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 looks short and cropped, pokin out under the hat, like it's only been growin' out from bald for a month or so...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...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 Mord Musashi. Thank you kindly!
Mordechai 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 Hangman's Noose. 'Course it weren't called that back then..."
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. Mordechai 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 Mordechai.
Mord 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 Mord, he lost both his folks in the rucus. His old mentor Colt, moved on after, but no one knows fer sure if'n he knew where Mordechai went. But if he did, you can sure bet he sent word to ol' Mord...and if he has any of his father in him, he'll be back...to straighten it out... Thanks for the drink, mister."
Mordechai did come back from the East. 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.
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 50 feet for 1 round.
Ki Arrows (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 arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen gunslinger's short gun normally deals 1d6 damage; using this ability, his arrows 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 arrow 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 arrows 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.
Mordechai Musashi CR 3
Male Human Monk (Zen Gunslinger) 4
LN Medium Humanoid (Human)
Hero Points 1
Init +2; Senses Perception +11
AC 18, touch 18, flat-footed 16. (+2 Dex, +4 Wis, +1 Dodge, +1 Monk)
hp 27 (4d8)
Fort +4, Ref +5, Will +8
Spd 40 ft.
Melee: Unarmed Strike +4 (1d8+1; 20 x2)
Melee: Katana +4 (1d8+1; 18-20 x2)
Ranged: Guns +8/+8 (1d8+1 x4)
Reputation 0, Gaze 0, Reaction 7, Draw 0, Attack 10 (11)
Str 12, Dex 15, Con 12, Int 12, Wis 18, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats (Human): Amateur gunslinger
Feats (Level 1st & 3rd): Gunsmithing, Dodge
Feats (Bonus and Class): Point blank shot (Bonus), Precise shot (Bonus), Weapon Focus: Revolver, Perfect strike, Point Blank Master: Revolver
Traits: Dead Shot +1, Inperturbable mind
Skills: Acrobatics +9, Climb +5, Escape Artist +9, Intimidate +0, Knowledge (history) +5, Knowledge (religion) +5, Knowledge (local) +5, Perception +11, Perform (Harmonica) +4, Ride +2, Sense Motive +11, Stealth +9, and Swim +5.
Languages: Common, Eastern
SQ: See Zen Gunslinger; Deed - Dead Eye (Ex)
Ki (7/day) - 7/7
Grit (5/day) - 1/5
Equipment of Note: 2 MW Revolvers w/ 60 rounds in holsters and ammo belt, riding horse, gunsmith kit (30 cartridges, 30 bullets, 30 doses of BP) adventuring basics...