Difference between revisions of "Gunslinger (3.5e Class)"
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===Making a Gunslinger=== | ===Making a Gunslinger=== | ||
− | '''Abilities:''' [[Dexterity]] is | + | '''Abilities:''' [[Dexterity]] is |
'''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 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. | ||
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|1st|| class="left" | +0 || +0 || +2 || +0 | |1st|| class="left" | +0 || +0 || +2 || +0 | ||
− | | class="left" | [[#Precise Shot|Precise Shot]] +1d6 | + | | class="left" | [[#Precise Shot|Precise Shot]] +1d6 || +0 ft. |
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|2nd|| class="left" | +1 || +0 || +3 || +0 | |2nd|| class="left" | +1 || +0 || +3 || +0 | ||
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'''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:''' 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]]. | ||
− | '''{{Anchor| | + | '''{{Anchor|Lucky Devil}}:''' Gunslingers are ridiculously lucky gaining a pool of luck points equal to 1 + their [[Charisma]] Modifier, this pool is restored to its full amount by resting for 8 hours. |
+ | |||
+ | '''{{Anchor|Lucky Shot}}:''' Rogues strike their enemies weak spots through training and extraordinary precision, Gunslingers do it by accident, but in the words of Helzar Rif "Okay, it was a accident but I still saved the world, now pay up.". A Gunslinger may spend a luck point to deal an extra 1d6 damage with his next attack, this extra damage increases by 1d6 every 2 levels. | ||
'''{{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|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| | + | '''{{Anchor|Serendipity}}:''' At 5th level a Gunslinger gains a constant bonus on all his saving throws equal to his remaining luck points. |
'''{{Anchor|Gunblaze}}:''' At 7th level, a Gunslinger can fire multiple bullets at once allowing you to gain a extra attack when you use your Precise 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 attack when he uses this ability. | '''{{Anchor|Gunblaze}}:''' At 7th level, a Gunslinger can fire multiple bullets at once allowing you to gain a extra attack when you use your Precise 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 attack when he uses this ability. |
Revision as of 06:34, 8 November 2009
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Gunslinger
- 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
Abilities: Dexterity is
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.
Alignment: Any Chaotic.
Starting Gold: 3d4×10 gp (75 gp).
Starting Age: Simple
Level | Base Attack Bonus |
Saving Throws | Special | Longshot Range Bonus | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +0 | Precise Shot +1d6 | +0 ft. | |||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +0 | +0 ft. | ||||||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +3 | +1 | Precise Shot +2d6, | +0 ft. | |||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +1 | Longshot, | +0 ft. | |||||||||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +1 | Precise Shot +3d6, Speed Loader Always Ready +1 | +5 ft. | |||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +2 | +5 ft. | ||||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +2 | Precise Shot +4d6, Gunblaze | +5 ft. | |||||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +2 | +5 ft. | ||||||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +3 | Precise Shot +5d6, | +10 ft. | |||||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +3 | Always Ready +2 | +10 ft. | |||||||||||||||||||||||||||||||||||
11th | +8/+3 | +3 | +7 | +3 | Precise Shot +6d6, | +10 ft. | |||||||||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +8 | +4 | +10 ft. | ||||||||||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +8 | +4 | Precise Shot +7d6, | +15 ft. | |||||||||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +9 | +4 | +15 ft. | ||||||||||||||||||||||||||||||||||||
15th | +11/+6/+1 | +5 | +9 | +5 | Precise Shot +8d6 Always Ready +3 | +15 ft. | |||||||||||||||||||||||||||||||||||
16th | +12/+7/+2 | +5 | +10 | +5 | +15 ft. | ||||||||||||||||||||||||||||||||||||
17th | +12/+7/+2 | +5 | +10 | +5 | Precise Shot +9d6, | +20 ft. | |||||||||||||||||||||||||||||||||||
18th | +13/+8/+3 | +6 | +11 | +6 | Deadeye | +20 ft. | |||||||||||||||||||||||||||||||||||
19th | +14/+9/+4 | +6 | +11 | +6 | Precise Shot +10d6 | +20 ft. | |||||||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +6 | +12 | +6 | Always Ready +4 | +20 ft. | |||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Hexagunner.
Weapon and Armor Proficiency: Weapon and Armor Proficiency: Hexagunners are proficient with all simple weapons plus the hexagun. Hexagunners are proficient with light armor, but not with shields.
Lucky Devil: Gunslingers are ridiculously lucky gaining a pool of luck points equal to 1 + their Charisma Modifier, this pool is restored to its full amount by resting for 8 hours.
Lucky Shot: Rogues strike their enemies weak spots through training and extraordinary precision, Gunslingers do it by accident, but in the words of Helzar Rif "Okay, it was a accident but I still saved the world, now pay up.". A Gunslinger may spend a luck point to deal an extra 1d6 damage with his next attack, this extra damage increases by 1d6 every 2 levels.
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.
Serendipity: At 5th level a Gunslinger gains a constant bonus on all his saving throws equal to his remaining luck points.
Gunblaze: At 7th level, a Gunslinger can fire multiple bullets at once allowing you to gain a extra attack when you use your Precise 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 attack when he uses this ability.
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.