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For the sake of argument, let's say the Gunslinger has the 'Variant Vital Strike' class ability... say "you can do vital strike, but at 10 and 15th level, add another dice to the roll." You're then doing a non critting version of Manyshot that upgrades when your iterative attacks get better. The Gunslingers are then awesome with firearms, but they can still just pick up a sword and swing it. ![]()
OO. Good call. Hadnt thought of that one, and it's a bit simpler. As an increases with levels class feature at level 5, you give the gunslinger "Arbitrary name that's not vital strike" that ups the damage curve for Gunslingers. This also covers why only gunslingers would be using guns since the only way to get the competitive damage and use of guns is training in the class. ![]()
Spazzed on noticing the inability to cover iterative attacks. Simple method assuming you're sticking with the 'one shot' firearm: Starting 5th level instead of getting extra attacks, you add your wisdom modifier to damage rolls each time you'd gain an additional attack. Or consider something similar to the Paladin's Smite ability. Keeps the Gun fighter dishing damage at a good rate mechanically, and tying it to Wisdom gives the flavorful example of "the gunslinger with the better instinct can cause more damage." ![]()
Since we all love signal to noise ratios! ;) If we just called this the 'Musketeer' instead of 'Gunslinger', and used the suggestion further on in the threads of 'Daring' instead of 'Grit', I would be more sold on the class from a flavor point of view. I've always wanted to play a Rob Roy, a D'artagnon,... even an Ezio Auditore if you will. What the class is missing is 'duelist' flavorings (ie: you're just as good with a sword as you are with a musket). You'd have a rapier in one hand, and a pistol in the other, and I'm sold on it being a more modern fantasy option. Now mechanics:
Touch attack within the first ranged increment for firearms is ridiculous from a mechanics point of view cause it'd be silly not to dip a level into Gunslinger before going on to your Rogue of choice. It's better to have simple rules than complex ones, so how about this? Firearms have an 'aim' or 'bracing' action (move) to fire accurately. If you don't, there's a -4 penalty on attack rolls. Kicking players while they're down is a bit excessive, so make the misfires happen on 1's only. Consider dropping the load time if you have the aiming action, thus no need to rewrite Rapid Reload. Drop the touch shenanigans So:
'Grit'
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I ran a Con game recently where I used the Plot Twist cards, and they made the game AWESOME. The only addition I made is "This card is only legal to play if you give me a good sentence or two description of why this scenario is occurring." Then I just thin the deck out a bit, removing the cards I don't like, and it's solid. ![]()
Well, only way to learn is by learning what I did wrong. Bear with me, I'm writing this from memory since I seem to have deleted the original file: Stygian Fiddle Aura Faint Transmutation; CL6; Price: 65,000; Weight 3lbs.
Construction
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