shoot or throw ranged weapons at an opponent engaged in melee without penalty
~Signature Deed - bleeding wound
~Anatomical Savant -When you strike an opponent that has a chance of negating critical hits or sneak attacks, such as from the fortification armor special ability, reduce that chance by 25%. Treat creatures that are normally immune to critical hits and sneak attacks as instead having a 75% chance to negate the critical hit or sneak attack, taking only the attack’s normal damage.
~Last ditch - You can take a single attack with your in-hand ranged weapon against a charging opponent when he comes within ten feet of you. If you take this attack, it counts against you normal number of attacks of opportunity that round, and you lose your Dexterity bonus to AC for the rest of the round.
~Threaten Zone - When wielding a ranged weapon, you threaten an area up to 20 feet away as if you had reach, being able to flank and deal attacks of opportunity to opponents within that area with a ranged weapon.
~Two weapon fighting- -2/-2 with pistols
~Improved TWF- second attack at -5 off hand
~Greater TWF- third attack at -10 off hand

gear
~ mask -- look cool protect from bright light/sunlight magic
~+3 mithril chain shirt -- ac bon +6 max dex +6 -- no armor check penalty. It is considered light armor.
~+3 ring of protection
~+3 amulet of natural armor

~cloak of elven kind -- +5 competence bonus on Stealth checks. (styled to look like duster)
~Boots of elven kind -- +5 competence bonus on Acrobatics checks.
~Belt of dexterity +2
~Vambraces of defense— These polished steel vambraces grant a +1 deflection bonus to AC. Once per day, as an immediate action, if the wearer has at least one hand free, when he would normally be hit with an attack from a ranged weapon, he may deflect it with the bracers, taking no damage from it, as if he had the Deflect Arrows feat.

+15/+10/+5 bab
(BAB + dex + point blank + weapon focus + adamantine )
15+7+1+1 +1 = 25
Deadly -4 (+8 ranged damage)
TWF -2
(including all bonuses and detriments)
+22/+17/+12 ( +1 w/haste )
-————————————————————————
+3 Pistol, dragoon Attack +28/+23/+18 - - -
Damage 1d8+1d6+11 ×3 30/60/90 ft.
5 lbs.-- magic damage / cold [+1d6 frost) adamantine ammo
------------------------------------------------------------------------
+3 Pistol, dragoon Attack +28/+23/+18 - - -
Damage 1d8+1d6+11 ×3 30/60/90 ft.
5 lbs. -- B and P shocking +1d6 dmg adamantine ammo
-————————————————————————
2x MW Dagger - Attack +25/+20/+15 - - -
Damage 1d4 + 8 19-20/x2
1lbs – P adamantine
-————————————————————————
Sneak attack +7d6

Shadow Lodge

Seems like this thread should be in the First Edition Advice forum: I've flagged it to be moved...

Sovereign Court Director of Community

Moved thread to Pathfinder First Edition - Advice

Sovereign Court Director of Community

Moved thread from Second Edition to First Edition


TheSandmanSlim wrote:

im playing in a friends campaign and we are all duel classed just hit level 15 and he allows third party feats

im looking for advice and critique on my build and would greatly appreciate if anyone wanted to rule check

The usual term for characters having two simultaneous classes that advance together is "gestalt". Slight chance you'll confuse people with 'duel classed'.

Before anyone goes into critique mode, what are you allowed to change at this point? Just the stuff you took at 15th level? I assume you added a level each of Gunslinger and Rogue.

By doing gestalt and accepting 3rd party feats your GM is already a bit outside the normal rules. What else should we know about? What ability do you have to obtain magic items?

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