Gunslinger: Custom Melee Archetype - Advice


Homebrew and House Rules


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I threw this together based on the gunblade weapon from Final Fantasy 8. Not my favorite game in the series, but one of my favorite weapons. If I ever get into a game that allows technology (unlikely as my GM is more of the classic Medieval world type) I want to roll this class.

The way it's put together right now it seems like it'll play a lot like the Monk class and do damage comperable to the Pistolero archetype with two weapon fighting feats taken as bonus feats. So it feels like it wouldn't be game breaking, but if anyone can think of anything exploitative that could be used with this archetype please let me know.

I just want to get an idea of any balance issues before I take it to my GM. Warning, wall of text as many deeds have been replaced or slightly reworked.

THE GUNSWORD (GUNSLINGER)

The Gunsword is a gunslinger who prefers to conduct combat up close and person. His combat style is the ultimate form of synergy between gun fighting and sword combat allowing him to deliver devastating attacks to adjacent foes.

Weapon and Armor Proficiency:

Gunswords are proficient with all simple and martial weapons, and the gunblade. They are not proficient with any other firearms. They are proficient with all light armor.

Gunsmithing (Gunblade):

At 1st level, a gunsword begins play with a gunblade (detailed at end of section). This acts as the gunslinger's gunsmith ability, but the gunsword is treated as having the Gunsmithing feat only in regard to gunblades (or the construction of a replacement firearm of the same design, if the original is lost). This gunblade’s revolver hilt does not initially function and the Gunsword must spend 1400g and 1 day of time to repair and upgrade this weapon into a working masterwork weapon of the same type instead of the 300g detailed under Gunsmithing (600g for double weapon masterwork + 800g to repair the revolver – these costs/upgrades can be taken at separate times, but take 1 day of time each to complete if done separately). This ability otherwise works like the standard gunslinger's gunsmith and Gunsmithing abilities and replaces those abilities.

Grit (Ex):

The gunsword is a reckless fighter, charging headlong into the fray with dazzling displays of swordsmanship and gunplay. When using grit abilities the gunsword may substitute his Strength modifier for Dex where appropriate when determining the effectiveness of these abilities. This ability works in all other ways like the gunslinger's grit class feature. Unless otherwise replaced by a Gunsword deed all deeds based on an attack hitting apply only to the revolver hilt section of the gunblade (i.e. Stunning Shot, Death Shot).

Combat Training (Ex):

Starting at 2nd level, a gunsword becomes more in tune with the rhythm of melee combat gaining several bonuses to his defense. He becomes proficient with medium armor. He also becomes skilled at deflecting melee and ranged attacks with his chosen weapon gaining a +1 bonus to AC while wearing medium or lighter armor. This bonus functions like a dodge bonus and anything that causes the gunsword to lose his Dexterity bonus to AC also causes the gunsword to lose this bonus. In order for this ability to function the gunsword must have a gunblade in hand. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 18th level).

This ability replaces the Nimble (Ex) ability and the Evasive (Ex) deed.

Gunblade Training (Ex): (based on pistolero archetype)

Starting at 5th level, a gunsword increases his skill with the gunblade. He can increase the velocity of bullets fired from a gunblade by slinging the blade as he fires gaining a bonus on damage rolls equal to his Strength modifier to ranged attacks made with a gunblade. Every four levels thereafter (9th, 13th, and 17th), as the gunswords skill and timing increases the bonus on damage rolls increases by +1 in addition to the gunswords Strength modifier. A Gunsword applies his full Strength bonus to his damage rolls for all successful attacks made with Limit Break (Ex), whether the attacks are made with the sword or “offhand” gun. As he gains proficiency with the weapon he can also better control the heavy blade while making ranged attacks and can now apply his Strength modifier to ranged attack rolls made with a gunblade (instead of his Dex modifier) against targets within the first range increment (10’). Abilities or effects that increase range increment apply to this effect.
In addition, when he misfires with a gunblade, the misfire value increases by 2 instead of 4. At 13th level, a gunsword never misfires with a gunblade.

This ability replaces the Gun Training (Ex) ability.

Limit Break (Ex): (wording based heavily on Flurry of Blows though the damage is roughly equivalent to a pistolero with 2 weapon fighting using 2 revolvers)

Starting at 1st level, when a gunsword takes a full attack action with a gunblade weapon he may make one additional attack taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of attacks and/or shots (limited only by the remaining ammunition in the weapon) except the first attack, which must be an attack with the bladed edge to begin the sequence.

At 8th level, the gunsword can make two additional attacks when he uses Limit Break, as if using Improved Two-Weapon Fighting (even if he does not meet the prerequisites for the feat).

At 12th level, the gunsword can make three additional attacks using Limit Break, as if using Greater Two-Weapon Fighting (even if he does not meet the prerequisites for the feat).

The Gunsword becomes a whirlwind of attacks using melee attacks to enhance his gunfighting abilities and vice versa. During a sword attack he can pull the trigger for point blank damage to the enemy. A successful sword attack gives a +1 bonus to attack and damage rolls on the next ranged attack if used immediately and against the same target. A successful gun attack gives the sword more momentum granting a +1 bonus to attack and damage rolls on the next blade attack if used immediately (this melee attack does not have to be used against the same opponent). These bonuses stack increasing each successive successful attack by +1 (maximum +5). For example, a level 8 Gunsword using this ability would receive 4 attacks, if he began with a blade attack and alternated every attack and hit successfully the attacks would receive bonuses as follows: Blade +0, Gun + 1, Blade + 2, Gun +3. A missed melee attack or two gun/melee attacks in a row break this chain and it must begin again from 0. A missed gun attack still maintains the swords momentum and does not break this chain but also does not increase the bonus (example: Blade + 0 (hit), Gun + 1 (miss), Blade + 1). These bonuses stack with those granted by Gunblade Training (Ex).

A gunsword cannot use any weapon other than a gunblade as part of Limit Break. A gunsword with natural weapons cannot use such weapons as part of Limit Break, nor can he make natural attacks in addition to his Limit Break attacks.

Starting at level 1, the Gunsword treats the revolver half of a gunblade as a melee weapon for the purposes of combat and does not provoke attacks of opportunity for using it in melee or incur the normal penalties for firing into melee. In addition he receives Power Attack as a bonus feat at level 5 and may apply its effects and any similar melee combat feat effects to attacks made using the revolver. These abilities only function when attacking enemies within the first range increment (10’). Abilities or effects that increase range increment apply to this effect.

This ability replaces the gunslinger’s Bonus Feats ability.


Deeds:

A gunblade swaps the normal gunslinger deeds for the following deeds. Each deed replaced is detailed in the deed description below.

Gunsword’s Charge (Ex):

At 1st level, the Gunsword gains the ability to close the distance to enemies quickly. By spending 1 grit point he may fire his gunblade backward helping to propel himself forward up to 10’ in one direction (min 5’) toward an enemy unit. This ability counts as the characters 5’ step for the round and can be used any time a normal 5’ step could be (including between attacks) and does not provoke attacks of opportunity. The gunslinger can only perform this deed while wearing medium or lighter armor and while carrying no more than a light load and must end the action adjacent to an enemy.

If used to start a Limit Break (Ex) attack the initial shot gives the sword momentum granting a bonus to the first blade strike as if a successful gun attack had just been made. To gain this bonus the Limit Break (Ex) attack must be started immediately upon finishing the charge. If used between Limit Break (Ex) attacks this ability retains the bonuses accrued as if the last attack was a successful gun attack including breaking the chain if the Gunsword uses a gun attack following this ability (even if the last successful attack was a sword attack).

This ability can only be used once per round as a 5’ step action with the following exception; If a Gunsword who has already used this ability delivers a killing blow during a Limit Break (Ex) to an enemy which would normally grant a grit point, he may choose to use this ability instead of regaining that grit point. He is effectively paying for the ability using the newly gained grit point and does not need to expend an additional point. Even if the cost of this ability is reduced to 0 using the True Grit (Ex) class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs, the Gunsword must still expend this regained grit point to use this ability an additional time during a turn.

This deed replaces Deadeye (Ex) and Gunslinger’s Dodge (Ex).

Critical Blade Shot (Ex):

At 3rd level, if the Gunsword has at least 1 grit point, and ammunition in his gunblade, he may as part of a confirmed critical hit with the gunblade sword fire the revolver hilt as a free action adding 1d8 damage plus any additional revolver enchantment effects to the critical hit. This additional damage does not require an attack roll, cannot critically hit and is not multiplied. This deed replaces Pistol-Whip (Ex) and Utility Shot (Ex).

Dead Strike(Ex):

At 7th level, as a full-round action, the gunsword can focus and pool all of his attack potential into a single, gunblade attack. When he does this, he slashes the blade at a single target, but makes as many attack rolls as he can, as if using Limit Break. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. The first attack to hit is calculated as if made by a gunblade sword. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the strike by the base damage dice of the revolver hilt. For instance, if an 8th-level Gunsword hits with all 4 attacks, he does 1d10 (gunblade sword) points of damage, plus 3d8 (three revolver hilt attacks) before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, he confirms the critical once (against touch AC, per firearm properties) using his highest base attack bonus –5. For each critical threat beyond the first, he reduces this penalty by 1 (to a maximum of 0). The critical threat range and damage for all attacks is based on the gunblade revolver (20 (19-20 Keen), x4), including the initial blade attack (normally 19-20, x2). The gunslinger only misfires on a dead strike if all of the revolver shot attack rolls are misfires. He can only perform this deed with a gunblade. The gunsword must spend 1 grit point to perform this deed. This deed replaces Dead Shot (EX).

Purposeful Slash (Ex):

At 7th level, as a full-round action, the gunsword can make a single gunblade sword attack and choose part of the body to target. He gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature he targets. Creatures that are immune to sneak attacks are immune to these effects. This deed replaces Targeting (Ex).

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.

Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

Torso: Targeting the torso doubles the critical range of the gunblade sword to 17-20 (if the weapon critical range has already been increase through feats or enchantment it does not double it again, but instead increases the range by a further 2 to 15-20). If this attack results in a critical hit it can be used in conjunction with Critical Blade Shot (Ex).

Wings: On a hit, the target is damaged normally, and takes a -4 to fly skill checks for 1 round. Can only be used if the target with wings is within melee reach.

Double Strike (Ex):

At 7th level, as part of a standard attack or attack of opportunity, if the Gunsword’s initial attack is made with the blade and hits he can make a secondary attack using his full BaB at a -5 penalty with the revolver. This deed cannot be used in conjunction with any attacks made during Limit Break (Ex). The Gunsword must have at least 1 grit point in his pool to use this deed. This deed replaces Startling Shot (Ex).

Bleeding Wound (Ex):

At 11th level, when the gunsword hits a living creature with a gunblade attack, he can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the Gunsword’s Strength modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (Gunsword’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage. This deed replaces the deed of the same name.

Lightning Reload (Ex):

The gunblade counts as an advanced firearm with a base load speed of 1 move action. At 15th level, as long as the Gunsword has at least 1 grit point he may perform a full reload as part of a move action as if drawing the weapon. If the Gunsword has the Rapid Reload feat he may perform a full reload as a free action at any point during his turn. This deed replaces the normal Lightning Reload(Ex) deed and Expert Loading (Ex).

Gunblade’s Courage (Ex):

At 15th level, the gunsword may spend 1 grit point as an immediate action to gain a +2 moral bonus to all saves and a +4 deflection bonus to AC until his next turn. If used during an enemy’s turn he must declare this ability before any attacks rolls are calculated against him. The deed's cost cannot be reduced by the True Grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs. This deed replaces Slinger’s Luck (Ex).


GUNBLADE WEAPON:(basically the exact same as wielding a Bastard Sword in 1 hand and a revolver with 1/2 range and 2x misfire in the offhand)
Price 4,500 gp
Type advanced

A gunblade consist of a sword blade with a gun action built into the hilt, the barrel running inside the length of the blade. It is a two handed, double weapon which can be used to make both sword and ranged attacks. It can be used as a double weapon when two-weapon fighting using the statistics as shown below. When making a sword attacks only it counts as a two-handed sword and does not gain any additional modifier to damage based on strength. Due to the heavy blade and difficulty of use, the gunblade revolver hilt’s range increment is half that of a normal revolver and is more prone to misfire. This weapon is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon.

Weight: 8 lbs
Special: Double
Damage (S): 1d8 (sword) / 1d6 (revolver)
Damage (M): 1d10 (sword) / 1d8 (revolver)
Critical: 19-20/x2 (sword) / 20/x4 (revolver)
Range: none (sword) / 10' (revolver)
Misfire: none (sword) / 2 (revolver)
Capacity: none (sword) / 8 (revolver)
Type: slashing (sword) / piercing (revolver)


shouldn't you grant medium armor proficiency if combat training is limited to it?


Mythic +10 Artifact Toaster wrote:
shouldn't you grant medium armor proficiency if combat training is limited to it?
Quote:

Combat Training (Ex):

Starting at 2nd level, a gunsword becomes more in tune with the rhythm of melee combat gaining several bonuses to his defense. He becomes proficient with medium armor. He also becomes skilled at deflecting melee and ranged attacks with his chosen weapon gaining a +1 bonus to AC while wearing medium or lighter armor. This bonus functions like a dodge bonus and anything that causes the gunsword to lose his Dexterity bonus to AC also causes the gunsword to lose this bonus. In order for this ability to function the gunsword must have a gunblade in hand. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 18th level).

This ability replaces the Nimble (Ex) ability and the Evasive (Ex) deed.

Combat training itself grants medium armor proficiency. The Gunsword just wouldn't gain this proficiency until 2nd level.


This could also be good for like a "Bayonet Fighter" or something. I dig it.


xCrash14x wrote:
Mythic +10 Artifact Toaster wrote:
shouldn't you grant medium armor proficiency if combat training is limited to it?
Quote:

Combat Training (Ex):

Starting at 2nd level, a gunsword becomes more in tune with the rhythm of melee combat gaining several bonuses to his defense. He becomes proficient with medium armor. He also becomes skilled at deflecting melee and ranged attacks with his chosen weapon gaining a +1 bonus to AC while wearing medium or lighter armor. This bonus functions like a dodge bonus and anything that causes the gunsword to lose his Dexterity bonus to AC also causes the gunsword to lose this bonus. In order for this ability to function the gunsword must have a gunblade in hand. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 18th level).

This ability replaces the Nimble (Ex) ability and the Evasive (Ex) deed.

Combat training itself grants medium armor proficiency. The Gunsword just wouldn't gain this proficiency until 2nd level.

that kinda feels arbitrary, why couldn't you just start with it?


Mythic +10 Artifact Toaster wrote:
xCrash14x wrote:
Mythic +10 Artifact Toaster wrote:
shouldn't you grant medium armor proficiency if combat training is limited to it?
Quote:

Combat Training (Ex):

Starting at 2nd level, a gunsword becomes more in tune with the rhythm of melee combat gaining several bonuses to his defense. He becomes proficient with medium armor. He also becomes skilled at deflecting melee and ranged attacks with his chosen weapon gaining a +1 bonus to AC while wearing medium or lighter armor. This bonus functions like a dodge bonus and anything that causes the gunsword to lose his Dexterity bonus to AC also causes the gunsword to lose this bonus. In order for this ability to function the gunsword must have a gunblade in hand. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 18th level).

This ability replaces the Nimble (Ex) ability and the Evasive (Ex) deed.

Combat training itself grants medium armor proficiency. The Gunsword just wouldn't gain this proficiency until 2nd level.
that kinda feels arbitrary, why couldn't you just start with it?

I suppose so, i guess I will change Combat Training to "starting at level 1 he gains medium armor proficiency and starting at level 2 he get dodge... etc."

RPG Superstar 2013 Top 8

Why would you put a proficiency in a first level class feature that isn't an option? Could just list it under proficiencies right? Maybe I'm missing something. Sweet class, though. Gunblades are the coolest and I think you did a good job translating them into PF.


Flak wrote:
Why would you put a proficiency in a first level class feature that isn't an option? Could just list it under proficiencies right? Maybe I'm missing something. Sweet class, though. Gunblades are the coolest and I think you did a good job translating them into PF.

Mostly I just wanted to indicate that it was part of what was replacing the Nimble ability and Evasive deed. But I have modified my copy to indicate medium armor in the base proficiency at the top of the class features and have also included it in Combat Training at lvl 1 so it is clear that medium armor proficiency is part of what is being gained for losing a pretty sweet deed that just didn't make sense in the context of the character.

RPG Superstar 2013 Top 8

Word, that's fair. Good call. :)

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