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Lamin Jawara
Alignment: Neutral
Portfolio: Gunsmithing, gunpowder, Siege Weapons
Domains: Artifice, Fire, Gunsmoke
Subdomains: Demolitions, Siege, Smoke, Toil
Favored Weapon: Firearms
Lamin Jawara was a mortal man from Alkenstar. He was the premier expert on guns, siege weapons, bombs and all things that use gunpowder. He may not have invented gunpowder or guns, but in his time no one came close to his understanding. His ideas were so far from the norm that the authorities of Alkenstar sought to have him arrested. Lamin learned of their plot and fled to Riddleport to continue his work. The reach of the marshals of Alkenstar found Lamin in the city of pirates and had him assassinated and his notes burned or captured. Now, decades later, people have reported seeing him in the middle of firefights or after the blast of a cannon. Some few have begun to pray to him for excellence in the loading of gunpowder or crafting of a siege engine... and to onlookers it appears that their prayers are answered. Is it possible that he passed the Test of the Starstone prior to his untimely demise? Perhaps one of the artifice gods, such as Brigh, took interest in him raising him to godhood. Or was it his mad genius alone that made him more than human?
Gunsmoke Domain
Deities: Lamin Jawara
Note: Other deities are attempting to gain the Gunsmoke Domain by force or friendship with Lamin Jawara. There are no current rules presented here for how this will take place.
Granted Powers: With dedication and a little faith, you are capable of performing grandiose feats with firearms.
Gun Adept (Ex): You gain Amateur Gunslinger and Gunsmithing as bonus feats. The divine gunner also gains a battered gun identical to the one gained by the gunslinger. Note that this does not give the cleric Exotic Weapon Proficiency (Firearms). Exotic Weapon Proficiency (Firearms) must be purchased separately or as part of a deity’s favored weapons.
Divine Aim (Su): At 6th level, the cleric gains the ability to channel divine energies to guide ranged attacks. As a swift action, the cleric can designate a target within sight and add a Sacred/Profane bonus equal to the Wisdom modifier to ranged attack rolls against that target. This bonus persists until the target dies or until combat ends. The cleric can use this ability 3 + Wisdom modifier times per day. Whether the bonus is Sacred or Profane depends on if other class features use Positive Energy or grant Sacred bonuses. If no such class feature exists then the cleric must select whether this bonus is Sacred or Profane and cannot change the type once selected.
Domain Spells: 1st—Abundant Ammunition, 2nd—Ricochet Shot, 3rd—Pellet Blast, 4th—Named Bullet, 5th—Flamestrike, 6th—Greater Named Bullet, 7th—Repulsion, 8th—Fire Storm, 9th—Foresight
Demolitions Domain
Associated Domain: Gunsmoke
Replacement Power: The following granted power replaces the Gun Adept power of the Gunsmoke Domain.
Gunpowder Grenade (Ex): The cleric gains access to gunpowder grenades, which function similar to the Alchemist Bomb class feature, except that the bombs are not supernatural, cannot be modified by any Alchemist Discovery and may not be used to access Feats related to Bombs or Discoveries. The cleric can use a number of bombs each day equal to his class level + his Wisdom modifier. These bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. Damage and Saving Throw DC of these bombs are based on the cleric’s Wisdom modifier instead of Intelligence. If levels of Alchemist are taken with the Bomb class feature, then the class feature from the Alchemist will replace this domain power – although the damage dice levels will stack (three levels of cleric plus three levels of alchemist will be the same damage dice as a sixth level alchemist). In all other ways gunpowder bombs function the same as the Alchemist Bomb class feature.
Replacement Domain Spells: 1st— Bomber's Eye, 2nd— Bullet Shield, 4th— Detonate, 6th— Brilliant Inspiration
Siege Domain
Associated Domain: Gunsmoke
Replacement Power: The following granted power replaces the Divine Aim power of the Gunsmoke Domain.
Battle Hymn (Su): At 8th level, the cleric can inspire the crew of a siege engine to load significantly faster, so long as the load or the ammunition uses gunpowder. As the cleric chants or sings the Battle Hymn, the crew can load the siege engine with Move Actions instead of Full-round actions. The cleric may use this ability for a number of rounds per day equal to half his cleric level. This domain power does not stack with the Master Siege Engineer feat.
Replacement Domain Spells: 2nd—Magic Siege Engine, 5th—Greater Magic Siege Engine
Credit:
http://paizo.com/threads/rzs2mty3?The-Cleric-was-left-out-of-the-Gun-Love
by Nemitri