05-22-2015, 12:39 AM
Personally, I am loving this direction, really opens the class up and makes the thought of a Spellcasting Gunblade Knight work, which I am a little biased towards since a particular Red Mage I play on occasion was a Gunblade-user in earlier incarnations >.>
-Gunblade Junction: Nice benefit, upping the damage from a d6 to a d10 isn't going to break any games. The Perfect Junction also looks pretty fun, the attack penalty is basically a wash with the bonus from taking this twice, and if you DID take it twice would make the blade deal 2d8 damage. Nothing that can't be done elsewhere, but still impressive.
As a clarification though, since it seems to imply it only works on the Blade part, and not the Gun part, might wanna specify.
-Spellcasting Junction: This I like, it basically lets you turn it into a 5/10 Casting PrC, which is about as much as you'd expect from most Martial PrC that augment casting. No class features really apply to the casting though, as they shouldn't since this is kind of what covers that.
The Perfect Junction feels a little too good though, being able to make it into a 10/10 casting PrC... plus the mechanics of randomly gaining 5 CL worth of spells and MP is a little janky. I don't really know what I'd suggest to improve this, I don't think a Martial PrC should EVER have more than 7/10 casting when it comes with a slew of good features, though... just a personal opinion.
-Fighter Junction: A useful ability for any Fighter Gunblade Knights, obviously not much to do to progress this so the lack of a Perfect Junction isn't that weird. I could see this synergizing well with the Gunblade Junction.
-Deadly Trigger Junction: I like the direction this is going, though to clarify: When using the Gunblade you aren't making Ranged Touch Attacks, you're making Ranged Attacks that Target Touch AC, so you can still take Deadly Aim and use it with Firearms as normal. That said, this still offers benefit to the few Gunblade Techs that work as Ranged Touch Attacks, but the benefit isn't that great really.
I'd say something like... gives 'Trigger', if they already have Trigger it adds some other benefit.. unsure what. Also gives Deadly Aim, which if they already have it increases the number of Range Increments they target Touch AC by 1.
Of all of them this feels the most 'meh'-y, but it still definitely has a place since non-Gunblade Specialists might wanna get Trigger what with the change to Gunblade Expertise.
-Talent Junction: Ooooh, I like this one a lot, I mean it basically equates to the power of a feat "Extra Fighter Talent" but it's useful, and if you take the Fighter Junction it allows a non-Fighter to qualify for some Fighter Talents.
I could see a Perfect Junction working for this... like gaining 2 Advanced Fighter Talents they qualify for, with the option to take normal ones instead.
-Tech Junction: I also like this one, it'll get more use when more Techs are made but just the bonus to Save DCs is worth grabbing this for, assuming those are a heavy focus for the character.
-Gunblade Junction: Nice benefit, upping the damage from a d6 to a d10 isn't going to break any games. The Perfect Junction also looks pretty fun, the attack penalty is basically a wash with the bonus from taking this twice, and if you DID take it twice would make the blade deal 2d8 damage. Nothing that can't be done elsewhere, but still impressive.
As a clarification though, since it seems to imply it only works on the Blade part, and not the Gun part, might wanna specify.
-Spellcasting Junction: This I like, it basically lets you turn it into a 5/10 Casting PrC, which is about as much as you'd expect from most Martial PrC that augment casting. No class features really apply to the casting though, as they shouldn't since this is kind of what covers that.
The Perfect Junction feels a little too good though, being able to make it into a 10/10 casting PrC... plus the mechanics of randomly gaining 5 CL worth of spells and MP is a little janky. I don't really know what I'd suggest to improve this, I don't think a Martial PrC should EVER have more than 7/10 casting when it comes with a slew of good features, though... just a personal opinion.
-Fighter Junction: A useful ability for any Fighter Gunblade Knights, obviously not much to do to progress this so the lack of a Perfect Junction isn't that weird. I could see this synergizing well with the Gunblade Junction.
-Deadly Trigger Junction: I like the direction this is going, though to clarify: When using the Gunblade you aren't making Ranged Touch Attacks, you're making Ranged Attacks that Target Touch AC, so you can still take Deadly Aim and use it with Firearms as normal. That said, this still offers benefit to the few Gunblade Techs that work as Ranged Touch Attacks, but the benefit isn't that great really.
I'd say something like... gives 'Trigger', if they already have Trigger it adds some other benefit.. unsure what. Also gives Deadly Aim, which if they already have it increases the number of Range Increments they target Touch AC by 1.
Of all of them this feels the most 'meh'-y, but it still definitely has a place since non-Gunblade Specialists might wanna get Trigger what with the change to Gunblade Expertise.
-Talent Junction: Ooooh, I like this one a lot, I mean it basically equates to the power of a feat "Extra Fighter Talent" but it's useful, and if you take the Fighter Junction it allows a non-Fighter to qualify for some Fighter Talents.
I could see a Perfect Junction working for this... like gaining 2 Advanced Fighter Talents they qualify for, with the option to take normal ones instead.
-Tech Junction: I also like this one, it'll get more use when more Techs are made but just the bonus to Save DCs is worth grabbing this for, assuming those are a heavy focus for the character.