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Gunblade Knight-PRC
#10
Alrighty. I think i'll definitely just convert to this system instead. Its clicking better and just sounds overall better for the class.

Gunblade Junction: Yeah i actually decided to change the perfect Junction into a gunblade idea. Its based off of Leons ability from KH and felt it could do better to be added to the list and gave it a alignment effect as well. So i changed it. Below all this is changed i made.

Spellcasting Junction: Yeahh had a talk with a friend and found a solution to make that better. At the time it seemed fine, now im against it. Decided to go with a Draw MP ability.

Fighter Junction: Yeah, i got nothing for a perfect.

Deadly Trigger Junction: Yeah i don't know why i put it that way. I think i was over thinking it. Added an extra effect as suggested. And a Perfect.

Talent Junction: I was actually anting to slap in Knight talents or thief talents as well and decided not to. I want it to be customizable but NOT that customizable. Trying to stick to a Possible Mage hybrid thatd work good for Blue or red mages as well.
Decided to add a perfect as suggested and added in the ability to get combat feats or metamagic feats.

Tech Junction: Added a perfect might need to fix wording later.

Also Some new Gunblade tech Ideas. I think ive covered all i can from the games so im pulling more stuff from gunner like classes for the gun part of the blade (Hence Big shot), and abilities i know haven't been used other wise (Thunder slash) and just matching it into the theme.

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Gunblade Junction: This junction powers the gunblade knight’s use and mastery with his gunblade.
He receives a +1 to attack rolls made with a gunblade and increases the melee damage of the gunblade by one die step (typically 1d8)
This junction may only be taken twice. (Max: +2, 1d10 Gunblade damage.)

Perfect junction: Master of the Gunblade

The gunblade knight wields his gunblade masterfully. While wielding a gunblade he is unable to be disarmed, his threat range is also increased by 1 and he gains another +1 to hit. He also does not provoke any attacks of opportunity when firing his gunblade, and may make attacks of opportunity up to 30ft with the firearm of the gunblade.

Spellcasting Junction:
The gunblade knight gains a +1 level to an existing spell casting class. Furthering his magical prowess even through his own training. If you have multiple you must choose which it goes to. The gunblade knight gains spells and MP as if they had leveled up in that class but no other benefit.
This junction may be taken as many times as desired.

Perfect Junction: Draw
At 10th level the gunblade knight may draw an enemy’s MP. As a move action, 3 times a day the gunblade knight may draw MP from an enemy within 30ft of them. The gunblade knight drains 1d6 MP for every time “Spellcasting Junction” was taken (Max 5d6). An enemy subjected to this may make a Will save DC 10+ half gunblade knight level+ Int mod to negate the draw effect. If the enemy was to run out of MP or not have any MP at all, they instead take HP damage.

Fighter Junction:
The gunblade knight may count his gunblade knight levels as fighter levels to determine qualifications for fighter feats, bonuses to chosen weapon, and fighter limit breaks.
This can only be taken once.

Deadly Trigger Junction:
If the gunblade knight does not have it, they gain the ability “Trigger” per the Gunblade specialist class. If the gunblade knight already has access to Trigger, they instead may use Trigger without the need of a critical confirm 1 time + Wis Mod a day. Further, they gain Deadly Aim as a bonus feat.
This can only once, but may be taken again to gain the other Trigger effect, as if they had Trigger.
Perfect Junction: Forceful Trigger

When damage from “Trigger” is applied, the gunblade knight may make a free Trip combat maneuver against his foe with a +4 bonus. This does not stack with Improved Trip, and does not provoke attacks of opportunity.


Talent Junction:
The Gunblade knight may choose a fighter talent, a Mage talent, a Combat feat, or Metamagic feat of his choice. He must still meet the prerequisites to acquire the talent or feat.

Perfect Junction: Talent Master

The Gunblade Knight may take two Advanced Fighter Talents or two regular fighter talents, or two mage talents. As well as either the Combat feats or Metamagic feats. He must still meet the prerequisites for each talent or feat.
This may be taken as many times as desired.

Tech Junction: The gunblade knight may choose a Gunblade tech as his junction. The DC for his gunblade techs are also increased by 1.

Perfect Junction: Improved Techniques
The Gunblade knights Gunblade techs have their range increased by 10ft. Any Gunblade techs that require a charge have their movement speed increased by 10ft instead. (This is applied after all other movement speed bonuses) The DC to his gunblade techs are also increased by 1. He also does not provoke any attacks of opportunity from any Gunblade tech that does so.

Gunblade Tech Ideas:

Grenade Shot: The gunblade knight charges his gunblade with energy and fires at a square or enemy as a range touch attack within 60ft. The shot explodes on impact exploding in a 20ft burst centered from the square of the explosion dealing bullet damage and 1d6 fire damage per gunblade knight level. As well as any effect from the ammunition is applied. There is a Reflex Save for half damage. If an enemy is hit directly by this and fails the save, they are knocked prone.

Thunder Slash:
The gunblade knight’s gunblade is powered with lightning and the gunblade knight makes a melee attack against an enemy within range, or may make a charge attack on an enemy. If the melee attack succeeds he fires his gunblade mid-slash to cause an electric explosion on the enemy dealing bullet damage and 1d6 lightning damage per gunblade knight level. Ammunition effects is also applied. The enemy is also Stunned for 1 round. Fort save for half damage and negate stun.

Grieving Blade: The gunblade knights gunblade glows with the color of the gunblade knights alignment (Blue: Good, Red: Evil: Grey: Neutral) and is treated as that alignment for the purpose of bypassing damage reduction. The blade is also enlarged and is treated as once size category larger than its regular form, but still attains its same weight before the transformation. The gunblade is now wielded at a -2 penalty, but may strike enemies up to 10ft away as if it had reach, but may still attack adjacent enemies. Both melee damage and bullet damage is effected by this. He also gains a +2 bonus to Trip and Sunder attempts made during this effect.

This effect is a swift action to activate and lasts 1 + CON (Minimum 1) rounds
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Messages In This Thread
Gunblade Knight-PRC - by NeloAngelo - 05-01-2015, 07:39 PM
RE: Gunblade Knight-PRC - by NeloAngelo - 05-10-2015, 05:45 PM
RE: Gunblade Knight-PRC - by silverwerret - 05-10-2015, 11:30 PM
RE: Gunblade Knight-PRC - by NeloAngelo - 05-10-2015, 11:58 PM
RE: Gunblade Knight-PRC - by dairius_chi - 05-14-2015, 10:27 PM
RE: Gunblade Knight-PRC - by NeloAngelo - 05-15-2015, 03:09 AM
RE: Gunblade Knight-PRC - by NeloAngelo - 05-15-2015, 06:56 PM
RE: Gunblade Knight-PRC - by NeloAngelo - 05-22-2015, 12:06 AM
RE: Gunblade Knight-PRC - by dairius_chi - 05-22-2015, 12:39 AM
RE: Gunblade Knight-PRC - by NeloAngelo - 05-22-2015, 06:33 PM
RE: Gunblade Knight-PRC - by dairius_chi - 05-22-2015, 07:12 PM
RE: Gunblade Knight-PRC - by NeloAngelo - 05-22-2015, 07:27 PM
RE: Gunblade Knight-PRC - by NeloAngelo - 05-22-2015, 10:05 PM
RE: Gunblade Knight-PRC - by NeloAngelo - 05-27-2015, 09:02 PM

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