Gunsmoke Domain


Homebrew and House Rules


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First, giving credit where it is due, most of this is the creation of Nemitri (Gun Domain). All I did was revamp it based on what I would like to see in the games I run and play in. Instead of commenting on a three year old thread I thought it would be a better idea to start a new one. Nemitri, thank you very much for putting this together in the first place. I knew I wasn't the only one who wanted to see a domain like this.

Gunsmoke Domain
Deities: Abadar, Gorum, any other (with GM approval) is at the expense of a second domain for the cleric choosing the Gunsmoke Domain
Granted Powers: With dedication and a little prayer, you are capable of performing grandiose feats with a firearm.
Gun Adept (Ex): You gain Exotic Weapon Proficiency (firearms) 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, you may use your Wisdom modifier instead of your 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, 2nd—Ricochet Shot, 3rd—Pellet Blast, 4th—Named Bullet, 5th—Flamestrike, 6th—Greater Named Bullet, 7th—Repulsion, 8th—Fire Storm, 9th—Foresight

Credit:
http://paizo.com/threads/rzs2mty3?The-Cleric-was-left-out-of-the-Gun-Love
by Nemitri


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Pathfinder Starfinder Adventure Path Subscriber

This looks great, perhaps rename to Gramaton domain, now just have to convince gm to allow it, the wisdom modifier is very strong taking away the MAD, a monk cleric would be awesome, hit dam ac spells and will save all off wisdom.


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Psi51 wrote:
This looks great, perhaps rename to Gramaton domain...

LOL... I see what you did there!

Liberty's Edge

I like it. The cleric will still need dexterity for the first part of their career and for qualifying for feats (and of course AC) so it can't be completely dumped.

Shadow Lodge

I'm kind of torn on it, (as I was with the original). It does not synergize to well with itself. It feels kind of odd that the later granted power would completely shift their main stat used, especially when up until that point the player is probably going to be investing heavily into Dex, and then all of the sudden switch to Wis, (a stat that they can already easily buff and will very likely be getting permanent bumps to). It just seems like all of the sudden at 6th level a rather huge jump in power.

I'm also a little unclear on if you give up both Domains to get this one, or if you are stilled getting a second Domain and this one?


well it "might" be a little more balanced if you bumped it to 8th level for the to hit. Not sure about it though.


"Devil's Advocate" wrote:
I'm also a little unclear on if you give up both Domains to get this one, or if you are stilled getting a second Domain and this one?

Yeah, the wording on that part was tricky. Bottom line if you chose either Abadar or Gorum you get two domains -- this being one of them. If you worship any other deity you can select the Gunsmoke Domain but it will be your one and only domain.

Regarding the later power, I will say that having both powers related to gunslinging does make it difficult to create subdomains that only replace one power. If you have a suggestion for the later domain power please let me know.

Side note, I wanted two slightly opposed deities to "own" this domain initially... and I really thought about Besmara as the CN deity. Her piracy theme would be a direct affront to everything Abadar stands for.


This is an interesting idea, but it needs to be balanced against the Black Powder Inquisition.


The Golux wrote:
This is an interesting idea, but it needs to be balanced against the Black Powder Inquisition.

In my opinion, BPI is pretty ridiculously weak. You get a gun and the ability to force concentration checks if the target fails a Fort save; past level 8 or so, the target is most likely going to make the Fort save, and even if he doesn't he'll make the concentration check. I wouldn't balance anything against it because (again, my opinion) it's not worth taking as it's written.

As to the second domain power, here's my take on it:

Divine Aim: At 6th level, a cleric gains the ability to channel his divine energies to guide his aim. By expending a use of Channel Energy, the cleric can add his WIS modifier to his ranged attack rolls; this lasts a number of rounds equal to half his level. At 12th level, he adds his WIS modifier to damage rolls as well.


How about replacing...
Faith Shooting (Su): At 6th level, you may use your Wisdom modifier instead of your 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.

with this...
Divine Aim (Su): At 6th level, a cleric gains the ability to channel his divine energies to guide his ranged attacks. By expending a use of Channel Energy, the cleric can add his WIS modifier to his attack rolls; this lasts a number of rounds equal to half his level.

Notes:
This requires more of the Cleric to use the ranged benefit and it allows the Domain to be modified into subdomains not related to guns directly.


Ninja! ;)

(just kidding, Patricius and I are in the same gaming group and chatting about this on IM)


Second draft...

Gunsmoke Domain
Deities: Abadar, Gorum, Besmara, any other (with GM approval) is at the expense of a second domain for the cleric choosing the Gunsmoke Domain (i.e. the cleric only has the Gunsmoke Domain for other deities)
Granted Powers: With dedication and a little prayer, you are capable of performing grandiose feats with a firearm.
Gun Adept (Ex): You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. The divine gunner also gains a battered gun identical to the one gained by the gunslinger. A character who already has Exotic Weapon Proficiency (firearms) gains either Amateur Gunslinger or Extra Grit, depending on whether or not they already have the Grit feature.
Divine Aim (Su): At 6th level, a cleric gains the ability to channel his divine energies to guide his ranged attacks. By expending a use of Channel Energy, the cleric can add his WIS modifier to his attack rolls; this lasts a number of rounds equal to half his level.

Domain Spells: 1st—Abundant Ammunition, 2nd—Ricochet Shot, 3rd—Pellet Blast, 4th—Named Bullet, 5th—Flamestrike, 6th—Greater Named Bullet, 7th—Repulsion, 8th—Fire Storm, 9th—Foresight

Credit:
http://paizo.com/threads/rzs2mty3?The-Cleric-was-left-out-of-the-Gun-Love
by Nemitri


Patricius wrote:

Second draft...

Gunsmoke Domain
Deities: Abadar, Gorum, Besmara, any other (with GM approval) is at the expense of a second domain for the cleric choosing the Gunsmoke Domain (i.e. the cleric only has the Gunsmoke Domain for other deities)
Granted Powers: With dedication and a little prayer, you are capable of performing grandiose feats with a firearm.
Gun Adept (Ex): You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. The divine gunner also gains a battered gun identical to the one gained by the gunslinger. A character who already has Exotic Weapon Proficiency (firearms) gains either Amateur Gunslinger or Extra Grit, depending on whether or not they already have the Grit feature.
Divine Aim (Su): At 6th level, a cleric gains the ability to channel his divine energies to guide his ranged attacks. By expending a use of Channel Energy, the cleric can add his WIS modifier to his attack rolls; this lasts a number of rounds equal to half his level.

Domain Spells: 1st—Abundant Ammunition, 2nd—Ricochet Shot, 3rd—Pellet Blast, 4th—Named Bullet, 5th—Flamestrike, 6th—Greater Named Bullet, 7th—Repulsion, 8th—Fire Storm, 9th—Foresight

Credit:
http://paizo.com/threads/rzs2mty3?The-Cleric-was-left-out-of-the-Gun-Love
by Nemitri

I think I might like that better. It seemed more powerful at first, till I thought about it.

Shadow Lodge

Im not sure a Domain Power should require you to use another Class Feature to actually be able to use it. Seems kind of funky to me, and what about other classes that dont get Chanel Energy? How about something like 1/Day at 6th, 2 @8th, & +1/Day every 4 levels after 8th.

Now that being said, and after hinking about some of the Paizo shinanigans, using Wis for Att and Damage really doesnt seem all that OP anymore.


"Devil's Advocate" wrote:

Im not sure a Domain Power should require you to use another Class Feature to actually be able to use it. Seems kind of funky to me, and what about other classes that dont get Chanel Energy? How about something like 1/Day at 6th, 2 @8th, & +1/Day every 4 levels after 8th.

Now that being said, and after hinking about some of the Paizo shinanigans, using Wis for Att and Damage really doesnt seem all that OP anymore.

I see what you are saying about class feature, but in this case we aren't going to have any Druids or Inquisitors taking this domain. Druids are very limited to what they can take and technically the Black Powder Inquisition should be better for Inquisitors. Inquisitors do not benefit from Domain Spells and the like when selecting domains. However, I could add a bit there for the player who thinks that this domain would be better for their Inquisitor.

Also, I dropped the additional damage out of the secondary power and only kept the additional hit. Removing firearms from the secondary power means that this power can be kept for subdomains that do not involve guns directly... like say...

Spoiler:
Demolitions! A domain for clerics to toss around gunpowder bombs!


Actually, with the point Devil's Advocate brought up, I have to agree that limiting it by requiring the use of Channel Energy probably isn't the best move. I'd take this on an Inquisitor over Black Powder in a heartbeat, even without domain spells.

So another alternative write-up:

Divine Aim (Su): At 6th level, a cleric gains the ability to channel his divine energies to guide his ranged attacks. By expending a divine spell (domain or otherwise) as a swift action, he may add a divine bonus to his ranged attack rolls equal to the level of sacrificed spell plus his WIS modifier until the start of his next turn.

This should allow any builds with access to domains (I think they're all divine casters, right) to make use of the ability, and still limit it (since spells per day is limited).


I think there is some prestige class that grants a domain and can be entered without divine spells, but I think it was deity exclusive and limited to that god's domains.

edit: Order of God Claw Hellknights do (and only from a limited list), but I'm pretty sure there was another.

edit: Nevermind, it appears the class I was thinking of ONLY grants spells (at a really gimped progression) for non-casters, not the other way around.

I'd probably add Brigh (God of invention) to the list of options.

Shadow Lodge

So as a Swift Action I can use an orison to add my Wisdom mod at will? Is that a Sacred Bonus?

[edit I didn't intend that to be as jerky as it might come off as, I was honestly asking]

Shadow Lodge

I'm pretty sure that the Order of the God Claw was errata'd out for Clerics entirely. They basically have to pick one of the presented deities, follow all of the normal rules for a Cleric of that single patron deity, including weapon and domain options. In essence, they can be a heretic with political leanings towards the God Claw, but no actual mechanical differences.
:(

RPG Superstar 2009 Top 32

[derail] The Smoking Gun of this thread. [/derail] ;D


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Lord Fyre wrote:
[derail] The Smoking Gun of this thread. [/derail] ;D

glad i wasn't the only one who thought of the show.


Xaratherus wrote:
The Golux wrote:
This is an interesting idea, but it needs to be balanced against the Black Powder Inquisition.

In my opinion, BPI is pretty ridiculously weak. You get a gun and the ability to force concentration checks if the target fails a Fort save; past level 8 or so, the target is most likely going to make the Fort save, and even if he doesn't he'll make the concentration check. I wouldn't balance anything against it because (again, my opinion) it's not worth taking as it's written.

In that case, it'd be worth considering updating or modifying it instead of just making a new domain, though your latest version is pretty decent.

Seconding that Brigh is also a good fit (though a lot of minor gods just don't get listed)


"Devil's Advocate" wrote:

So as a Swift Action I can use an orison to add my Wisdom mod at will? Is that a Sacred Bonus?

[edit I didn't intend that to be as jerky as it might come off as, I was honestly asking]

No offense taken, and you're right - that would be a problem, and just excluding orisons would not fix it really, since at high levels you could burn your arsenal of 1st level spells after buffing your WIS to insane levels and get huge bonuses to your attacks.

Back to the drawing board. :P

@The Golux: I wonder if merging the two might work out?


+5 Toaster wrote:
Lord Fyre wrote:
[derail] The Smoking Gun of this thread. [/derail] ;D
glad i wasn't the only one who thought of the show.

Actually the name was completely intentional. hehe

Also see the video game


The Golux wrote:
Seconding that Brigh is also a good fit (though a lot of minor gods just don't get listed)

Never thought about her but yes... especially since she is sticking to the middle of the road between Good and Evil that I want to establish for the deities supporting this domain. It is more a personal flavor... kinda like guns don't kill people... people with guns kill people.


"Devil's Advocate" wrote:

Im not sure a Domain Power should require you to use another Class Feature to actually be able to use it. Seems kind of funky to me, and what about other classes that dont get Chanel Energy? How about something like 1/Day at 6th, 2 @8th, & +1/Day every 4 levels after 8th.

Now that being said, and after hinking about some of the Paizo shinanigans, using Wis for Att and Damage really doesnt seem all that OP anymore.

OK... two suggestions for fixing this then both similar

Able to use this power equal to your class + Wisdom mod in either rounds or minutes per day (depending on how powerful this should be) these rounds/minutes do not need to be consecutive but must be spent in full rounds/minutes.

If this sounds do-able, which should it be... rounds or minutes?


Minutes per day would be too powerful. 4 + WIS mod rounds per day - and add WIS back in to damage?


Revision... 6? ...of Divine Aim.

Divine Aim (Su): At 6th level, a cleric gains the ability to channel his divine energies to guide his ranged attacks. The cleric can designate a target, and add a divine bonus equal to his WIS mod to ranged attack rolls against that target. This bonus persists until the target dies or until combat ends. The cleric can use this ability 3 + WIS mod times per day.


An offline suggestion that I received, and rather like, is to not give this domain to existing Pathfinder deities up front. Create a new god who either ascended of his own sheer will (Irori), passed the test (Cayden) or was elevated by another deity (Kurgess). This deity would be little more than a demigod at first with maybe three domains, but would have firearms as his chosen weapon. This would mean that Exotic Weapon Proficiency (firearms) would not be needed for the domain itself. However, clerics of other deities would have to take Exotic Weapon Proficiency (firearms) in order to gain much of the advantage of the domain.

Here is a bit of the idea behind this... guns from a deity perspective are new. Most of the deities wouldn't have a clue about what to do with guns or gunpowder. Even the deities of that have the Artifice domain could and should have a problem with what guns and gunpowder represent. Sure the god of cities would want them to maintain order... and the god of piracy would want them and gunpowder to wreak havoc on her enemies... but neither of them really has the power over guns on their own.

So we introduce a mortal man from Alkenstar, who is the premier expert on guns, siege weapons and bombs that use gunpowder. He may not have invented gunpowder or guns, but in his time no one came close to his understanding. His ideas were so far from the norm that the authorities of Alkenstar had him assassinated and his work burned or captured. Now, decades late, people have reported seeing him in the middle of firefights or during the blast from a cannon. Some few have begun to pray to him for excellence in the loading of gunpowder or crafting of a siege engine... at to onlookers it appears that their prayers are answered. Is it possible that he passed the Test of the Starstone prior to his untimely demise? Purhaps one of the artifice gods, such as Brigh, took interest in him raising him to godhood. Or was it his mad genius alone that made him more than human?

Does this sound like a good addition to the development of this domain?


Xaratherus wrote:

Revision... 6? ...of Divine Aim.

Divine Aim (Su): At 6th level, a cleric gains the ability to channel his divine energies to guide his ranged attacks. The cleric can designate a target, and add a divine bonus equal to his WIS mod to ranged attack rolls against that target. This bonus persists until the target dies or until combat ends. The cleric can use this ability 3 + WIS mod times per day.

That works for me.

Shadow Lodge

To be honest, I wouldnt bring specific deities into the picture at all, and simply leave it open to all as the standard. But I personally have a strong distaste for patron deities being manditory in general, so am a bit bias.


:) The wonderful thing is that since this is community-created, you can ignore the deity 'requirements' with impunity, hehe.

One of the benefits of going the route of creating a patron deity as well is that the domain could forego granting the Exotic Weapon Proficiency: Firearms (since clerics would get proficiency for their deity's favored weapon automatically) and instead offer another benefit.

Shadow Lodge

But only one specific type, right?


Xaratherus wrote:
"Devil's Advocate" wrote:

So as a Swift Action I can use an orison to add my Wisdom mod at will? Is that a Sacred Bonus?

[edit I didn't intend that to be as jerky as it might come off as, I was honestly asking]

No offense taken, and you're right - that would be a problem, and just excluding orisons would not fix it really, since at high levels you could burn your arsenal of 1st level spells after buffing your WIS to insane levels and get huge bonuses to your attacks.

Back to the drawing board. :P

@The Golux: I wonder if merging the two might work out?

Something like that, yeah. There's no reason to have a crappy inquisition and a domain that does almost everything that it does and then a lot more. Inquisitors could use Wisdom to hit or damage too, you know?


"Devil's Advocate" wrote:
But only one specific type, right?

When it comes to firearms there is only one proficiency to get. They don't have pistols and rifles as separate proficiencies.


The Golux wrote:
Something like that, yeah. There's no reason to have a crappy inquisition and a domain that does almost everything that it does and then a lot more. Inquisitors could use Wisdom to hit or damage too, you know?

I like Xara's latest fix for this. It would work for Clerics or Inquisitors. Note, I did drop adding additional damage after the first draft because it began sounding more like a feat and less like a domain power. Once I add the subdomains this will make more sense as those get into bombs and siege engines.

Divine Aim (Su): At 6th level, a cleric gains the ability to channel his divine energies to guide his ranged attacks. The cleric can designate a target, and add a divine bonus equal to his WIS mod to ranged attack rolls against that target. This bonus persists until the target dies or until combat ends. The cleric can use this ability 3 + WIS mod times per day.

P.S. I really appreciate all the ideas. They have been a big help in getting this domain to be functional and hopefully well balanced.

Shadow Lodge

Just want to clarify, actually using Divine Aim is still a normal Standard Action? It isn't like Smite Evil, but rather something the Cleric need to activate, and then use thereafter?

(Don't get me wrong, in this form I think it will basically last for each fight in a typical scenario or adventure, so I think that's fine. They spend their first round praying over their weapon and then start shooting, I just am not clear if that was the intent or not.)

I also do not think that you need to worry at all if the Domain is balanced with the Inquisition. Inquisitors get a lot of normal class features that will already very much out do this Domain, while the Cleric is going to get very little actual class synergy outside of the Domain, (and probably STILL going to be treated as a band aid first and non-NPC second), so I wouldn't worry about that. Archer Cleric is also still probably going to be a much better build, too.


"Devil's Advocate" wrote:
Just want to clarify, actually using Divine Aim is still a normal Standard Action? It isn't like Smite Evil, but rather something the Cleric need to activate, and then use thereafter?

It would function like Smite Evil or Judgement: You declare a target as a swift action, and then you gain the WIS bonus against that target only until it is dead or the combat is over.

As to the deity weapon proficiency, after chatting with Patricius and others, firearms are not treated like other exotic weapons - rather than having EWP: Rifle and EWP: Pistol, the proficiency is for all firearms. So the god's favored weapon would be "firearms" - the full category, rather than just a singular weapon.


Third draft... dropped dieties (for now), removed proficiency from Gun Adapt, modified Divine Aim based on feedback

Gunsmoke Domain
Granted Powers: With dedication and a little prayer, you are capable of performing grandiose feats with a firearm.
Gun Adept (Ex): You gain Amateur Gunslinger and Gunsmithing as bonus feats. The divine gunner also gains a battered gun identical to the one gained by the gunslinger. Note that this does not give the cleric Exotic Weapon Proficiency (Firearms). Exotic Weapon Proficiency (Firearms) must be purchased separately or as part of a deity’s favored weapons.
Divine Aim (Su): At 6th level, a cleric gains the ability to channel divine energies to guide ranged attacks. As a swift action, the cleric can designate a target within sight and add a divine bonus equal to the Wisdom modifier to ranged attack rolls against that target. This bonus persists until the target dies or until combat ends. The cleric can use this ability 3 + Wisdom modifier times per day.

Domain Spells: 1st—Abundant Ammunition, 2nd—Ricochet Shot, 3rd—Pellet Blast, 4th—Named Bullet, 5th—Flamestrike, 6th—Greater Named Bullet, 7th—Repulsion, 8th—Fire Storm, 9th—Foresight

Shadow Lodge

Is there a such thing as a "Divine" bonus? (Sacred/Profane?)


"Devil's Advocate" wrote:
Is there a such thing as a "Divine" bonus? (Sacred/Profane?)

Yeah... I think you are correct there. Thanks.


Why do I imagine this as the Gunshow domain?


Large update and hopefully the final draft (yeah right). This one includes all updates to the main domain, two subdomains and a new deity. I am sure that there will be comments on the new material. Feel free to offer balance suggestions or ideas for replacement spells and such.

Credit:
http://paizo.com/threads/rzs2mty3?The-Cleric-was-left-out-of-the-Gun-Love
by Nemitri

Lamin Jawara

Alignment: Neutral
Portfolio: Gunsmithing, Black Powder, Siege Weapons
Domains: Artifice, Fire, Gunsmoke
Subdomains: Demolitions, Siege, Smoke, Toil
Favored Weapon: Firearms
Lamin Jawara was a mortal man from Alkenstar. He was the premier expert on guns, siege weapons, bombs and all things that use black powder. He may not have invented gunpowder or guns, but in his time no one came close to his understanding. His ideas were so far from the norm that the authorities of Alkenstar had him assassinated and his works either burned or captured. Now, decades later, people have reported seeing him in the middle of firefights or after the blast of a cannon. Some few have begun to pray to him for excellence in the loading of gunpowder or crafting of a siege engine... and to onlookers it appears that their prayers are answered. Is it possible that he passed the Test of the Starstone prior to his untimely demise? Perhaps one of the artifice gods, such as Brigh, took interest in him raising him to godhood. Or was it his mad genius alone that made him more than human?

Gunsmoke Domain
Deities: Lamin Jawara
Note: Other deities are attempting to gain the Gunsmoke Domain by force or friendship with Lamin Jawara. There are no current rules presented here for how this will take place.
Granted Powers: With dedication and a little faith, you are capable of performing grandiose feats with firearms.
Gun Adept (Ex): You gain Amateur Gunslinger and Gunsmithing as bonus feats. The divine gunner also gains a battered gun identical to the one gained by the gunslinger. Note that this does not give the cleric Exotic Weapon Proficiency (Firearms). Exotic Weapon Proficiency (Firearms) must be purchased separately or as part of a deity’s favored weapons.
Divine Aim (Su): At 6th level, the cleric gains the ability to channel divine energies to guide ranged attacks. As a swift action, the cleric can designate a target within sight and add a Sacred/Profane bonus equal to the Wisdom modifier to ranged attack rolls against that target. This bonus persists until the target dies or until combat ends. The cleric can use this ability 3 + Wisdom modifier times per day. Whether the bonus is Sacred or Profane depends on if other class features use Positive Energy or grant Sacred bonuses. If no such class feature exists then the cleric must select whether this bonus is Sacred or Profane and cannot change the type once selected.
Domain Spells: 1st—Abundant Ammunition, 2nd—Ricochet Shot, 3rd—Pellet Blast, 4th—Named Bullet, 5th—Flamestrike, 6th—Greater Named Bullet, 7th—Repulsion, 8th—Fire Storm, 9th—Foresight

Demolitions Domain
Associated Domain: Gunsmoke
Replacement Power: The following granted power replaces the Gun Adept power of the Gunsmoke Domain.
Black Powder Bomb (Ex): The cleric gains access to gunpowder bombs, which is similar to the Alchemist Bomb class feature, except that the bombs are not supernatural, cannot be modified by any Alchemist Discovery and may not be used to access Feats related to Bombs or Discoveries. The cleric can use a number of bombs each day equal to his class level + his Wisdom modifier. These bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. Damage and Saving Throw DC of these bombs are based on the cleric’s Wisdom modifier instead of Intelligence. If levels of Alchemist are taken with the Bomb class feature, then the class feature from the Alchemist will replace this domain power – although the damage dice levels will stack (three levels of cleric plus three levels of alchemist will be the same damage dice as a sixth level alchemist). In all other ways gunpowder bombs function the same as the alchemist Bomb class feature.
Replacement Domain Spells: 1st— Bomber's Eye, 2nd— Bullet Shield, 4th— Detonate, 6th— Brilliant Inspiration

Siege Domain
Associated Domain: Gunsmoke
Replacement Power: The following granted power replaces the Divine Aim power of the Gunsmoke Domain.
Mobile Siege (Su): At 8th level, the cleric can impart supernatural speed to siege engines that use black powder. Siege engines that either fire black powder ammunition, such as bombs, or that use black powder to fire ammunition, such as cannons, gain a +10 foot bonus to Speed until the start of your next round. This bonus can be imparted to siege engines that otherwise would not have movement. The cleric may use this ability for a number of rounds per day equal to half his cleric levels.
Replacement Domain Spells: 2nd—Magic Siege Engine, 5th—Greater Magic Siege Engine


Possible alternate to Mobile Siege
Battle Hymn (Su): At 8th level, the cleric can inspire the crew of a siege engine to load significantly faster, so long as the load or the ammunition uses black powder. As the cleric chants or sings the Battle Hymn, the crew can load the siege engine with Move Actions instead of Full-round actions. The cleric may use this ability for a number of rounds per day equal to half his cleric level. This domain power does not stack with the Master Siege Engineer feat.

Shadow Lodge

I find it kind of odd that Lamin Jawara is, well, both associated with Alkenstar, but also rose to godhood. Alkenstaris noted as being completely dead-magic, so his priests wouldn't actually get any of the Domains if they are from the one place where they could really get guns. It might be better to go from a different angle? Maybe just leave his history an unknown?


"Devil's Advocate" wrote:
I find it kind of odd that Lamin Jawara is, well, both associated with Alkenstar, but also rose to godhood. Alkenstaris noted as being completely dead-magic, so his priests wouldn't actually get any of the Domains if they are from the one place where they could really get guns. It might be better to go from a different angle? Maybe just leave his history an unknown?

I am happy to edit his history... but I thought the Mana Wastes were just arcane magic void. What I could do is say that he fled Alkenstaris prior to his death to share the wonders of black powder with the world. Which would have necessitated his death.

Edit: Seems JJ shares your opinion


"Devil's Advocate" wrote:
I find it kind of odd that Lamin Jawara is, well, both associated with Alkenstar, but also rose to godhood. Alkenstaris noted as being completely dead-magic, so his priests wouldn't actually get any of the Domains if they are from the one place where they could really get guns. It might be better to go from a different angle? Maybe just leave his history an unknown?

BIG thank you for all the feedback, I really appreciate it.


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Lamin Jawara
Alignment: Neutral 
Portfolio: Gunsmithing, gunpowder, Siege Weapons 
Domains: Artifice, Fire, Gunsmoke 
Subdomains: Demolitions, Siege, Smoke, Toil 
Favored Weapon: Firearms 
Lamin Jawara was a mortal man from Alkenstar. He was the premier expert on guns, siege weapons, bombs and all things that use gunpowder. He may not have invented gunpowder or guns, but in his time no one came close to his understanding. His ideas were so far from the norm that the authorities of Alkenstar sought to have him arrested. Lamin learned of their plot and fled to Riddleport to continue his work. The reach of the marshals of Alkenstar found Lamin in the city of pirates and had him assassinated and his notes burned or captured. Now, decades later, people have reported seeing him in the middle of firefights or after the blast of a cannon. Some few have begun to pray to him for excellence in the loading of gunpowder or crafting of a siege engine... and to onlookers it appears that their prayers are answered. Is it possible that he passed the Test of the Starstone prior to his untimely demise? Perhaps one of the artifice gods, such as Brigh, took interest in him raising him to godhood. Or was it his mad genius alone that made him more than human?

Gunsmoke Domain
Deities: Lamin Jawara 
Note: Other deities are attempting to gain the Gunsmoke Domain by force or friendship with Lamin Jawara. There are no current rules presented here for how this will take place. 
Granted Powers: With dedication and a little faith, you are capable of performing grandiose feats with firearms. 
Gun Adept (Ex): You gain Amateur Gunslinger and Gunsmithing as bonus feats. The divine gunner also gains a battered gun identical to the one gained by the gunslinger. Note that this does not give the cleric Exotic Weapon Proficiency (Firearms). Exotic Weapon Proficiency (Firearms) must be purchased separately or as part of a deity’s favored weapons. 
Divine Aim (Su): At 6th level, the cleric gains the ability to channel divine energies to guide ranged attacks. As a swift action, the cleric can designate a target within sight and add a Sacred/Profane bonus equal to the Wisdom modifier to ranged attack rolls against that target. This bonus persists until the target dies or until combat ends. The cleric can use this ability 3 + Wisdom modifier times per day. Whether the bonus is Sacred or Profane depends on if other class features use Positive Energy or grant Sacred bonuses. If no such class feature exists then the cleric must select whether this bonus is Sacred or Profane and cannot change the type once selected. 
Domain Spells: 1st—Abundant Ammunition, 2nd—Ricochet Shot, 3rd—Pellet Blast, 4th—Named Bullet, 5th—Flamestrike, 6th—Greater Named Bullet, 7th—Repulsion, 8th—Fire Storm, 9th—Foresight

Demolitions Domain
Associated Domain: Gunsmoke 
Replacement Power: The following granted power replaces the Gun Adept power of the Gunsmoke Domain. 
Gunpowder Grenade (Ex): The cleric gains access to gunpowder grenades, which function similar to the Alchemist Bomb class feature, except that the bombs are not supernatural, cannot be modified by any Alchemist Discovery and may not be used to access Feats related to Bombs or Discoveries. The cleric can use a number of bombs each day equal to his class level + his Wisdom modifier. These bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. Damage and Saving Throw DC of these bombs are based on the cleric’s Wisdom modifier instead of Intelligence. If levels of Alchemist are taken with the Bomb class feature, then the class feature from the Alchemist will replace this domain power – although the damage dice levels will stack (three levels of cleric plus three levels of alchemist will be the same damage dice as a sixth level alchemist). In all other ways gunpowder bombs function the same as the Alchemist Bomb class feature. 
Replacement Domain Spells: 1st— Bomber's Eye, 2nd— Bullet Shield, 4th— Detonate, 6th— Brilliant Inspiration

Siege Domain
Associated Domain: Gunsmoke 
Replacement Power: The following granted power replaces the Divine Aim power of the Gunsmoke Domain. 
Battle Hymn (Su): At 8th level, the cleric can inspire the crew of a siege engine to load significantly faster, so long as the load or the ammunition uses gunpowder. As the cleric chants or sings the Battle Hymn, the crew can load the siege engine with Move Actions instead of Full-round actions. The cleric may use this ability for a number of rounds per day equal to half his cleric level. This domain power does not stack with the Master Siege Engineer feat.
Replacement Domain Spells: 2nd—Magic Siege Engine, 5th—Greater Magic Siege Engine

Credit:
http://paizo.com/threads/rzs2mty3?The-Cleric-was-left-out-of-the-Gun-Love
by Nemitri

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