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Revision as of 19:59, 8 November 2009

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Author: Thirdemperor (talk)
Date Created: March 9, 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

Table: The Gunslinger

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Longshot
Range
Bonus
Fort Ref Will
1st +0 +0 +2 +0 Precise Shot +1d6, Quick Draw +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)
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

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 +Charisma Modifier +1/4 Gunslinger 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.

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.

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.

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.

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