Gun Templar - the divine spellslinger


Homebrew and House Rules


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Gun Templar

A gun templar is a militant cleric devoted to serving his deity with the power of blackpowder to back up his words, deeds, and spells. Usually a gun Templar is devoted to a deity with one or more of the following domains; Artifice, Glory, Hunting, Liberation, Protection, or Travel. They rarely spend much time in the temples, and avoid the politics of the clergy; instead they can be found traveling the world, protecting and upholding the members and ideals of their faith.

Class Skills
The gun templar’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Weapon and Armor Proficiency
Gun templars are proficient with light and medium armor and with simple weapons and two-handed firearms. They are proficient with bucklers but not light, heavy, or tower shields.

Domains
A gun templar only gains a single domain.

Gunsmith
A gun templar gains the Gunsmithing feat and a battered gun that is identical to the gun a gunslinger gains at first level, except that he may select any two-handed firearm available in his campaign as his battered gun. Like a gunslinger, a gun templar can use the Gunsmithing feat to restore and improve his battered gun.

Divine Gun (Su)
A gun templar can attune a gun as his divine gun at the start of each day by spending one hour in meditation, prayer, or an appropriate ceremony. That attunement lasts until the gun templar attunes to a new gun, even if a formally attuned gun is destroyed. Divine guns function as normal two-handed firearms in the hands of others. In a gun templar’s hands, they both fire projectiles (bullets and pellets) and cast magic.

A gun templar can cast any ranged touch attack, cone, line, or ray spells through his divine gun. When he casts through the divine gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Spells fired through the divine gun that require an attack roll have the same critical hit multiplier as the gun.

Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the divine gun gains the broken condition. If the divine gun already has the broken condition, the gun explodes.

When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, sonic descriptor, or positive or negative energy, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The 20’ blast is centered on a single intersection within the gun templar’s space (gun templar’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the gun templar can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.

Channeled Bullets (Su)
A gun templar is adept at transferring divine energy into his divine gun attacks. As a swift action, he can channel the power of his faith and transform that energy into a bonus. At first level, this bonus is a +1; at each odd level it increases by 1 to a maximum of +10 at 19th level*.

With that bonus the gun templar can apply any of the following to his divine gun: an enhancement bonus (up to +5), or one or more of the dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding properties. A divine gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect lasts for a number of rounds equal to the gun templar’s level, or until this ability is used again to assign the barrel different enhancements. A gun templar may channel bullets a number of times per day equal to 3 + his Wisdom modifier**. This is a swift action that does not provoke an attack of opportunity.

This ability replaces Channel Energy.

* The Improved Channel feat may be taken up to three times, and each time it adds +1 to the total bonus (still to a maximum of +10, just reaching the maximum at an earlier level).
**This number can be increased by two means; taking the Extra Channel feat (+2/day) one or more times, or by a favored class bonus which adds to the number of times per day a cleric could use a domain granted ability (and selecting this ability instead of the granted ability for the gun templar’s chosen domain).

Okay... so any major typos, grammatical errors, or balance issues?


What does divine gun replace?


Divine Gun and Gunsmith are balanced by the loss of a domain, its granted power, its spells, etc.

[edit] Also, Divine Gun is somewhat self-balancing; its benefits are weighed against its potential drawbacks. You get to cast ranged spells through the gun, possibly gaining a bonus to hit/damage or to save DCs... but you also risk breaking or blowing up your gun each time you do. It is not fully self-balanced, which is why I said it is balanced by the loss of a domain... but it is not as strong as it would have been without those drawbacks.


Ah I see, all in all it fits, also it feels like a mulitclass archtype for a cleric/gunslinger.

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