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| ZeronHitaro03-23-07, 05:30 PM | Notes/Disclaimers: 1. This class is meant to be used (in fact requires levels in) with my Revolver Scion (http://boards1.wizards.com/showthread.php?t=812371) base class. 2. This class is intended to fit theme-atically in a mid-high fantasy world. So if you like your fantasy flavored with large chunks of realism this is not the place for you. Gunbladier http://i3.tinypic.com/2r4kk02.jpg "I've got the whole world laid out before me. The question is, should I save it or conquer it?" Revolver Scions who become Gunbladiers either wish to improve their meleeing skills after being beaten due to lack of them or they simply wish to increase their own versatility in combat. Because of this shift in battle style Gunbladiers become a bit tougher, although noticeably less agile then those who stick purely to the Revolver craft. Hit Die: d10 Requirements Base Attack Bonus: +6 Feats: Revolver Blade, Martial Weapon Proficiency (Longsword) Class Skills The Gunbladier's class skills (and the key ability for each skill) are Balance (Dex), Craft (Revolver) (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str). Skill Points at Each Level: 4 + Int modifier Class Features All the following are class features of the Gunbladier. Weapon and Armor Proficientcy Gunbladiers are profiecient with all simple and martial weapons, as well as light armor. Like the Revolver Scion, Gunbladiers gain Exotic Profiecientcy with their weapons as a bonus feat at 1st level. Gunblades Creation: Gunblades are crafted using the skill Craft (Revolver). However Gunblades need their own special casts, which cost more than a typical Revolver cast does. Crafting a Gunblade takes 2 weeks on average (more or less depending on the particular skill roll). Gunblades (considered Exotic Weapons) are Revolvers with a longsword fused onto the weapon where the barrel and two of the revolver carterages used to be. Gunblades use a special system on pins which detonate shells in the remaining 4 carterages when the hammer is set back and the trigger pulled. Ranged attacks can be made with a Gunblade's shells but only up to 20 feet away with a 50% miss chance. Reloading a Gunblade is similar to reloading a Revolver, however due to the nature of the design it takes a full round action to do so, regardless of any class abilities or feats that speed up normal reloading processes. Special: As part of a full attack the wielder can pull the trigger on his/her gunblade. Doing so will fire off two of the bullets at once, dealing damage along with the Gunblade's slashing damage. Upon a critical hit the slashing damage is mulitplied, but the additional damage from the bullet hits is not. As a Gunbladier advances in level he/she becomes proficient in using more than two of these carterages in melee strikes, and can eventually utilize all 4 in one strike. Gunblades (like Revolvers) have their own special Trademark Abilities and can be used as an action in the same manner. However unlike Revolvers, a Gunblade's Trademark Ability cannot be used outside of a Renkenzokuken (see the class ability, Renkenzokuken (Ex)). Gunblades deal slashing damage (die value dependant on type) with a 19-20/x2 critial rate. Turning a revolver into a Gunblade adds 3 lbs. unto a Revolver's base weight. Gunner Point Progression Because Gunbladiers focus more on the melee damage aspect of their weaponry then any sort of special skill or talent their Gunner Point progression drops to a 5/7 ratio. Table: Gunbladier Level BAB Fort Reflex Will Special Bonus GP 1st +1 +2 +0 +0 Type I Gunblade, Renkenzokuken, Bonus Feat +1 2nd +2 +3 +0 +0 3rd +3 +3 +1 +1 Access 3rd carterage +1 4th +4 +4 +1 +1 Type II Gunblade +1 5th +5 +4 +1 +1 6th +6 +5 +2 +2 Access 4th carterage +1 7th +7 +5 +2 +2 Type III Gunblade +1 Bonus Feat (Ex): At 1st level the Gunbladier gains Exotic Weapon Proficiency: Gunblade as a bonus feat. Renkenzokuken (Ex): Rekenzokuken is a special Knack only avaliable to the Gunbladier. By expending 3 GP he/she is allowed to make her melee full attacks attacks using the Bullet Barrage BAB, if 3 of those attack hit a special Gunblade Trademark Ability may be used at the end of the barrage. Type I Gunblade (Ex): Starting at 1st level the Gunbladier gains enough knowledge and experience to create Type I Gunblade. As levels are gained in Gunbladier Type II Gunblades open up at level 4 and Type III Gunblades at level 7. Access 3rd Carterage (Ex): AS your skill with the Gunblade increases you've become more adept in your trigger timing. You can now use a 3rd carterage on your revolver when accessing the Gunblade's special ability. At level 6 you become proficient enough to use the 4th and final carterage as well. Table: Gunblades Type I Gunblade: Shearing Trigger Craft DC (20) requires 750 gp worth of mithral, 800 gp worth of iron, and a special cast worth 1500 gp Damage: 1d6 damage, slashing Trademark Ability: Rough Divide, 3 GP, gain one more final attack while using Renkenzokuken (at highest BAB -4), if it hits it does x2 damage Total Cost: 3050 gp Type II Gunblade: Pyrosaber Craft DC (25), requires 3000 gp worth of adamantine, 1200 worth of iron and rubies, and a special cast worth 1900 gp Damage: 1d8 damage, slashing Trademark Ability: Blasting Zone, 4 GP, swing blade in circle after last attack, hit up to however many foes you have carterage access to with 1 bullet each that is within range. 50% miss chance is negated when using this ability. Targets get Reflex save (DC 10+GB level+Wisdom Modifier) for half damage. You may not hit 1 target multiple times when using this ability. Total Cost: 6100 gp Type III Gunblade: Judgement Craft DC (30), requires 4000 gp worth of adamantine, 1600 gp worth of iron and diamond gems, and a special cast worth 2300 gp Damage: 1d10 damage, slashing Trademark Ability: Blade Extension, 5 GP, channel spirit force into Gunblade, extending weapon reach by 10 ft. for 1 round/GB level Total Cost: 7900 gp |
| PrinceCurtis03-23-07, 05:33 PM | Nice pic (beats looking at Squall all the time)! Can't wait to see how this turn out. |
| ZeronHitaro03-23-07, 05:35 PM | Nice pic (beats looking at Squall all the time)! Can't wait to see how this turn out. Thanks. :D Did a little digging on DA as I really didn't want to shove Squaresoft's poster boy's image onto this PrC if I could help it. >.<; The class may take after him but it doesn't mean I need his influence everywhere. XD |
| FreAkOuTRG03-23-07, 06:11 PM | Who is it? |
| ZeronHitaro03-23-07, 06:13 PM | Who is it? No idea. The artist just had it listed as "Gunblade Girl" with no name given. So my guess is it was just done on an artistic whim. |
| FreAkOuTRG03-23-07, 06:26 PM | Just a few things: Notes/Disclaimers: 1. This class is meant to be used (in fact requires levels in) my Revolver Scion (http://boards1.wizards.com/showthread.php?t=812371) base class. 2. This class is intended to fit theme-atically in a mid-high fantasy world. So if you like your fantasy flavored with large chunks of realism this is not the place for you. Gunbladier http://i3.tinypic.com/2r4kk02.jpg "I've got the whole world laid out before me. The question is, should I save it or conquer it?" Revolver Scions who become Gunbladiers either wish to improve their meleeing skills after being beaten due to lack of them or they simply wish to increase their own versatility in combat. Because of this shift in battle style Gunbladiers become a bit tougher, although noticeably less agile then those who stick purely to the Revolver craft. Hit Die: d10 Requirements Base Attack Bonus: +6 Feats: Revolver Blade, Martial Weapon Proficientcy (Longsword) Proficiency Class Skills The Gunbladier's class skills (and the key ability for each skill) are Balance (Dex), Craft (Revolver) (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str). Skill Points at Each Level: 4 + Int modifier Class Features All the following are class features of the Gunbladier. Weapon and Armor Proficientcy Gunbladiers are profiecient with all simple and martial weapons, as well as light armor. Like the Revolver Scion, Gunbladiers gain Exotic Profiecientcy with their weapons as a bonus feat at 1st level. Gunblades Creation: Gunblades are crafted using the skill Craft (Revolver). However Gunblades need their own special casts, which cost more than a typical Revolver cast does. Crafting a Gunblade takes 2 weeks on average (more or less depending on the particular skill roll). I don't think that skill exists. Try Craft (weaponsmithing) Gunblades (considered Exotic Weapons) are Revolvers with a longsword fused onto the weapon where the barrel and two of the revolver carterages used to be. Gunblades use a special system on pins which detonate shells in the remaining 4 carterages when the hammer is set back and the trigger pulled. Ranged attacks can be made with a Gunblade's shells but only up to 20 feet away with a 50% miss chance. Reloading a Gunblade is similar to reloading a Revolver, however due to the nature of the design it takes a full round action to do so, regardless of any class abilities or feats that speed up normal reloading processes. You can't even take a feat to improve it? Special: As part of a full attack the wielder can pull the trigger on his/her gunblade. Doing so will fire off two of the bullets at once, dealing damage along with the Gunblade's slashing damage. Upon a critical hit the slashing damage is mulitplied, but the additional damage from the bullet hits is not. As a Gunbladier advances in level he/she becomes proficient in using more than two of these carterages in melee strikes, and can eventually utilize all 4 in one strike. Gunblades (like Revolvers) have their own special Trademark Abilities and can be used as an action in the same manner. However unlike Revolvers, a Gunblade's Trademark Ability cannot be used outside of a Renkenzokuken (see the class ability, Renkenzokuken (Ex)). Gunblades deal slashing damage (die value dependant on type) with a 19-20/x2 critial rate. Turning a revolver into a Gunblade adds 3 lbs. unto a Revolver's base weight. Gunner Point Progression Because Gunbladiers focus more on the melee damage aspect of their weaponry then any sort of special skill or talent their Gunner Point progression drops to a 5/7 ratio. Table: Gunbladier Level BAB Fort Reflex Will Special Bonus GP 1st +1 +2 +0 +0 Type I Gunblade, Renkenzokuken, Bonus Feat +1 2nd +2 +3 +0 +0 3rd +3 +3 +1 +1 Access 3rd carterage +1 4th +4 +4 +1 +1 Type II Gunblade +1 5th +5 +4 +1 +1 6th +6 +5 +2 +2 Access 4th carterage +1 7th +7 +5 +2 +2 Type III Gunblade +1 Bonus Feat (Ex): At 1st level the Gunbladier gains Exotic Weapon Proficientcy: Gunblade as a bonus feat. See above Renkenzokuken (Ex): Rekenzokuken is a special Knack only avaliable to the Gunbladier. By expending 3 GP he/she is allow to make her melee full attacks attacks using the Bullet Barrage BAB, if 3 of those attack hit a special Gunblade Trademark Ability may be used at the end of the barrage. allowed Type I Gunblade (Ex): Starting at 1st level the Gunbladier gains enough knowledge and experience to create Type I Gunblade. As levels are gained in Gunbladier Type II Gunblades open up at level 4 and Type III Gunblades at level 7. Access 3rd Carterage (Ex): AS your skill with the Gunblade increases you've become more adept in your trigger timing. You can now use a 3rd carterage on your revolver when accessing the Gunblade's special ability. At level 6 you become proficient enough to use the 4th and final carterage as well. Table: Gunblades Type I Gunblade: Shearing Trigger Craft DC (20) requires 750 gp worth of mithral, 800 gp worth of iron, and a special cast worth 1500 gp Damage: 1d6 damage, slashing Trademark Ability: Rough Divide, 3 GP, final attack in Renkenzokuken does x2 damage Total Cost: 3050 gp Type II Gunblade: Pyrosaber Craft DC (25), requires 3000 gp worth of adamantine, 1200 worth of iron and rubies, and a special cast worth 1900 gp Damage: 1d8 damage, slashing Trademark Ability: Blasting Zone, 4 GP, swing blade in circle after last attack, hit up to however many foes you have carterage access to with 1 bullet each that is within range. 50% miss chance is negated when using this ability. Targets get Reflex save (DC 10+GB level+Wisdom Modifier) for half damage. You may not hit 1 target multiple times when using this ability. Total Cost: 6100 gp Type III Gunblade: Judgement Craft DC (30), requires 4000 gp worth of adamantine, 1600 gp worth of iron and diamond gems, and a special cast worth 2300 gp Damage: 1d10 damage, slashing Trademark Ability: Blasting Zone, 5 GP, channel spirit force into Gunblade, extending weapon reach by 10 ft. for 1 round/GB level Total Cost: 7900 gp |
| ZeronHitaro03-23-07, 06:44 PM | Just a few things: -I don't think that skill exists. Try Craft (weaponsmithing) -You can't even take a feat to improve it? Thanks for catching the typos. Now to answer your questions. 1. The skill exists as a part of the Revolver Scion class in order to achieve an aspect of both the flavor of the Revolver Scion (and Gunbladier) as well as a mechanic to govern Revolver (and Gunblade) creation. Not just any weaponsmith can deal with Revolvers, hence the specific Crafting skill of my creation detailed in the base class: Revolver Scion. 2. No. The reason for this is both mechanical and flavor based. Mechanics- Prevents adding mass lump sums of extra damage every single round. Flavor- Because the sword part of the Gunblade is fused to the Revolver where the barrel and two caterage holes used to be the cylinder can no longer just be "popped open". Rather reloading consists of setting the pins back, holding the Gunblade completely upright (blade up), inserting 4 bullets into the cylinder (while avoiding cutting oneself on the blade) and resetting the pins to hold the bullets in before lowering the Gunblade into typical sword position. I might add on a special feat later to reduce this to a standard action but as a balancing factor to the class reload speed has to be delayed quite a bit from normal. |
| supernerd891603-23-07, 06:57 PM | Thanks for catching the typos. Now to answer your questions. 1. The skill exists as a part of the Revolver Scion class in order to achieve an aspect of both the flavor of the Revolver Scion (and Gunbladier) as well as a mechanic to govern Revolver (and Gunblade) creation. Not just any weaponsmith can deal with Revolvers, hence the specific Crafting skill of my creation detailed in the base class: Revolver Scion. 2. No. The reason for this is both mechanical and flavor based. Mechanics- Prevents adding mass lump sums of extra damage every single round. Flavor- Because the sword part of the Gunblade is fused to the Revolver where the barrel and two caterage holes used to be the cylinder can no longer just be "popped open". Rather reloading consists of setting the pins back, holding the Gunblade completely upright (blade up), inserting 4 bullets into the cylinder (while avoiding cutting oneself on the blade) and resetting the pins to hold the bullets in before lowering the Gunblade into typical sword position. I might add on a special feat later to reduce this to a standard action but as a balancing factor to the class reload speed has to be delayed quite a bit from normal. Hmmm. Maybe right. Perhaps up the prerequisites of rapid reload in relation to this class? Perhaps you could have special revolvers that have more bullets in them? |
| ZeronHitaro03-23-07, 07:05 PM | Hmmm. Maybe right. Perhaps up the prerequisites of rapid reload in relation to this class? Perhaps you could have special revolvers that have more bullets in them? The problem with that is Rapid Reload is for crossbows only. Even if you replaced Crossbow with Revolver that causes problems as weapon weight classifies it as a Free Action with that feat. The Revolver Scion already has it's own brand of reload time reduction called Practiced Reloader (a class ability that scales with level). I could but a potential problems with that are: 1. One could theoretically Rules Argue to just keep adding on cylinders to do massive damage on a same level of abusiveness as the Hulking Hurler. 2. Also mechanically 4 cylinders is more than enough. If you want to fire more than 4 bullets at once the best thing to do is just stay in the Revolver Scion class and take the Revolver Knack- Zero Range Assault Full Impact (or Tornado Strike). |
| ZeronHitaro03-26-07, 12:36 AM | :bump: |
| ZeronHitaro03-29-07, 03:07 AM | :bump: |
| PrinceCurtis03-29-07, 01:20 PM | Um shouldn't the pyrosaber's ability be called "Fated Circle"? And I'm guessing Blasting zone is suppose to be the Kingdom heart version? Cause the FF8 version is more of a line of magic damage.... |
| ZeronHitaro03-29-07, 06:33 PM | Um shouldn't the pyrosaber's ability be called "Fated Circle"? And I'm guessing Blasting zone is suppose to be the Kingdom heart version? Cause the FF8 version is more of a line of magic damage.... Technically yes but I'm keeping that one as Blasting Zone as flavor wise it fits a little better for the ability. The accidentaly repeat on the last gunblade got renamed to Blade Extension. Yes it is modeled after the KH version as with this class's flavor there's really no way outside of a nice hunk of cheese to make a blade line effect that hits everything for a long distance. |
| PrinceCurtis03-30-07, 03:29 PM | Technically yes but I'm keeping that one as Blasting Zone as flavor wise it fits a little better for the ability. The accidentaly repeat on the last gunblade got renamed to Blade Extension. Yes it is modeled after the KH version as with this class's flavor there's really no way outside of a nice hunk of cheese to make a blade line effect that hits everything for a long distance. Blasting zone: As a full round attack, this blade can deal damage to every thing within a 5 ft per revolver scion/gunblader level. I suppose tha might take a caterage, and i think the describtion of Blasting Zone is still much like Fated Circle. On the topcic what about the Shear/ Cutting trigger and it having fated circle? For Lion Heart and it's namesake ability, maybe is should double the number of your attack every 1d6 rounds (or 1d4+1 like a breath weapon). |
| ZeronHitaro04-14-07, 06:03 PM | :bump: Last bump to double check for any glaring errors before I update it to "Complete*!" |
| Gunz05-11-07, 09:25 AM | Dunno if it's intentional, but Squall's Limit is Renzokuken, not Renkenzokuken. Also: more gunblades please! I also kinda not like how the trademark abilities are tied to the weapon. That, and the fact that the first tier ability is imho more powerful than the third tier. And 1d6 damage at level 8 (+6 BAB requirement) and 1d10 at level 15 is rather pathetic. I know you can add to that with pulling the trigger, but since you then need to reload for a full round, severely mitigating that damage. I think it wouldn't hurt to make the class more powerful. |