Working on a new character - Holy Gunslinger


Homebrew and House Rules


Hey Everyone

My group is going to do another run through, probably of S&S, but we have to make our own characters, and they need to be a little weird (one of them is going to be a goblin paladin...)

Anyway, my character is going to be a half-orc holy gunslinger. I want someone who has healing ability, but is built around ranged combat, preferably firearms.

Here is what I have so far - I am struggling very much with the role cards (I feel like I should do something with blessings). I welcome feedback and suggestions.

Skills
Strength D10 [] [] [] Ranged +2
Dexterity D6 [] []
Constitution d8 [] [] [] [] Fort +2
Intelligence d6 []
Wisdom d8 [] [] [] [] Divine +2
Charisma d4

Powers
Hand size 4-5 or 5-6
Proficent with weapons light armor

When you play a weapon that has the Firearm trait, if you would bury it or shuffle it into your deck, you may keep it and instead perform the required action with another card

Recharge ([]or reveal) a weapon with the firearm trait ([]or ranged) and recharge a blessing to allow 1 character at another location to recharge 2 ([]3) cards from their discard

After you play a spell that has the Attack trait, banish it

Card list - Favored Card type : weapon or blessing
weapon 4 []5 []6
spells 2 []3 []4
armor 2 []3
Item 2 []3 []4
ally - 0
Blessing 5 []6 []7 []8

Role - Righteous Bulletstormer ("It's quantity that will win in the end")

When you play a weapon that has the Firearm trait, if you would bury it or shuffle it into your deck, you may keep it and instead perform the required action with another card

After you play a spell that has the Attack trait, banish it

Recharge ([]or reveal) a weapon with the firearm trait ([]or ranged) and recharge a blessing to allow 1 character at another location to recharge 2 ([]3) cards from their discard([]reveal another weapon card to allow another character at another location to recharge 2 cards)

[]you may play 2 weapons during a combat if they both are a 1-handed weapon

Role - Sanctified Sniper (“One bullet can mean the difference between winning or losing a war”)
When you play a weapon that has the Firearm trait, if you would bury it or shuffle it into your deck, you may keep it and instead perform the required action with another card

Recharge ([]or reveal) a weapon with the firearm trait ([]or ranged) and recharge a blessing to allow 1 character at another location to recharge 2 ([]3) cards from their discard

After you play a spell that has the Attack trait, banish it

[]Recharge a weapon to add 1D4 to a check against a bane by another character at another location

[]If you bury a card with the firearm trait, recharge 1d4 cards from your discard pile

[]If your combat check has the 2 handed trait, you may add Poison or Fire or acid or cold or electriccity or mental trait

Grand Lodge

"Recharge ([]or reveal) a weapon with the firearm trait ([]or ranged) and recharge a blessing to allow 1 character at another location to recharge 2 ([]3) cards from their discard"

Kinda powerful for a recharge/reveal and then a recharge.

Recharge ([]or reveal) a weapon with the firearm trait and discard ([] or recharge) a blessing to allow 1 character at another location to recharge 1 ([]2) cards from their discard

And the same power in Righteous Bulletstormer is far too powerful overall.


My thinking was that, while powerful, with a small hand size, it actually can't be used that often ( for example, early in the game you would then be exploring with 2 cards in your hand, which can be risky)

Or is that not enough of a limit?

Grand Lodge

The issue is more that this is a Gunslinger first and healer second. This power is almost as powerful as a cleric and far overpowers the Paladin's heal. So yes, it isn't enough of a limit.


Theryon Stormrune wrote:
The issue is more that this is a Gunslinger first and healer second. This power is almost as powerful as a cleric and far overpowers the Paladin's heal. So yes, it isn't enough of a limit.

Would adding the "at the beginning of your turn" be enough? Or do you think there needs to be a discard in there?

I worry that adding in a discard will make it almost worthless - you can never use it to heal yourself, (unlike the Cleric or warpriest)

(I should note - I haven't commented on the righteous bulletstormer - got to get the base balanced first)


And it should be like other healers, instead of explore you may discard a FireArm or blessing to...
Yep too powerfull!


Hannibal_pjv wrote:

And it should be like other healers, instead of explore you may discard a FireArm or blessing to...

Yep too powerfull!

I have 3 issues with doing it that way

1) I want this to be a remote heal IE NOT at the same location. Awarding a 1D4 heal to someone at another location I think is too powerful

2) Giving up first explore and a discard to heal 2 points for someone else (whoc can't heal you) seems a hefty price to pay.

3) I kind of want a different card play to provide a heal (although I do want it balanced)


I would add another power, recharge cards to add 1d4 each to another characters combat check at another location

if you defeat a bane using the firearm trait, shuffle one random card from your discard into you deck


Since this thread was more recently brought up, I thought I'd bring up a couple of new points.

Firstly, this character really feels like a ranged-based Inquisitor as much as a Gunslinger. It does, of course, have the core Gunslinger power, but the skillset and card feats are far more in line with an Inquisitor; just an idea as to how to present this specific new class.

Speaking of the skillset, I feel that "Ranged: Strength +2" is exceptionally powerful. His Strength feats allow for growing power with 100% of all weapons (with some corner-case exceptions), and makes longbow-style weapons (which often use your "Ranged skill plus your strength die") so incredibly powerful and comparable to the Class Deck Merisiel, who had a power which actually based her around using those types of weaponry. Mummy's Mask also had a few weapons, like Hunga Munga, which celebrated having high Strength and Ranged skills simultaneously.

Furthermore, his Divine skill is actually higher than a few other Inquisitors; ones that lack the same combat power, even. Compare to WotR Imrijka. For having such amazing combat potential with the skillset alone, I'd expect Divine: Wisdom +1, like what quite a few paladins and inquisitors have (or occasionally even lower; see Linxia and Salim). I'd also encourage moving a skill feat from Wisdom or Constitution over to Charisma; I don't think there's any non-goblin character in PACG that doesn't have the potential for at least 1 skill feat in every skill.

I'd like to see an alternative means of proficiency with firearms, rather than just a copy of S&S Lirianne's ability. I find it more interesting when different characters - especially if they're technically a different class - take a different approach to the same general concept of a class mechanic. Something like "When you play a blessing on another character's check, you may recharge a random card with the Firearm trait from your buried cards", for example, which both plays into his blessing and support theme as well as allowing him to more happily burn firearms in combat.

It doesn't help him keep firearms in hand, of course, but there's ways around it. Like a power feat that lets him instead put the random firearm on top of his deck, or even draw it (perhaps as an additional, sequential power feat available on one of his role cards).

And yes, I'm of the opinion as well that the healing power is too strong as-written. Both discarding cards and/or spending explorations and/or requiring the defeat of a bane or the acquiring of a boon are common requirements for proper healing effects. After a single power feat, the power currently lets you recharge 1 blessing to heal another player 2 cards (which is almost equivalent to the 2.5 card average value of a 1d4 anyway), multiple times a turn, even. Then you can push that even higher; it's actually a more powerful healing power than what just about any Cleric has, in my opinion. Every blessing is worth something akin to 2-3 times the power of a Staff of Minor Healing, an item that is very actively used even by some AD3 and AD4 characters.

There's a few other ways you could go with 'shooting a heal' over. Bury a card with the healing trait to heal someone at another location 1d4 cards, for example. Still possibly too powerful (compare to the limitations of the purely supportive cleric Lazzero) without costing an exploration, but it does have a deckbuilding requirement. If there's a gun out there with the Healing trait, it's even a powerful synergy piece with the suggested power listed above.

On the whole; a nice idea, though!

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