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![]() Back in July I posted this scatter archetype looking for advice, and got some good help. Over time I've been working on it (as my campaign still hasn't started) and it's evolved into this. Looking mostly for advice to balance out what already exists so isn't overpowered. Marauder (Gunslinger Archetype)
Blackhorn: A marauder must take a blunderbuss or dragon pistol when selecting a battered firearm at first level. Deeds: A marauder swaps a few deeds for the following. Fearmonger (Ex): At 1st level, the marauder adds their Wisdom modifier on all Intimidate checks. In addition, so long as they have at least 1 grit point, whenever they confirm a critical against a foe they may make an Intimidate check to demoralize the target as an immediate action, or spend 1 grit point to do it automatically. This deed replaces the deadeye deed. Ravage Them (Ex): At 1st level, so long as the marauder has at least 1 grit point, they do not provoke attacks of opportunity when attacking with or reloading a firearm. This deed replaces the gunslinger’s dodge deed. Marauder’s Wrath (Ex): At 3rd level, as long as the marauder has at least 1 grit point, they gain the following benefits. First, they do not take the standard -2 penalty when firing scattering shots. Furthermore, when firing a scattering shot at an enemy within 5 feet of them, it deals an additional 1d6 points of precision damage, increasing by 1d6 every three levels thereafter. This additional damage counts as precision damage. This deed replaces the gunslinger’s initiative deed. Up Close and Personal (Ex): At 7th level, if the marauder has at least 1 grit point, whenever they are wielding a firearm, they count as threatening an area around them as though they were wielding a melee weapon. If an opponent provokes an attack of opportunity from them, they may perform the pistol-whip deed as their attack of opportunity. If their firearm is loaded, they can instead spend 1 grit point to fire their gun as their attack of opportunity. This deed replaces the dead shot deed. Fierce Approach (Ex): At 7th level, so long as the marauder has at least 1 grit point, they may reload their gun as part of any move action to move, and are not slowed by difficult terrain. This deed replaces the targeting deed. Wreak Havoc (Ex): At 11th level, as a full-round action, the marauder may spend 1 grit point to fire a scattering shot that inflicts an amount of bleed damage equal to the marauder’s Dexterity modifier on all targets struck. On a critical the target is automatically demoralized. Creatures that are immune to sneak attacks are also immune to this type of damage. This replaces the bleeding shot deed. Point-Blank Shot (Ex): The marauder begins the game with the Point-Blank Shot feat. Scatter Adroit (Ex): Starting at 5th level, a marauder increases their skill with handling scattering firearms. They gain a bonus on scattering shot damage rolls equal to their Dexterity modifier, and when they misfire with a scattering firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter, the bonus on damage rolls increases by +1. At 13th level, a marauder never misfires when shooting from a scattering firearm. This replaces gun training 1, 2, 3, and 4. ![]()
![]() Back in July I posted this scatter archetype looking for advice, and got some good help. Over time I've been working on it (as my campaign still hasn't started) and it's evolved into this. Looking mostly for advice to balance out what already exists so isn't overpowered. Marauder (Gunslinger Archetype)
Blackhorn: A marauder must take a blunderbuss or dragon pistol when selecting a battered firearm at first level. Deeds: A marauder swaps a few deeds for the following. Fearmonger (Ex): At 1st level, the marauder adds their Wisdom modifier on all Intimidate checks. In addition, so long as they have at least 1 grit point, whenever they confirm a critical against a foe they may make an Intimidate check to demoralize the target as an immediate action, or spend 1 grit point to do it automatically. This deed replaces the deadeye deed. Ravage Them (Ex): At 1st level, so long as the marauder has at least 1 grit point, they do not provoke attacks of opportunity when attacking with or reloading a firearm. This deed replaces the gunslinger’s dodge deed. Marauder’s Wrath (Ex): At 3rd level, as long as the marauder has at least 1 grit point, they gain the following benefits. First, they do not take the standard -2 penalty when firing scattering shots. Furthermore, when firing a scattering shot at an enemy within 5 feet of them, it deals an additional 1d6 points of precision damage, increasing by 1d6 every three levels thereafter. This additional damage counts as precision damage. This deed replaces the gunslinger’s initiative deed. Up Close and Personal (Ex): At 7th level, if the marauder has at least 1 grit point, whenever they are wielding a firearm, they count as threatening an area around them as though they were wielding a melee weapon. If an opponent provokes an attack of opportunity from them, they may perform the pistol-whip deed as their attack of opportunity. If their firearm is loaded, they can instead spend 1 grit point to fire their gun as their attack of opportunity. This deed replaces the dead shot deed. Fierce Approach (Ex): At 7th level, so long as the marauder has at least 1 grit point, they may reload their gun as part of any move action to move, and are not slowed by difficult terrain. This deed replaces the targeting deed. Wreak Havoc (Ex): At 11th level, as a full-round action, the marauder may spend 1 grit point to fire a scattering shot that inflicts an amount of bleed damage equal to the marauder’s Dexterity modifier on all targets struck. On a critical the target is automatically demoralized. Creatures that are immune to sneak attacks are also immune to this type of damage. This replaces the bleeding shot deed. Point-Blank Shot (Ex): The marauder begins the game with the Point-Blank Shot feat. Scatter Adroit (Ex): Starting at 5th level, a marauder increases their skill with handling scattering firearms. They gain a bonus on scattering shot damage rolls equal to their Dexterity modifier, and when they misfire with a scattering firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter, the bonus on damage rolls increases by +1. At 13th level, a marauder never misfires when shooting from a scattering firearm. This replaces gun training 1, 2, 3, and 4. ![]()
![]() avr wrote: Relentless ravager and scatter adroit mean that this is going to add up to a lot of damage on a regular basis (the abilities which cost grit add more on top of that, but won't show up all the time.) Be sure you're OK with that - the musket master gunslinger can break expectations and this will have a similar if differently focused effect. I appreciate the advice, and I do think I'm okay with that given that everyone else in the party is playing min maxed casters anyways. Though I will probably tweak it slightly. Thanks for the help. ![]()
![]() I've been working on a custom archetype for a player in my campaign and am unsure if it's balanced or not as it's the first archetype I've ever made. I made a post about it before and got some helpful advice, so I'm making another to see if there are any further changes that need to be made. I'm mostly concerned about how broken Wreak Havoc seems. The archetype is meant to provide a viable way to use early scatter firearms (especially the blunderbuss) as that's what the player wanted to use. The reason I haven't used an existing archetype is because he's a relatively new player, and I felt like the Scatter Gunner and Siege Gunner would be a hassle for someone not well-versed with Pathfinder rules. Marauder (Gunslinger Archetype) Weapon and Armor Proficiency: A marauder is proficient in all medium armor. Blackhorn: A marauder must take a blunderbuss or dragon pistol when selecting a battered firearm at first level. Deeds: A marauder swaps a few deeds for the following. Focused Blast (Ex): At 1st level, when using a firearm or siege engine that targets an area rather than a specific creature, the marauder can spend 1 grit point to attack creatures in a line rather than a cone. The line is the same length as the weapons cone and deals an additional 1d6 points of damage. This damage die increases by 1d6 for every 4 marauder levels (to a maximum of 6d6 at level 20). This deed replaces the deadeye deed. Steady Hands (Ex): As long as a marauder has at least 1 grit point when making a scattering shot, they take a penalty equal to their Wisdom modifier on his attack rolls against any allies in the area. They can spend 1 grit point when making a scattering shot to automatically miss a number of creatures equal to their Wisdom modifier. This deed replaces the gunslinger’s dodge deed.
Marauder’s Wrath (Ex): At 3rd level, as long as the marauder has at least 1 grit point, they remove the standard -2 penalty on attack rolls with a scatter weapon. In addition, their attack damage may be modified by precision damage or damage-increasing feats such as Vital Strike. Furthermore, if they have the Quick Draw feat, their hands are free and unrestrained, and the firearm is not hidden, they can draw a single firearm as a part of their initiative check. This deed replaces the gunslinger’s initiative deed. Wreak Havoc (Ex): This ability functions the same as dead shot, except that it may affect scatter attacks when firing in a cone as well, and costs an additional grit point. Menacing Presence (Ex): At 7th level, if the marauder has at least 1 grit point, they don’t provoke attacks of opportunity when reloading a firearm. Additionally, whenever they are wielding a firearm, they count as threatening an area around them as though they were wielding a melee weapon. If an opponent provokes an attack of opportunity from them, they can use the pistol-whip deed as their attack of opportunity, spending 1 grit point as normal. Alternatively, if their firearm is loaded, they can spend 1 grit point to fire their gun as their attack of opportunity. This deed replaces the targeting deed. Raider’s Defense (Ex): Starting at 2nd level, a marauder reduces the armor check penalty of the armor they’re wearing by -1 and increases the maximum Dexterity bonus by +1. Every four levels thereafter, the check penalty reduces by another -1, and the max Dex increases by another +1 (to a maximum of -5, +5 at level 18). The armor check penalty cannot be brought below 0. In addition, they may still move at their full base speed in medium armor. This ability replaces nimble. Scatter Adroit (Ex): Starting at 5th level, a marauder increases their skill with handling scattering firearms. They gain a bonus on scattering shot damage rolls equal to their dexterity modifier, and when they misfire with a scattering firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter, the bonus on damage rolls increases by +1. At 13th level, a marauder never misfires when shooting a scattering shot. This replaces gun training 1, 2, 3, and 4. ![]()
![]() VoodistMonk wrote: Look at what the Siege Gunner can do with their Targeted Blast, probably make it similar to that. This is what I did in place of Punishing Blast: Focused Blast (Ex): At 1st level, when using a firearm or siege engine that targets an area rather than a specific creature, the marauder can spend 1 grit point to attack creatures in a line rather than a cone. The line is the same length as the weapons cone and deals an additional 1d6 points of damage. This damage die increases by 1d6 for every 4 marauder levels (to a maximum of 5d6 at level 20). This deed replaces the deadeye deed. ![]()
![]() I'm a GM running a campaign for my friends and one of my players chose to play a Gunslinger. Thing is, they wanted to specialize in the blunderbuss. I informed them that the blunderbuss was a terrible weapon compared to the musket and pistol, but that rather than tell them to pick something else up, I'd just homebrew a blunderbuss archetype for them. Somewhere along the way, I found myself also wanting to also make up for the lack of ability the Gunslinger has to keep up with spellcasters in the late game, so I added a bunch of debuff deeds and a way to overcome DR. This is the first archetype I've ever made, so I'd appreciate some feedback as to whether or not this is overpowered (I have a sneaking suspicion it might be), and if so, what I could do to balance it out more. Marauder (Gunslinger) Weapon and Armor Proficiency: A marauder is proficient in all medium armor. A marauder only gains proficiency with two-handed firearms. They must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and siege engines.
Punishing Blast (Ex): At 1st level, the marauder may make an attack with their firearm so painful it makes the enemy sick. After a successful attack roll with a firearm, the marauder may inflict the sickened condition on the enemy shot. This deed costs 1 grit point. At 8th level they may instead spend 2 grit points to inflict the nauseated condition. This deed replaces the gunslinger’s dodge deed. Piercing Blast (Ex): At 3rd level, the marauder becomes skilled at targeting weak points in armor and hide. As long as the marauder has at least 1 grit point, they ignore 5 points of damage reduction (including untyped). The amount of damage reduction ignored increases by 5 more points for every five levels thereafter (to a maximum of 20 points ignored at 18th level) This deed replaces the pistol-whip deed. Fast Slugger (Ex): At 3rd level, as long as the marauder has 1 grit point, they can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed. Marauder’s Wrath (Ex): At 3rd level, as long as the marauder has at least 1 grit point, they remove the standard -2 penalty on attack rolls with a scatter weapon. In addition, their attack damage may be modified by precision damage or damage-increasing feats such as Vital Strike. Furthermore, if they have the Quick Draw feat, their hands are free and unrestrained, and the firearm is not hidden, they can draw a single firearm as a part of their initiative check. This deed replaces the gunslinger’s initiative deed. Vicious Blast (Ex): This ability functions the same as dead shot, except that it may affect scatter attacks when firing in a cone as well. Wreak Havoc (Ex): At 7th level, the marauder learns to tactfully destroy small parts of the environment to harm their enemies. The marauder makes an attack roll to target a single 5 foot square which hits so long as the gun doesn’t misfire. This deed costs 2 grit points. This deed replaces the targeting deed.
Rapid Reloader: At 1st level, a marauder gains Rapid Reload (blunderbusses) as a bonus feat. Raider’s Defense (Ex): Starting at 2nd level, a marauder reduces the armor check penalty of the armor they’re wearing by -1 and increases the maximum Dexterity bonus by +1. Every four levels thereafter, the check penalty reduces by another -1, and the max Dex increases by another +1 (to a maximum of -5, +5 at level 18). The armor check penalty cannot be brought below 0. In addition, they may still move at their full base speed in medium armor. This ability replaces nimble. Blast Master (Ex): Starting at 5th level, a marauder increases their skill with two-handed firearms. They gain a bonus on damage rolls equal to their dexterity modifier, and when they misfire with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter, the bonus on damage rolls increases by +1. At 13th level, a marauder never misfires with a two-handed firearm. This replaces gun training 1, 2, 3, and 4. |