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Psyicman's page
84 posts. 2 reviews. No lists. No wishlists.
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I would not want to have a trading game made of it that would just ruin the game but just think of the posiblities that could be done with one or two expansions of like 10 or so cards that can really add to it. It could turn into the next Munchkin. A great non collecable card game.
I had e-mailed the store that I was going to to find out the time that the D&D game was to start. The store owner and the guy that was running it told me noon. I got there like 10 minites befor noon and waited to play. 5 hours later no one showed. Me and the Store owner ended up playing a skermish then a few of the people that were there playing Magic played duces and Uno. It was fun times all the same but never got to play. He ended up giving me a ton of the free stuff so the day was not a total loss. Oh well next year.
So i know Three-Dragon Ante comes out this month but not till the end really. I still managed to get a copy of it from a store though. I want to know who out there has been fortuant enough to get books and stuff befor its set to hit the streets. Also Three-Dragon Ante is freaking awsome. I hope they come up with an expanshion or something!
Yeah my Lords of Madness has a binding issue also. It was the only copy left and I really wanted a copy of it. But the other copies as well had bad binding when I checked it out the first time befor I came back later and picked up a copy.
Check out the savige sepecis sorce book, libris motis, the dracamicon, and lords of madniss for tips on no humanoid spell casters.
I Love the computer version of Halo: Combat Evolded so I use Capten keys and others plus the ships named The Piller of Autom that the PC's were on and the Truth and Reconsiliation as the pirit ship they were hunting in the Ebberon campain.
Pfffff! My group would pick anything but a bard or cleric.
My friends who are twins both love that book series. But this is more of a spin on the FFX-2 gunner. I bet that you could probably come up with something that blends the two together and get a really interting class. Post what you get when you have a chance. I'm still refining the class and comming up with options to blance it out in a more realistic sense. Right now its way on the anime side.
Im not saying that its actualy water damaged in the strictes sence that actual water was spilt on them. They looks as if it was water damaged and the paper is not as high in quility. Like to much ink was used on the pages and if it was just a few books why was it the same at three different book stores that the defect is found. Also some of the color was not as vibrint as some of the other books now that I relooked as those copies that I have.
I have noticed in three of my D&D books the Races of Ebberon, Lords of Madness, and the new Magic of Incarnum the paper of the books is not the same as my older books. It seems a lot lighter, thinner, and looks almost like it has been water damaged at the top or bottom. I have been browsing the book stores that I have access to in the bay area and its not just the books I own. I was wondering if anyone else has noticed this. If i'm not the only one then you have to ask your self is wizards skipping on the printing costs or just being lazy?

Ok so I know it been a while since I posted this and its not that great but I just had a few new ideas to tweak the class to make it a little bit more ballanced. Again any help will be greatly accepted.
Gunner
Hit Die: d6
Skill Points: (2 + Int. Modifier X 4)
At each new level: (2 + Int. Modifier)
Class Skills (and key ability): Climb (str), Concentration (con), Craft (int), Jump (str), Sleight of Hand (dex), Spot (wis), Intimidate (cha), Knowledge (lockal) (int), Listin (wis), Ride (dex), and Use Rope (dex).
Weapon And Armor Porficiency: Dagger, Hand Axe, Mace, her guns, and light armor.
Guns: A gunner starts play with two guns of master work quality and may be enhanched as normal. They look like modern day 9mm beretas. A gunnger can also use her gus as a melee weapon at no penelty to deal 1d6 of budining damage but with a 50% risk of acidently fireing and hitting ethere the gunner or the opponit bludined randamly picked by the DM. If distroyed a gunner may forge new guns to replace the old ones. Doing so casts 1000 gp and two weeks for one, or 2000 gp and an additional week for both guns and requires a special lab to be set up for one or both guns (all costs and time needed are given). A Gunner's guns have a range of 50ft and a X3 crit. and weigh 1lb. each. A PC that multi classes into the Gunner class has to forge her guns.
Ammo: Gunners ammo never runs out and never needs to be reloaded. At 1st. level the damage it deals is 1d6. Ammo increases in damage as the gunner gains levels.
Opption: The gunners guns hold 12 shots each and requires a move action to load.
Gun Play Power: A gunner can channel powers into her guns and from her body. She can use them a number of times per day equal to one half her class level (minimum of 1) plus her wisdom bonus (if she has one). Gun play ablities can only be used while wearing light armor and unencumbered and useing the gunners guns gained by takeing levels in the Gunners class. A gunner only needs only one gun to use some of these abilities. Gun play ablities are blindsense, scater shot, enchanted ammo, pot shot, cheap shot, and drill shot.
Trigger happy: As a full round action a gunner can fire her guns faster than normal at the expense of accuracy. She must have both guns in her hands to use this ablitity and can't be combinded with gun play ablities.
Two Weapon Fighting: A Gunner gains the benifit of the two weapon fighting feat.
Scater shot: Starting at 2nd level, a gunner can spend one of her daily use of her gun play power to damage multiple opponits in a 30ft. cone as a full round action that provokes attacks of oppertunity. No attack roll is needed. Opponits have to make a reflex DC10 + 1/2 the gunner level rounded down (minimum of one) + the gunners dexterity modifier or take damage (half damage for people that make the save). Damage for this ability is rolled once and given to all people that fail their save or half for those that make thier save. At 10th.level, and spending anouther gun play daily use a gunner can use both guns to make two different scater shots that may not overlap.
Quick Draw: At 3rd. level, a gunner is adpt at drawing her weapons quickly and is treated as having the quick draw feat only for drawing her guns.
Close Combat Shot: At 4th. level a gunner can attack with her guns while in a threatedened square and not provoke and attack of opportunity.
Blindsense (Ex): Starting at 5th. level a gunner can spend one of her daily gun play power as a swift action to extend a 30ft. blindsense ability centered on the gunner that last one round per gunnner class level and can be dismissed as a free action. At 10th., level a Gunner can spend 2 gun play power daily use to extend a 60ft blindsense, at 15th. level a gunner can spend 3 uses of gun play power to extend a 90ft. blinsense, and at 20th. level she can spend 4 uses of gun play power to extend a 120ft. blinsense.
Enchanted Ammo: Starting at 6th. level a gunner can spend one of her daily use of gun play power to deal 1d4+1 points of force damage to an opponit spending addititional gun play power uses per two levels a gunner get another bolt to a max of 3 bolts at 10th. level. This duplacates a Magic Missile spell cast at the gunners level but requires attack rolls for all bolts. Doing so is a full round action that provoks attacks of oppertunity.
Pot Shot: Starting at 8th. level, a gunner can spend one of her daily use of her gun play power to add +2d6 extra points of damage to a target within 30ft. that is not multiplied with a critical hit. Doing so is a full round action that provokes attacks of oppertunity.
Improved Two Weapon Fighting: Starting at 8th. level The gunner gains the benifit of this feat.
Drill Shot: Starting at 12th. level, a gunner can spend one of her daily uses of gun play power to negate cover of one target. Doing so is a full round action that provokes attacks of oppertunity.
Greater Two Weapon Fighing: Starting at 15h. level, a gunner gains the Greater Two Weapon Fighting Feat.
Quarter Pounder: Starting at 16th. level, a gunner can spend one of her daily uses of gun play power to sacrafice 1/4 her curent hit points to add it to damage. She can not use this power if it will put her into negative hit points.
Combine Power: Starting at 19th. level, a gunner can combine two different gun play powers together. Doing so cost all the normal gun play points but only requiers one
full round action. Multiple Blindsense abilities can not be combined they are replaced with the new activation. Scatter shot ability also can not be combined with scatter shots.
Cheap Shot: Starting at 20th. level, a gunner can spend three uses of her daily gun play power to deal an automatic critical hit to a opponit. Doing so is a full round action
that provocks attacks of oppertunity.
Level Base attack bonus Fort Ref Will Special Trigger Happy Ammo
1st +0 +0 +2 +0 Gun Play Power, Trigger Happy, Two weapn Fighting-2/-2 1d6
2nd +1 +0 +3 +0 Scatter shot -1/-1 1d6
3rd +2 +1 +3 +1 Quick Draw +0/+0 1d6
4th +3 +1 +4 +1 Close Combat Shot +1/+1 1d8
5th +3 +1 +4 +1 Blindsense 30ft. +2/+2 1d8
6th +4 +2 +5 +2 Enchanted ammo +3/+3 1d8
7th +5 +2 +5 +2 ----- +4/+4 1d8
8th +6/+1 +2 +6 +2 Pot Shot, Improved Two Weapon Fighting +5/+5 1d10
9th +6/+1 +3 +6 +3 ----- +6/+6/+1 1d10
10th +7/+2 +3 +7 +3 Dubble Scatter shot, Blindsense 60ft. +7/+7/+2 1d10
11th +8/+3 +3 +7 +3 ----- +8/+8/+8/+3 1d10
12th +9/+4 +4 +8 +4 Drill Shot +9/+9/+9/+4 2d6
13th +9/+4 +4 +8 +4 ----- +9/+9/+9/+4 2d6
14th +10/+5 +4 +9 +4 ----- +10/+10/+10/+5 2d6
15th +11/+6/+1 +5 +9 +5 Greater Two Weapon Fighting, Blindsense 90ft. +11/+11/+11/+6/+1 2d6
16th +12/+7/+2 +5 +10 +5 Quarter Pounder +12/+12/+12/+7/+2 2d8
17th +12/+7/+2 +5 +10 +5 ----- +12/+12/+12/+7/+2 2d8
18th +13/+8/+3 +6 +11 +6 ----- +13/+13/+13/+8/+3 2d8
19th +14/+9/+4 +6 +11 +6 Combine power +14/+14/+14/+9/+4 2d8
20th +15/+10/+5 +6 +12 +6 Cheap Shot, Blindsense 120ft. +15/+15/+15/+10/+5 2d10
I personaly don't care what people do behind closed doors in the real world or in a fantasy world. As a DM here is a good qestion thought. Out of only the standard races presented in the Players handbook wich ones would have the bigest taboo on same sex couples. For me personaly I think the race to have a hard time wraping there head around it would be the Dawrfs in my oppinion but I would like to hear some other oppinions.
Why not use one of the two ghost classes presented in the ghostwalk campain setting? Those two classes are really well ballanced and keep the whole ghost feel. Plus the campian setting is full of feats and spell that are ghost tylored.
My first chariter that I made but never played was a fighter named Zax Redrain. I never got to play him because I am the DM. Mabe with my new group im in will have one of my players take a turn at DMing and I will get to play him or my other chariter made at the same time a Monk named Fadious Core.
I have a bit of a binding issue with my copy also. It was the only copy there at B&N so I had no choice but its not that big of a deal. I also noticed that the paper that it was printed on was a little different then the other books I own. Like it was not as good a quality as the others. Its the same thing in the Races of Ebberon book with the paper.
Cool let me know how it goes in your campain. I would like more feed back on how it plays. Thanks
So has any one out there used my class? And if so what level did they get to and how balanced was it in your game?
I got really tired of my group buying out the whole town of healing potions and oils so I make it so that in a large and bigger cities it take 1 hour of shoping for one healing potion deturmand at random. Oh and no matter how many people go out it still takes about the same amount of time. And smaller cities take even longer if they even have any.
I Just can't get enough of being a Halfling Outrider. I am playing two of them in different campains and one is a fighter the other is a ranger and they just freaking rock!
Oh right I forgot that detail. But then after he becomes a half dragon he can then use the savage species rules to then become a full dragon and it then wont ruien any ones game because he follows all the rules and every one is happy.
What about letting him become a dragon deciple as discribed in the DM guied.

Well my friend play testing this class just got to seconed level. I'm excited to see how well this goes concidering i'm making my group fight for every level they get. But thats a different story. So far the class does seem to be fairly balanced and not any better then the others. I find i'm compaing the class to the Warlock class and it seems that its fairly solid. I fixed a few errors in this version and clarified the pot shot ability.
Gunner
Hit Die: d6
Skill Points: (2 + Int. Modifier X 4)
At each new level: (2 + Int. Modifier)
Class Skills (and key ability): Climb (str), Concentration (con), Craft (int), Jump (str), Sleight of Hand (dex), Spot (wis), Intimidate (cha), Knowledge (lockal) (int), Listin (wis), Ride (dex), and Use Rope (dex).
Weapon And Armor Porficiency: Dagger, Hand Axe,
Mace, her guns, and light armor.
Guns: A gunner starts play with two guns of master work quality and may be enhanced as normal. They look like modern day 9mm beretas.If distroyed a gunner may forge new guns to replace the old ones.
Doing so casts 1000 gp and two weeks for one, or 2000 gp and an
additional week for both guns and requires a special lab to be set
up for one or both guns (all costs and time needed are given).A Gunner's guns have a range of 50ft
and a X3 crit. and weigh 1lb. each. A PC that multi classes into the Gunner class has to forge her guns.
Ammo: Gunners ammo never runs out and never needs to be
reloaded. At 1st. level the damage it deals is 1d6. Ammo increases
in damage as the gunner gains levels.
Gun Play Power: A gunner can channel powers into her guns. She
can use them a number of times per day equal to one half
her class level (minimum 1) plus her wisdom bonus
(if she has one). Gun play ablities can only be used while
wearing light armor and unencumbered and useing the gunners
guns gained by takeing levels in the Gunners class. A gunner only needs only one gun to use some of these abilities. Gun play
ablities are blindsense, scater shot, enchanted ammo, pot shot, cheap shot ,and drill shot.
Trigger happy: As a full round action a gunner can fire her
guns faster than normal at the expense of accuracy. She
must have both guns in her hands to use this ablitity and
can't be combinded with gun play ablities.
Two Weapon Fighting: A Gunner gains the benifit of the two weapon fighting feat.
Scater shot: Starting at 2nd level, a gunner can spend one of
her daily use of her gun play power to damage multiple opponits
in a 30ft. cone as a full round action that provokes attacks of
oppertunity. No attack roll is needed. Opponits have to make a reflex DC10 + 1/2 the gunner level rounded down (minimum of one) + the gunners dexterity modifier or take damage (half damage for people that make the save). Damage for this ability is rolled once and given to all people that fail their save or half for those that make thier save. At 10th.level, and spending anouther gun play daily use a gunner can use both guns to make two different scater shots that may not overlap.
Quick Draw: At 3rd. level, a gunner is adpt at drawing her
weapons quickly and is treated as having the quick draw
feat only for drawing her guns.
Close Combat Shot: At 4th. level a gunner can attack with her guns while in a threatedened square and not provoke and attack of opportunity.
Blindsense: Starting at 5th. level a gunner can spend one of her daily gun play power as a
swift action to extend a 30ft. blindsense ability centered on the gunner that last
one round per gunnner class level. At 10th., level a Gunner can spend 2
gun play power daily use to extend a 60ft blindsense, at 15th. level a gunner can
spend 3 uses of gun play power to extend a 90ft. blinsense, and at 20th. level she can
spend 4 uses of gun play power to extend a 120ft. blinsense.
Enchanted Ammo: Starting at 6th. level a gunner can spend one of
her daily use of gun play power to deal 1d4+1 points of force damage to an
opponit spending addititional gun play power uses per two levels a gunner get another bolt to a max of 3 bolts at 10th. level. This duplacates a Magic Missile spell cast at the gunners level but requires attack rolls for all bolts. Doing so is a full round action that provoks attacks of oppertunity.
Pot Shot: Starting at 8th. level, a gunner can spend one of her daily
use of her gun play power to add +2d6 extra points of damage to a target within 30ft. that is not multiplied with a critical hit. Doing so is a full round action that provokes attacks of oppertunity.
Improved Two Weapon Fighting: Starting at 8th. level The gunner gains the benifit of this feat.
Drill Shot: Starting at 12th. level, a gunner can spend one of her daily uses of
gun play power to negate all cover of one target. Doing so is a full round action that provokes
attacks of oppertunity.
Greater Two Weapon Fighing: Starting at 15h. level, a gunner gains the Greater Two Weapon Fighting Feat.
Quarter Pounder: Starting at 16th. level, a gunner can spend one of her daily uses
of gun play power to sacrafic 1/4 her curent hit points to add it to damage. She can not use this power if it will put her into negative hit points.
Combine Power: Starting at 19th. level, a gunner can combine two different gun play
powers together. Doing so cost all the normal gun play points but only requiers one
full round action. Multiple Blindsense abilities can not be combined they are replaced with the new activation. Scatter shot ability also can not be combined with scatter shots.
Cheap Shot: Starting at 20th. level, a gunner can spend three uses of her daily gun
play power to deal an automatic critical hit to a opponit. Doing so is a full round action
that provocks attacks of oppertunity.
Level Base attack bonus Fort Ref Will Special Trigger Happy Ammo
1st +0 +0 +2 +0 Gun Play Power, Trigger Happy, Two weapn Fighting-2/-2 1d6
2nd +1 +0 +3 +0 Scatter shot -1/-1 1d6
3rd +2 +1 +3 +1 Quick Draw +0/+0 1d6
4th +3 +1 +4 +1 Close Combat Shot +1/+1 1d8
5th +3 +1 +4 +1 Blindsense 30ft. +2/+2 1d8
6th +4 +2 +5 +2 Enchanted ammo +3/+3 1d8
7th +5 +2 +5 +2 ----- +4/+4 1d8
8th +6/+1 +2 +6 +2 Pot Shot, Improved Two Weapon Fighting +5/+5 1d10
9th +6/+1 +3 +6 +3 ----- +6/+6/+1 1d10
10th +7/+2 +3 +7 +3 Dubble Scatter shot, Blindsense 60ft. +7/+7/+2 1d10
11th +8/+3 +3 +7 +3 ----- +8/+8/+8/+3 1d10
12th +9/+4 +4 +8 +4 Drill Shot +9/+9/+9/+4 2d6
13th +9/+4 +4 +8 +4 ----- +9/+9/+9/+4 2d6
14th +10/+5 +4 +9 +4 ----- +10/+10/+10/+5 2d6
15th +11/+6/+1 +5 +9 +5 Greater Two Weapon Fighting, Blindsense 90ft. +11/+11/+11/+6/+1 2d6
16th +12/+7/+2 +5 +10 +5 Quarter Pounder +12/+12/+12/+7/+2 2d8
17th +12/+7/+2 +5 +10 +5 ----- +12/+12/+12/+7/+2 2d8
18th +13/+8/+3 +6 +11 +6 ----- +13/+13/+13/+8/+3 2d8
19th +14/+9/+4 +6 +11 +6 Combine power +14/+14/+14/+9/+4 2d8
20th +15/+10/+5 +6 +12 +6 Cheap Shot, Blindsense 120ft. +15/+15/+15/+10/+5 2d10
Their are tons of books out their on Greyhawk. Just check amazon or something. I did a quick serch on their befor replying and found they had lots of stuff. Their is a Gazetteer and lots of adventures oh and even a box set. Also you can make up your own cities to put into Greyhawk as long as your concistant with them its ok to make your own Greyhawk campain.

Ok so far no problems with my class so far. I just want to take the time to report in on how its going in my campin with this class. The Gunner seems to be no more powerful than the Warlock core class in my oppinion but that remains to be seen seening as he has not gotten to level two yet. Oh and here as a few little twicks that I made because of some errors that I made.
Gunner
Hit Die: d6
Skill Points: (2 + Int. Modifier X 4)
At each new level: (2 + Int. Modifier)
Class Skills (and key ability): Climb (str), Concentration (con), Craft (int), Jump (str), Sleight of Hand (dex), Spot (wis), and Use Rope (dex).
Weapon And Armor Porficiency: Dagger, Hand Axe,
Mace, her guns, and light armor.
Guns: A gunner starts play with two guns of master work quality and may be enhanced as normal.
If distroyed a gunner may forge new guns to replace the old ones.
Doing so casts 1000 gp and two weeks for one, or 2000 gp and an
additional week for both guns and requires a special lab to be set
up for one or both guns (all costs and time needed are given).A Gunner's guns have a range of 50ft
and a X3 crit.. A PC that multi classes into the Gunner class has to forge her guns.
Ammo: Gunners ammo never runs out and never needs to be
reloaded. At 1st. level the damage it deals is 1d6. Ammo increases
in damage as the gunner gains levels.
Gun Play Power: A gunner can channel powers into her guns. She
can use them a number of times per day equal to one half
her class level (minimum 1) plus her wisdom bonus
(if she has one). Gun play ablities can only be used while
wearing light armor and unencumbered and useing the gunners
guns gained by takeing a level in the Gunners class. A gunner only needs only one gun to use theis abilities. Gun play
ablities are blindsense, scater shot, enchanted ammo, pot shot, cheap shot ,and drill shot.
Trigger happy: As a full round action a gunner can fire her
guns faster than normal at the expense of accuracy. She
must have both guns in her hands to use this ablitity and
can't be combinded with gun play ablities.
Two Weapon Fighting: A Gunner gains the benifit of the two weapon fighting feat.
Scater shot: Starting at 2nd level, a gunner can spend one of
her daily use of her gun play power to damage multiple opponits
in a 30ft. cone as a full round action that provokes attacks of
oppertunity. No attack roll is needed and have to make a reflex DC10 + 1/2 the gunner level rounded down (minimum of one) + the gunners dexterity modifier or take damage (half damage for people that make the save). Damage for this ability is rolled once and given to all people that fail their save or half for those that make thier save. At 10th.level, and spending anouther gun play daily use a gunner can use both guns to make two different scater shots that may not overlap.
Quick Draw: At 3nd. level, a gunner is adpt at drawing her
weapons quickly and is treated as having the quick draw
feat only for drawing her guns.
Close Combat Shot: At 4th. level a gunner can attack with a her guns while in a threatedened square and not provoke and attack of opportunity.
Blindsense: Starting at 5th. level a gunner can spend one of her daily gun play power as a
swift action to extend a 30ft. blindsense ability centered on the gunner that last
one round per gunnner class level. At 10th., level a Gunner can spend 2
gun play power daily use to extend a 60ft blindsense, at 15th. level a gunner can
spend 3 uses of gun play power to extend a 90ft. blinsense, and at 20th. level she can
spend 4 uses of gun play power to extend a 120ft. blinsense.
Enchanted Ammo: Starting at 6th. level a gunner can spend one of
her daily use of gun play power to deal 1d4+1 points of force damage to an
opponit spending addititional gun play power uses per two levels a gunner get another bolt to a max of 5 bolts at 16th. level. This duplacates a Magic Missile spell cast at the gunners level but requires attack rolls for all bolts. Doing so is a full round action that provoks attacks of oppertunity.
Pot Shot: Starting at 8th. level, a gunner can spend one of her daily
use of her gun play power to add +2d6 extra points of damage that is not multiplied with a critical hit. Doing so is a
full round action that provokes attacks of oppertunity.
Improved Two Weapon Fighting: Starting at 8th. level The gunner gains the benifit of this feat.
Drill Shot: Starting at 12th. level, a gunner can spend one of her daily uses of
gun play power to negate all cover of one target. Doing so is a full round action that provokes
attacks of oppertunity.
Greater Two Weapon Fighing: Starting at 15h. level, a gunner gains the Greater Two Weapon Fighting Feat.
Quarter Pounder: Starting at 16th. level, a gunner can spend one of her daily uses
of gun play power to sacrafic 1/4 her curent hit points to add it to damage. She can not use this power if it will put her into negative hit points.
Combine Power: Starting at 19th. level, a gunner can combine two different gun play
powers together. Doing so cost all the normal gun play points but only requiers one
full round action. Multiple Blindsense abilities can not be combined they are replaced with the new activation. Scatter shot ability also can not be combined with scatter shots.
Cheap Shot: Starting at 20th. level, a gunner can spend three uses of her daily gun
play power to deal an automatic critical hit to a opponit. Doing so is a full round action
that provocks attacks of oppertunity.
Level Base attack bonus Fort Ref Will Special Trigger Happy Ammo
1st +0 +0 +2 +0 Gun Play, Trigger Happy, Two weapn Fighting-2/-2 1d6
2nd +1 +0 +3 +0 Scatter shot -1/-1 1d6
3rd +2 +1 +3 +1 Quick Draw +0/+0 1d6
4th +3 +1 +4 +0 Close Combat Shot +1/+1 1d8
5th +3 +1 +4 +1 Blindsense 30ft. +2/+2 1d8
6th +4 +2 +5 +2 Enchanted ammo +3/+3 1d8
7th +5 +2 +5 +2 ----- +4/+4 1d8
8th +6/+1 +2 +6 +2 Pot Shot, Improved Two Weapon Fighting +5/+5 1d10
9th +6/+1 +3 +6 +3 ----- +6/+6/+1 1d10
10th +7/+2 +3 +7 +3 Dubble Scatter shot, Blindsense 60ft. +7/+7/+2 1d10
11th +8/+3 +3 +7 +3 ----- +8/+8/+8/+3 1d10
12th +9/+4 +4 +8 +4 Drill Shot +9/+9/+9/+4 2d6
13th +9/+4 +4 +8 +4 ----- +9/+9/+9/+4 2d6
14th +10/+5 +4 +9 +4 ----- +10/+10/+10/+5 2d6
15th +11/+6/+1 +5 +9 +5 Greater Two Weapon Fighting, Blindsense 90ft. +11/+11/+11/+6/+1 2d6
16th +12/+7/+2 +5 +10 +5 Quarter Pounder +12/+12/+12/+7/+2 2d8
17th +12/+7/+2 +5 +10 +5 ----- +12/+12/+12/+7/+2 2d8
18th +13/+8/+3 +6 +11 +6 ----- +13/+13/+13/+8/+3 2d8
19th +14/+9/+4 +6 +11 +6 Combine power +14/+14/+14/+9/+4 2d8
20th +15/+10/+5 +6 +12 +6 Cheap Shot, Blindsense 120ft. +15/+15/+15/+10/+5 2d10
Dude I hear you when it comes to that crap. Only they go one step farther by only wanting to play mid-level stuff and evil. Man its fustraiting when you try to make them the heros and they kill the damn king amd escape. Uhhhhh. I feel your pain.
Its no problem. I am going to try my hand on a version of the dark night job also. I still need to get one of my friends to play test this class wich should not be hard . I will post that version if their are any changes in a couple of weeks. Every one keep thouse ideas comming. Thanks.
I was trying to recreat the gunner class from FFX-2. That job as they call it in that game uses guns and her str. score deturmans damage. Also they never ran out of ammo. In my game I am curantly building and playing with my group I wanted to add in a lot of game and anime fiction. I posted here to get some feed back befor I let one of my friends play test it. Thats why in my first draft I was using str. Keep the feed back comming this is good stuff im getting.

Me and a friend tweaked it a little more. Still need to play test it but if anyone has some more advise I would really like to hear it.
Gunner
Hit Die: d6
Skill Points: (2 + Int. Modifier X 4)
At each new level: (2 + Int. Modifier)
Class Skills (and key ability): Climb (str), Concentration (con), Craft (int), Jump (str), Sleight of Hand (dex), Spot (wis), and Use Rope (dex).
Weapon And Armor Porficiency: Dagger, Hand Axe,
Mace, her guns, and light armor.
Guns: A gunner starts play with two guns of master work quality and may be enhanced as normal.
If distroyed a gunner may forge new guns to replace the old ones.
Doing so casts 1000 gp and two weeks for one or 2000 gp and an
additional two weeks for both and requires a special lab to be set
up (all costs and time needed are given). Guns have a range of 50ft
and a X3 crit..
Ammo: Gunners ammo never runs out and never needs to be
reloaded. At 1st. level the damage it deals is 1d6. Ammo increases
in damage as the gunner gains levels (use monks unarmed attack damage progresion).
Gun Play Power: A gunner can channel powers into her guns. She
can use them a number of times per dayequal to one half
her class level (minimum 1) plus her wisdom bonus
(if she has one). Gun play ablities can only be used while
wearing light armor and unencumbered and useing the gunners
guns. A gunner only needs only one gun to use theis abilities. Gun play
ablities are blindsense, scater shot, enchanted ammo, pot shot, cheap shot ,and drill shot.
Trigger happy: As a full round action a gunner can fire her
guns faster than normal at the expense of accuracy. She
must have both guns in her hands to use this ablitity and
can't be combinded with gun play ablities (follow the monks
Flurry attack bonus).
Two Weapon Fighting: A Gunner gains the benifit of the two weapon fighting feat.
Scater shot: Starting at 2nd level, a gunner can spend one of
her daily use of her gun play power to damage multiple opponits
in a 30ft. cone as a full round action that provokes attacks of
oppertunity. No attack roll is needed and have to make a reflex DC10 + 1/2 the gunner level rounded up+ the gunners dexterity modifier or take damage (half damage for people that make the save). Damage for this ability is rolled once and given to all people that fail their save. At 10th.level, and spending anouther gun play daily use a gunner can use both guns to make two different scater shots that may not overlap.
Quick Draw: At 3nd. level, a gunner is adpt at drawing her
weapons quickly and is treated as having the quick draw
feat only for drawing her guns.
Close Combat Shot: At 4th. level a gunner can attack with a her guns while in a threatedened square and not provoke and attack of opportunity.
Blindsense: Starting at 5th. level a gunner can spend one of her daily gun play power as a
swift action to extend a 30ft. blindsense ability centered on the gunner that last
one round per gunnner class level. At 10th., level a Gunner can spend an additional
gun play power daily use to extend a 60ft blindsense, at 15th. level a gunner can
spend 3 uses of gun play power to extend a 90ft. blinsense, and at 20th. level she can
spend 4 uses of gun play power to extend a 120ft. blinsense.
Enchanted Ammo: Starting at 6th. level a gunner can spend one of
her daily use of gun play power to deal 1d4+1 points of force damage to an
opponit per two levels to a max of +5 spending addititional gun play power uses a gunner get another bolt to a max of 5 bolts . This mimmics a Magic Missile spell cast at the gunners level. Doing so is a full round action that provoks
attacks of oppertunity.
Pot Shot: Starting at 8th. level, a gunner can spend one of her daily
use of her gun play power to add +2d6 extra points of damage. Doing so is a
full round action that provokes attacks of oppertunity.
Improved Two Weapon Fighting: Starting at 8th. level The gunner gains the benifit of this feat.
Drill Shot: Starting at 12th. level, a gunner can spend one of her daily uses of
gun play power to negate all cover. Doing so is a full round action that provokes
attacks of oppertunity.
Greater Two Weapon Fighing: Starting at 15h. level, a gunner gains the Greater Two Weapon Fighting Feat.
Quarter Pounder: Starting at 16th. level, a gunner can spend one of her daily uses
of gun play power to sacrafic 1/4 her curent hit points to add it to damage.
Combine Power: Starting at 19th. level, a gunner can combine two different gun play
powers together. Doing so cost all the normal gun play points but only requiers one
full round action. Multiple Blindsense abilities can not be combined they over lap. Scatter shot ability also can not be combined with scatter shots.
Cheap Shot: Starting at 20th. level, a gunner can spend three uses of her daily gun
play power to deal a automatic critical hit to a opponit. Doing so is a full round action
that provocks attacks of oppertunity.
Level Base attack bonus Fort Ref Will Special Trigger Happy Ammo
1st +0 +0 +2 +0 Gun Play, Trigger Happy, Two weapn Fighting-2/-2 1d6
2nd +1 +0 +3 +0 Scatter shot -1/-1 1d6
3rd +2 +1 +3 +1 Quick Draw +0/+0 1d6
4th +3 +1 +4 +0 Close Combat Shot +1/+1 1d8
5th +3 +1 +4 +1 Blindsense 30ft. +2/+2 1d8
6th +4 +2 +5 +2 Enchanted ammo +3/+3 1d8
7th +5 +2 +5 +2 ----- +4/+4 1d8
8th +6/+1 +2 +6 +2 Pot Shot, Improved Two Weapon Fighting +5/+5 1d10
9th +6/+1 +3 +6 +3 ----- +6/+6/+1 1d10
10th +7/+2 +3 +7 +3 Dubble Scatter shot, Blindsense 60ft. +7/+7/+2 1d10
11th +8/+3 +3 +7 +3 ----- +8/+8/+8/+3 1d10
12th +9/+4 +4 +8 +4 Drill Shot +9/+9/+9/+4 2d6
13th +9/+4 +4 +8 +4 ----- +9/+9/+9/+4 2d6
14th +10/+5 +4 +9 +4 Tableturner +10/+10/+10/+5 2d6
15th +11/+6/+1 +5 +9 +5 Greater Two Weapon Fighting, Blindsense 90ft. +11/+11/+11/+6/+1 2d6
16th +12/+7/+2 +5 +10 +5 Quarter Pounder +12/+12/+12/+7/+2 2d8
17th +12/+7/+2 +5 +10 +5 ----- +12/+12/+12/+7/+2 2d8
18th +13/+8/+3 +6 +11 +6 ----- +13/+13/+13/+8/+3 2d8
19th +14/+9/+4 +6 +11 +6 Combine power +14/+14/+14/+9/+4 2d8
20th +15/+10/+5 +6 +12 +6 Cheap Shot, Blindsense 120ft. +15/+15/+15/+10/+5 2d10
I use a lot of game music. Its silly but The .hack, FFX-2, and Kingdom hearts OST are what I use. Its also silly but my campain has a lot of anime inspired stuff so it only seemed apropreit.

Gunner
Hit Die: d6
Skill Points: (2 + Int. Modifier X 4)
At each new level: (2 + Int. Modifier)
Class Skills (and key ability): Climb (str), Concentration (con), Craft (int), Jump (str), Sleight of Hand (dex), Spot (wis), and Use Rope (dex).
Weapon And Armor Porficiency: Dagger, Hand Axe,
Mace, her guns, and light armor but not sheilds.
Guns: A gunner starts play with two guns of master work quality and may be enhanced as normal.
If distroyed a gunner may forge new guns to replace the old ones.
Doing so casts 1000 gp and two weeks for one or 2000 gp and an
additional two weeks for both and requires a special lab to be set
up (all costs and time needed are given). Guns have a range of 50ft
and a X3 crit..
Ammo: Gunners ammo never runs out and never needs to be
reloaded. At 1st. level the damage it deals is 1d6. Ammo increases
in damage as the gunner gains levels (use monks unarmed attack damage progresion).
Gun Play Power: A gunner can channel powers into her guns. She
can use them a number of times per dayequal to one half
her class level (minimum 1) plus her wisdom bonus
(if she has one). Gun play ablities can only be used while
wearing light armor and unencumbered and useing the gunners
guns. A gunner only needs only one gun to use theis abilities. Gun play
ablities are blindsense, scater shot, enchanted ammo, pot shot, cheap shot, and drill shot.
Trigger happy: As a full round action a gunner can fire her
guns faster than normal at the expense of accuracy. She
must have both guns in her hands to use this ablitity and
can't be combinded with gun play ablities (follow the monks
Flurry attack bonus).
Two Weapon Fighting: A Gunner gains the benifit of the two weapon fighting feat.
Scater shot: Starting at 2nd level, a gunner can spend one of
her daily use of her gun play power to damage multiple opponits
in a 30ft. cone as a full round action that provokes attacks of
oppertunity. No attack roll is needed and have to make a reflex DC10 + 1/2 the gunner level rounded up+ the gunners dexterity modifier or take damage (half damage for people that make the save). Damage for this ability is rolled once and given to all people that fail their save. At 10th.level, and spending anouther gun play daily use a gunner can use both guns to make two different scater shots that may not overlap.
Quick Draw: At 3nd. level, a gunner is adpt at drawing her
weapons quickly and is treated as having the quick draw
feat only for drawing her guns.
Close Combat Shot: At 4th. level a gunner can attack with a her guns while in a threatedened square and not provoke and attack of opportunity.
Blindsense: Starting at 5th. level a gunner can spend one of her daily gun play power as a
swift action to extend a 30ft. blindsense ability centered on the gunner that last
one round per gunnner class level. At 10th., level a Gunner can spend an additional
gun play power daily use to extend a 60ft blindsense, at 15th. level a gunner can
spend 3 uses of gun play power to extend a 90ft. blinsense, and at 20th. level she can
spend 4 uses of gun play power to extend a 120ft. blinsense.
Enchanted Ammo: Starting at 6th. level a gunner can spend one of
her daily use of gun play power to deal 1d4+1 points of force damage to an
opponit per two levels to a maximum of +5. This mimmics a Magic Missile
spell cast at the gunners level. Doing so is a full round action that provoks
attacks of oppertunity.
Pot Shot: Starting at 8th. level, a gunner can spend one of her daily
use of her gun play power to add +2d6 extra points of damage. Doing so is a
full round action that provokes attacks of oppertunity.
Improved Two Weapon Fighting: Startting at 8th. level The gunner gains the benifit of this feat.
Drill Shot: Starting at 12th. level, a gunner can spend one of her daily uses of
gun play power to negate all cover. Doing so is a full round action that provokes
attacks of oppertunity.
Greater Two Weapon Fighing: Starting at 15h. level, a gunner gains the Greater Two Weapon Fighting Feat.
Quarter Pounder: Starting at 16th. level, a gunner can spend one of her daily uses
of gun play power to sacrafic 1/4 her curent hit points to add it to damage.
Combine Power: Starting at 19th. level, a gunner can combine two different gun play
powers together. Doing so cost all the normal gun play points but only requiers one
full round action. Multiple Blindsense abilities can not be combined they over lap. Scatter shot ability also can not be combined with scatter shots.
Cheap Shot: Starting at 20th. level, a gunner can spend three uses of her daily gun
play power to deal a automatic critical hit to a opponit. Doing so is a full round action
that provocks attacks of oppertunity.
Level Base attack bonus Fort Ref Will Special Trigger Happy Ammo
1st +0 +0 +2 +0 Gun Play, Trigger Happy, Two weapn Fighting-2/-2 1d6
2nd +1 +0 +3 +0 Scatter shot -1/-1 1d6
3rd +2 +1 +3 +1 Quick Draw +0/+0 1d6
4th +3 +1 +4 +0 Close Combat Shot +1/+1 1d8
5th +3 +1 +4 +1 Blindsense 30ft. +2/+2 1d8
6th +4 +2 +5 +2 Enchanted ammo +3/+3 1d8
7th +5 +2 +5 +2 ----- +4/+4 1d8
8th +6/+1 +2 +6 +2 Pot Shot, Improved Two Weapon Fighting +5/+5 1d10
9th +6/+1 +3 +6 +3 ----- +6/+6/+1 1d10
10th +7/+2 +3 +7 +3 Dubble Scatter shot, Blindsense 60ft. +7/+7/+2 1d10
11th +8/+3 +3 +7 +3 ----- +8/+8/+8/+3 1d10
12th +9/+4 +4 +8 +4 Drill Shot +9/+9/+9/+4 2d6
13th +9/+4 +4 +8 +4 ----- +9/+9/+9/+4 2d6
14th +10/+5 +4 +9 +4 Tableturner +10/+10/+10/+5 2d6
15th +11/+6/+1 +5 +9 +5 Greater Two Weapon Fighting, Blindsense 90ft. +11/+11/+11/+6/+1 2d6
16th +12/+7/+2 +5 +10 +5 Quarter Pounder +12/+12/+12/+7/+2 2d8
17th +12/+7/+2 +5 +10 +5 ----- +12/+12/+12/+7/+2 2d8
18th +13/+8/+3 +6 +11 +6 ----- +13/+13/+13/+8/+3 2d8
19th +14/+9/+4 +6 +11 +6 Combine power +14/+14/+14/+9/+4 2d8
20th +15/+10/+5 +6 +12 +6 Cheap Shot, Blindsense 120ft. +15/+15/+15/+10/+5 2d10
Wow thanks for your help. What do you think now?
Deleat the darksight 15th. level and add that the pierce the darkness ability is out to the range of the eyes of the owl ability.

Here is my attempt at a gunner class like the one from FFX-2. Let me know what you think.
Gunner
Hit Die: d8
Skill Points: (3 + Int. Modifier X 4)
At each new level: (3 + Int. Modifier)
Weapon And Armor Porficiency: Dagger, Hand Axe,
Mace, her guns, and light armor.
Guns: A gunner starts play with two guns and always know
where they are no matter were they are lost or stolen even
on other plains. If distroyed a gunner may forge new guns to
replace the old ones. Doing so casts 260 gp and two weeks
for one or 520 gp and an additional two weeks for both and
requires a special lab to be set up (all costs and time needed
given). Guns have a range of 50ft and a X2 crit..
Ammo: Gunners ammo never runs out and never needs to be
reloaded. At 1st. level the damage it deals is 1d6 + Strength
modifier. Ammo increases in damage as the gunner gains
levels (use monks unarmed attack damage progresion).
Gun Play Power: A gunner can channel powers into her guns. She
can use them a number of times per dayequal to one half
her class level (minimum 1) plus her wisdom bonus
(if she has one). Gun play ablities can only be used while
wearing light armor and unencumbered and useing the gunners
guns. A gunner only needs only one gun to use theis abilities. Gun play
ablities are scater shot, enchanted ammo, pot shot, and drill shot.
Trigger happy: As a full round action a gunner can fire her
guns faster than normal at the expense of accuracy. She
must have both guns in her hands to use this ablitity and
can't be combinded with gun play ablities (follow the monks
Flurry attack bonus).
Dodge: At 1st. level, a gunner gains the ability of the dodge feat.
Scater shot: Starting at 2nd level, a gunner can spend one of
her daily use of her gun play power to damage multiple opponits
in a 20ft. cone as a full round action that provokes attacks of
oppertunity. All damage is spread out to all that are hit. No attack
roll is needed and have to make a reflex DC15 or take damage. At
10th.level, and spending anouther gun play daily use a gunner can use
both guns to make two different scater shots that may not overlap.
Quick Draw: At 3nd. level, a gunner is adpt at drawing her
weapons quickly and is treated as having the quick draw
feat only for drawing her guns.
Point Blank Shot: At 4th. level, a gunner gains the PointBlank Shot
feat only using her guns.
Enchanted Ammo: Starting at 6th. level a gunner can spend one of
her daily use of gun play power to deal 1d4+1 points of force damage to an
opponit per two levels to a maximum of +5. This duplacates a Magic Missile
spell cast at the gunners level. Doing so is a full round actionthat provoks
attacks of oppertunity.
Mobility: At 7th. level, a gunner gains the mobitity feat.
Pot Shot: Starting at 8th. level, a gunner can spend one of her daily
use of her gun play power to add +2d6 extra points of damage. Doing so is a
full round action that provokes attacks of oppertunity.
Shot On The Run: At 11th. level, a gunner gains the Shot On The Run feat.
Drill Shot: Starting at 12th. level, a gunner can spend one of her daily uses of
gun play power to negate all cover. Doing so is a full round action that provokes
attacks of oppertunity.
Tableturner: Starting at 14th. level, a gunner can spend one of her daily uses of
gun play power to deal +1d6 per point of extra damage to a opponit with damage
reduction (Example DR 5/Silver = +5d6 damage).
Darksight: Starting at 15th. level, a gunner can see through magical darkness as
well as he could normaly see in normal light (Darkproof does not grant the ability
to see in normal dark areas or times).
Eyes of the Owl: Starting at 15h. level, a gunner can see to a distance of 60ft. in non
magical darkness as long as her gun play power is not empty
Quarter Pounder: Starting at 16th. level, a gunner can spend one of her daily uses
of gun play power to sacrafic 1/4 her curent hit points to add it to damage.
Pierce the Darkness: Starting at 18th. level, a gunner can see through magical darkeness
as lon as her gun play power is not empty.
Combine Power: Starting at 19th. level, a gunner can combine two different gun play
powers together. Doing so cost all the normal gun play points but only requiers one
full round action.
Cheap Shot: Starting at 20th. level, a gunner can spend three uses of her daily gun
play power to deal a automatic critical hit to a opponit. Doing so is a full round action
that provocks attacks of oppertunity.
Level Base attack bonus Fort Ref Will Special Trigger Happy Ammo
1st +0 +0 +2 +0 Gun Play, Trigger Happy, Dodge -2/-2 1d6
2nd +1 +0 +3 +0 Scatter shot -1/-1 1d6
3rd +2 +1 +3 +1 Quick Draw +0/+0 1d6
4th +3 +1 +4 +0 Point Blank shot +1/+1 1d8
5th +3 +1 +4 +1 ----- +2/+2 1d8
6th +4 +2 +5 +2 Enchanted ammo +3/+3 1d8
7th +5 +2 +5 +2 Mobility +4/+4 1d8
8th +6/+1 +2 +6 +2 Pot Shot +5/+5 1d10
9th +6/+1 +3 +6 +3 ----- +6/+6/+1 1d10
10th +7/+2 +3 +7 +3 Dubble Scatter shot +7/+7/+2 1d10
11th +8/+3 +3 +7 +3 Shot On The Run +8/+8/+8/+3 1d10
12th +9/+4 +4 +8 +4 Drill Shot +9/+9/+9/+4 2d6
13th +9/+4 +4 +8 +4 ----- +9/+9/+9/+4 2d6
14th +10/+5 +4 +9 +4 Tableturner +10/+10/+10/+5 2d6
15th +11/+6/+1 +5 +9 +5 Eyes of the Owl +11/+11/+11/+6/+1 2d6
16th +12/+7/+2 +5 +10 +5 Quarter Pounder +12/+12/+12/+7/+2 2d8
17th +12/+7/+2 +5 +10 +5 ----- +12/+12/+12/+7/+2 2d8
18th +13/+8/+3 +6 +11 +6 Pierce the Dark +13/+13/+13/+8/+3 2d8
19th +14/+9/+4 +6 +11 +6 Combine power +14/+14/+14/+9/+4 2d8
20th +15/+10/+5 +6 +12 +6 Cheap Shot +15/+15/+15/+10/+5 2d10
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