
Kerym Ammath |
To hell with that, take a fighter, with Weapon Training in Firearms, and Close Combat. A Mobile Fighter would probably be cool. Carry like 20 pistols secreted in bags, at your waist, on your horse, in other peoples packs, have a couple of customized ones with built in brass knuckles, giant knives, guns balanced for throwing (after you fire they get a blunt tomahawk to the face), fun times ensue.

Oliver McShade |

I like guns, but think they have been done wrong in past.
Guns advantage is Range and Speed of fire, but that is not how they are present in D&D ... which has been more damage.
If i use guns, i prefer
Pistols = good range, single shot, requires a full round to reload.
Guns (before gunpowder) = good range, 2 shoots per combat action, do 1d4 damage each shot. Full round to reload.
Guns (with gunpowder) = Good range, 2 shoots per combat action, do 1d6 damage each shot. Full round to reload.
Guns (armor piercing ) = Good range, 2 shoots per combat action, do 1d8 damage each shot. Full round to reload.
Energy Weapons (any) = Good range, 2 shoots per combat action, do 1d10 damage each shot,
Specals weapon abilitys:
Pulse weapons = Only 1 shoot per combat action = one to hit, but if it hits, then it does 3d# of damage, as it represents being hit by 3 bullets.
Sub-Automatic Spray weapon (sub-machine gun) = Only 1 shoot per combat round = Cone effect = They get Reflex saving throw to avoid damage. Failed saving throw means the get hit by 1d4 bullets.
Full-Automatic Spray weapon (full-machine gun) = Only 1 shot per combat round = Cone Effect = They get Reflex saving throw to avoid damage. Failed saving throw means they get hit by 1d8 bullets.
Handguns hold 6 shoots
Modern handguns hold 12 shots
Energy weapons holds anywere between 15 shots to 50 shots.. depend on type and how advance the tech is.
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Side note = the above idea is based on 1 attack action at 1st character level. Fighter get 2 attack actions (2 light weapon only) at 5th level (aka 1 attack per hand), at 10th 2 attack actions (1 light 1 medium weapon... aka 1 attack per hand, at 15th 2 attack action (1 medium, 1 medium)... aka 1 attack per hand. At 20th level fighter get 3 attack action (one for each hand, and either a bite or kick).
Side note 2 = ...Get ride of BAB. All classes makes a normal attack role. Light armor is +1 AC, Med Armor is +2, Heavy armor is +3, Vehicle cockpit is +4 AC, Shield or shielding is +1 AC which does not stack with itself... so you can carry a shield, or have a Shielded Cockpit.
Side note 3 = Magic can grant +1 thr +5 to AC or Attack... aka(exp +2 magic sword), Psionic Priest buffs can grant +1 thr +5 to AC or Attack... aka(bless spell +1 to attack +1 to ac). Modern bonus to attack: Drugs/Juicer +1, Cybernetic +2, Robotic +3, Onboard computer/vehicle like fighter planes, very modern tanks +4, Combat Computer/vehicle like Fighter planes, space ships, Robotic Combat power suits +5.
Side note 4 = +5 max bonus from Each of the Physical, Magical, Psionic prest buffs.
side note 5 = Dex bonus to AC are removed entirely. Changed the bonus to initiative instead. Strength and Dex bonus to hit are removed entirely. Strength give + to damage only
Side note 6 = Ability give max +5. 0=0, 1-5=+1, 6-10=+2, 11-15=+3, 16-20=+4, 21+=+5.
side note 7 = ok lots more, but not going to list it tonight :(

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well as the topic says I'm thinking of a monk weapon master that uses pistols, he would have 2 and once he shot with them he would use them as clubs till he had a chance to reload.
Any ideas hints or suggestions?
Or on the other side feel free to call me an idiot and why.
Skorched 'Urf has two decent supplements for guns. I'd recommend looking for those.

Selgard |

Sounds somewhat interesting, actually.
I could see feats (or alternate class abilities) to allow you to reload both pistols as a full round action, as well as to use them as melee rather than ranged after the shots are expired.
I'm having trouble figuring out how its "over powered" given the general price of gun powder and all that, unless its changed from 3.5. Its no different really from shooting a bow, dropping it, and going to town.
(keeping in mind you'd have to buy the prof for the bow or the gun either way..)
PC wise the hard part would be enchanting it. I doubt you should be able to enchant the ranged and melee half together so you'd in effect be enchanting *four* items. Ouch. Weapons are expensive enough as it is, sadly.
-S