Difference between revisions of "Gunslinger (3.5e Class)"

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{{DnD Base Class Infobox
+
{{author
 +
|author_name=Thirdemperor
 +
|date_created=March 9, 2009
 +
|status=<getting there
 +
|editing= Wording only
 +
|balance=Rogue
 
|img=
 
|img=
|imgloc=
 
|imgsize=
 
|imgcaption=
 
|rating_power=
 
|raters_power=
 
|rating_wording=
 
|raters_wording=
 
|rating_formatting=
 
|raters_formatting=
 
|rating_flavor=
 
|raters_flavor=
 
|authors=Thirdemperor
 
|datecreated=March 9, 2009
 
|status=<-how close to completion->
 
|editing=
 
|type=Combat-Focused
 
|desc=A variant of the Hexagunner, a gunman with extraordinary marksmanship skills.
 
 
}}
 
}}
 +
{{3.5e Class Semantic
 +
|description=A variant of the Hexagunner, a gunman with extraordinary marksmanship skills.
 +
}}
 +
  
 
==Gunslinger==
 
==Gunslinger==
Line 28: Line 20:
 
===Making a Gunslinger===
 
===Making a Gunslinger===
  
'''Abilities:''' [[Dexterity]] is the quintessential skill for the Gunslingers techniques, adding to their deadly precision at range along with allowing them to better avoid incoming attacks. [[Intelligence]] Allows Gunslingers to create their own ammo as well as allowing them to make better use of their longshot and precise shot abilities. Lastly [[Constitution]] gives the Gunslinger a better chance of seeing combat through if they should be engaged in close combat or targeted by destructive spells.
+
'''Abilities:''' Charisma is extremely important for Gunslingers allowing them to use their Lucky Shot power, Dexterity is almost as important but other than that the rest are just auxiliary.  
  
'''Races:''' The ragtag gangs of Hexagunners are greatly varying in races and cultures, not particularly caring for background as long as they can hold a gun steady and aim straight.
+
'''Races:''' The ragtag gangs of Gunslingers are greatly varying in races and cultures, not particularly caring for background as long as they can hold a gun steady and aim straight.
  
 
'''Alignment:''' Any Chaotic.
 
'''Alignment:''' Any Chaotic.
Line 38: Line 30:
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]: Simple
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]: Simple
  
{| class="{{d20}}"
+
{| class="zebra d20"
 
|+
 
|+
<div>{{#anc:Table: The Gunslinger}}</div>
+
<div>{{Anchor|Table: The Gunslinger}}</div>
 
Hit Die: d6
 
Hit Die: d6
 
|-
 
|-
Line 47: Line 39:
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
! rowspan="2" | [[#Longshot Range Bonus |Longshot<br>Range<br>Bonus]]
 
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|- class="{{Odd-Even}}"
+
|-  
 
|1st|| class="left" | +0 || +0 || +2 || +0
 
|1st|| class="left" | +0 || +0 || +2 || +0
| class="left" | [[#Precise Shot|Precise Shot]] +1d6, [[#Quick Draw|Quick Draw]] || +0 ft.
+
| class="left" | [[#Lucky Shot|Lucky Shot]] +1d6
|- class="{{Odd-Even}}"
+
|-  
 
|2nd|| class="left" | +1 || +0 || +3 || +0
 
|2nd|| class="left" | +1 || +0 || +3 || +0
| class="left" | || +0 ft.
+
| class="left" |
|- class="{{Odd-Even}}"
+
|-  
 
|3rd|| class="left" | +2 || +1 || +3 || +1
 
|3rd|| class="left" | +2 || +1 || +3 || +1
| class="left" | [[#Precise Shot|Precise Shot]] +2d6,  || +0 ft.
+
| class="left" | [[#Lucky Shot|Lucky Shot]] +2d6
|- class="{{Odd-Even}}"
+
|-  
 
|4th||class="left" | +3 || +1 || +4 || +1
 
|4th||class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Longshot|Longshot]], || +0 ft.
+
| class="left" | [[#Longshot|Longshot]], [[#Always Ready|Always Ready +1]]
|- class="{{Odd-Even}}"
+
|-  
 
|5th||class="left" | +3 || +1 || +4 || +1
 
|5th||class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Precise Shot|Precise Shot]] +3d6, [[#Speed Loader|Speed Loader]] [[#Always Ready|Always Ready +1]] || +5 ft.
+
| class="left" | [[#Lucky Shot|Lucky Shot]] +3d6, [[#Speed Loader|Speed Loader]]
|- class="{{Odd-Even}}"
+
|-  
 
|6th||class="left" | +4 || +2 || +5 || +2
 
|6th||class="left" | +4 || +2 || +5 || +2
| class="left" | || +5 ft.
+
| class="left" |
|- class="{{Odd-Even}}"
+
|-  
 
|7th||class="left" | +5 || +2 || +5 || +2
 
|7th||class="left" | +5 || +2 || +5 || +2
| class="left" | [[#Precise Shot|Precise Shot]] +4d6, [[#Gunblaze|Gunblaze]] || +5 ft.
+
| class="left" | [[#Lucky Shot|Lucky Shot]] +4d6
|- class="{{Odd-Even}}"
+
|-  
 
|8th||class="left" | +6/+1 || +2 || +6 || +2
 
|8th||class="left" | +6/+1 || +2 || +6 || +2
| class="left" | || +5 ft.
+
| class="left" | [[#Always Ready|Always Ready +2]], [[#Gunblaze|Gunblaze]]
|- class="{{Odd-Even}}"
+
|-  
 
|9th||class="left" | +6/+1 || +3 || +6 || +3
 
|9th||class="left" | +6/+1 || +3 || +6 || +3
| class="left" | [[#Precise Shot|Precise Shot]] +5d6,  || +10 ft.
+
| class="left" | [[#Lucky Shot|Lucky Shot]] +5d6
|- class="{{Odd-Even}}"
+
|-  
 
|10th||class="left" | +7/+2 || +3 || +7 || +3
 
|10th||class="left" | +7/+2 || +3 || +7 || +3
| class="left" | [[#Always Ready|Always Ready +2]]|| +10 ft.
+
| class="left" |
|- class="{{Odd-Even}}"
+
|-  
 
|11th||class="left" | +8/+3 || +3 || +7 || +3
 
|11th||class="left" | +8/+3 || +3 || +7 || +3
| class="left" | [[#Precise Shot|Precise Shot]] +6d6,  || +10 ft.
+
| class="left" | [[#Lucky Shot|Lucky Shot]] +6d6
|- class="{{Odd-Even}}"
+
|-  
 
|12th||class="left" | +9/+4 || +4 || +8 || +4
 
|12th||class="left" | +9/+4 || +4 || +8 || +4
| class="left" | || +10 ft.
+
| class="left" | [[#Always Ready|Always Ready +3]]
|- class="{{Odd-Even}}"
+
|-  
 
|13th||class="left" | +9/+4 || +4 || +8 || +4
 
|13th||class="left" | +9/+4 || +4 || +8 || +4
| class="left" | [[#Precise Shot|Precise Shot]] +7d6,  || +15 ft.
+
| class="left" | [[#Lucky Shot|Lucky Shot]] +7d6
|- class="{{Odd-Even}}"
+
|-  
 
|14th||class="left" | +10/+5 || +4 || +9 || +4
 
|14th||class="left" | +10/+5 || +4 || +9 || +4
| class="left" | || +15 ft.
+
| class="left" |
|- class="{{Odd-Even}}"
+
|-  
 
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5
 
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5
| class="left" | [[#Precise Shot|Precise Shot]] +8d6 [[#Always Ready|Always Ready +3]] || +15 ft.
+
| class="left" | [[#Lucky Shot|Lucky Shot]] +8d6
|- class="{{Odd-Even}}"
+
|-  
 
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5
 
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5
| class="left" | || +15 ft.
+
| class="left" | [[#Always Ready|Always Ready +4]], [[#Limb Shot|Limb Shot]]
|- class="{{Odd-Even}}"
+
|-  
 
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5
 
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5
| class="left" | [[#Precise Shot|Precise Shot]] +9d6,  || +20 ft.
+
| class="left" | [[#Lucky Shot|Lucky Shot]] +9d6
|- class="{{Odd-Even}}"
+
|-  
 
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6
 
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6
| class="left" | [[#Deadeye|Deadeye]] || +20 ft.
+
| class="left" |
|- class="{{Odd-Even}}"
+
|-  
 
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6
 
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6
| class="left" | [[#Precise Shot|Precise Shot]] +10d6 || +20 ft.
+
| class="left" | [[#Lucky Shot|Lucky Shot]] +10d6
|- class="{{Odd-Even}}"
+
|-  
 
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6
 
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6
| class="left" | [[Always Ready|Always Ready +4]] || +20 ft.
+
| class="left" | [[#Always Ready|Always Ready +5]], [[#Deadeye|Deadeye]]
|-
+
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
Line 118: Line 109:
 
====Class Features====
 
====Class Features====
  
All of the following are class features of the Hexagunner.
+
All of the following are class features of the Gunslinger.
 
 
'''Weapon and Armor Proficiency:''' '''Weapon and Armor Proficiency:''' Hexagunners are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]] plus the [[Hexagun (DnD Equipment)|hexagun]]. Hexagunners are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]].
 
 
 
'''{{#anc:Precise Shot}}:''' If given enough time a Alchemical Gunslinger can shoot at a opponent's weak spots with incredible precision dealing extra damage equal to 1d6+1d6/per two levels beyond 1st, using Precise Shot is a full-round action that provokes attacks of opportunity, .
 
 
 
'''{{#anc:[[SRD:Quick Draw|Quick Draw]]}}:''' At 1st level, a Gunslinger gains the [[SRD:Quick Draw|Quick Draw]] feat as a Bonus Feat. A Gunslinger may now draw a weapon as a [[SRD:Free Actions|free action]] instead of as a [[SRD:Move Actions|move action]]. They may also now draw a hidden weapon (see the [[SRD:Sleight of Hand Skill|Sleight of Hand skill]]) as a [[SRD:Move Actions|move action]] as a posed to a [[SRD:Standard Actions|standard action]].
 
 
 
'''{{#anc:Longshot Range Bonus}}:''' At 4th level, a Gunslinger can use Precise Shot at longer range than normal, however, for every 5 ft. the target beyond normal Precise Shot range the Precise Shot deals 1d6 points less damage and a Alchemical Gunslinger cannot deal Precise Shot damage at longer range beyond 30 ft. than shown on the Longshot Range Bonus table.
 
 
 
'''{{#anc:Speed Loader}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, a Gunslinger has become so adept with his weapon - the hexagun - that he may now reload it as a [[SRD:Move Actions|move action]]. However this does still provoke an [[SRD:Attack of Opportunity|attack of opportunity]] if the Gunslinger should reload in an an enemies threatened squares.
 
 
 
'''{{#anc:Gunblaze}}:''' At 7th level, a Gunslinger can fire multiple bullets at once allowing you to gain a extra attack when you use your Precis Shot ability however all your attacks during the round you use this ability take a -2 penalty at 14th level a Gunslinger gains a third ttack when he uses this ability.
 
 
 
'''{{#anc:Deadeye}}:''' at 18th level, a Hexagunner can now add his [[Intelligence]] bonus to the extra damage when using the ''Precise Shot'' ability. For example a 7th level Hexagunner with a +2 [[Intelligence]] modifier can now deal 4d6+2 extra damage as a pose to the regular +4d6.
 
 
 
====Ex-Hexagunners====
 
 
 
If a Hexagunner should become of any alignment that is non-chaotic, then the Hexagunner is instantly ejected from his current gang if he belongs to one and can no longer gain levels as a Hexagunner until his alignment does change to any chaotic. The Hexagunner still maintains all of his current class features and [[SRD:Feats|feats]] he has gained from his progression as a Hexagunner.
 
 
 
====Epic Hexagunner====
 
 
 
{| class="{{d20}}"
 
|+ class="epic" |
 
<div>{{#anc:Table: The Epic Hexagunner}}</div> <br> Hit Die: d6
 
<br>
 
|-
 
! Level !! Special !! [[#Sidestep Speed Bonus|Sidestep<br>Speed Bonus]]
 
|- class="{{Odd-Even}}"
 
| 21st || class="left" | [[#Steady Aim|Steady Aim]] +11d6 || +70 ft.
 
|- class="{{Odd-Even}}"
 
| 22nd || class="left" | || +70 ft.
 
|- class="{{Odd-Even}}"
 
| 23rd || class="left" | [[#Steady Aim|Steady Aim]] +12d6 || +70 ft.
 
|- class="{{Odd-Even}}"
 
| 24th || class="left" | [[#Bonus Feat|Bonus Feat]] || +80 ft.
 
|- class="{{Odd-Even}}"
 
| 25th || class="left" | [[#Steady Aim|Steady Aim]] +13d6 || +80 ft.
 
|- class="{{Odd-Even}}"
 
| 26th || class="left" | || +80 ft.
 
|- class="{{Odd-Even}}"
 
| 27th || class="left" | [[#Steady Aim|Steady Aim]] +14d6 || +90 ft.
 
|- class="{{Odd-Even}}"
 
| 28th || class="left" | [[#Bonus Feat|Bonus Feat]] || +90 ft.
 
|- class="{{Odd-Even}}"
 
| 29th || class="left" | [[#Steady Aim|Steady Aim]] +15d6 || +90 ft.
 
|- class="{{Odd-Even}}"
 
| 30th || class="left" | || +100 ft.
 
|-
 
| colspan="42" class="skill" |
 
'''Class Skills: 4 + [[SRD:Intelligence|Int]] modifier skill points per level.'''
 
|}
 
 
 
'''[[#Steady Aim|Steady Aim]]:''' The epic Hexagunner’s [[#Steady Shot|Steady Shot]] damage increases by +1d6 at every odd-numbered level.
 
 
 
'''[[#Sidestep Speed Bonus|Sidestep Speed Bonus]]''' The epic Hexagunners’s speed when wearing none or light armor increases by 10 feet every three levels higher than 18th.
 
 
 
'''{{#anc: Bonus Feats }}:''' The epic Hexagunner gains a bonus feat (selected from the list of epic Hexagunner bonus feats) every four levels after 20th.
 
 
 
''Epic Hexagunner Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Dexterous Fortitude|Dexterous Fortitude]], [[SRD:Dexterous Will|Dexterous Will]], [[SRD:Distant Shot|Distant Shot]], [[SRD:Epic Dodge|Epic Dodge]], [[SRD:Epic Reputation|Epic Reputation]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spellcasting Harrier|Spellcasting Harrier]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]].
 
 
 
====Human Hexagunner Starting Package====
 
 
 
'''Weapons:''' Hexagun, Dagger.
 
 
 
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.
 
 
 
{| class="{{d20}}"
 
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class="{{Odd-Even}}"
 
| class="left" | [[Bluff]] || 4 Ranks || [[Charisma]] || &mdash;
 
|- class="{{Odd-Even}}"
 
| class="left" | [[Concentration]] || 4 Ranks || [[Constitution]] || &mdash;
 
|- class="{{Odd-Even}}"
 
| class="left" | [[Gather Information]] || 4 Ranks  || [[Charisma]] || &mdash;
 
|- class="{{Odd-Even}}"
 
| class="left" | [[Hide]] || 4 Ranks  || [[Dexterity]] || &minus;1
 
|- class="{{Odd-Even}}"
 
| class="left" | [[Move Silently]] || 4 Ranks  || [[Dexterity]] || &minus;1
 
|- class="{{Odd-Even}}"
 
| class="left" | [[Open Lock]] || 4 Ranks  || [[Intelligence]] || &mdash;
 
|- class="{{Odd-Even}}"
 
| class="left" | [[Sleight of Hand]] || 4 Ranks  || [[Dexterity]] || &minus;1
 
|- class="{{Odd-Even}}"
 
| class="left" | [[Tumble]] || 4 Ranks  || [[Dexterity]] || &minus;1
 
|}
 
 
 
'''Feats:''' [[SRD:Point Blank Shot|Point Blank Shot]].
 
 
 
'''Bonus Feats:''' [[SRD:Rapid Metabolism|Rapid Metabolism]].
 
 
 
'''Gear:''' [[SRD:Studded Leather Armor|Studded Leather]], Backpack, Bedroll, Waterskin, Flint & Steel, 3&times;Torches, Sewing Needle, Fishhook, Belt Pouch, Sack, Traveler's Outfit, Ammunitions Pouch.
 
 
 
'''Gold:''' 3d4 gp.
 
 
 
===Campaign Information===
 
 
 
====Playing a Hexagunner====
 
 
 
'''Religion:''' Hexagunners view religion and devotion to a single ideal or deity with great distaste. However, Hexagunners are known to be superstitious and respectful of holy sites such as churches, rarely being so bold as to steal sacred symbols or disturb sanctified places of worship.
 
 
 
'''Other Classes:''' The Hexagunner chuckles at the [[monk]], chortles at the [[wizard]] and outright laughs at the [[paladin]]. Classes who devoted themselves to a discipline and strict set of rules are a somewhat comical concept to the Hexagunner. He will find some comfort with fellow thieves and mischief makers like [[rogues]], who share the same concepts of  and a good time.
 
 
 
'''Combat:''' Hexagunners can act as scouts or front runners for the party, although also have a place at the back of the party to make the best use of their ''Steady Aim''. Able to deal large amounts of damage in a relatively short time, the Hexagunner can easily slip in and out of combat by sniping or simply evade his enemy due to his high dodge capabilities.
 
 
 
'''Advancement:''' <-Typical advancement options for characters with this class.  Include desirable multiclass options->.
 
 
 
====Hexagunners in the World====
 
 
 
{{quote|"Your money or your life! Wait...did I say or?|orig=Three-shot, Gang leader of the Bloody Nose Boys}}
 
 
 
Commonly bandits and thieves, Hexagunners are highly capable ambushers and highwaymen. They are usually found in gangs ranging for five to fifteen, lurking on forests waiting for passersby or guarding the highways to halt merchant carriages. Hexagunners can also be found on the mercenary markets in smaller groups or even singular, even with the promise of payment it is not wise to place all of one's faith on their loyalty, apt to flee should they meet their match or turn should their contenders offer a larger paycheck.
 
 
 
'''Daily Life:''' A Hexagunner spends a great deal of time preparing his weapon every day, the complex mechanisms can either lock or misfire should there be a major blockage or faulty ammuniton. After the usual preperation time of cleaning out the delicate inner workings, the routine for the day is set out by the gang leader or head honcho, whether this be patroling the highways, planting traps along the forest paths or raiding a nearby town. Whilst they may seem anarchic, the leader commands a great deal of respect from the fellow gang members because otherwise another would take his place.
 
  
If none of the usual activities is available, then the Hexagunner gans will retreat to a local tavern to relax, put up their feet and lastly use their fists.
+
'''Weapon and Armor Proficiency:''' '''Weapon and Armor Proficiency:''' Gunslingers are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]] plus the [[Hexagun (3.5e Equipment)|hexagun]]. Gunslingers are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]].
  
'''Notables:''' Seigfried 'Three shot' Kepler, Black Eye Bob, Shotglass Johnson.
+
'''{{Anchor|Lucky Shot}}:''' A number of times per day equal to 1 + his Charisma Mod a Gunslinger can hit his enemies weak spots by pure
 +
luck while wielding a alchemical pistol or revolver dealing 1d6 additional damage, this damage increases by 1d6 every two levels past 1st.
  
'''Organizations:''' Depending on situation, Hexagunner come in many different arangements. On the open road or forest path, they congregate in gangs ranging from five to fifteen at most. However they are in much lesser numbers in the cities, offering their services for a price, which is most usually either singular or a group of three.
+
'''{{Anchor|Always Ready}}:''' At 4th level a Gunslinger gains a +1 on initiative and on attacks and damage against opponents who have not already taken a turn, this bonus increases by 1 every 4 levels.
  
'''NPC Reactions:''' Since a Hexagunner always proudly displays his signature weapon, it is easy to discern a Hexagunner from the usual trash that litters the mercenary markets or wilds. NPCs will either run in fear if in large groups or call for the local law enforcement if they are in lesser numbers. Generally the outlook on a Hexagunner is not positive, but this usually does not bother the typical highwayman.
+
'''{{Anchor|Speed Loader}}:''' At 4th level, reloading and drawing become pure instinct for a gunslinger, it no longer takes any kind of action to either draw or load an alchemical pistol or revolver.  
  
====Hexagunner Lore====
+
'''{{Anchor|Gunblaze}}:''' At 8th level, a Gunslinger may make a extra attack at his highest base attack bonus as part of a full-attack action but all his attacks that round take a -2 penalty, at 16th level a Gunslinger gains a second extra attack when he uses this ability.
  
Characters with ranks in [[Knowledge]] (local) can research Hexagunners to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
'''{{Anchor|Ricochet}}:''' At 12 level a Gunslinger shots often ricochet of the walls and strike again, a 12th level Gunslinger can spend one use of his lucky shot ability to make his bullet ricochet allowing him to reroll his last attack.
  
{| class="{{d20}}"
+
'''{{Anchor|Limb Shot}}:''' At 16th level a Gunslingers shots strike so accurately that they can disable limbs. By spending one use of his Lucky Shot ability he can add one of the following effects to his next attack.
|+ [[Knowledge]] (local)
 
! DC || class="left" | Result
 
|- class="{{Odd-Even}}"
 
| 5 || class="left" | A Hexagunner commonly uses a Hexagun weapon for his purposes.
 
|- class="{{Odd-Even}}"
 
| 10 || class="left" | A Hexagun has a tendancy to lockup or backfire if used incorrectly.
 
|- class="{{Odd-Even}}"
 
| 15 || class="left" | The names of all local Hexagunner gangs.
 
|- class="{{Odd-Even}}"
 
| 20 || class="left" | The location of the local Hexagunner gang's hideout.
 
|}
 
  
====Hexagunners in the Game====
+
''Leg Shot:'' The opponent hit by your next attack must make a DC 10 + 1/2 your class level + your Charisma modifier or have one of his legs disabled, halving his speed, preventing him from running or charging and giving -4 to a skill checks involving using his legs.
  
Hexagunners can play the roll of either comic relief, constantly fighting with authorative figures, or are able to add a little ''bang'' into a campaign with bartime brawl or surprise ambushes. Either way they are very powerful figures, able to deal out massive amounts of damage at relatively long distances. These are not suggested for low-fantasy campaign but fit extremely well into cyber or steampunk settings or high-fantasy games.
+
''Arm Shot:''The opponent struck by your next attack must make a DC 10 + 1/2 your class level + your Charisma modifier or have a arm of your choice crippled, causing him to drop anything held in it, take a -2 penalty on all checks involving the use of his arms and be unable to use that arm for anything.
 
 
'''Adaptation:''' Either as bandits, misunderstood thieves or generally just the bad guys, Hexagunners come in a large variety of personalities. They allow for a lot of freedom for role playing along with
 
 
 
'''Sample Encounter:'''
 
 
 
''"I don't know Trobruk...seems kinda dark down there..."'' Matilda whined as they winded through the forest path, four of them, wearily pacing along the sodden mud path that sloped steeply downwards into the heavily wooded valley gorge.
 
 
 
''"Will you be quiet! You’ve been ‘my feet hurt! Are we there yet?’ since we left Townsbrooke four days ago!"'' The rain had done little to ease the swordsman’s temper, his leather underlay now thoroughly soaked. ''"At this rate we’ll never find this confounded Hexagunner den! They’ve probably already packed up and moved by now you coatstand!"'' At this moment he was tempted to use the Halfling as a toboggan along the slippery trail to speed up their descent.
 
 
 
Trobruk felt a hand tap on his shoulder ''"Matilda I swear if you don’t get to the back of the line right now I will use your skin as garnish for our next meal!"'' His face was beet red, contrasting his usually pale complexion greatly, as if someone had slapped him hard across the face.
 
 
The hand persisted still. ''"That’s it!"'' Turning quickly around, Trobruk was not met with the sight of a chirpy Halfling woman. A gleaming gun barrel was pressed to his forehead, its cold tip making a temporary red circular impression on his now ghostly white face.
 
 
 
''"Stand and deliver."'' The assailant’s smirk was hidden by a plaid handkerchief around his nose and mouth that served as a bandanna.
 
 
 
''"Gods above..."'' Trobruk would rub his temple if his hands weren’t now bound by thick, coarse rope....
 
 
 
''EL 8:'' {{:Shotglass Johnson (DnD NPC)}}
 
  
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'''{{Anchor|Deadeye}}:''' at 20th level a Gunslinger can pull off such incredibly lucky shots that his enemies occasionally outright drop dead, by spending two uses of his Lucky Shot ability to make the next shot he fires, in addition to dealing full Lucky Shot damage force the enemy to make a the Gunslingers level + the Gunslingers Charisma score Fort save or die instantly.
  
 
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Latest revision as of 02:55, 19 September 2012

Homebrew.png
Author: Thirdemperor (talk)
Date Created: March 9, 2009
Status: <getting there
Editing: Wording only
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Gunslinger[edit]

  • Note: This class based of the Hexagunner which was a great idea but needed more focus in my opinion*

There are fighters who train endlessly to master every use of the alchemy pistol and train their skill with it to perfection, and then there are are Gunslingers who are born with a gun in their hand and a itchy trigger finger. Gunslingers are wild, unpredictable troublemakers who have a knack for bringing chaos with them wherever they go.

Making a Gunslinger[edit]

Abilities: Charisma is extremely important for Gunslingers allowing them to use their Lucky Shot power, Dexterity is almost as important but other than that the rest are just auxiliary.

Races: The ragtag gangs of Gunslingers are greatly varying in races and cultures, not particularly caring for background as long as they can hold a gun steady and aim straight.

Alignment: Any Chaotic.

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: Simple

Table: The Gunslinger

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Lucky Shot +1d6
2nd +1 +0 +3 +0
3rd +2 +1 +3 +1 Lucky Shot +2d6
4th +3 +1 +4 +1 Longshot, Always Ready +1
5th +3 +1 +4 +1 Lucky Shot +3d6, Speed Loader
6th +4 +2 +5 +2
7th +5 +2 +5 +2 Lucky Shot +4d6
8th +6/+1 +2 +6 +2 Always Ready +2, Gunblaze
9th +6/+1 +3 +6 +3 Lucky Shot +5d6
10th +7/+2 +3 +7 +3
11th +8/+3 +3 +7 +3 Lucky Shot +6d6
12th +9/+4 +4 +8 +4 Always Ready +3
13th +9/+4 +4 +8 +4 Lucky Shot +7d6
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5 Lucky Shot +8d6
16th +12/+7/+2 +5 +10 +5 Always Ready +4, Limb Shot
17th +12/+7/+2 +5 +10 +5 Lucky Shot +9d6
18th +13/+8/+3 +6 +11 +6
19th +14/+9/+4 +6 +11 +6 Lucky Shot +10d6
20th +15/+10/+5 +6 +12 +6 Always Ready +5, Deadeye

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Gunslinger.

Weapon and Armor Proficiency: Weapon and Armor Proficiency: Gunslingers are proficient with all simple weapons plus the hexagun. Gunslingers are proficient with light armor, but not with shields.

Lucky Shot: A number of times per day equal to 1 + his Charisma Mod a Gunslinger can hit his enemies weak spots by pure luck while wielding a alchemical pistol or revolver dealing 1d6 additional damage, this damage increases by 1d6 every two levels past 1st.

Always Ready: At 4th level a Gunslinger gains a +1 on initiative and on attacks and damage against opponents who have not already taken a turn, this bonus increases by 1 every 4 levels.

Speed Loader: At 4th level, reloading and drawing become pure instinct for a gunslinger, it no longer takes any kind of action to either draw or load an alchemical pistol or revolver.

Gunblaze: At 8th level, a Gunslinger may make a extra attack at his highest base attack bonus as part of a full-attack action but all his attacks that round take a -2 penalty, at 16th level a Gunslinger gains a second extra attack when he uses this ability.

Ricochet: At 12 level a Gunslinger shots often ricochet of the walls and strike again, a 12th level Gunslinger can spend one use of his lucky shot ability to make his bullet ricochet allowing him to reroll his last attack.

Limb Shot: At 16th level a Gunslingers shots strike so accurately that they can disable limbs. By spending one use of his Lucky Shot ability he can add one of the following effects to his next attack.

Leg Shot: The opponent hit by your next attack must make a DC 10 + 1/2 your class level + your Charisma modifier or have one of his legs disabled, halving his speed, preventing him from running or charging and giving -4 to a skill checks involving using his legs.

Arm Shot:The opponent struck by your next attack must make a DC 10 + 1/2 your class level + your Charisma modifier or have a arm of your choice crippled, causing him to drop anything held in it, take a -2 penalty on all checks involving the use of his arms and be unable to use that arm for anything.

Deadeye: at 20th level a Gunslinger can pull off such incredibly lucky shots that his enemies occasionally outright drop dead, by spending two uses of his Lucky Shot ability to make the next shot he fires, in addition to dealing full Lucky Shot damage force the enemy to make a the Gunslingers level + the Gunslingers Charisma score Fort save or die instantly.


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Article BalanceHigh +
AuthorThirdemperor +
Identifier3.5e Class +
Rated ByThunderGod Cid +
RatingRating Pending +
SummaryA variant of the Hexagunner, a gunman with extraordinary marksmanship skills. +
TitleGunslinger +