I bring you, the Gunslinger!


Dungeon Magazine General Discussion


Ok, this is my first class that I built for a player, Im using the gun rules as put by Sir Kaikillah in his STAP firearms and bombs thread with some modifications (Thanks!)Please give suggestions for the class, this is the rough draft. Note, I only have time to copy and paste it from word, it may look sloppy. If you need the full neat version email me at Viking@sc.rr.com

Gunslinger
Alignment
Any.
Hit Die
d8.
Level BaseAttack Bonus FortSave RefSave WillSave Special

1st +1 +2 +2 +0 Exotic weapon (firearms)
2nd +2 +3 +3 +0 Steady shot (1d6)
3rd +3 +3 +3 +1 Daze shot (SS), Special shot 1/day
4th +4 +4 +4 +1 Steady shot (2d6)
5th +5 +4 +4 +1 Quick reload, Special shot 2/day
6th +6/+1 +5 +5 +2 Steady shot (3d6)
7th +7/+2 +5 +5 +2 Explosive shot (SS), Special Shot 3/day
8th +8/+3 +6 +6 +2 Steady shot (4d6)
9th +9/+4 +6 +6 +3 Dexterous shot, Special shot 4/day
10th +10/+5 +7 +7 +3 Steady shot (5d6)
11th +11/+6/+1 +7 +7 +3 Lightning reload, Special shot 5/day
12th +12/+7/+2 +8 +8 +4 Steady shot (6d6)
13th +13/+8/+3 +8 +8 +4 Thunderous shot (SS) Special shot 6/day
14th +14/+9/+4 +9 +9 +4 Steady shot (7d6)
15th +15/+10/+5 +9 +9 +5 Gun mastery, Special Shot 7/day
16th +16/+11/+6/+1 +10 +10 +5 Steady shot (8d6)
17th +17/+12/+7/+2 +10 +10 +5 Deadly shot (SS) Special shot 8/day
18th +18/+13/+8/+3 +11 +11 +6 Steady shot (9d6)
19th +19/+14/+9/+4 +11 +11 +6 Bullet Barrage (SS) Special Shot 9/day
20th +20/+15/+10/+5 +12 +12 +6 Steady shot (10d6)

Class Skills
The gunslinger’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Exotic weapon (firearms): as the feat

Steady shot: By taking a full round action to aim their gun, the steady shot does extra damage based of your levels in gunslinger (going up 1d6 every two levels)

Special Shot: Starting at level 3 and every two levels you gain the ability to do an additional Special Shot (SS) Only one SS may be applied at one time, it does stack with steady shot. The save for any special shot is 10 +1/2 gunslinger level + Int. modifier

Daze shot (SS): You can stun your opponents with a mere gunshot for 1d4 rounds. Fort save

Quick Reload: You can reload your gun in one standard action less then normal (full round=standard round, two rounds = full round, ect.)

Explosive shot (SS): your bullet does an extra 3d6 fire damage and explodes in a 10 foot radius. Reflex save

Dexterous shot: You can add your Dex. Modifier to all damage done in a shot.

Lightning reload: Through magic and sheer skill you can reload your gun at rapid speed one standard action becomes a free action, a full action becomes a standard action, ect.

Thunderous shot (SS): Your shot does an extra 5d6 sonic damage (no save) and deafens your opponent (fort save)

Gun mastery: you are no longer subject to misfires and backfires on a roll of 1 or 2

Deadly shot (SS): Your shot penetrates vital organs and kills, fort save vs. death

Bullet Barrage(SS): You may fire your gun up to as many times as your BAB will allow without taking a move to reload

GUN RULES AND STATS:
Weapon cost damage critical range increment weight
hand pistol 75 gp 2d6 x3 40’ 15 Ib.* special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon matchlock musket 150 gp 2d8 x3 40' 25 lb. **
special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon
matchlock long rifle 200 gp 2d8 x3 60' 28 lb **
special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon
matchlock blundebuss 100 gp 3d4/2d4/1d4 special 15' cone 20 lb. **
special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon, may aim shot opponent 1 square away, critical damage on a natural 20/ x3
grenade 30 gp 3d6/2d6/1d6 special 10': 25' diameter 5 lb
special: Ref 13 for 1/2 damage, takes 1 round to explode, roll of 1 explode in hand 3d6 dam Ref 13 1/2 damage, roll of 2 delayed fuse for 1 more round, roll of 3 dude does not explode.
(10)musket/ rifle shot & powder 10 gp 5 lb
(10) blunderbuss shot & powder 10gp 5 lb
cannons
1 pound cannon 1000 gp 2d10 x3 60' 300 lb
special: back fire on a attack roll of 1 1d10 10' r damage, weapon is ruined, misfire on a attack roll of 2; 5 minute to clean weapon
6 pound cannon 1500 gp 2d12 x3 80' 400 lb
special: back fire on a attack roll of 1 1d12 10' r damage, weapon is ruined, misfire on a attack roll of 2; 10 minutes to clean weapon
9 pound cannon 3000 gp 3d12 x3 80' 500 lb
special: back fire on a attack roll of 1 1d12+2 10' r damage, weapon is ruined, misfire on a attack roll of 2; 10 minute to clean weapon
12 pound cannon 5000 gp 4d12 x3 80' 800 lb
special: back fire on a attack roll of 1 1d12+4 10' r damage, weapon is ruined, misfire on a attack roll of 2; 10 minute to clean weapon
*one round reload
**two round reload


It appears pretty well balanced - I guess there is nothing here to really criticize so I'll just moozy on over to another thread and hopefully I'll find what I'm looking for there.


I only have a few small criticisms that you can either take on board or reject as you see fit. ;-)

1. With the BAB of a fighter and a special ability at every level, the gunslinger probably shouldn't get two good saving throws. Either make his good save Reflex or Will (yes, I think that being a gunslinger is a discipline thing like being a monk). Otherwise, the gunslinger is better than the barbarian, fighter, ranger, etc.

2. Since I like making lower level abilities relevant at higher levels I would stagger the number of times that the gunslinger can use certain abilities. To give you two examples I think the thunderous shot could take up 2 uses of the gunslinger's special shot's per day and the deadly shot 3 uses. This prevents gunslingers from simply disregarding their lower level abilities. Of course, the downside of this is that gunslinger's have to watch the uses of their special shot ability more carefully than usual (which is not necessarily a bad thing). This is also an internal balancing check for the class.


Phil. L wrote:

I only have a few small criticisms that you can either take on board or reject as you see fit. ;-)

1. With the BAB of a fighter and a special ability at every level, the gunslinger probably shouldn't get two good saving throws. Either make his good save Reflex or Will (yes, I think that being a gunslinger is a discipline thing like being a monk). Otherwise, the gunslinger is better than the barbarian, fighter, ranger, etc.

2. Since I like making lower level abilities relevant at higher levels I would stagger the number of times that the gunslinger can use certain abilities. To give you two examples I think the thunderous shot could take up 2 uses of the gunslinger's special shot's per day and the deadly shot 3 uses. This prevents gunslingers from simply disregarding their lower level abilities. Of course, the downside of this is that gunslinger's have to watch the uses of their special shot ability more carefully than usual (which is not necessarily a bad thing). This is also an internal balancing check for the class.

Hmm, I do see what you mean as far as the saves go, I'm just not sure if I want to go for the discipline angle or the agile rogue-ish angle and now that I think about it, it would be a really good idea to increase the amount of Special Shots it takes. At level 20 even with a for the most part easy save that is a ton of death shots.

Thanks!

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