Gunmetal Mystic

From the weapon adept to the zen archer, many monks understand that physical weapons can be vessels for their skills and ki. The gunmetal mystic is simply keeping up with the times, blending their ancient fighting traditions with the cool metal of the present. They find that bullets can channel their ki energy into a devastating strike, and it is said that their foes fall as if lightning from god had smote them down.

The gunmetal mystic is an archetype of the monk class.

Weapon and Armor Proficiency

The gunmetal mystic is proficient with all firearms in addition to the normal monk proficiencies.


At 1st level, a gunmetal mystic gains a battered firearm identical to the one gained by a gunslinger. The gunmetal mystic also gains Gunsmithing as a bonus feat.

This ability replaces the bonus feat gained at 1st level.


At 1st level, a gunmetal mystic gains the gunslinger‘s grit ability. At the start of each day, a gunmetal mystic gains a number of grit points equal to his Wisdom bonus (minimum 1). A gunmetal mystic gains the gunslinger‘s quick clear and gunslinger‘s dodge deeds. In addition, a gunmetal mystic with the Stunning Fist, Elemental Fist, or Punishing Kick feat may use those feats with firearm attacks as if they were unarmed strikes.

This ability replaces stunning fist.

Flurry of Blows

A gunmetal mystic may use this ability with a combination of unarmed strikes, firearm attacks, and pistol whips (once he gains the pistol whip deed at 3rd level). However, he may only make one firearm attack and one pistol whip in a single flurry, and must use unarmed strikes for the other attacks. A firearm attack made as part of a flurry of blows does not provoke an attack of opportunity from its target if it is threatening the gunmetal mystic; however, it still provokes from other creatures threatening him.

Bonus Feats

A gunmetal mystic gains a bonus grit feat at 2nd level and every 4 levels thereafter. He must meet all the prerequisites for the feat, using his monk level as his effective gunslinger level.

This ability replaces the normal bonus feats gained at those levels.


At 3rd level, a gunmetal mystic gains the gunslinger‘s pistol-whip deed. When making a pistol whip, he may use his unarmed strike damage die if it is higher than the pistol whip damage die and treat it as an unarmed strike for the purpose of using his ki pool to overcome damage reduction.

This ability replaces maneuver training.

Ki Pool

At 4th level, a gunmetal mystic can treat ki points as grit points for any gunslinger deed gained through this archetype. In addition, his ki pool allows his firearm to be treated as magic, cold iron, silver, lawful, and adamantine at the appropriate levels for the purpose of overcoming damage reduction as if it were an unarmed strike.

This ability modifies ki pool.

Lightning from God (Su)

At 4th level, a gunmetal mystic may spend 1 ki point as a swift action to imbue the next firearm attack he makes within 1 round with his inner power. If the attack hits, it deals an extra 1d6 points of damage; this damage comes from pure ki power and bypasses all damage reduction. This damage is not multiplied on a critical hit. At 8th level and every 4 levels thereafter, the additional damage increases by 1d6, to a maximum of 5d6 at 20th level.

This ability replaces slow fall.


At 7th level, a gunmetal mystic gains the gunslinger‘s targeting deed.

This ability replaces wholeness of body.

Lightning Reload

At 11th level, a gunmetal mystic gains the gunslinger‘s lightning reload deed.

This ability replaces diamond body.

Slinger’s Luck

At 15th level, a gunmetal mystic gains the gunslinger‘s slinger’s luck deed.

This ability replaces quivering palm.

Stunning Shot

At 19th level, a gunmetal mystic gains the gunslinger‘s stunning shot deed.

This ability replaces empty body.
Section 15: Copyright Notice

Advanced Archetypes © 2014, Flaming Crab Games; Authors: Tanner Wahlin, Alex Abel, and C. J. Withers

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