Gunslinger (3.5e Class)

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Author: Thirdemperor (talk)
Date Created: March 9, 2009
Status: <-how close to completion->
Editing: Clarity edits only please
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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 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.

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.

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, .

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 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.

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