The Cleric was left out of the Gun Love, Suggested Archetype


Homebrew and House Rules


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So, the Cleric, he didn't receive any gun love in ultimate combat, so I brewed him an archetype, I hope it to be flavorful as well as mechanically equivalent, so opinions are welcomed.

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DIVINE GUNNER (ARCHETYPE)

In order to preserve their influence over the world, some clerics have dedicated their lives learning new ways to defend their faith. Many see the advent of blackpowder-and guns as a new era. As a result , few recruits have unlocked marvellous techniques with the gun, which many attribute to the ever fervent devotion to their god.

Weapon and Armor Proficiency:

divine gunners are proficient with the club, dagger, heavy crossbow, light crossbow, and
quarterstaff, and with all firearms. divine gunners are proficient with light armor and shields (except tower shields).

Channeled Shot (Su):

As a standard action, the divine gunner can channel positive or negative energy (depending on the Divine gunner’s diety) and deliver it through a firearm. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on) + the firearm’s damage dice + the divine Gunner’s charisma modifier.This ability works similar to the channel energy class feature, except the divine gunner uses a firearm as the divine focus, and only targets a unit within range rather than as a burst. The Barrel of the gun must be empty for this ability to be used, the divine gunner produces a bullet of sacred positive energy if the Divine Gunner channels positive energy, (or profane negative energy if the Divine gunner channels negative energy). A Divine gunner may take feats that add to this ability (such as extra channeling), as well as feats that alter this ability (such as elemental channel), but not feats that help with targeting multiple creatures (such as selective channeling).

Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the divine gunner’s level + the divine gunner’s Charisma modifier. A divine gunner may use channeled shot a number of times per day equal to 3 + her Charisma modifier.

This ability replaces the standard channel energy.

Gun Domain
Deities: Any
Granted Powers: With dedication and a little prayer, you are able of performing grandeous feats with a firearm.
Gun Adept (Ex): You gain the Amateur Gunslinger and Gunsmithing as bonus feats.
Faith Shooting (Su): At 6th level, may use Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using any firearm. At 12th level, you may add your wisdom modifier to damage dealt with a firearm.

Domain Spells: 1st—abundant ammunition (Ultimate Combat), 2nd—bestow weapon proficiency (Ultimate Combat), 3rd—explosive runes, 4th—secure shelter, 5th—flamestrike, 6th—fire seeds, 7th— walk through space (Ultimate Combat), 8th—iron body, 9th—repel metal or stone.

You must choose this domain as one of your two domains at 1st level.


I would restrict the cleric to the Blackpowder inquisition as their one, and only, domain choice. I'd remove all orisions except detect magic and read magic, which can be cast as level one spells. I'd add the Stop Bleeding and Pistol-whip deeds and give Amateur Gunslinger as a free feat.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Love it. 2 problems with it, that I see.

1. Nowhere does it say they actually get a gun at level 1, like the trophy hunter. Simple omission

2. Not too keen on the spell selection for the domain. I don't see how explosive runes, secure shelter, repel metal or stone, or BWP are useful or thematic for the domain spells.


Matt Stich wrote:

Love it. 2 problems with it, that I see.

1. Nowhere does it say they actually get a gun at level 1, like the trophy hunter. Simple omission

Oh, ok, I'll add then.

Quote:

2. Not too keen on the spell selection for the domain. I don't see how explosive runes, secure shelter, repel metal or stone, or BWP are useful or thematic for the domain spells.

Well, its a gun, it fires a bullet by making an explosion :/, most domains have filler spells here and there, those are it. If you have any suggestions for the domain spells, please do post them so I can see what to change.


Necromancer wrote:
I would restrict the cleric to the Blackpowder inquisition as their one, and only, domain choice. I'd remove all orisions except detect magic and read magic, which can be cast as level one spells. I'd add the Stop Bleeding and Pistol-whip deeds and give Amateur Gunslinger as a free feat.

Why such a huge restriction for a gun really? the domain is on par with other domains, no need to over-nerf it, I made sure to exchange feats and proficiencies to counter-balance what was given.


DIVINE GUNNER (ARCHETYPE)

In order to preserve their influence over the world, some clerics have dedicated their lives learning new ways to defend their faith. Many see the advent of blackpowder-and guns as a new era. As a result , few recruits have unlocked marvellous techniques with the gun, which many attribute to the ever fervent devotion to their god.

Weapon and Armor Proficiency:

divine gunners are proficient with the club, dagger, heavy crossbow, light crossbow, and
quarterstaff, and with all firearms. divine gunners are proficient with light armor and shields (except tower shields).

Channeled Shot (Su):

As a standard action, the divine gunner can channel positive or negative energy (depending on the Divine gunner’s diety) and deliver it through a firearm. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on) + the firearm’s damage dice + the divine Gunner’s charisma modifier.This ability works similar to the channel energy class feature, except the divine gunner uses a firearm as the divine focus, and only targets a unit within range rather than as a burst. The Barrel of the gun must be empty for this ability to be used, the divine gunner produces a bullet of sacred positive energy if the Divine Gunner channels positive energy, (or profane negative energy if the Divine gunner channels negative energy). A Divine gunner may take feats that add to this ability (such as extra channeling), as well as feats that alter this ability (such as elemental channel), but not feats that help with targeting multiple creatures (such as selective channeling).

Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the divine gunner’s level + the divine gunner’s Charisma modifier. A divine gunner may use channeled shot a number of times per day equal to 3 + her Charisma modifier.

This ability replaces the standard channel energy.

Gun Domain
Deities: Any
Granted Powers: With dedication and a little prayer, you are able of performing grandeous feats with a firearm.
Gun Adept (Ex): You gain the Amateur Gunslinger and Gunsmithing as bonus feats. The divine gunner also gains a battered gun identical to the one gained by the gunslinger.
Faith Shooting (Su): At 6th level, may use Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using any firearm. At 12th level, you may add your wisdom modifier to damage dealt with a firearm.

Domain Spells: 1st—abundant ammunition (Ultimate Combat), 2nd—bestow weapon proficiency (Ultimate Combat), 3rd—explosive runes, 4th—secure shelter, 5th—flamestrike, 6th—fire seeds, 7th— walk through space (Ultimate Combat), 8th—iron body, 9th—repel metal or stone.

You must choose this domain as one of your two domains at 1st level.

Shadow Lodge

I'd really suggest making this a variant/Archtype for both Eristal and Abadar, replacing their favored weapons with a single gun of choice.

As for the Domain, replace 1st or 2nd level spell with True Strike. Actually, (in my opinion), none of the spells really say "Gun Cleric" to me. I'd suggest some self buffs like Cat's Grace/Owl's Wisdom, Flame (bullets) Arrows, and spells with small variations to them to specifically allow the Gun Cleric to use them on guns, (for Example Magic Stone, but Cleric can instead target a piece of Ammo that only they can fire).


Like it- maybe a bit of work on the domain spells could be made. Let me think.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Beckett wrote:

I'd really suggest making this a variant/Archtype for both Eristal and Abadar, replacing their favored weapons with a single gun of choice.

As for the Domain, replace 1st or 2nd level spell with True Strike. Actually, (in my opinion), none of the spells really say "Gun Cleric" to me. I'd suggest some self buffs like Cat's Grace/Owl's Wisdom, Flame (bullets) Arrows, and spells with small variations to them to specifically allow the Gun Cleric to use them on guns, (for Example Magic Stone, but Cleric can instead target a piece of Ammo that only they can fire).

I agree with the domain spell suggestions. Flame Bullets sounds like dragon's breath ammunition.


I don't want to force this archetype to a few deities, any deity can have a Divine Gunner, in essence, the Divine Gunner gets the same proficiency as a wizard, in terms of weapons, and trades the favored diety weapon for proficiency in guns, the first 2 domain spells are gun fitting in my opinion, I agree, I tried to give the domain spells as close as possible as to allow synergy with the gun.


Actually, you could convert the "domain" into some special abilities, give up spells, ad say that the Gunner has only one domain, as the other combat-type clerics from UC.

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