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Adding NavBoxes back.
'''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.
|-
|1st|| class="left" | +0 || +0 || +2 || +0
| class="left" | [[#Lucky Shot|Lucky Shot]] +1d6, ||
|-
|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, ||
|-
|4th||class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Longshot|Longshot]], [[#Always Ready|Always Ready +1]] ||
|-
|5th||class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Lucky Shot|Lucky Shot]] +3d6, [[#Speed Loader|Speed Loader]] ||
|-
|6th||class="left" | +4 || +2 || +5 || +2
| class="left" | ||
|-
|7th||class="left" | +5 || +2 || +5 || +2
| class="left" | [[#Lucky Shot|Lucky Shot]] +4d6 ||
|-
|8th||class="left" | +6/+1 || +2 || +6 || +2
| class="left" | [[#Always Ready|Always Ready +2]], [[#Gunblaze|Gunblaze]] ||
|-
|9th||class="left" | +6/+1 || +3 || +6 || +3
| class="left" | [[#Lucky Shot|Lucky Shot]] +5d6, ||
|-
|10th||class="left" | +7/+2 || +3 || +7 || +3
| class="left" | ||
|-
|11th||class="left" | +8/+3 || +3 || +7 || +3
| class="left" | [[#Lucky Shot|Lucky Shot]] +6d6, ||
|-
|12th||class="left" | +9/+4 || +4 || +8 || +4
| class="left" | [[#Always Ready|Always Ready +3]] ||
|-
|13th||class="left" | +9/+4 || +4 || +8 || +4
| class="left" | [[#Lucky Shot|Lucky Shot]] +7d6, ||
|-
|14th||class="left" | +10/+5 || +4 || +9 || +4
| class="left" | ||
|-
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5
| class="left" | [[#Lucky Shot|Lucky Shot]] +8d6 ||
|-
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5
| class="left" | [[#Always Ready|Always Ready +4]] , [[#Limb Shot|| Limb Shot]]
|-
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5
| class="left" | [[#Lucky Shot|Lucky Shot]] +9d6, ||
|-
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6
| class="left" | ||
|-
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6
| class="left" | [[#Lucky Shot|Lucky Shot]] +10d6 ||
|-
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6
| class="left" | [[#Always Ready|Always Ready +5]], [[#Deadeye|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 Shot}}:''' A number of times per day equal to 1 + his Charisma Mod a Gunslinger can hit his enemies weak spots by pure
'''{{Anchor|Ricochet}}:''' At 12 level a Gunslinger shots often ricochet of the walls and strike again, a 12th level Gunslinger 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 Gunslingers shots strike so accurately that they can disable limbs. By spending one use of his Lucky Shot ability to disable he can add one of the following effects to his opponents limbsnext attack.
''Leg Shot:'' The opponent hit by your next attack must make a DC 10 + 1/2 your class level + 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 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 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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