Maxximilius
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| 3 people marked this as a favorite. |
So I just knew I had to do this one.
Come on, no one ever wanted, or knew someone who wanted to play this ?
Most gunslingers fight by delivering precise strikes at a distance, and take pride in putting their foes down by shooting the least possible bullets. But protecting themselves into light armors, eliminating enemies with their patient deadly aim and changing the tide of battle with lucky charms isn't how some of the gunslingers deal with danger. Using their keen senses and martial mastery to perfect their skills at close combat, gun-fu masters consider the battlefield as a complex layout into which every move should be calculated to bring the most destruction, with the quickest moves, at the lower cost – often surprising the enemy with unpredictable moves. While gun-fu masters lack the ability to deal mortal blows from safer range, this loss is counterbalanced by a great offensive defense that proves unexampled when dealing against several foes in last resort situations.
Weapon Proficiency
A gun-fu master only gains proficiency with one-handed firearms, temple swords and quarterstaffs. She must take Exotic Weapon Proficiency (firearm) to gain proficiency with two-handed firearms and firearm siege engines.
Instinctive Dodge (Ex)
At level 1, when unarmored and unencumbered, the gun-fu master adds her Wisdom bonus (if any) to her AC and his CMD.
This bonus to AC applies even against touch attacks or when the gun-fu master is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Gunsmith
A gun-fu master must take a pistol when she chooses a battered firearm at 1st level.
Deeds
A gun-fu master swaps or changes several deeds for the following.
Gun Kata (Ex)
At 1st level, the gun-fu master can make a flurry of blows as a full-attack action, but only when wielding at least one one-handed firearm (even though it is a ranged weapon). She may not make a flurry of blows with her unarmed attacks. A gun-fu master's flurry of blows otherwise functions as normal for a monk of her level. A gun-fu master cannot use Rapid Shot or Two Weapon-fighting when making a flurry of blows with her firearms, but is considered as having these feats for the purpose of prerequisites when taking a feat. She must have at least one grit point to use this deed.
This deed replaces the deadeye deed.
The Battlefield Is a Grid (Ex)
At 1st level, the gun-fu master is able to analyze every detail of her surrounding to get an exceptional grasp of what moves she has to take in order to avoid blows. By spending 1 grit point as a swift action, she can add her Wisdom modifier as a dodge bonus to AC during one round.
This deed replaces the gunslinger's dodge deed.
Agile Reload (Ex)
At 1st level, as long as she has at least one grit point, the gun-fu master can reload a firearm without having a free hand and without provoking attacks of opportunity. This doesn't reduce the time needed to reload the firearm.
This deed replaces the quick clear deed.
True Pistol-Whip (Ex)
At 3rd level, the gun-fu master can make melee attacks with the butt or handle of her firearms. When she does, she is considered to be proficient with the firearm as a light melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. Any magical property applicable to both types of weapons, like flaming, functions when the firearm is used this way ; including specific melee weapon enhancements that would otherwise not benefit a ranged weapon. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 19-20/×2. If an attack hits, once per round the gunslinger can spend 1 grit point to attempt a feint check against the target as a free action. She must have at least one grit point to use this deed.
This deed replaces the pistol-whip deed.
Kick The Sand (Ex)
At 3rd level, the gunslinger can spend 1 grit point to recover and reload a one-handed firearm on the ground as a free action which doesn't provoke an attack of opportunity. The gunslinger adds half her class level to any intimidation check against a foe she then targets with this firearm during this round.
This deed replaces the gunslinger's initiative deed.
Anatomist (Ex)
At 7th level, the gun-fu master's knowledge of body structure allows her to deal additional damage to targets close enough to reveal their weak points. When she hits an enemy adjacent to her or surprises it with an attack of opportunity, she can spend 1 grit point to gain a bonus to damage equal to her Wisdom modifier. She must choose to spend the grit point before she makes the attack roll. This ability has no effect on creatures immune to critical hits.
This deed replaces the dead shot deed.
Dance of Bullets (Ex)
At 11th level, the gunslinger can spend 1 grit point to move during a Flurry of Blows. She suffers a cumulative -1 penalty to attack for each 5 feet she walks ; doing a 5-foot step isn't considered as moving 5 feet for the purpose of this ability. This movement isn't a 5-foot step and provokes as normal.
This deed replaces the bleeding wound deed.
Gun-Fu Training (Ex)
Starting at 5th level, a gun-fu master increases her concentration and skill with one-handed firearms. She gets a bonus on one-handed firearm damage rolls equal to her Dexterity modifier, and gains one additional grit point per day. Every four levels thereafter (9th, 13th, and 17th), the bonus to damage rolls increases by +1 and she gains an additional grit point.
I'm open to all comments and suggestions, like for the Swashbuckler archetype. Hope you'll like it ! :)
Maxximilius
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Agile reload i say bad idea. you kinda NEED a hand to reload a muzzle loading gun unless they can magically teleport the powder and bullet in. Better off making them the master of a single pistol.
You can already do it with weapon chords, the only difference here is that you don't have to resort to a cheap trick and spend a swift action each round. You could also do it simply with Quick Draw, or by changing it to "taking a weapon back from a weapon chord is a free action".
At higher levels, you can do it really freely by owning a glove of storing, but the principle here is to allow an easier two-weapon fighting. It's pretty much a refluff of what you can already do by RAW, and it isn't hard to imagine how someone with so much dexterity could reload a pistol without any free hand = cartridges sticking on your clothes that you snatch with the barrel, gun you send flying and get back in your hand while reloading the other, bullet sent flying and catch with the pistol you fill in-between thanks to an acrobatic move with powder falling from a sack...
Maxximilius
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dotted
English isn't my native language, and thus I fear I din't understood what you meant here, my friend.
Seems pretty interesting, just have to hide this from my players from my monthly "Let's experiment with what we find on the boards game" mostly due to my dislike of the movie
Ahahah, the names of some abilities are indeed references to the movie (Kick The Sand comes from this ridiculous Mission : Impossible 3 scene where Tom Cruise recovers his gun by kicking in the sand, and from the scene where Preston reloads two pistols on the ground), but I'll have to admit I'm not a hardcore fan, and just wrote this because I know some people out there that, like me, would love to have this monk-y archetype available without having to multiclass (which wouldn't allow them to flurry with the pistols nevertheless).
I'll rewrite it to give a more neutral feeling to the archetype, so you could use it without feeling like you're just using Preston, but just a monk with guns or a gunslinger with impressive martial skills. :)
Ever since I saw the playtest for the Gunslinger I wanted to play a Grammaton Cleric, the fluff of the archetype is the attraction for me, the crunch is kind of meh!
Do you have more precise concerns about the crunch ? Is it a balance issue or something that just doesn't ring any bell ?
I tried to simulate in D&D terms what gun-kata seems to allow in the movie universe, while keeping the Pathfinder RPG feeling so it doesn't look like it comes out of a Modern setting. I was also looking for monk archetype, but gunslinger seemed like the best idea. I think I used too much references and failed to make it flow with the core rules, and this will be corrected - including for Agile Reload, Andrew R(yan). ;)Thanks for your opinions, I'll work on this soon.
EDIT : While we're at it, I also wrote a Swashbuckler archetype, and Rite Publishing released just yesterday The Secrets of The Gunslinger for PFRPG, containing (between others goodies) the Fire Artist, a martial artist with firearms.
I wasn't able to drag a look into it, but knowing RP's reputation, it could be just what you were searching by looking into this thread.
Maxximilius
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Matt Stich, I just finished working to fulfill your wish.
This took me four damn hours, and oh god, any commentary or opinion someone could give me about it would be more than appreciated so I can feel like I have some self-esteem once in a while and didn't lose time writting crap.
But I'm not pushing you.
*Pushes*
So, behold... the Gun-fu master, a monk archetype putting the awesome of gunliness to 11 !
Gun-fu Master
With the emergence of firearms, came a time of doubt. While common archers may be easy to deal with for a skilled monk, bullets, even with common magical protections, proved more lethal than arrows at closer range. Some young cast-offs, unable to demonstrate enough proficiency with unarmed strikes or martial weapons to survive in a fight, choose to adopt these firearms as a legitimate way to prove their true worth. These artists soon became known as gun-fu masters, a self-proclaimed title that they would nevertheless prove worthy of. Using their keen senses, acrobatic moves and martial mastery to perfect their skills at close combat, gun-fu masters consider the battlefield as a complex layout into which every move should be calculated to bring the most destruction, with the quickest moves, at the lower cost – often surprising the enemy with unpredictable moves. Despite being shunned by their pairs, the lethality of their strange martial art inspires a tainted respect among the wisest, even if few would admit it.
Weapon Proficiency
A gun-fu master is proficient with pistols, dragon pistols, double-barreled pistols, coat pistols, muskets, double barreled muskets, and blunderbusses as monk weapons in addition to their normal weapon proficiencies.
Variant Ki Powers
A gun-fu master with the qinggong archetype must chose his powers from this list :
4th-Level Ki Powers
Peacebond (1 ki point)
Jury-Rig (1 ki point)
Tactical Acumen (2 ki points)
6th-Level Ki Powers
Bullet Shield (self only, 1 ki points)
Ricochet Shot (1 ki point)
Twisted Space (1 ki point)
Locate Weakness (2 ki points)
High jump (monk ability, 1 ki point)
8th-Level Ki Powers
Recoil Fire (1 ki point)
Hostile Juxtaposition (2 ki point)
Wholeness of body (monk ability, level 7, 2 ki points)
10th-Level Ki Powers
Named Bullet (2 ki points)
Improved Blind-Fight [APG], † (1 ki point)
Wind Stance (2 ki points)
12th-Level Ki Powers
Abundant step (monk ability, 2 ki points)
Battlemind link [UM] (4 ki points)
Diamond body (monk ability)
14th-Level Ki Powers
Greater Named Bullet (3 ki points)
Diamond soul (monk ability)
Disarming Strike [APG] (2 ki points)
16th-Level Ki Powers
Greater Hostile Juxtaposition (3 ki points)
Bleeding Critical (3 ki points)
Greater Blind-Fight [APG], † (2 ki points)
Improved Vital Strike (2 ki points)
Lightning Stance (3 ki points)
Penetrating Strike (2 ki points)
Quivering palm (monk ability, 2 ki points)
18th-Level Ki Powers
Timeless body (monk ability, 1 ki point)
Tongue of the sun and moon (monk ability, 1 ki point)
20th-Level Ki Powers
Walk Through Space (4 ki points)
Blinding Critical (3 ki points)
Crippling Critical [APG] (3 ki points)
Deafening Critical (3 ki points)
Empty body (monk ability, 3 ki points)
Perfect self (monk ability, level 20)
Tiring Critical (3 ki points)
Flurry of Blows (Ex)
Starting at 1st level, a gun-fu master can make a flurry of blows as a full-attack action, but only when wielding at least one firearm (even though it is a ranged weapon). Using a two-handed firearm imposes a -2 penalty to attack during the round because of recoil. He may not make a flurry of blows with his unarmed attacks. A gun-fu master’s flurry of blows otherwise functions as normal for a monk of his level.
A gun-fu master cannot use Rapid Shot when making a flurry of blows with his firearm.
Gunsmith
At 1st level, a gun-fu master gains one of the following firearms of his choice: blunderbuss, musket, or pistol. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gun-fu master also gains Gunsmithing as a bonus feat.
Gun-Whip (Ex)
Starting at 1st level, the gun-fu master can make melee attacks with the butt or handle of his firearms. When he does, he is considered to be proficient with the firearm as a light melee weapon with the monk property, and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. Any magical quality applicable to both types of weapons, like flaming, functions when the firearm is used this way ; including specific melee weapon enhancements that would otherwise not benefit a ranged weapon, like the agile property. The damage dealt by the pistol-whip is of the bludgeoning type, and is equal to the unarmed damage dealt by a monk of half the gun-master's level, with a critical multiplier of 20x2.
Gunsmith and gun-whip replace the Improved Unarmed Strike monk bonus feat at first level.
Perfect Strike (Ex)
At 1st level, a gun-fu master gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A gun-fu master can use Perfect Strike with any firearm. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.
Bonus Feats
A gun-fu master’s bonus feats must be taken from the following list:
Combat Reflexes, Dodge, Quick Draw, Point-Blank Shot, Precise Shot, Opening Volley, Crane Style and Rapid Reload.
At 6th level, the following feats are added to the list:
Improved Precise Shot, Clustered Shots, Deft Shootist Deed, False Opening and Snap Shot*.
At 10th level, the following feats are added to the list:
Improved Critical, Shot on the Run, Improved Snap Shot* and Greater Snap Shot*.
*A monk need not have the Rapid Shot feat normally required to select them.
These feats replace the monk’s normal bonus feats.
Guided Hilts (Ex)
At level 3, the gun-fu master may use his Wisdom modifier instead of his Strength modifier on gun-whips attack and damage rolls.
This ability replaces maneuver training.
Gritty Ki (Ex)
At level 4, the gun-fu master gains a ki pool equal to half his level. In addition, he gains a pool of grit points equal to his Wisdom modifier ; gritty ki counts as the Grit class feature for the purpose of feats and deeds. This grit pool doesn't stack with the gunslinger's Grit class feature.
A gun-fu master can spend 1 ki point to divide by 2 the normal misfire penalty on his firearms, rounded up (minimum 1). He can also spend one ki point to make one additional attack at his highest attack bonus when making a flurry of blows attack. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool, including grit points, is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Grit points can be spent as ki points ; but the gun-fu master can't spend ki points as grit points.
This ability replaces ki pool.
Gun Training (Ex)
At level 5, the gun-fu master adds his Dexterity bonus to the damage rolls of his firearms. This doesn't stack with any ability that allows the gun-fu master to add his Dexterity, Wisdom or Charisma bonus to damage rolls with firearms.
This ability replaces high jump and purity of body.
Trick Shot (Ex)
At 11th level, a gun-fu master may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the gun-fu master can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing bullets around corners. The bullet must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.
So, again, any comment is more than appreciated. :)
| KaeYoss |
Talonhawke wrote:dottedEnglish isn't my native language, and thus I fear I din't understood what you meant here, my friend.
Dotted from the verb "to dot", meaning "to cover with dots" or "to add dots" or something like that.
He refers to the fact that when you reply in a thread, that thread will get a dot in the message boards, which helps you follow the thread further.
Like the idea of a cleric class/archetype, by the way. Haven't looked into the class itself yet, but the idea itself is golden!
Maxximilius
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I would take out guided hilts, leave maneuver mastery. it fits with the theme and fluff.
I'd make gun training add his wisdom bonus on atk and dmg rolls. otherwise, i like it
Mmh... sadly, I feel like you really don't need Maneuver Mastery with this archetype. Considering the amount of feats you need to make full attacks, deal damage and just increase your survival rate, it's just not doable without shooting yourself in the foot. (And a gun-fu master shooting himself in the foot ? Something about irony, pun, blabla.)
Power Attack isn't necessary, since even though you could gun-whip all day, Piranha Strike + Weapon Finesse already does the deal. And as written, at level 3 you could just Piranha Strike - gun-whips are light melee weapons.
Combat Expertise can be traded with the Crane Style, which goes well with the fact that guns don't need a great to-hit bonus at close range. This is great for fluff (hard to hit/easy to shoot when you get close, for the fear factor) and crunch, but don't needing these two basic feats invalidates any attempt to build combat maneuvers with a gun-fu master.
But note it doesn't mean he just can't do it efficiently : with his special Ki Powers list, he could always get a True Strike before trying a maneuver, and have a high enough AC to avoid the opportunity. Or he could nevertheless take Combat Expertise for additional AC, and fish for maneuvers instead of damage. Maybe I'll add a way to deal a gun-whip as a standard action to do a combat maneuver at full BAB.
For Guided Hilts, the reason why I don't want to trade the firearm attack and damage for his Wisdom Bonus (at least as written now) is that suddenly, the best gun-fu master in the worst, dark munchkin part of my mind is a level 8 guy with stats like this : 17/16/14/7/22/7.
Needing Strength and Wisdom more than Dexterity just strikes me as wrong for someone who's supposed to graciously shoot a hail of bullets.
Ideally, a human gun-fu master should be really efficient with a stat array like this (including gear), which without being munchkinized is still really optimized : 10/20/14/10/20/7.
So, to recap :
Actual Gun-fu master :
- Ki powers extracted from Wizard/Sorcerer list for improving tactical fight and global firearm use. Qinggong is a must have.
- Uses close combat style with pistols, two-handed firearms and gun-whips in melee = higher to-hit than gunslingers, better toe-to-toe fighting but also more risky.
- Deals melee attack and damage with Wisdom, Strength at lower levels.
- Though : gun-whips are finesseable, deal damage equal to unarmed damage of half-level monk.
- Deals ranged attack and damage with Dexterity, only attack at lower levels.
- Needs Constitution because of D8 HD, close combat style, high potential to provoke opportunities, probably not enough feats to afford Toughness, and use of dangerous weapons.
- High AC/touch AC potential, high hit chances, but overall average damage.
Requested gun-fu master changes :
- Ranged attack and damage rolls depending on Wisdom.
- Keeping Maneuver Training.
Changes I'm considering :
- Ranged damage rolls depending on Wisdom.
- Keeping Maneuver Training.
- Gun-whip attack rolls depending on Wisdom, damage increasing faster to compensate the loss of Wisdom to damage so gun-whips are still a credible, worthy alternative to shooting and not a joke in the gun-fu master's arsenal. Maybe giving gun-whips special weapon properties like Trip - or doing it a special attack like the gunslinger's pistol-whip.
Dotted from the verb "to dot", meaning "to cover with dots" or "to add dots" or something like that.
He refers to the fact that when you reply in a thread, that thread will get a dot in the message boards, which helps you follow the thread further.
Like the idea of a cleric class/archetype, by the way. Haven't looked into the class itself yet, but the idea itself is golden!
Thanks, I read somewhere it was also a meant to express profond uninterest and disappointment in a discussion ; so I was wondering what signification I had to take for granted. :)
Did you mean a "cleric class/archetype" in the Pathfinder, or in the "Grammaton cleric" sense ?
Either way, I think and hope you'll find something you like here !
While the Gunslinger archetype is pretty much a Pathfinder Grammaton Ecclesiast ; I think I did a better job at reproducing the necessary crunch to play one, without actually feeling like you are indeed playing one, with the Monk archetype.
The monk is more mainstream and setting/reference-neutral, even though you can still get one and call it Preston without feeling cheated.
Maxximilius
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Here is a rewrite that again took me hours, and an example of build showing what you would look like playing this archetype at level 8.
I hope I didn't overdid it, it's hard to keep the flavour without sensing the munchkin spider sense saying that you could be better on by using only one pistol each round, for example. So, some things like Flurry had to be given more thought.
Here are the changes (they modify details from my previous post with the full archetype, the following isn't the full archetype, only what I felt could/should be changed) :
Weapon Proficiency
A gun-fu master is proficient with pistols, dragon pistols, double-barreled pistols, coat pistols, muskets, double barreled muskets, and blunderbusses as monk weapons in addition to their normal weapon proficiencies.
Variant Ki Powers
A gun-fu master with the qinggong archetype must chose his powers from this list :
20th-Level Ki Powers
Walk Through Space (3 ki points)
Flurry of Bullets (Ex)
Starting at 1st level, a gun-fu master can make a flurry of blows as a full-attack action, but only when wielding at least two one-handed firearms, one two-handed firearm (even though these are ranged weapons) or a monk weapon. This complex stance needs a perfect balance and a great speed of execution, sometimes shooting several enemies at a time. Using a two-handed firearm during a flurry imposes a -2 penalty to attack because of recoil. Even though there is technically no thing like main-hand and off-hand during a flurry, if using one handed firearms, each gun-fu master's consecutive attack must come from a different pistol (pistol of main hand, pistol of off-hand, gun-whip from main hand, pistol from off-hand...), either by shooting or gun-whiping. Attempting to attack with only one firearm during the flurry results in a -2 penalty to all attacks during this round because of imbalance. In essence, the perfect gun-fu master learns to unleash a hail of bullets with muskets, scatter weapons, dual-wielding of pistols and gun-whips, using monk weapons when discretion is required, or circumstances impose it.
He may not make a flurry of blows with his unarmed attacks. A gun-fu master’s flurry of blows otherwise functions as normal for a monk of his level.
A gun-fu master cannot use Rapid Shot when making a flurry of blows with his firearm.
Gun-Whip (Ex)
Starting at 1st level, the gun-fu master can make melee attacks with the butt or handle of his firearms. When he does, he is considered to be proficient with the firearm as a light melee weapon with the monk property, and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The gun-fu master can use his Wisdom modifier to his gun-whips attack rolls instead of his Strength modifier. Any magical property applicable to both types of weapons, like flaming, functions when the firearm is used this way ; including specific melee weapon enhancements that would otherwise not benefit a ranged weapon. The damage dealt by the pistol-whip is of the bludgeoning type, and is equal to the unarmed damage dealt by a monk of the gun-master's level, with a critical multiplier of 20x2 (19-20x2 for a two-handed firearm).
At level 4, the gun-fu master can spend 1 ki point as a free action to gain the Trip and Disarm qualities on his firearms during one round – attempting these maneuvers don't provoke attacks of opportunity.
Gunsmith and gun-whip replace the Improved Unarmed Strike monk bonus feat at first level.
Greater Point-Blank Expertise (Ex)
At 3rd level, a gun-fu master gains the Deft Shootist Deed feat as a bonus feat, even if he does not meet the prerequisites. In addition, as long as he has at least one grit point, he can get a weapon back from a weapon cord as a free action.
As a result of this ability, the gun master is considered as having the point-Blank Master feat, and also gains a grit pool of one point. This grit pool doesn't stack with any similar class ability granting grit points.
At 4th level, this grit pool is replaced by the gritty ki pool ability.
This ability replaces fast movement.
Bonus Feats
At 10th level, the following feats are added to the list:
Improved Critical, Combat Patrol, Improved Snap Shot* and Greater Snap Shot*.
*A monk need not have the Rapid Shot feat normally required to select them.
These feats replace the monk’s normal bonus feats.
Gritty Ki (Ex)
At level 4, the gun-fu master gains a ki pool equal to half his level. In addition, he gains a pool of grit points equal to his Wisdom modifier ; gritty ki counts as the Grit class feature for the purpose of feats and deeds. This grit pool doesn't stack with the gunslinger's Grit class feature.
A gun-fu master can spend 1 ki point to divide by 2 the normal misifre penalty on his firearms, rounded up (minimum 1). He can also spend one ki point to make one additional attack at his highest attack bonus when making a flurry of blows attack. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool, including grit points, is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Grit points can be spent as ki points ; but the gun-fu master can't spend ki points as grit points.
This ability replaces ki pool.
Guided Firearms (Ex)
At level 5, the gun-fu master gets an instinctive grasp of any of his ennemies weaknesses, and simply knows where to aim when using firearms. He adds his Wisdom bonus to the damage rolls of his firearms, and substitutes his Wisdom bonus to his Strength bonus for the purpose of gun-whips damage rolls. This doesn't stack with any ability that allows the gun-fu master to add his Dexterity, Wisdom or Charisma bonus to damage rolls with firearms.
This ability replaces high jump and purity of body.
And an example of build : Roger Lungsin, level 8 Qinggong Gun-fu Master. Should speak more clearly than pure rules crunch.
10
18 (17+1 Lvl)
14 (12+2 Belt)
10
20 (17+1 Lvl+2 Wis)
7
AC : 10 + 4(Dex) + 5(Wis) + 2(Monk) + 1(Armor) + 1(Defl) + 1(Nat) = 24/22/24, (28/26/28 when fighting defensively/using ki, 32/30/32 for both.)
Saves :
Fort: 6+2+1= 9
Ref: 6+4+1= 11
Will: 6+5+1= 12
Att : +6/+1
BAB : +6/+1
Ranged : +10/+5
Flurry : +6/+6/+1/+1
Flurry, gun-whips : +11/+11/+6/+6
Flurry, ranged : +10/+10/+5/+5
+1 Reliable pistols = +12/+12/+7/+7 ; 1d8+6 20x4
+1 Reliable gun-whips = +12/+12/+7/+7; 1d10+6 20x2
DA : -3/+6
+1 Reliable pistols + DA = +9/+9/+4/+4 ; 1d8+12 20x4
(-2 to attack when fighting defensively)
(+4 to a gun-whip attack when following a successful firearm hit)
- Ki pool :
4 points.
- Grit pool :
5 points.
- 4 attacks of opportunity.
- Evasion
- Powers, CL 8 : Tactical Acumen (2 ki) / Locate Weakness (2 ki)
Feats :
H. Weapon Focus (Pistol)
B. Gunsmithing
1. Rapid Reload (Pistol)
M. Crane Style
2M. Opening Volley
3. Deadly Aim
5. Combat Reflexes
6M. Snap Shot
7. False Opening
33000
+2 Con Belt ; +2 Wis Headband
25000
+1 Reliable lvl1 Pistol
+1 Pistol
MW DB Pistol (crafted)
MW DB Pistol (crafted)
MW Dragon pistol (crafted)
11350
+1 Nat Armor
+1 Defl
+1 Armor
+1 Saves
Diverse adventuring gear
5350
Powder Horn x 5
50 Bullets
50 Powder doses
100 Alchemical cartridges (paper)
Diverse bullets
3000
Any love, or hate, or something in between ?
Andrew R
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Andrew R wrote:Agile reload i say bad idea. you kinda NEED a hand to reload a muzzle loading gun unless they can magically teleport the powder and bullet in. Better off making them the master of a single pistol.You can already do it with weapon chords, the only difference here is that you don't have to resort to a cheap trick and spend a swift action each round. You could also do it simply with Quick Draw, or by changing it to "taking a weapon back from a weapon chord is a free action".
At higher levels, you can do it really freely by owning a glove of storing, but the principle here is to allow an easier two-weapon fighting. It's pretty much a refluff of what you can already do by RAW, and it isn't hard to imagine how someone with so much dexterity could reload a pistol without any free hand = cartridges sticking on your clothes that you snatch with the barrel, gun you send flying and get back in your hand while reloading the other, bullet sent flying and catch with the pistol you fill in-between thanks to an acrobatic move with powder falling from a sack...
I see nothing that lets you reload without at least one free hand, no amount of dex makes it possible any more than firing a bow with one hand
Maxximilius
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I see nothing that lets you reload without at least one free hand, no amount of dex makes it possible any more than firing a bow with one hand
With weapon cords, you can TWFing without problem during the round, you'll only have one weapon not in your hand when the round is over.
Granted, you still need a free hand, and weapon cords only allow you to get this free hand on each of your guns during the round.The latest version of the archetype allows you to recover a weapon from a weapon cord as a free action instead of a swift one, instead of allowing you to reload without a free hand.
The matter here isn't wether this is possible or not in reality (remember that you technically need only one hand to shoot a weapon, so the bow comparison is a bit off, and the monk could also walk on the walls), but "is the same effect already achievable by the rules, and since the answer is yes, is there a problem to just give it another fluff" ?
I admit revolvers are a bit of a must-have, but since I didn't want the class to rely on advanced weapons to stand on it's own, the "recover a weapon from a cord as a free action" allows you to reload and shoot two pistols, even single-shot ones, so this isn't an issue.