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{{Incomplete|Missing ability descriptions}}
! rowspan="2" | [[#Longshot Range Bonus |Longshot<br>Range<br>Bonus]]
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{{author
|author_name=Thirdemperor
'''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
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
|1st|| class="left" | +0 || +0 || +2 || +0
| class="left" | ][[#Lucky Shot|Lucky Shot]] +1d6, || +0 ft.
|-
|2nd|| class="left" | +1 || +0 || +3 || +0
| class="left" | || +0 ft.
|-
|3rd|| class="left" | +2 || +1 || +3 || +1
| class="left" | [[#Lucky Shot|Lucky Shot]] +2d6, || +0 ft.
|-
|4th||class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Longshot|Longshot]], [[#Always Ready|Always Ready +1]] || +0 ft.
|-
|5th||class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Lucky Shot|Lucky Shot]] +3d6, [[#Speed Loader|Speed Loader]] || +5 ft.
|-
|6th||class="left" | +4 || +2 || +5 || +2
| class="left" | || +5 ft.
|-
|7th||class="left" | +5 || +2 || +5 || +2
| class="left" | [[#Lucky Shot|Lucky Shot]] +4d6 || +5 ft.
|-
|8th||class="left" | +6/+1 || +2 || +6 || +2
| class="left" | [[#Always Ready|Always Ready +2]], [[#Gunblaze|Gunblaze]] || +5 ft.
|-
|9th||class="left" | +6/+1 || +3 || +6 || +3
| class="left" | [[#Lucky Shot|Lucky Shot]] +5d6, || +10 ft.
|-
|10th||class="left" | +7/+2 || +3 || +7 || +3
| class="left" | || +10 ft.
|-
|11th||class="left" | +8/+3 || +3 || +7 || +3
| class="left" | [[#Lucky Shot|Lucky Shot]] +6d6, || +10 ft.
|-
|12th||class="left" | +9/+4 || +4 || +8 || +4
| class="left" | [[#Always Ready|Always Ready +3]] || +10 ft.
|-
|13th||class="left" | +9/+4 || +4 || +8 || +4
| class="left" | [[#Lucky Shot|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" | [[#Lucky Shot|Lucky Shot]] +8d6 || +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" | [[#Lucky Shot|Lucky Shot]] +9d6, || +20 ft.
|-
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6
| class="left" | || +20 ft.
|-
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6
| class="left" | [[#Lucky Shot|Lucky Shot]] +10d6 || +20 ft.
|-
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6
| class="left" | [[#Always Ready|Always Ready +5]], [[#Deadeye|Deadeye]] || +20 ft.
|- 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 Shot}}:''' A number of times per day equal to 1 + his Charisma Mod a Gunslinger can hit his enemies weak spots by pure
'''{{Anchor|Always Ready}}:''' At 4th level a Gunslinger gains a +1 on initiative and on attacks and damage against opponents who have not already taken a turn, this bonus increases by 1 every 4 levels.
'''{{Anchor|Speed Loader}}:''' At 4th level, reloading and drawing become pure instinct for a gunslinger, it no longer takes any kind of action to either draw or load an alchemical pistol or revolver.
'''{{Anchor|Longshot Range BonusGunblaze}}:''' At 4th 8th level, a Gunslinger can fire may make a extra attack at his highest base attack bonus as part of a full-attack action but all his pistol attacks that round take a -2 penalty, at longer range than normal, the range increment ofany alchemical pistol or revolver 16th level a Gunslinger gains a second extra attack when he is weilding increase by the numb shown on the longshot range bonus tableuses this ability.
'''{{Anchor|GunblazeRicochet}}:''' At 8th 12 levela Gunslinger shots often ricochet of the walls and strike again, a 12th level Gunslinger may can spend one use of his lucky shot ability to make his bullet ricochet allowing him to reroll his last attack. '''{{Anchor|Limb Shot}}:''' At 16th level a extra attack at Gunslingers shots strike so accurately that they can disable limbs. By spending one use of his Lucky Shot ability he can add one of the following effects to his highest base next attack bonus as part of a full-. ''Leg Shot:'' The opponent hit by your next attack action but all his attacks that round take must make a -DC 10 + 1/2 penaltyyour class level + your Charisma modifier or have one of his legs disabled, halving his speed, at 16th level preventing him from running or charging and giving -4 to a Gunslinger gains a second extra attack when he uses this abilityskill checks involving using his legs.
'''{{Anchor|Ricochet}}Arm Shot:''' At 12 The opponent struck by your next attack must make a DC 10 + 1/2 your class level + your Charisma modifier or have a Gunslinger shots often ricochet arm of the walls and strike againyour choice crippled, causing him to drop anything held in it, take a 12th level Gunslinger can spend one -2 penalty on all checks involving the useof his lucky shot ability arms and be unable to make his bullet ricochet allowing him to reroll his last attackuse that arm for anything.
'''{{Anchor|Deadeye}}:''' at 20th level a Gunslinger can 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 force the enemy to make a the Gunslingers level + the Gunslingers Charisma score Fort save or die instantly.
[[Category:Class]]
[[Category:Base Class]]
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