About Malachai Musashi
Before you stands a man dressed like he's from two worlds: Wearin a leather vest over a light shirt, dungarees, and soft leather boots...with leather bracers, a jade pendant necklace, and a wide brimmed straw hat. He has the look of a man who's seen too much in his 23 years, lines around what should be youthful almond shaped eyes and high cheeks of his pa, to the soft nose and chin of his ma. His hair is shoulder length, pulled back into a ponytail...the icing on this odd cake is the pearl handled six-guns he wears in a black leather rig, one over each hip, with a broad buckle, with the kanji for 'justice' in contrast of black against the polished silver, and a katana tucked into an ornate silk sash behind his back, it's handle peeking over his left hip. He sees you and grasps the brim of his hat and tips it, and in a deep, seasoned voice also too old for this man, he simply says "Howdy..."
"Buy a feller a drink? I'll tell ya a tale of Mal Musashi. Thank you kindly!
Malachai Musashi was born to a ro-neen samurai and his western gai-jin wife. Shunned by both sides by their choices, they decided to move elsewhere and start a new life.
They chose to do so in Bresais...."
Fumio Musashi, the "Tiger" as he was called, joined the local constibulary as a deputy, usin' his skills with steel to keep the law. He was well respected, and did a fine job.
Round about 2 years after he earned his guns n' star, some ruffians came and tried their luck at larceny, by way of the bank. Malachai was on duty, and sent to straighten it out. There were 3 fellas in there, faces hidden behind kerchiefs, one had snagged him a hostage. No one knows fer sure what happened, but the 3 fellers and young woman ent up dead on account of Malachai.
Mal fell into his bottle, and over time, lost his star and his guns. His ma would bring him food, when he was lucid enough to eat, but harsh words and honor kept his pa away. He went on like this, feelin worse and worse...till one mornin' he just up n left. No one knew where he went, some say he left his ma a note sayin' he'd gone to get his life straight, and had gone east. Some say he had joined a convent, became a monk! Some say he and his pa had it out, and he drove him out of town..."
Then the uprisin' happened, and unknownst to Mal, he lost both his folks in the ruckus. His old mentor Colt, moved on after, but no one knows fer sure if'n he knew where Mal went. But if he did, you can sure bet he sent word to ol' Mal...and if he has any of his father in him, he'll be back...to straighten it out... Thanks for the drink, mister."
Malachai did come back from Haran. He did learn to calm himself, to let go of the guilt. He learned to hone his mind as weapon, and to focus his chi. He came back into town, having recieved word from his mentor about the uprising and his parent's death. He thought he'd swear off his guns, but fate decided otherwise, and put them in his hands again, in another robbery. He hit everyone he aimed for, and none he didn't, his focused mind and soul leading each bullet to it's mark. He found the package Colt left for him, his pistols and gun rig.
He finds himself in Chance...a good name for new begninnings.
Zen Gunslinger notes:
Some monks seek to become one with another weapon entirely—the gun. The zen gunslinger takes a weapon most other monks eschew and seeks perfection in the pull of a trigger, the haze of a gun's smoke, and the flight of a bullet fired true.
Weapon and Armor Proficiency: Zen gunslingers are proficient with firearms in addition to their normal weapon proficiencies.
Flurry of Blows (Ex): Starting at 1st level, a zen gunslinger can make a flurry of blows as a full-attack action, but only when using a gun (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen gunslinger's flurry of blows otherwise functions as normal for a monk of his level.
A zen gunslinger cannot use Rapid Shot or Manyshot when making a flurry of blows with his gun.
Bonus Feats: A zen gunslinger's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats.
Perfect Strike (Ex): At 1st level, a zen gunslinger gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen gunslinger can use Perfect Strike with any gun. 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.
Way of the gun (Ex): At 2nd level, a zen gunslinger gains Weapon Focus as a bonus feat with one type of gun. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.
Zen gunslinger (Ex): At 3rd level, a zen gunslinger may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a gun. This ability replaces maneuver training.
Point Blank Master (Ex): At 3rd level, a zen gunslinger gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.
Ki Pool (Su): At 4th level, in addition to the normal abilities of his ki pool, a zen gunslinger may spend 1 point from his ki pool to increase the range increment for his gun by 20 feet for 1 round.
Ki Shots (Su): At 5th level, a zen gunslinger may spend 1 point from his ki pool as a swift action to change the damage dice of bullets he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Small zen gunslinger's revolver normally deals 1d6 damage; using this ability, his bullets deal 1d8 damage until the start of his next turn. This ability replaces purity of body.
Reflexive pistolwhip (Ex): At 9th level, a zen gunslinger can make attacks of opportunity with blow from the butt of his gun. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes). This ability replaces improved evasion.
Trick Shot (Su): At 11th level, a zen gunslinger may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen gunslinger 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 arrows 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.
Ki Focus gun (Su): At 17th level, as long as he has at least 1 point of ki in his ki pool, a zen gunslinger may treat bullets fired from his gun as if they were ki focus weapons, allowing him to use his special ki attacks as if his arrows were unarmed attacks. This ability replaces tongue of the sun and moon.
While most gunslingers have favorite firearms, there
are those rare ones who choose to specialize in one-
handed firearms exclusively. These gunslingers are called
pistoleros. While they lack the flexibility of being able to
pick up any kind of firearm and use it with reasonable
proficiency, they are crackerjack shots with pistols and
similar firearms. Their skill and aim with these firearms
at close range is second to none, and they rarely misfire
with these weapons.
Weapon Proficiency: A pistolero only gains proficiency
with one-handed firearms. She must take Exotic Weapon
Proficiency (firearm) to gain proficiency with two-handed
firearms and firearm siege engines.
Gunsmith: A pistolero must take a pistol when she
chooses a battered firearm at 1st level.
Deeds: A pistolero swaps a trio of deeds for the following.
Up Close and Deadly (Ex): At 1st level, when the pistolero
hits a target with a one-handed firearm that is not
making a scatter shot, she can spend 1 grit point to
deal 1d6 points of extra damage on a hit. If she misses
with the attack, she grazes the target, dealing half the
extra damage anyway. She must choose to spend the grit
point before she makes the attack roll. This is precision
damage and is not multiplied if the attack is a critical
hit. This precision damage increases to 2d6 at 5th level,
to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th
level. This precision damage stacks with sneak attack
and other forms of precision damage. This deed replaces
the deadeye deed.
Deadeye (Ex): At 7th level, the pistolero gains the deadeye
deed, which is normally a 1st-level gunslinger deed. This
deed replaces the startling shot deed.
Twin Shot Knockdown (Ex): At 11th level, when the
pistolero hits a single target with two or more one-
handed firearm attacks during her turn, she can spend
1 grit point to knock the target prone. She can choose to
spend the grit point after the attacks are made. This deed
replaces the menacing shot deed..
Pistol Training (Ex): Starting at 5th level, a pistolero
increases her skill with one-handed firearms. She gains
a bonus on damage rolls equal to her Dexterity modifier,
and when she misfires with a one-handed firearm, the
misfire value increases by 2 instead of 4. Every four levels
thereafter (9th, 13th, and 17th), the bonus on damage rolls
increases by +1. At 13th level, a pistolero never misfires
with a one-handed firearm.
Yummy Character Crunch:
Mordechai Musashi CR 2
Male Human Gunslinger (Pistolero)3/Monk (Zen Gunslinger) 3
LN Medium Humanoid (Human)
Init +9 (+11); Senses: Perception +9
AC 19, touch 19, flat-footed 16. (+3 Dex, +4 Wis, +1 Dodge, +1 Nimble)
hp 30 (3d8+6)
Fort +4, Ref +6, Will +7
Spd 40 ft.
Melee: Unarmed Strike +4 (1d8+1; 20 x2)
Melee: MW Katana +5 (1d8+2; 18-20 x2)
Ranged: Gun +9 (1d8+3; 20 x4)
FOB: Guns +7/+7 (1d8+3; 20 x4)
Str 12, Dex 16, Con 12, Int 12, Wis 18, Cha 8
Base Atk +3; CMB +4; CMD 18
Feats (Human): Dodge
Feats (Level 1st & 3rd): Gunsmith, Improved Initiative
Feats (Bonus and Class): Gun Training, Point blank shot (Bonus), Precise shot (Bonus), Weapon Focus: Revolver, Perfect strike, Point Blank Master: Revolver
Traits: Reactionary, World Traveller
Skills: Acrobatics +8, Climb +4, Escape Artist +7, Intimidate -1, Knowledge (religion) +5, Knowledge (local) +5, Perception +9, Profession (Lawman) +4, Ride +3, Sense Motive +10, Stealth +8, and Swim +5.
Languages: Common, Yokai
SQ: See Class info
Grit (4/day) - 4/4
Equipment of Note: 2 MW Revolver w/ 30 rounds in ammo belt, riding (mount), powder horn, gunsmith kit (50 cartridges, 50 bullets, 50 doses of Black Powder) 3 oils of silence, adventuring basics...