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

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|author_name=Thirdemperor
 
|author_name=Thirdemperor
 
|date_created=March 9, 2009
 
|date_created=March 9, 2009
|adopter=
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|status=<getting there
|date_adopted=
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|editing= Wording only
|status=<-how close to completion->
 
|editing=
 
 
|balance=Rogue
 
|balance=Rogue
 
|img=
 
|img=
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===Making a Gunslinger===
 
===Making a Gunslinger===
  
'''Abilities:''' [[Dexterity]] is  
+
'''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.
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! 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]]
 
|-  
 
|-  
 
|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
 
|-  
 
|-  
 
|2nd|| class="left" | +1 || +0 || +3 || +0
 
|2nd|| class="left" | +1 || +0 || +3 || +0
| class="left" | || +0 ft.
+
| class="left" |
 
|-  
 
|-  
 
|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
 
|-  
 
|-  
 
|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]]
 
|-  
 
|-  
 
|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]]
 
|-  
 
|-  
 
|6th||class="left" | +4 || +2 || +5 || +2
 
|6th||class="left" | +4 || +2 || +5 || +2
| class="left" | || +5 ft.
+
| class="left" |
 
|-  
 
|-  
 
|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
 
|-  
 
|-  
 
|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]]
 
|-  
 
|-  
 
|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
 
|-  
 
|-  
 
|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" |
 
|-  
 
|-  
 
|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
 
|-  
 
|-  
 
|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]]
 
|-  
 
|-  
 
|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
 
|-  
 
|-  
 
|14th||class="left" | +10/+5 || +4 || +9 || +4
 
|14th||class="left" | +10/+5 || +4 || +9 || +4
| class="left" | || +15 ft.
+
| class="left" |
 
|-  
 
|-  
 
|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
 
|-  
 
|-  
 
|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]]
 
|-  
 
|-  
 
|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
 
|-  
 
|-  
 
|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" |
 
|-  
 
|-  
 
|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
 
|-  
 
|-  
 
|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"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
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====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 (3.5e Equipment)|hexagun]]. Hexagunners are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]].
+
'''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]].
  
'''{{Anchor|Lucky Devil}}:''' Gunslingers are ridiculously lucky gaining a pool of luck points equal to 1 +[[Charisma]] Modifier +1/4 Gunslinger Levels
+
'''{{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.
  
'''{{Anchor|Speed Loader}}:''' At 3rd 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.
+
'''{{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.
  
'''{{Anchor|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.
+
'''{{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.  
  
 
'''{{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.
 
'''{{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.
  
'''{{Anchor|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.
+
'''{{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.
 +
 
 +
'''{{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.
 +
 
 +
''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.
 +
 
 +
'''{{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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{{3.5e Base Classes Breadcrumb}}
 
[[Category:3.5e]]
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:User]]
 
[[Category:Class]]
 
[[Category:Class]]
 
[[Category:Base Class]]
 
[[Category:Base Class]]
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Latest revision as of 02:55, 19 September 2012

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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 +