Difference between revisions of "Kukaigun"
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<span id="gunsmith">'''Gunsmith:'''</span> At 1st level, a kukaigun gains one of the following firearms of his choice: blunderbuss, musket, or pistol. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The kukaigun also gains Gunsmithing as a bonus feat. | <span id="gunsmith">'''Gunsmith:'''</span> At 1st level, a kukaigun gains one of the following firearms of his choice: blunderbuss, musket, or pistol. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The kukaigun also gains Gunsmithing as a bonus feat. | ||
| − | <span id="deeds">'''Deeds:'''</span> A kukaigun does not have Grit nor automatically gain deeds like a gunslinger; instead, he spends Power Points to use deeds he selects manually. Additionally, a kukaigun can regain a Power Point in the same way he would regain Grit (see the Grit class feature of the Gunslinger for more information). A kukaigun starts with one 1st level | + | <span id="deeds">'''Deeds:'''</span> A kukaigun does not have Grit nor automatically gain deeds like a gunslinger; instead, he spends Power Points to use deeds he selects manually. Additionally, a kukaigun can regain a Power Point in the same way he would regain Grit (see the Grit class feature of the Gunslinger for more information). A kukaigun starts with one 1st level deed, and gains another deed every two levels. These can be drawn from the [http://paizo.com/pathfinderRPG/prd/ultimateCombat/classes/gunslinger.html#deeds Gunslinger's deeds] or the kaigun archetype's [http://www.d20pfsrd.com/psionics-unleashed/classes/marksman/archetypes/dreamscarred-press/kaigun#TOC-Psionic-Deed Psionic Deeds]. His level must meet the deed's level prerequisite. |
<span id="styleTech">'''Style Technique (Su):'''</span> A kukaigun, regardless of his chosen combat style, gains special techniques at 2nd level that he can use by expending psionic focus. The specific technique is determined by his chosen style. | <span id="styleTech">'''Style Technique (Su):'''</span> A kukaigun, regardless of his chosen combat style, gains special techniques at 2nd level that he can use by expending psionic focus. The specific technique is determined by his chosen style. | ||
Revision as of 02:21, 15 January 2016
Combining Gunslinger and the Psionic Marksman Class, creating a class with rather destructive potential.
The Kukaigun is a custom hybrid class written using the Pathfinder RPG rules for the Cutefinder campaign, pulling material from Paizo's Ultimate Combat and Dreamscarred Press's Advanced Psionics, assembled by Mr. Q Bear.
Contents
Overview
Alignment: Any.
Hit Die: d10
Parent Classes: Gunslinger and Marksman
Starting Wealth: 5d6 × 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less, and the Kukaigun begins with his starting firearm.
Class Skills: The Kukaigun's class skills (and key ability for each skill) are Acrobatics (Dex), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (psionics) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).
Skill Ranks at Each Level: 4 + Int modifier.
| Level | BAB | Fort | Ref | Will | Special | Power Points/Day | Powers Known | Maximum Power Level Known |
|---|---|---|---|---|---|---|---|---|
| 1st | +1 | +0 | +2 | +2 | Pick Style, Wind Reader, Deeds, Gunsmith | 1 | 0 | 1st |
| 2nd | +2 | +0 | +3 | +3 | Style Technique, Nimble +1 | 2 | 1 | 1st |
| 3rd | +3 | +1 | +3 | +3 | Style Skill (+1), Style Mantra, Deed | 3 | 1 | 1st |
| 4th | +4 | +1 | +4 | +4 | Cover Fire, Style Ability | 5 | 2 | 1st |
| 5th | +5 | +1 | +4 | +4 | Bonus Feat, Gun Training 1, Deed | 7 | 2 | 1st |
| 6th | +6/+1 | +2 | +5 | +5 | Nimble +2, Style Skill (+2) | 9 | 3 | 2nd |
| 7th | +7/+2 | +2 | +5 | +5 | Disengage, Deed | 11 | 4 | 2nd |
| 8th | +8/+3 | +2 | +6 | +6 | Bonus Feat, Style Ability | 14 | 5 | 2nd |
| 9th | +9/+4 | +3 | +6 | +6 | Style Skill (+3), Gun Training 2, Deed | 17 | 5 | 2nd |
| 10th | +10/+5 | +3 | +7 | +7 | Nimble +3 | 20 | 6 | 2nd |
| 11th | +11/+6/+1 | +3 | +7 | +7 | Bonus Feat, Deed | 24 | 7 | 3rd |
| 12th | +12/+7/+2 | +4 | +8 | +8 | Style Ability, Style Skill (+4) | 28 | 8 | 3rd |
| 13th | +13/+8/+3 | +4 | +8 | +8 | Defensive Shot, Gun Training 3, Deed | 32 | 8 | 3rd |
| 14th | +14/+9/+4 | +4 | +9 | +9 | Bonus Feat, Nimble +4 | 37 | 9 | 3rd |
| 15th | +15/+10/+5 | +5 | +9 | +9 | Style Skill (+5), Deed | 42 | 9 | 3rd |
| 16th | +16/+11/+6/+1 | +5 | +10 | +10 | Style Ability | 47 | 10 | 4th |
| 17th | +17/+12/+7/+2 | +5 | +10 | +10 | Bonus Feat, Gun Training 4, Deed | 52 | 10 | 4th |
| 18th | +18/+13/+8/+3 | +6 | +11 | +11 | Nimble +5, Style Skill (+6) | 58 | 11 | 4th |
| 19th | +19/+14/+9/+4 | +6 | +11 | +11 | Ranged Specialist, Deed | 64 | 11 | 4th |
| 20th | +20/+15/+10/+5 | +6 | +12 | +12 | Bonus Feat, Style Ability | 70 | 12 | 4th |
Class Features
The following are class features of the kukaigun.
Weapon and Armor Proficiency: Kukaiguns are proficient with all simple weapons and with all firearms. They are proficient with light armor, but not with shields.
Powers Points/Day: A kukaigun's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Kukaigun.
In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A kukaigun begins play knowing no Marksman powers (although he can manifest powers from power completion or power trigger items as normal). At each level indicated on Table: Kukaigun, he unlocks the knowledge of a new power.
Choose the powers known from the marksman power list. (Exception: The feat Expanded Knowledge does allow a kukaigun to learn powers from the lists of other classes.) A kukaigun can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a kukaigun can manifest in a day is limited only by his daily power points.
A kukaigun simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against kukaigun powers is 10 + the power's level + the kukaigun's Wisdom modifier.
Maximum Power Level Known: A kukaigun begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a kukaigun must have a wisdom score of at least 10 + the power's level.
Pick Style: A kukaigun must choose a type of ranged combat from the Marksman combat styles. This style determines certain class features, skills, and abilities, as described in the different styles.
Wind Reader (Su): A kukaigun can use his heightened senses and awareness of his surroundings to read the wind and environment, allowing him to drastically improve his accuracy. While maintaining psionic focus, he can spend a swift action to gain a competence bonus equal to his Wisdom modifier on ranged attacks until the end of the round. He can do this a number of times per day equal to 3 + his class level.
Gunsmith: At 1st level, a kukaigun gains one of the following firearms of his choice: blunderbuss, musket, or pistol. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The kukaigun also gains Gunsmithing as a bonus feat.
Deeds: A kukaigun does not have Grit nor automatically gain deeds like a gunslinger; instead, he spends Power Points to use deeds he selects manually. Additionally, a kukaigun can regain a Power Point in the same way he would regain Grit (see the Grit class feature of the Gunslinger for more information). A kukaigun starts with one 1st level deed, and gains another deed every two levels. These can be drawn from the Gunslinger's deeds or the kaigun archetype's Psionic Deeds. His level must meet the deed's level prerequisite.
Style Technique (Su): A kukaigun, regardless of his chosen combat style, gains special techniques at 2nd level that he can use by expending psionic focus. The specific technique is determined by his chosen style.
Nimble (Ex): Starting at 2nd level, a kukaigun gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the kukaigun to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 18th level).
Style Skill (Ex): At 3rd level, a kukaigun gains a +1 bonus to the skill associated to his combat style. Every three levels thereafter (6th, 9th, etc), this bonus improves by 1.
Style Mantra (Su): At 3rd level, a kukaigun gains a mantra associated with his combat style that is active as long as he maintains psionic focus. A kukaigun may not use his style mantra at the same time he uses Wind Reader; he may only gain the benefit of one or the other, not both.
Cover Fire (Ex): Beginning at 4th level, a kukaigun knows not only how to directly engage his enemies, but also how to protect his allies. As an attack action, he may choose to fire his gun at an opponent within 30 feet to distract that opponent rather than to deal damage. Make an attack roll against the space a target occupies (AC 10). If successful, the targeted enemy must make a Reflex save (DC 10 + 1/2 the kukaigun's class level + the kukaigun's Dexterity modifier), or be staggered for one round. The kukaigun still expends ammunition as normal for this attack.
If the attack roll would indicate a critical threat and the result would hit the opponent's AC, roll to confirm: if the critical hit is confirmed against the opponent's AC, the attack does normal damage as well. A kukaigun cannot use cover fire if his opponent or the square he targets would be subject to a miss chance (such as from a concealed target).
Style Ability: Starting at 4th level, a kukaigun gains an ability associated with his combat style. Every four levels thereafter (8th, 12th, 16th, 20th), he gains a new style ability.
Bonus Feat: A kukaigun of 5th level gains a bonus feat selected from his combat style feat list, grit feats, a feat bound to a specific weapon (such as Weapon Focus), or the following: Deadly Aim, Far Shot, Fell Shot, Greater Psionic Shot, Parting Shot, Precise Shot, Psionic Meditation, Psionic Shot, Quick Draw, Return Shot, Returning Throw. The kukaigun must meet the prerequisites for this feat.
At 8th level and every three levels thereafter, the kukaigun gains another bonus feat from the same selection.
Gun Training (Ex): Starting at 5th level, a kukaigun can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when he misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.
Every four levels thereafter (9th, 13th, and 17th), the kukaigun picks up another type of firearm, gaining these bonuses for those types as well.
Disengage (Ex): Once a kukaigun has reached 7th level, he learns how to effectively distance himself from enemies. He may expend his psionic focus to add his Wisdom modifier to his Acrobatics rolls to avoid attacks of opportunity during movement for the round, and can move at full speed without increasing the Acrobatics DC.
Defensive Shot (Ex): At 13th level, a kukaigun no longer provokes attacks of opportunity when making ranged attacks with a firearm.
Ranged Specialist (Su): At 19th level, a kukaigun's ranged attacks have their critical multiplier increased by 1 (x2 becomes x3, for example) and his penalties for range increments are halved. If the kukaigun has the Far Shot feat, he instead suffers no penalties for range increments.
Xenosaga and Gaignun Kukai Jr. © Bandai-Namco and Monolith Soft, used for personal purposes only. All other material is licensed under the Open Game License.