Open main menu

Dungeons and Dragons Wiki β

Changes

Gunslinger (3.5e Class)

914 bytes added, 02:55, 19 September 2012
m
Adding NavBoxes back.
{{Incomplete}}
{{author
|author_name=Thirdemperor
|date_created=March 9, 2009
|adopter=|date_adopted= |status=<-how close to completion->getting there|editing=Wording only
|balance=Rogue
|img=
===Making a Gunslinger===
'''Abilities:''' [[Charisma is extremely important for Gunslingers allowing them to use their Lucky Shot power, Dexterity]] is almost as important but other than that the rest are just auxiliary.
'''Races:''' The ragtag gangs of Hexagunners Gunslingers are greatly varying in races and cultures, not particularly caring for background as long as they can hold a gun steady and aim straight.
'''Alignment:''' Any Chaotic.
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
! rowspan="2" | Special
! rowspan="2" | [[#Longshot Range Bonus |Longshot<br>Range<br>Bonus]]
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
|1st|| class="left" | +0 || +0 || +2 || +0
| class="left" | [[#Precise Lucky Shot|Precise Lucky Shot]] +1d6, [[#Quick Draw|Quick Draw]] || +0 ft.
|-
|2nd|| class="left" | +1 || +0 || +3 || +0
| class="left" | || +0 ft.
|-
|3rd|| class="left" | +2 || +1 || +3 || +1
| class="left" | [[#Precise Lucky Shot|Precise Lucky Shot]] +2d6, || +0 ft.
|-
|4th||class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Longshot|Longshot]], |[[#Always Ready| Always Ready +0 ft.1]]
|-
|5th||class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Precise Lucky Shot|Precise Lucky Shot]] +3d6, [[#Speed Loader|Speed Loader]] [[#Always Ready|Always Ready +1]] || +5 ft.
|-
|6th||class="left" | +4 || +2 || +5 || +2
| class="left" | || +5 ft.
|-
|7th||class="left" | +5 || +2 || +5 || +2
| class="left" | [[#Precise Lucky Shot|Precise Lucky Shot]] +4d6, [[#Gunblaze|Gunblaze]] || +5 ft.
|-
|8th||class="left" | +6/+1 || +2 || +6 || +2
| class="left" | [[#Always Ready|Always Ready +2]], [[#Gunblaze| +5 ft.Gunblaze]]
|-
|9th||class="left" | +6/+1 || +3 || +6 || +3
| class="left" | [[#Precise Lucky Shot|Precise Lucky Shot]] +5d6, || +10 ft.
|-
|10th||class="left" | +7/+2 || +3 || +7 || +3
| class="left" | [[#Always Ready|Always Ready +2]]|| +10 ft.
|-
|11th||class="left" | +8/+3 || +3 || +7 || +3
| class="left" | [[#Precise Lucky Shot|Precise Lucky Shot]] +6d6, || +10 ft.
|-
|12th||class="left" | +9/+4 || +4 || +8 || +4
| class="left" | |[[#Always Ready| Always Ready +10 ft.3]]
|-
|13th||class="left" | +9/+4 || +4 || +8 || +4
| class="left" | [[#Precise Lucky Shot|Precise Lucky Shot]] +7d6, || +15 ft.
|-
|14th||class="left" | +10/+5 || +4 || +9 || +4
| class="left" | || +15 ft.
|-
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5
| class="left" | [[#Precise Lucky Shot|Precise Lucky Shot]] +8d6 [[#Always Ready|Always Ready +3]] || +15 ft.
|-
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5
| class="left" | [[#Always Ready|Always Ready +4]], [[#Limb Shot| +15 ft.Limb Shot]]
|-
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5
| class="left" | [[#Precise Lucky Shot|Precise Lucky Shot]] +9d6, || +20 ft.
|-
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6
| class="left" | [[#Deadeye|Deadeye]] || +20 ft.
|-
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6
| class="left" | [[#Precise Lucky Shot|Precise Lucky Shot]] +10d6 || +20 ft.
|-
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6
| class="left" | [[#Always Ready|Always Ready +45]] , [[#Deadeye|| +20 ft.Deadeye]]
|- class="noalt"
| colspan="42" class="skill" |
====Class Features====
All of the following are class features of the HexagunnerGunslinger.
'''Weapon and Armor Proficiency:''' '''Weapon and Armor Proficiency:''' Hexagunners Gunslingers are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]] plus the [[Hexagun (3.5e Equipment)|hexagun]]. Hexagunners Gunslingers are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]].
'''{{Anchor|Lucky DevilShot}}:''' Gunslingers are ridiculously lucky gaining a pool A number of luck points times per day equal to 1 +[[his Charisma]] Modifier +1/4 Mod a Gunslinger Levelscan hit his enemies weak spots by pureluck while wielding a alchemical pistol or revolver dealing 1d6 additional damage, this damage increases by 1d6 every two levels past 1st.
'''{{Anchor|Speed LoaderAlways Ready}}:''' At 3rd 4th level, reloading a Gunslinger gains a +1 on initiative and on attacks and drawing become pure instinct for damage against opponents who have not already taken a gunslingerturn, it no longer takes any kind of action to either draw or load an alchemical pistol or revolverthis bonus increases by 1 every 4 levels.
'''{{Anchor|Longshot Range BonusSpeed Loader}}:''' At 4th level, reloading and drawing become pure instinct for a Gunslinger can use Precise Shot at longer range than normalgunslinger, however, for every 5 ft. the target beyond normal Precise Shot range the Precise Shot deals 1d6 points less damage and a Alchemical Gunslinger cannot deal Precise Shot damage at it no longer range beyond 30 ft. than shown on the Longshot Range Bonus tabletakes any kind of action to either draw or load an alchemical pistol or revolver.
'''{{Anchor|Gunblaze}}:''' At 8th level, a Gunslinger may make a extra attack at his highest base attack bonus as part of a full-attack action but all his attacks that round take a -2 penalty, at 16th level a Gunslinger gains a second extra attack when he uses this ability.
'''{{Anchor|DeadeyeRicochet}}:''' at 18th At 12 levela Gunslinger shots often ricochet of the walls and strike again, a Hexagunner 12th level Gunslinger can now add spend one use of his lucky shot ability to make his [[Intelligence]] bonus bullet ricochet allowing him to the extra damage when using the reroll his last attack. '''Precise {{Anchor|Limb Shot}}:''' At 16th level a Gunslingers shots strike so accurately that they can disable limbs. By spending one use of his Lucky Shot abilityhe can add one of the following effects to his next attack. For example  ''Leg Shot:'' The opponent hit by your next attack must make a 7th DC 10 + 1/2 your class level Hexagunner with + your Charisma modifier or have one of his legs disabled, halving his speed, preventing him from running or charging and giving -4 to a skill checks involving using his legs. ''Arm Shot:''The opponent struck by your next attack must make a DC 10 +1/2 [[Intelligence]] your class level + your Charisma modifier or have a arm of your choice crippled, causing him to drop anything held in it, take a -2 penalty on all checks involving the use of his arms and be unable to use that arm for anything. '''{{Anchor|Deadeye}}:''' at 20th level a Gunslinger can now deal 4d6+2 extra pull off such incredibly lucky shots that his enemies occasionally outright drop dead, by spending two uses of his Lucky Shot ability to make the next shot he fires, in addition to dealing full Lucky Shot damage as force the enemy to make a pose to the regular Gunslingers level +4d6the Gunslingers Charisma score Fort save or die instantly.
----
[[Category:Class]]
[[Category:Base Class]]
 
{{Navboxes}}