Gun-Fu Monk (Homebrew Archetype)


Homebrew and House Rules


Thought I would have a go at creating a monk archetype focused on the use of Firearms and see what the people out their thought.

Spoiler:
Weapon and armor Proficiency
A Gun-fu monk is proficient in all one-handed firearms.

Bonus Feats
These feats are added to the list of monk bonus feats.

Starting at first level the following feats are added to the monk list:

Rapid Reload, Point Blank Shot, Deadly Aim, Quick Draw

At 6th level the following feats are added to the list:

Precise Shot

At 10th level the following feats are added to the list:

Impact Critical, Cluster Shot, Improved Precise Shot

Gun-Fu
At first level the Gunslinger may use Gun-Fu as a full attack action. When doing so he may make an addition attack with any one handed firearm as if he where using the rapid shot feat. He may treat his base attack bonus for this attack as if it where equal to his monk level. For all other purposes, such as qualifying for feats, the monk uses his normal attack bonus.

At 8th level, the monk may make additional attacks while using his Gun-Fu, as if using the Many Shot Feat.

At 15th level the monk becomes more mobile while using his Gun-Fu and may act as if using the shot on the run feat. He may make his additional attacks granted from his gun-fu ability at any point during his movement.

This ability replaces Flurry of Blows

Gunman of the East
At first level the monk gains a one-handed battered firearm of his choice and may apply his wisdom modifier to all attack and damage rolls made with a one-handed firearm. The monk also gains the amateur gunslinger and gunsmithing feats as bonus feats at first level.

At 4th level and every four levels thereafter the monk gains an additional effect added to his firearm as follows:

4th: The monk may treat ammunition fired from his weapon as if it had the silver property for the purposes of by passing DR.

8th: The monk may treat ammunition fired from his weapon as if it had the cold iron property for the purpose of by passing DR.

12th: The monks may treat ammunition fired from his weapon as if it had the adamantine property for the purpose of by passing DR.

16th: The monks ranged attacks made with his firearm ignore 5 points of DR.

20th: The monk's ranged attack made with his firearm ignore 10 points of DR. This effect stacks with his 16th level ability.

The monk may not have the damage types stack unless otherwise noted. For example he must switch between ignoring DR, using silver ammo, cold iron ammo, and adamantine ammo; however, the monk may ignore 15 points of DR at level 20 as the DR ammo stacks. To activate a single ammo type is a swift action and he may switch ammo types as free action during the monks turn.

This ability replaces stunning fist

True Gunslinger
At 4th level, the monk gains the Grit and Deeds class features of a 1st level gunslinger and replaces amateur gunslinger with the extra grit feat.

This ability replaces Ki Pool.

One Tough Hombre
At 7th level or higher, the gunslinger can heal his own wounds as a standard action. He can regain a number pf his hit points equal to his monk level by spending 2 girt points.

This ability modifies wholeness of body

Desperado's Slip
At 12th level or higher, the monk can magically slip between spaces, as if using the spell dimensional door. The monk may use this ability as a move action by spending 2 grit points. The monk's caster level is equal to his monk level. The monk cannot take other creatures with him when using this ability

This ability modifies Abundant Step

Sucking Chest Wound
At 15th level the monk gains the ability to inflict grievous internal injury with his ranged attacks. He can use this attack once per day, and he must announce his intent before making an attack role. Creatures immune to critical hits can not be affected. Otherwise, if the attack hits and the target takes damage then it takes a sucking chest wound. As a result, the monk gains the ability to slay the creature at any time within a number of days equal to his monk level. To do so he simply will the creature to die forcing it to make a fortitude save (DC equal to 10+1/2 the monks level+ his wisdom modifier) or it dies. If it saves the enemy need no longer in danger from that sucking chest wound, but can still be subjected to future sucking chest wounds. A monk can have no more than 1 sucking chest wound active at one time. If the monk activates another sucking chest wound while another is still in effect, then the previous sucking chest wound is negated.

This ability modifies quivering palm

Phantom of the East
At 19th level, the Monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using the ability is a move action that consumes 3 grit points. This ability can only be used on the monk and cannot be used to make other creatures ethereal.

This ability modifies empty body

Any other ideas, critiques, and help is greatly appreciated!


Adds Wisdom to damage at level 1?

A full flurry-lite version of shot on the run?

I think you should strongly rethink those.

Props for not giving Imp Precise Shot at 6th level, but I guess that isn't so important with guns.


will do cheapy, but right now it is kind of after midnight where I am at...I think I'll sleep first and change that in the morning.

Thank you for you advice. I will look into it...after rest...


Watch Equilibrium and you will see how the archetype should really be done.


O.K. This is version 1.1 taking into account cheapy's suggestions as well as a few of my own. (I realized that as written they actually wouldn't gain much use from unarmed strikes.)

Spoiler:
Weapon and armor Proficiency
A Gun-fu monk is proficient in all one-handed firearms.

Bonus Feats
These feats are added to the list of monk bonus feats.

Starting at first level the following feats are added to the monk list:

Rapid Reload, Point Blank Shot, Deadly Aim, Quick Draw

At 6th level the following feats are added to the list:

Precise Shot

At 10th level the following feats are added to the list:

Impact Critical, Cluster Shot, Improved Precise Shot

Gun-Fu
At first level the Gunslinger may use Gun-Fu as a full attack action. When doing so he may make an addition attack with any one handed firearm as if he where using the rapid shot feat. He may treat his base attack bonus for this attack as if it where equal to his monk level. For all other purposes, such as qualifying for feats, the monk uses his normal attack bonus.

At 8th level, the monk may make additional attacks while using his Gun-Fu, as if using the Many Shot Feat.

At 15th level, the monk goes beyond what normal users of firearms can achieve. The monk gains an extra attack as apart of his gun-fu; however, at a -10 penalty.

This ability replaces Flurry of Blows

Gunman of the East
At first level the monk gains a one-handed battered firearm of his choice. The monk also gains the amateur gunslinger and gunsmithing feats as bonus feats at first level.

At 4th level and every four levels thereafter the monk gains an additional effect added to his firearm as follows:

4th: The monk may treat ammunition fired from his weapon as if it had the silver property for the purposes of by passing DR.

8th: The monk may treat ammunition fired from his weapon as if it had the cold iron property for the purpose of by passing DR. Also, the monk may add his wisdom bonus to all damage rolls made with a one-handed firearm.

12th: The monks may treat ammunition fired from his weapon as if it had the adamantine property for the purpose of by passing DR.

16th: The monks ranged attacks made with his firearm ignore 5 points of DR.

20th: The monk's ranged attack made with his firearm ignore 10 points of DR. This effect stacks with his 16th level ability.

The monk may not have the damage types stack unless otherwise noted. For example he must switch between ignoring DR, using silver ammo, cold iron ammo, and adamantine ammo; however, the monk may ignore 15 points of DR at level 20 as the DR ammo stacks. To activate a single ammo type is a swift action and he may switch ammo types as free action during the monks turn.

This ability replaces unarmed strike.

Stunning Shot
At first level, the gun-fu monk gains the stunning fist feat as a bonus feat and may apply it to any range attacks that the monk makes. Otherwise, this acts exactly the same as the stunning fist ability.

This ability modifies the stunning fist ability.

True Gunslinger
At 4th level, the monk gains the Grit and Deeds class features of a 1st level gunslinger and replaces amateur gunslinger with the extra grit feat.

This ability replaces Ki Pool.

One Tough Hombre
At 7th level or higher, the gunslinger can heal his own wounds as a standard action. He can regain a number pf his hit points equal to his monk level by spending 2 girt points.

This ability modifies wholeness of body

Desperado's Slip
At 12th level or higher, the monk can magically slip between spaces, as if using the spell dimensional door. The monk may use this ability as a move action by spending 2 grit points. The monk's caster level is equal to his monk level. The monk cannot take other creatures with him when using this ability

This ability modifies Abundant Step

Sucking Chest Wound
At 15th level the monk gains the ability to inflict grievous internal injury with his ranged attacks. He can use this attack once per day, and he must announce his intent before making an attack role. Creatures immune to critical hits can not be affected. Otherwise, if the attack hits and the target takes damage then it takes a sucking chest wound. As a result, the monk gains the ability to slay the creature at any time within a number of days equal to his monk level. To do so he simply will the creature to die forcing it to make a fortitude save (DC equal to 10+1/2 the monks level+ his wisdom modifier) or it dies. If it saves the enemy need no longer in danger from that sucking chest wound, but can still be subjected to future sucking chest wounds. A monk can have no more than 1 sucking chest wound active at one time. If the monk activates another sucking chest wound while another is still in effect, then the previous sucking chest wound is negated.

This ability modifies quivering palm

Phantom of the East
At 19th level, the Monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using the ability is a move action that consumes 3 grit points. This ability can only be used on the monk and cannot be used to make other creatures ethereal.

This ability modifies empty body


Kilrex wrote:
Watch Equilibrium and you will see how the archetype should really be done.

I actually have seen that movie although it had been a while and had admittedly forgotten while making this build. I'll see what I can do trying to make one more along those lines instead of just having the pathfinder monk with guns. Although, it will probable be a separate build than the ones previously posted. I'll throw it up here when it's ready.

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