Mistwell said:
It's a tough call, like all other d20 games. Guns put you at a disadvantage if your opponants close with you, particularly if you get your back up against a wall. They can also be tricky if your allies often get between you and your opponant. And, they are both costly and require reloading and a supply of ammunition.
On the other hand, they do a great deal of damage, most pistols can be hidden, and you could use a pistol in each hand. Guns also make semi-decent melee weapons in a pinch (particularly a long gun), even if you are out of bullets. If you go the gun route, you obviously should decide on the long gun versus pistol route.
If you are going to go the melee weapon route, you need to decide if it is going to be a martial arts character, a brawler, or a weapon user. Each has its advantages and its disadvantages. People keep bagging on the brawler route, since it can be difficult to knock an opponant out in one punch (which is what is required), however I can see a very effective character being a brawler, if done carefully (and particularly at the low to medium levels, when opponants have a poor fortitude save). However, I believe you have more options open to you by going the martial arts or melee weapon route.
Hope this helps more than it confuses...
The brawler becomes MUCH more powerful if you use brass knuckles. Thy are cheap, can be made mastercraft/magical, make you fists do perm dmg, and give them +1 to dmg.
Here is the map for the char that I made for a PBP game
Profession: Dilletante for the wealth bonus...starting wealth with a lucky roll = 15
L1: Strong Hero 1, melee smash Personal firearms prof, brawl...Bab/DMG w/16 str = +5, Attack = 1d6+6, or an additional +1 to +3 to both depending on if the DM rules that you can buy mastercraft items (+3 mastercraft brass knuckles are W14) Buy and undercover vest (also 14), and a silenced TEC-9 (to be cheap and concealable. If you are in a setting where you can carry guns around easily, buy yourself an M16 or something else big and powerful). You can buy derringers and pathfinders, tiny (thus very concealable gns) for no wealth loss. You should be able to hit at say, +3 (with 14 dex, which should be your second-highest score).
L2: Strong Hero 2. This is not a very intersting level. Pick up Knockout Punch. You will almost always threaten a knockout (and guaruntee a daze) if you get the jump on an opponent, and at this level their fot saves are going to suck.
L3: Fast Hero 1, Light armor Proficiency, Evasion. You now have a 20 AC to complement your impressive melee AND ranged power.
L4-5 Soldier 1-2. Take Weapon Focus And Spec in unarmed strike. Your fists are now +8 to hit and do 1d6+8 + 1-3 mastercraft
L6: Soldier 3 ...get +1 to attack, defense and will saves...two feats...From here you can go wherever you want. You can take the 2 Offensive/Defensive Combat Martial Arts feats (granting access to the Martial Artist AdvC), or can take Improved Initiative to help out your knockout punch and one of the MA feats OR can bring your gunmanship up to date with Advanced Firearms and Burst Fire.
L7+ You are quite flexible now. Perhaps you should combine the Soldier and the Martial Artist.