TL;DR I created a modified Gunslinger for Pathfinder. I'd like to play it in a game.
Link to Class Revisions:
https://docs.google.com/docume...NcI/edit?usp=sharing
Link to Class Outline:
https://docs.google.com/spread...tT4/edit?usp=sharing
I've been tweaking and playing around with the Gunslinger class for Pathfinder for a couple of years now. I allowed one into a game two years, because the vision of the class is super cool. I also had no issues introducing firearms into my homebrew world. However, it quickly became apparent to me that the class was horridly designed. Not that it's overpowered (Touch AC is the common line here) or anything. I think the class features and other things are all poorly done. When I look at the original class, I see a weird mish-mash of the Fighter, Monk, Rogue, Ranger, and Alchemist thrown together. The whole thing is just plain messy. My vision is something more akin to a Rogue. You know? Spaghetti western B.A. type of thing. Also, they have a bit of mad genius in them given that they are the pioneers of the gunpowder world. So, a lot of what I've done in terms of redesign is very much inspired by the Core Rogue in terms of how to create a set of interesting class features. Now, it's been two years of tinkering and fiddling and playtesting. I've now had two of my IRL players try my reworks and really enjoy them. I would now like the opportunity to play it myself if anyone is willing to let me into their game!
So, what have I done to the class? Let's start from the top. First, the class was adjusted to the d8 HD and the accompanying +3/4 BAB progression. It's definitely a martially inclined class. Yet given how dominating it can be with its ability to focus on Dexterity and that it fights at range most of the time, I just don't see how it can be fair as a full BAB class. Additionally, the class no longer has the ability to roll against Touch AC at range. Touch AC is an old mechanic meant to help Wizards land attack styled spells while having low BAB. It's inclusion for a full BAB class is just plain bad. Additionally, there's no historical justification for this. Crossbows arguably had more penetrating power than early firearms, so why don't they do this? Crossbows are the reason that plate armor had to be stupidly thick or just plain not used, not firearms. Also, it irks me that rapiers are a staple weapon while firearms are ignored. Rapiers were developed right alongside firearms. Anyway, getting sidetracked. In short, full BAB, d10 HD, and Touch AC targetting are all out.
Next up, class skills need some adjusting. Disable Device, Escape Artist, and Knowledge of Dungeoneering are all added to the class skill list. Heal was removed as was Bluff. The theme of a knowledgeable and survivable individual is more suited with this set of class skills I think. Bluff is potentially arguable, and I understand the argument for a Mysterious Stranger archetype for sure. For a vanilla class though, I don't think it's necessary. The number of Skill Ranks per level is unchanged. Most Gunslingers are only going to have a handful of useful skills given their need to focus on Gunsmithing, and I think this is well represented with a slightly limited pool of Skill Ranks.
Then, there's weapon proficiency. It never really made sense that Gunslingers had so many weapons options. If they're wielding the "future of weapons" already, why would they bother to master all martial weapons? I grant that they would definitely have need of some weapons, so this list resembles something a Rogue or Bard list of proficiencies. It leaves the door open for Sword and Pistol style of fighting as well for early levels when gold is scarce as well as Weapon Finesse-able weapons. It's a solid list in my opinion.
Gunsmithing is the first real class feature to come up. This version keeps the cheap ammo crafting and adds the Gunslinger's level to craft checks for later firearms crafting. This design is in keeping with Core craft rules as well as being part of a partial overhaul of firearms themselves. I've introduced a few new weapon properties, gold coasts, and time tables to help reflect the complexity of the task as well as the craftsmanship that is possible for a master smith. I won't go over all the particulars here, but if anyone has a question, I'll answer those.
And now we get to the unique stuff. Take Aim is a new class future of my own design. It's meant to crutch up the class's low attack bonus since it will now be targeting regular AC and only have 3/4 BAB progression. It also creates a question for the player. Do I move to get better positioning or do I stand still to be more accurate? This is a realistic question with firearms, and I think this class feature adequately simulates that little problem. It scales as well starting at level 5 and with any increases to Wisdom that player's acquire.
Next is where my Rogue inspiration is really apparent. I've taken the idea of Rogue Talents and combined it with the idea of Deeds from the original class. Savvy readers will note that Grit is nowhere to be seen. That's on purpose. Grit is gone completely from the class. It's a cool idea and might make a reappearance as a Feat, Deed, or Archetype class feature, but it is not part of the vanilla class. Instead, Deeds all function similar to Rogue Talents. You have a big selection to choose from at even levels, and the pool gets bigger and more powerful at level 10. Many of them are heavily skewed towards a particular type of firearm as well. The utility shots will be useful for pistol wielders, the Vital Strike style deeds will be very interesting to whoever's using a two-handed firarm, and the bayonet enhancers will be quite enticing for those using scatterguns. It's a long list, so I'll take questions as they come for them.
Continuing onward, I have left the Nimble class feature in place. It's identical to the previous version with some rewording to make things clearer. I couldn't think of a better class feature, and the class already has the problem of never getting out of light armor. Additionally, this lets the player feel less worried going into a melee with the Sword and Pistol style or with a scattergun.
Next up is Gun Training. Much like their Fighter specialist brethren, they get a flat damage bonus that scales with level. It's to point to why this is a thing. They learn more vital spots? Get a bit better at mixing powder? However you flavor that, I think this is a necessary addition for the class. Here, they actually receive the bonus sooner than normal because the Precise weapon property is just so darned expensive.
Then there's the capstone ability for the class. It's literally a carbon copy of a thing that several other classes can do already. I really don't foresee an issue with this.
New weapon properties! What are they? Capacity, Advanced, Custom, and Precise. This is where things are much more experimental. Capacity was reworded to allow a player to reload their firearm's entire capacity with one reload action. I'll take this opportunity to note that this list of changes is intended make use of ONLY Early Firearms. No Advanced Firearms like the Rifle or Revolver are intended to be used with this class. Advanced is now a property of particularly well made early firearms. Custom is a similar property one step above Battered and one step below Advanced. Precise is basically Composite for firearms. The difference being that Wisdom is the governing attribute for the damage bonus. This is the biggest experiment to be done yet. Another idea is for something like "Recoil" where the player's Constitution plays a role in things, but that seems overly complicated. This was the simplest way that I could come up with to do things while keeping firearms competitive in terms of damage as well as thematic. If you want to discuss the math, we can produce the evidence that this is a necessary property to include in order for Gunslingers to be competitive.
The last part of this change is a list of Gunslinger associated feats. Most of them are remakes of old deeds and feats along with a handful of fresh ideas. I want to expand this list with time. Additionally, I also want to do reworks of the Paizo archetypes. Pistolero, Mysterious Stranger, and Gun Tank are all on my list to for reworks in the near future. Musket Master doesn't seem to be needed as many of the vanilla Deeds and features cover what the old archetype presented. I would think that something else would be a better idea. Perhaps something based on the Experimental Gunslinger class that Gnomes have? I just have very basic thoughts in that area at the moment.
This message was last updated by the user at 23:20, Fri 05 Feb 2016.