I'd hit myself in the head until the notion went away. If you had to create something new it would be an analogue to the Zen Archer build, but I'm not of the idea that every single class needs a gun analogue. If I wanted to play a gunslinger...I'd play a gunslinger.
pistoler with dual revolvers, rapid shot, many shot if works(don't think so) improved TWF and speed enchantment and rapid reload for 10 attacks a round each dealing on average 6.5dmg a total of 65 on average before other bonuses.
oh ok whoops sorry then thought it was more about the multiple attacks in that case 1lvl. gunslinger for weapon proficiency rest monk.
Hmm. Tough. There's wisdom synergy, but flurry doesn't multiclass well. None of the flurryless monks really do any better. I think I'd take a gunslinger and take Improved Unarmed Strike or maybe dip a level or two of Many Styles. Not sure what style would help though.
Maybe flowing monk. Might even be worth taking that to level 4 to get 2 round sickening off redirection so the save for half still sickens for 1 round and to be able to support allies.
With reposition this will let you stick anyone that attacks you in melee without reach 5' outside your reach, interrupting their attack sequence. Then you shoot them.
While less fun the straight gunslinger with improved unarmed strike and a greater emphasis on wisdom than normal is probably more optimal.
Dip two levels of Master of Many Styles to go into Crane Style, keep the free hand doing double duty reloading and negating attacks.
Then pretty much straight single pistol pistolero.
I am picturing a lightly armored cowboy type in a poncho and wide brimmed hat that is as much of a Raiden look as a cowboy.
Sean Mahoney wrote:
This is about the best suggestion so far. Maybe use Kirin Style as your secondary style since you took Master of Many Styles? It actually works fairly well with ranged characters. It requires some points in INT, but DEX, WIS, INT is doable, especially when you're combing Kirin and Crane.
Talk to your GM about modifying the Sohei monk Archetype. This looks to be what you're aiming for - in regards to using your pistol with cool monkishness. You may have to take the Exotic Firearm proficiencies separately though.
Get my GM to give me a god with favoured weapon pistol and dip cleric and go the monastic training to make the pistol a monk weapon. Then make sure using a reliable weapon with alchemical cartidges and quick reload to get off lots and lots of shots.
Sean Mahoney wrote:
Alternately.... How well does Gulch Gunner synergize there with a defensive Monk build like Crane Style....
- Fighting Defensively...
Can you fight defensively while taking a full round action for dead shot?
Very cool idea. Sticking with OP solicitation for a gunslinging monk, am thinking 12 levels pure Monk maybe isn't crazy talk.
Perhaps the Wanderer archetype for a Human monk? Would enable a pure Monk build - would get any exotic weapon - including a firearm - for free. Could then use feats to pickup Amateur Gunslinger for Grit and Gunsmithing at first opportunity.
Definitely go with the high Wisdom, high AC, high Grit route. Build for this kind of character favors Wisdom and Dexterity with other stats back-burnered.
As posted already, flurry doesn't synergize well with a non-Zen Archer shooter so stick with one of the non- flurrying archetypes. Flowing Monk and Master of Many Styles both work well. Maybe Snake Style for additional Wisdom synergy on Sense Motive. You'll eventually have a Wisdom bonus on CMB with same for CMD early on. All of this makes a maneuver specialist viable.
You end up with a Caine style figure. Well, Caine with a gun. Sense Motive and Survival would be in play with the Wanderer archetype and high Wisdom. Combat maneuvers, even without a great Strength, are viable with a Hugh Wisdom and Dexterity. Could be interesting!
how would you make it at lvl 12?
Monk of the Sacred Mountain 4/Musket Master 8
Bastion Stance: "If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting and teleportation effects." Allows you to fire a culverin or a double hackbut without a rest and not be knocked prone (although the -4 penalty still applies).
Fast Musket deed: "At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm." With Rapid Reload (Culverin or Double Hackbut) and alchemical cartridges, you can reload as a free action.
For those that want to fire really big guns. You only give up +1 BAB for it, too.
no we're not going to do any custom class work, just an idea I'm kicking around for PFS heh.
You can't carry a gun in PFS unless you have at least one level in gunslinger.
I kind of assumed that based on the title people would have some levels of monk and gunslinger together....
well I think this looks decent to me.
MoMS 3/Weapon Master ftr 3/Gunslinger 6
BAB +11 base saves +14/16/14
Gear gloves of dueling, +1 reliable pistol, +4 headband of wisdom, +6 belt of dex, +3 cloak of resistance, monk robes.
all stats but dex/wis at 10.
Feats Dragon style, Crane style, Crane Wing, Weapon focus, Dodge, Rapid Reload, Weapon finesse, Two weapon fighting, Pointblank shot, Rapid shot, Snap shot, Sword and pistol
Basically can ignore terrain, two weapon fight up close and flanking with pistol, crane wing one hit a round.
Rapid shot while in melee (and flanking)
Interesting. A weapon finesse monk might be indistinguishable statwise from a gunslinger expecting a bit of melee. So good synergy.
Personally, I'd like using muskets (and musket master archetype) for a switch hitter...without the switch. Since a monk can use any part of his body for an unarmed strike, you'd never have to bother with the whole dropping weapons and quickdraw other switch hitters have to deal with.
Really, after getting your guntraining at level 5, I'd think that you could just generally go with monk for the other 15. I have little advise beyond maybe getting gunslinger level, one monk level, and then the other gunslinger levels. I only suggest this since your possession of a firearm is easier to explain in backstory rather than in game. But you want both the advantages of monk and guntraining as soon as possible. Others are far more qualified than me to handle the finer details.
I hadn't actually considered using a musket, the only downside is that it removes the ability to really use the pistol in melee (and flanking) which was party of the big idea on this when I saw sword and pistol.
It's a good suggestion! I'm really thinking my DM baby will go this route, the ability to move through allies and ignore difficult terrain is pretty potent, and he's not worried about getting hit either!
personally i'd go Gunslinger 3/Sohei 6/Weaponmaster[pistol] 3 (though probably not straight through that way if you're playing up to 12)...
also- it doesn't matter if you use a 1 or 2 handed gun for melee/flanking... monks can freely attack with any part of their body (heads, feet, etc) so you threaten adjacent squares even if holding/wielding a two-handed weapon. the big loss with two-handers is that you can't deflect/snatch arrows or use crane wing or other feats that require "a free hand."
@ Nate Lange - "At 6th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons." No firearms for their weapon training, so no flurrying with firearms.
I can imagine you shooting from the front lines, picking off enemies as they rush at you and then twirling the gun like a baton as you smash the enemies' faces in before resuming fire at a distance.
You'd also only need to enhance a single weapon, the musket, since you'd be using the gun both as a ranged weapon and an improvised melee weapon! XD
@greenz- "A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training."
I said that is was kind of cheap but- weaponmaster grants "weapon training" in your chosen weapon at 3rd level (and both are equivalent to the base fighter ability), so RAW a sohei 6/weaponmaster[whatever firearm] 3 does have weapon training with firearms and, so, can flurry with their firearm. I don't think that's RAI but it does work (unless, like I said, there's some FAQ or errata I haven't seen).
nate lange wrote:
You really can't flurry with a pistol unless you're talking about using the blunt end as a mace. There's that reloading problem to consider.
And you know what happens when you assume....
lol Lovestha, I'm picturing that crappy movie with keanu reeves that had him doing gun katas... lol
You'll need to be specific... there've been so many crappy movies with Reeves. :) A lot of them however, aren't his fault.
I was also about to recomend the Gulch Gunner archtype for the gunslinger half, but now see that you want this for PFS, so no luck there - it's a Ratfolk archtype for melee range gunfighting.
The "really big guns" that someone mentioned synergizing with the Mountain Monks also aren't allowed in PFS.
I don't think that the pistol used in that fashion would work. Flurry has to be with a monk weapon if I am reading it right. And the grit feat Pistol Whip says that you can use it as a blunt object as if you were proficent with it while spending the grit. As clubs are simple weapons and most classes are proficent with clubs I would think that using a gun as a "club" is not something most can do. I very well could be wrong though....
I'd try to talk the GM into letting me use this:
Only downside to this is you'd need revolvers to flury effectively at higher levels...
Lexica Rose wrote:
The post he was answering was suggesting taking levels of Sohei and a fighter archetype. The fighter archetype could provide Weapon Training in a firearm, and the Sohei can flurry with any weapon she has Weapon Training in (even though the Sohei archetype only grants a limited number of Weapon Training groups and this is probably intentionally exploiting an unintended loophole). Technically a Sohei with the right fighter archetype can flurry with pretty much any weapon in the game.
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