Gunner


3.5/d20/OGL


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


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.

Dark Archive

This somehow reminds me of the Gun Mage from the Iron Kingdoms CS. There has been a downloadable preview of this class on Privateer's HP.
I don't know if i'm allowed to post a link, but you could find this easy by using Google.
This class seems unbalanced to me.
Never runs out of ammo?
Always knows where his guns are, even if they are on other planes?
Consider that, with abilities like Point Blank Shot ect., this class gets feats on nearly every level!
Quite too powerful, even if they only work with his guns.
Sorry, i think you should rethink this...


I think you have a great concept, but your class is a bit unbalanced. You're trying to make a character class, not a powergamer's dream. If it outstrips the abilities of other PCs then other players are going to get annoyed.

Hit die: d6
Skill points: 2 + Int mod per level (x4 at 1st level)

Class Skills (and key ability): Climb (str), Craft (int), Jump (str), Sleight of Hand (dex), Spot (wis), and Use Rope (dex).

A d8 hit die is for characters who normally serve as secondary melee combatants like clerics and druids or faster, stealthier frontline combatants like rangers and monks. A gunner is a ranged fighter and I can't see a single reason they would desire to be right next to an enemy when they can gun them down from safe range. Also, this is a class that focuses on a specific class feature (guns), so skill points should work like those of a wizard (spells) or fighter (general combat).

Lose all abilities related to seeing in the dark; that is a racial or magical ability (except for certain classes/prestige classes that specifically deal with dark environments like the dungeon delver) and magical darkness is magical for a reason. If you still want a certain ability to detect foes in such circumstances, add in a gunplay power at fifth level that, as a swift action, activates a 30 foot blindsense for one round per class level. At tenth level allow two power uses to be expended as a single swift action to do the same thing with double the range. Three uses can get 90 feet at 15th level and 4/120 at 20th level (at any such time the gunner can still use less expenditures for the shorter range, of course).

Add two weapon fighting at first level, improved TWF at eighth, and greater at fifteenth. Drop the Dodge, Mobility, Point Blank Shot and Shot on the Run, those can be picked up as normal feats and getting them for free overpowers the class. Instead, put in Close Combat Shot as a class feature at 4th level. This should be identical to the feature of the Order of the Bow Initiate (or the D20 Modern Gunslinger), allowing the gunner to make a ranged combat attack in a threatened area without provoking an attack of opportunity (they can use their guns in melee with no penalties).

Also, the Scattershot ability, I think is actually underpowered. While a good idea, it will become useless at higher levels because of the fixed save DC; try making the save DC 10 + half of gunner level rounded up + gunner dexterity modifier. This makes the DC roughly analogous to that of the strongest spells cast by a wizard or sorceror of similar level. Dividing damage isn't a good idea for an area effect; make damage equivalent to a single hit from the gun being used for the attack, and any target failing the save takes it (save = half damage, evasion applies as normal). Range 100 feet, but all targets beyond 50 feet get a +4 bonus to their saving throws because of the distance (+2 for a range increment, +2 for multiple targets).

Also, strength should never be added to ranged weapon damage except in the case of a composite bow or thrown weapon. Being able to pull the trigger really hard doesn't have any effect on how hard the bullet hits. Instead, make a note that the gunner's guns begin as masterwork weapons and can receive magical enhancements as per normal rules. Also, note that they make a loud noise when fired (obvious drawbacks to stealth); they can be "silenced" with a magical enhancement equivalent to a +1 bonus. Unless I'm gravely mistaken, magical enhancements can be added to a weapon on seperate occasions, so as long as the gunner has enough to pay the difference between his/her guns' current enhancement price and the price of the enhancements desired (and the time to wait for the process to be performed) they can get them upgraded between adventures. The summoning ability would be a wise choice for a character relying on specific weapons. I'd also suggest that forging new guns, particularly the kind that never run out of ammo, should cost more (I'd suggest no less than 1000gp per gun).

That "turn the tables" thing? Completely unbalanced to the point of being obscene, lose it.


Wow thanks for your help. What do you think now?


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


Nice :)


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 like it, me and my friend came up with something like this, the Grammaton Cleric from the movie Equilibrium. I might post it and see what you think.


Keep in mind, this is for a sci-fi setting of my own devising, and the measurements are in the metric system.

Grammaton Cleric

1st:+1, +2+2+0, Cleric Uniform, Unarmed Attack d6/x2, Improved Disarm, Weapon Finesse

2nd:+2, +3+3+0, Uncanny Dodge, Two-Gun Shooting

3rd:+3, +3+3+1, Detect Emotion

4th:+4, +4+4+1, Evasion Mastery +1, Fast Movement +3 meters

5th:+5, +4+4+1, Fire Back

6th:+6/+1, +5+5+2, Improved Two-Gun Shooting

7th:+7/+2, +5+5+2, Improved Uncanny Dodge, Unarmed Damage d8/x2

8th:+8/+3, +6+6+2, Evasion Mastery +2, Improved Quick Draw, Fast Movement +6 meters

9th:+9/+4, +6+6+3, Increased Rate of Fire

10th:+10/+5, +7+7+3, Vicious Art of the Gun-Kata, Unarmed Damage d8/19-20/x2

11th:+11/+6/+1, +7+7+3, Grammaton Pistols

12th:+12/+7/+2, +8+8+4, Evasion Mastery +3, Multiple Opponets, Fast Movement +9 meters

13th:+13/+8/+3, +8+8+4, Firing in Your Face

14th:+14/+9/+4, +9+9+4, Intimidation of Presence -1, Unarmed Damage d10/19-20/x2

15th:+15/+10/+5, +9+9+5, Greater Two-Gun Shooting,

16th:+16/+11/+6/+1, +10+10+5, Evasion Mastery +4, Accuaracy, Fast Movement +12 meters

17th:+17/+12/+7/+2, +10+10+5, Intimidation of Presence -2, Improved Multiple Opponets

18th:+18/+13/+8/+3, +11+11+6, Focus of the Mind

19th:+19/+14/+9/+4, +11+11+6, Increased Rate of Fire

20th:+20/+15/+10/+5, +12+12+6, Perfect Gun Shooting, Deadly Art of the Gun-Kata, Intimidation of Presence -3, Fast Movement 15 meters, Unarmed Damage d12/19-20/x3

General Information
The Grammaton Cleric is the most focused fighter in the martial arts of gunplay. His combination of unarmed combat, firing rate, and proficiency with melee weapons makes him a deadly combatant. Mathematics, geography, and statistics taken from more than 10,000 gun battles allows the Cleric to make the opptimal use of his position, to effect the maximum opponents over the maximum field of fire while evading the statistical trajectory of return fire. This makes the master of the Gun Kata an adversary not to be taken lightly.
Clerics focus and training is highly based of the devoted following of their calling. They firmly believe that emotions cause the violence in the world are against them. The order sends them on missions that only benefits them, even though Clerics ally themselves with others to complete their goals, for nessesity only.
Game Rule Information
Abilities: High Dexterity is very important to a cleric not only for attack, but for the fact that the cleric will never be able to wear any other type of armor besides the one that is issued to him. Charisma is also very important because of the Cleric’s presence and tasks. Inteligence is important because the Cleric relies on his skills more than a soldier. Also, Constitution is important because Clerics receive less hit points than a soldier and his abilities require him to fight his opponents within 30 feet or less.
Hit Dice: d8
Starting Money: 2d6 x 200
Class Skills
The Gramaton Cleric’s skills (and the key abilities for each) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int),Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (biology, engineering, history, mathmatics, physics), (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Freefall (Dex), Drive (Dex), Research (Wis), Computer Use (Int)
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: (4 + Int modifier)
Class Features
Weapon and Armor Proficieny: Grammaton Clerics are proficient with Clerical weapons and armor and proficient with Light and Medium weapons and Heavy melee weapons.
Cleric Uniform: Clerics automatically start with masterwork Cleric pistols and armor along with specially designed clips and vibro katana. This also means that he can only wear this uniform or solid grey or black clothing, and no showy including jewlery.
Unarmed Attack: As in the Player’s Handbook
Improved Disarm: As in feat in Player’s Handbook
Weapon Finesse: As in feat in Player's Handbook, the Cleric can use his pistols and katana with the feat.
Uncanny Dodge: As in the Player’s Handbook
Two-Gun Shooting: As the feat.
Cleric Way of Life: The Cleric’s Focus is so attuned that his emotions start to suffer. The Cleric looses the highs and lows of emotion such as love and hate, less intense emotions are permitted, however strong emotions are fiercely shunted aside. The Cleric must pratice at least one hour of every day to continue gaining levels. (Provided he isn’t in some way detained). The cleric can retain no wealth, other than to satisfy their immediate biological needs, or if it serves an immediate purpose to the Clerics' mission at a given time. The Cleric can use other weaponry, and equipment, but must discard them if their immediate purpose is served. The Cleric cannot wear any additional armor. The Cleric cannot engage in any meaniful romantic relationships with non-members of Tetra-Grammaton. Other associations with outsiders is strongly discouraged, unless it serves the immediate purposes of the Clerics mission or Tetra-Grammaton itself. If this code of conduct is violated, punishment is administed which can include death, mind wipe, or excomunication and banishment from Tetra-Grammaton.
Detect Emotion: The Cleric has an intutive feel for detecting the emotions of others and gains a +5 to Sense Motive checks.
Evasion Mastery: The Cleric’s understanding of battle allows him to get the bonus stated against all opponets in a 30 foot (10m) radius to his dodge involving AC.
Fire Back: If the Cleric disarms an opponet and he has one hand free, he may fire one shot as a free action with the disarmed weapon.
Improved Two-Gun Shooting: As the feat in Player’s Handbook, and as noted above.
Improved Uncanny Dodge: As in Player’s Handbook
Improved Quick Draw: The Cleric’s skill with weapons not only gives him quick draw for free, he can also quick draw weapons off the ground or from a wall, etc, with a Tumbe check of 20, the Cleric gets a +1 to Dodge AC for that round.
Increased Rate of Fire: The Cleric may take an extra ranged attack with each Grammaton pistol at a –2 when firing the weapons in semiautomatic.
Vicious Art of the Gun Kata: If the Cleric criticals with an unarmed attack, he breaks a limb, if the target fails the Ref save. The DC to resist = Damage delt + ½ Cleric’s level. The limb being broken in determined by a d4: 1-left arm, 2-right arm, 3-left leg, 4-right leg. The The pain stuns the opponet for 1d4 rounds. If you disarm in this way you still deal damage.
Grammaton Pistols: While using Grammaton pistols in melee combat,the normal –2 penalty for 2 weapon fighting are negated.
Multiple Opponets: The Cleric can take one shot or burst shot at everyone in a 30 foot (10m) radius in one round.
Firing in Your Face: The Cleric suffers no more attacks of opportunity while using his pistols
Intimidation of Presence: Opponents fear the Grammaton Cleric that they suffer the stated minus on all rolls or checks made against the Cleric
Accuracy: The Cleric no longer suffers penalties from his opponet’s concealment unless they have total cover or concealment.
Improved Multiple Opponets: Same as multiple opponets but 2 shots or bursts a round.
Focus of the Mind: The critical multipier of the Grammaton pistols increases from x3 to x4.
Improved Increased Rate of Fire: As above but with 2 attacks with each pistol taking a –4 penatly when firing in semiautomatic mode.
Deadly Art of the Gun Kata: As Viscious Art of the Kata except with d6 5-chest, 6-head. On a 5, the internal organs are damaged and the spine is broken creating paralisis. On a 6, the opponet’s head is fractured, casusing death, Fort or Ref save DC = damage delt + ½ Clerics level.

Clerical Equipment
Cleric Armor: Counts as Masterwork, Light Armor
Cost: - AC: +3 DR: 3/- Max Dex: - Armor Check: 0 Weight: 3 kg. Speed: 30ft/20ft (10m/6m)

Grammaton Pistols: Counts as Masterwork, Auto-Fire option
Cost: - Damage: 1d12 Clip: 30 Crit: x3 Range: 60m. Weight: 2.25 kg. Type: Piercing

Vibro Katana

Wrist Holders: Allows Quick Draw and Rapid Reload once per battle. Holds one clip in each wrist.

Melee Clips: With these clips in, when you fight with pistols in melee combat, you can, as a free action, extend small nails at the base of the clips which add a +2 to damage and change to critical modifier from x2 to x3. Weight: 1 kg.

Weighted Clips: These can be thrown as a free action. If these are thrown, they land bullets up because the clips are round and weighted on the bottom. The Cleric’s skill ensures they are always thrown together. Weight 1 kg.

Dark Archive

This version is by far better than the first.
But i don't understand how it could be explained (in game terms) that the Gunner never runs out of ammo.
In a fantasy setting gun-powder and bullets should be kinda rare (in my opinion) and this could be an interesting twist to playing a gunner (as long as problems getting ammo is not exaggerated by the DM).

And i don't like the idea of increasing the damage done by the guns as the gunner advances in level.
In case of the monk this can be explained by training, knowledge of body structure and expansion of Ki, but the gunner always uses the same guns, right?
Explaining this with Ki wouldn't be a good idea in my opinion.


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.

Dark Archive

Ah, i see...
I somehow imagined this class to be for a classic Fantasy setting.
When it's for an Anime-styled setting with an exaggerated take on fantasy (like, for example, in FinalFantasy), than aspects like this 'Doesn't run out of ammo'-feature seem suitable (as long as the other classes get the same or a similar treatment).
Sorry, i've mistaken your intentions from the very first post...


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.


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


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


My home brew has matriarchical jungle dwelling society full of females packing pieces that I had to cionvert into 3.5.

Pretty much what I went with though is not a whole seperate class but merely some tweaking on the basic classes. Essentially I added the rules for guns which are pretty similier to one and two handed crossbows with potentially really high damage similier to 2nd edition (when you roll damage if you roll certian high numbers you roll another die of damage if these select numbers come up again yet another die is rolled etc. then its all added together for the total damage inflicted).

Mostly the guns however are pretty much one shot weapons. Takes to long to load them in the middle of combat. Pretty mcuh the only requirement for the use of the guns is that a bunch of skills and feats get sucked up by them so the basic class has a pretty good ranged weapon at start but the player does not have access to feats or skills normally gained until all these gun using feats and skills are 'paid for'. I stripped the fighter types of the medium and heavy armour feats as well.

I'm pretty sure its a viable in terms of play balance since my players keep looking at the option of taking the class and arguing with each other over whether its worth it. I figure they would have rejected the class out of hand if they thought it was to weak and would all been eager to play it if it was to powerful. The fact that they can't decide strikes me as a good sign.


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?


This is pretty awesome. Seeeing as it's 3 A.M. here in Indiana, I'm gonna wait until tomorrow to play one.


Cool let me know how it goes in your campain. I would like more feed back on how it plays. Thanks


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


This class sounds pretty cool. I had a friend once make a Gunslinger based on Stephen King's The Dark Tower series. I'll see if I can't get him to find the old sheets and let me post it on here. I'll show this to him and see what he thinks of it, he may like some of your ideas and use em for his own. First chance I get, I'll playtest this and report back to you. Though I will probably change the unlimited ammo since I play in a classic Fantasy setting. But I will probably add an alchemy feat that allows him to make his own powder and shells. That should keep him balanced as you have him.

A bit from my Hoarde


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.

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