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Instating Gun Kata into D20
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<blockquote data-quote="The Truth" data-source="post: 3432645" data-attributes="member: 40364"><p>I drafted a gun-fu monk variant for my steampunk campaign that you may be interested in. It's a little rough (and hasn't seen the light of game), but here it is:</p><p></p><p><strong>MONK VARIANT: THE BULLET MONK</strong></p><p></p><p>In your hands, a mundane firearm becomes a sleek and stylish instrument of death. You possess a innate level of skill in gun combat that outstrips those who with conventional training. With this variant, you loose many of the magical abilities of the monk class but become a mystical, gritty gunfighter.</p><p></p><p>If you select this class variant, you gain the following set of class features.</p><ul> <li data-xf-list-type="ul"><strong>Flurry of Bullets:</strong> Use your flurry of blows base attack for firearms instead of unarmed strikes. These attacks can be made with any guns you hold; use this ability instead of the conventional two-weapon fighting rules. This ability replaces Flurry of Blows.</li> <li data-xf-list-type="ul">Unarmed damage: This value applies to both your unarmed strikes and attacks with a firearm (if higher). In the second case, light firearms are considered to be one size smaller and two-handed ones one size large for the purposes of this damage.</li> <li data-xf-list-type="ul">At first level, you gain Firearms Proficiency as a bonus feat, even if you do not meet the prerequisites. You can also draw firearms as a free action. This benefit replaces you normal bonus feat on first level.</li> <li data-xf-list-type="ul">At second level, you gain the supernatural ability to dodge bullets or the projectiles created by the <em>magic missile</em> spell. Whenever you would be hit by an attack from a firearm, you may attempt a Reflex save (DC 10 + half the attacker's Base Attack Bonus + attacks Dex modifier) to instead dodge the attack. This ability can be attempted any number of times in a round. You do not need to be aware of the firearm attack to use this ability (and you can use it even when flat-footed), but you must be able to move freely (ie, not tied up, sleeping, or encumbered).</li> <li data-xf-list-type="ul"><strong>Reload on the Run:</strong> Whenever you make a move action, you can reload a firearm as a swift action (assuming it doesn't require more than a standard action to reload). You gain this ability instead of Still Mind.</li> <li data-xf-list-type="ul"><strong>Ki bullet:</strong> Your ki strike benefits apply to both your unarmed and firearm attacks.[/li]</li> <li data-xf-list-type="ul"><strong>Purity of Ammunition:</strong> Your mystical bond to blackpowder weapons prevents them from functioning improperly. Firearms you wield never misfire. You gain this ability in place of Purity of Body at 5th level.</li> <li data-xf-list-type="ul">At 6th level, you get Close Combat shot as a bonus feat, even if you do not meet the prerequisites. This replaces you 6th level bonus feat. (This homebrew feat allows you to use light firearms in melee without provoking an attack of opportunity.)</li> <li data-xf-list-type="ul"><strong>Cover Magnet:</strong> When you get the benefits of cover, increase the AC bonus you gain from cover by 2. This ability replaces Diamond Body at 11th level.</li> <li data-xf-list-type="ul"><strong>Wall Run:</strong> You are able to run up extremely steep and even verticle surfaces. Treat such surfaces as difficult terrain (requiring two squares of movement per 5 ft). You must make Balance checks if you wish to run up slippery surfaces. If you end your turn running up a wall, you can either stop to climb or keep on running, in the second case, you must make a Wisdom check (DC 10) or immediately fall. This ability replaces Abundant Step at 12th level.</li> <li data-xf-list-type="ul"><strong>Run and Gun:</strong> The bullet monk has no time to stop and fight. With this ability, the bullet monk can fire his weapons while on the move. If he takes a double move action in a round, he may also make a single firearm attack as a swift action. If he spends a full action to attack with firearms, he may make a single move action as a swift action. The firearm attacks must be at the start or end of the monk's movement unless he possesses the Shot on the Run feat. The bullet monk gets this ability instead of Diamond Soul at 13th level.</li> <li data-xf-list-type="ul"><strong>Flawless Shot:</strong> Once per day, the bullet monk may concentrate and make a single, perfect attack with his firearm. Using this ability is a full round action and cannot be combined with the Run and Gun ability. The monk makes a single attack with a +20 insight bonus to the attack roll; if the shot hits, it is an automatic critical threat (roll again, with the +20 bonus, to confirm). All forms of miss chance—be it concealment or incorporealness—are ineffective against Flawless Shot. It also bypasses the Dodge Bullets ability of other bullet monks. Additionally, if the attack is successful you may make a bull rush, trip, or disarm attempt against the target, posing no additional danger to you. This ability is usable once per day, and replaces Quivering Palm at 15th level.</li> <li data-xf-list-type="ul"><strong>Third Eye:</strong> The bullet monk adds his Wisdom modifier to damage dealt with by firearms. This ability replaces Timeless Body at 17th level.</li> <li data-xf-list-type="ul"><strong>Hurricane of Destruction:</strong> The bullet monk is always under the effects of a <em>haste</em> spell. This ability replaces Empty body at 19th level.</li> </ul></blockquote><p></p>
[QUOTE="The Truth, post: 3432645, member: 40364"] I drafted a gun-fu monk variant for my steampunk campaign that you may be interested in. It's a little rough (and hasn't seen the light of game), but here it is: [b]MONK VARIANT: THE BULLET MONK[/b] In your hands, a mundane firearm becomes a sleek and stylish instrument of death. You possess a innate level of skill in gun combat that outstrips those who with conventional training. With this variant, you loose many of the magical abilities of the monk class but become a mystical, gritty gunfighter. If you select this class variant, you gain the following set of class features. [list] [*][b]Flurry of Bullets:[/b] Use your flurry of blows base attack for firearms instead of unarmed strikes. These attacks can be made with any guns you hold; use this ability instead of the conventional two-weapon fighting rules. This ability replaces Flurry of Blows. [*]Unarmed damage: This value applies to both your unarmed strikes and attacks with a firearm (if higher). In the second case, light firearms are considered to be one size smaller and two-handed ones one size large for the purposes of this damage. [*]At first level, you gain Firearms Proficiency as a bonus feat, even if you do not meet the prerequisites. You can also draw firearms as a free action. This benefit replaces you normal bonus feat on first level. [*]At second level, you gain the supernatural ability to dodge bullets or the projectiles created by the [i]magic missile[/i] spell. Whenever you would be hit by an attack from a firearm, you may attempt a Reflex save (DC 10 + half the attacker's Base Attack Bonus + attacks Dex modifier) to instead dodge the attack. This ability can be attempted any number of times in a round. You do not need to be aware of the firearm attack to use this ability (and you can use it even when flat-footed), but you must be able to move freely (ie, not tied up, sleeping, or encumbered). [*][b]Reload on the Run:[/b] Whenever you make a move action, you can reload a firearm as a swift action (assuming it doesn't require more than a standard action to reload). You gain this ability instead of Still Mind. [*][b]Ki bullet:[/b] Your ki strike benefits apply to both your unarmed and firearm attacks.[/li] [*][b]Purity of Ammunition:[/b] Your mystical bond to blackpowder weapons prevents them from functioning improperly. Firearms you wield never misfire. You gain this ability in place of Purity of Body at 5th level. [*]At 6th level, you get Close Combat shot as a bonus feat, even if you do not meet the prerequisites. This replaces you 6th level bonus feat. (This homebrew feat allows you to use light firearms in melee without provoking an attack of opportunity.) [*][b]Cover Magnet:[/b] When you get the benefits of cover, increase the AC bonus you gain from cover by 2. This ability replaces Diamond Body at 11th level. [*][b]Wall Run:[/b] You are able to run up extremely steep and even verticle surfaces. Treat such surfaces as difficult terrain (requiring two squares of movement per 5 ft). You must make Balance checks if you wish to run up slippery surfaces. If you end your turn running up a wall, you can either stop to climb or keep on running, in the second case, you must make a Wisdom check (DC 10) or immediately fall. This ability replaces Abundant Step at 12th level. [*][b]Run and Gun:[/b] The bullet monk has no time to stop and fight. With this ability, the bullet monk can fire his weapons while on the move. If he takes a double move action in a round, he may also make a single firearm attack as a swift action. If he spends a full action to attack with firearms, he may make a single move action as a swift action. The firearm attacks must be at the start or end of the monk's movement unless he possesses the Shot on the Run feat. The bullet monk gets this ability instead of Diamond Soul at 13th level. [*][b]Flawless Shot:[/b] Once per day, the bullet monk may concentrate and make a single, perfect attack with his firearm. Using this ability is a full round action and cannot be combined with the Run and Gun ability. The monk makes a single attack with a +20 insight bonus to the attack roll; if the shot hits, it is an automatic critical threat (roll again, with the +20 bonus, to confirm). All forms of miss chance—be it concealment or incorporealness—are ineffective against Flawless Shot. It also bypasses the Dodge Bullets ability of other bullet monks. Additionally, if the attack is successful you may make a bull rush, trip, or disarm attempt against the target, posing no additional danger to you. This ability is usable once per day, and replaces Quivering Palm at 15th level. [*][b]Third Eye:[/b] The bullet monk adds his Wisdom modifier to damage dealt with by firearms. This ability replaces Timeless Body at 17th level. [*][b]Hurricane of Destruction:[/b] The bullet monk is always under the effects of a [i]haste[/i] spell. This ability replaces Empty body at 19th level. [/list] [/QUOTE]
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