Mystic Pistoleer (Monk/Gunslinger)
The mystic pistoleer is a master of the art of dual-wielding one-handed firearms. Through mystic meditation, he has perfected the technique of unleashing a deadly hail of bullets at his opponents, while employing his unarmed combat to devastating effect. (Original Concept by Elghinn Lightbringer)
Primary Class: Monk.
Secondary Class: Gunslinger.
Alignment: Any lawful.
Hit Dice: d8.
Bonus Skills and Ranks: The mystic pistoleer selects three gunslinger skills to add to his class skills in addition to the normal monk class skills. The mystic pistoleer gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The mystic pistoleer is only proficient with one-handed firearms, and must take Exotic Weapon Proficiency (firearm) to gain proficiency with two-handed firearms and firearm siege engines. He is also proficient with the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword*. The mystic pistoleer is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a mystic pistoleer loses his AC bonus, as well as his fast movement and flurry of blows abilities. (*Advanced Player’s Guide)
Gunsmith: A mystic pistoleer gains the gunslinger’s gunsmith ability, and must take a pistol when he chooses a battered firearm at 1st level. He must also purchase a second pistol at soon as funds allow him to do so. This ability replaces bonus feat gained at 1st level.
Bonus Feats: This is exactly like the monk’s ability of the same name, except that the mystic pistoleer gains a bonus feat at 2nd, 10th, and 18th level. In addition, a mystic pistoleer adds Rapid Reload and Two-Weapon Fighting to the list of feats he can choose at 2nd level. At 10th level, he adds Deft Shootist Deed and Improved Two-Weapon Fighting to this list. At 18th level he adds Greater Two-Weapon Fighting and Leaping Shot to this list.
Deeds (Ex): At 3rd level, a mystic pistoleer gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 3rd, the mystic pistoleer gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 19th level. This ability replaces maneuver training, wholeness of body, diamond body, abundant step, and empty body.
Ki Grit (Su: A mystic pistoleer of 3rd level or higher gains a pool of ki grit, supernatural energy he can use to perform amazing feats of agility or actions in combat. The number of points in a mystic pistoleer’s ki grit pool is equal to 1/2 his mystic pistoleer level + his Wisdom modifier. This ki grit pool functions both as the gunslinger’s grit and the monk’s ki pool. A mystic pistoleer’s replenishes his ki grit like a gunslinger replenishes his grit (critical hits and kills), and cannot exceed his daily limit. A mystic pistoleer cannot replenish his ki grit in this manner when using hail of bullets.
At 3rd level, a mystic pistoleer can spend ki grit to accomplish deeds (see Deeds) like a gunslinger.
At 4th level, as long as the mystic pistoleer has at least 1 point of ki grit, he can make a ki strike. This functions exactly like a monk’s ki strike, but its effects apply to both the mystic pistoleer’s unarmed strikes and ranged attacks made with his pistol chosen at 1st level, including his hail of bullets. A ki strike allows his unarmed attacks and ranged attacks made with his pistol chosen at 1st level to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves at 8th (cold iron and silver), 12th (lawful) and 16th level (adamantine).
In addition, by spending 1 point of his ki grit, a mystic pistoleer can do one of the following as a swift action:
Make one additional attack at his highest attack bonus when making a flurry of blows, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
The ki grit is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. This ability changes ki pool and replaces stunning fist.
Hail of Bullets (Su): Starting at 4th level, when a mystic pistoleer dual-wields his pistols he can spend 1 ki grit to make a hail of bullets as a full-attack action. When doing so he creates a killing zone in a 15-foot cone as if his pistols had the scatter weapon quality. The mystic pistoleer makes a separate attack roll against each creature within the cone. Each attack roll is made at his highest attack bonus but takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. While performing a hail of bullets, the mystic pistoleer provokes no attacks of opportunity and can reload his firearm after each attack roll as a free action. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a hail of bullets attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A mystic pistoleer that makes a hail of bullets misfires only if all of the attack rolls made misfire. Unlike a firearm with the true scatter weapon quality, if either of the mystic pistoleer’s pistols explode on a misfire, they do not deal triple its damage to all creatures within the misfire radius. This ability replaces slow fall and quivering palm.
Pistol Expert (Ex): At 6th level, a mystic pistoleer gains a bonus equal to his Dexterity modifier on damage rolls when firing a one-handed firearm. Furthermore, when he misfires with a one-handed firearm, the misfire value of that firearm increases by 2 instead of 4. At 15th level, when a mystic pistoleer misfires with a one-handed firearm, the misfire value of that firearm increases by 1 instead of 4. This ability replaces bonus feat gained at 6th level.
Ki Bullets (Su): At 8th level, a mystic gunfighter may spend 1 point from his ki pool as a swift action to change the damage dice of bullets he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium mystic gunfighter’s pistol normally deals 1d8 damage. Using this ability at 8th level, his bullets deal 1d10 damage until the start of his next turn. This ability replaces tongue of the sun and moon.
Rapid Attack (Ex): At 14th level, a mystic pistoleer can combine a full attack action with a single move. He must forgo the first attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal. Rapid attack can be used with flurry of blows and hail of bullets, but he must forgo his first two attacks at his highest bonus. This ability replaces bonus feat gained at 14th level.
Perfect Gunfighter (Su): At 20th level, the mystic pistoleer becomes the consummate gunfighter. He gains damage reduction 10/chaotic. The mystic pistoleer also picks one deed that he has access to and that he must spend grit to perform. He can perform this deed for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform the deed is reduced to 0, the mystic pistoleer can perform this deed as long as he has at least 1 grit point. If the deed could already be performed as long as he had at least 1 grit point, he can now perform that deed even when he has no grit points. This ability replaces perfect self.
Mystic Musketeer
While mystic pistoleers focus on one-handed firearms, some prefer two-handed firearms. These Mystic Musketeers gain the following class features.
Bonus Feats: A mystic musketeers adds Point Blank Shot and Rapid Reload to the list of feats he can choose at 2nd level. At 10th level, he adds Deft Shootist Deed and Improved Point Blank Shot to this list. At 18th level he adds Greater Two-Weapon Fighting and Pinpoint Targeting to this list.
Distant Shot (Ex): Starting at 4th level, when a mystic musketeer wields his one-handed firearm chosen at 1st level, he can spend 1 ki grit to gain the distance weapon ability for a number of rounds equal to his Wisdom modifier. This ability replaces hail of bullets.
Musket Expert (Ex): At 6th level, a mystic musketeer gains a bonus equal to his Dexterity modifier on damage rolls when firing a two-handed firearm. Furthermore, when he misfires with a two-handed firearm, the misfire value of that firearm increases by 2 instead of 4. At 15th level, when a mystic musketeer misfires with a two-handed firearm, the misfire value of that firearm increases by 1 instead of 4. This ability replaces pistol expert.
Table: Mystic Pistoleer