| Onrie |
Ok, this is my first class that I built for a player, I'm 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.
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
| Onrie |
Great class I really like the idea and have been wanting to make a gunsliger specfic class. I have two question to start with why the full progrestion Reflex save and Why such a board range of skills?
Thanks, I'm glad you like it, the reflex plays on how quick and agile a Hollywood gunslinger is, I also tried to base it off the ranger class in a way (health, saves, skills) Look up ranger and you will see how similar everything is.
| Jeremy Mac Donald |
what are you playing; six guns and sorcery? I have been working on a wand slinger class; a guy who can get more out of wands than the usual poge.
I went nuts on a double wand wielder on one of these threads (probably archived by now). What I found was that the build - while cool, was under powered at low levels (need to pick up sub optimal required feats). Was exception from around 9th-12th level but then began to really taper off (4th level spells just don't cut it any more).