Tuesday, July 15, 2014

From the Vault: Shank You Very Much Ser......

This was an excellent submission for our very soon to be released Gunslinger Book. I feel this could pair well with say a level or three of the knife master rogue archetype for a particularly fun character. I personally think of this guy.

Somehow, some way this awesome submission which was accepted for the book ended up missing when it went to layout. Only after the meticulous work of our layout guy had already been done did we discover the issue. We decided to give this to you the fans as a teaser. 

The gun can add a very intriguing flavor to fantasy but this is one of two archetypes that lets you play a gunslinger even if there is no gun. I hope you enjoy.

~Frank Gori Creative Director of Flying Pincushion Games.

Knife Throwing

By Matt Medeiros

Many would say bringing a knife to a gunfight is a bad idea, some would disagree. These few, lethally dextrous individuals are called shankslingers. Their skills speak for them – any who would draw upon a shankslinger is pincushioned before getting off more than a shot or two.

A shankslinger trades the devastation of a single, horrible shot for a torrent of blades. They accomplish this by learning deeds that a typical gunslinger would not, listed below. Each deed states which deed it replaces. If a deed is not replaced, then anything that would affect a gun/shot can instead be used to affect a light throwing weapon (typically a dagger, dart, or shuriken).

Shanksharpen (Ex): At 1st level, the shankslinger can craft an improvised piercing weapon called a “shank” given a minute and something to sharpen. This results in a one-use weapon that deals 1d4+strength modifier damage. In addition, if a shankslinger crafts a dart or dagger, their experience honing edges (and constant attention to their weapons) increases the damage die by 1 step (a 1d4 weapon deals 1d6.) This ability is in effect so long as the shankslinger has at least 1 grit point. This deed replaces Deadeye.

Twinned Hands (Ex): At 1st level, a shankslinger gains the Two-Weapon Fighting, Quickdraw and Rapid Shot feats as bonus feats but only with throwing weapons and so long as the shankslinger has at least 1 grit point. This deed replaces Quick Clear.

Shankslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative check. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and a light, thrown weapon is not hidden, she can draw and throw as a part of the initiative check. This deed replaces Gunslinger Initiative.

Impale (Ex): At 3rd level, the shankslinger's thrown weapons strike with such force that one weapon a round can impale the target, dealing weapon damage every round (including critically multiplied damage). This additional damage is bleed damage. Removing the impaled weapon also deals weapon damage unless a successful Heal check (DC 20) is made. This deed replaces Pistol-Whip.

Trick Throws (Ex): At 3rd level, if the shankslinger has at least 1 grit point, she can perform all of the following trick throws. Each trick throw can be applied to any single attack with a firearm, but the shankslinger must declare the trick throw she is using before making the attack.
  • Lob: The shankslinger must have 20 feet of overhead clearance to use this trick. When this trick is used, the shankslinger takes a -2 penalty on their attack roll but the opponent is caught flat-footed and denied any cover that doesn't cover their head.
  • To the hilt: The shankslinger can make a ranged disarm attempt as a standard action. This attempt takes a -2 penalty but if the disarm attempt it successful the item is flung back 5 feet plus an additional 5 feet per 5 the target's CMD is beaten by.
  • Distracting Throw: The shankslinger can make a ranged attack as a standard action. This attack doesn't deal damage, it only distracts the enemy enough that they are counted as being flanked by the shankslinger from that direction until the shankslinger's next turn.
This deed replaces Utility Shot.

Powerful Projectile (Ex): At 7th level, a shankslinger with at least 1 grit can choose to use Strength instead of Dexterity on attack rolls with thrown weapons. In addition, as a full-round action the shankslinger can throw one well-placed projectile that not only deals double damage dice (as vital strike), the target must also make a Fortitude check (DC 14+1/2 shankslinger's level) or be stunned for the round. The shankslinger must spend 1 grit point to perform this secondary function of this deed. This deed replaces Dead Shot.

Mystic Resonance (Su): At 11th level, a shankslinger can cause thrown weapons to be a magical replica of a similar magical weapon on their person. By spending 1 grit point and designating a throwing weapon on her person, the shankslinger can have all similar throwing weapons have likewise effects (a +1 flaming returning dagger designated by this abilities bestows the +1 flaming, and returning qualities on all other weapons thrown that turn). This only affects weapons thrown, specifically. This deed replaces Expert Loading.

Bouncing Blades (Ex): At 11th level, a shankslinger can have all throwing weapons function as though benefitting from the returning quality so long as she has 1 grit point remaining. A secondary effect to this deed is that a shankslinger's blades can ricochet to a single adjacent enemy before returning at the cost of 2 grit points per round. In addition, this deed allows her to catch and sheath weapons as a free action. This deed replaces Lightning Reload.

Multiplicity (Su): At 15th level, a shankslinger can throw two light throwing weapons with one attack roll. Throwing the first extra weapon can be used so long as 1 grit remains. For each additional thrown weapon on the same attack roll, spend an additional grit point. This deed replaces Menacing Shot.

Shankslinger Shield (Ex): At 19th level, before a shankslinger rolls an attack roll, she can spend 2 grit points to threaten the area within 30 feet of her. She gains the Combat Reflexes feat if she doesn't already have it and may make attacks of opportunity on anyone who approaches or passes through this area. Anyone she successfully hits with an attack of opportunity suffers a -2 penalty on attack and weapon damage rolls against her for that round. This deed replaces Stunning Shot.

Thrown Training (Ex) Starting at 5th level, a shankslinger gains Weapon Training with thrown weapons as per the fighter class feature. They only gain thrown weapon training.

Check out our Into the Breach: The Gunslinger here!

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