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Gunslinger (3.5e Class)

428 bytes removed, 06:34, 8 November 2009
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===Making a Gunslinger===
'''Abilities:''' [[Dexterity]] is the quintessential skill for the Gunslingers techniques, adding to their deadly precision at range along with allowing them to better avoid incoming attacks. [[Intelligence]] Allows Gunslingers to create their own ammo as well as allowing them to make better use of their longshot and precise shot abilities. Lastly [[Constitution]] gives the Gunslinger a better chance of seeing combat through if they should be engaged in close combat or targeted by destructive spells.
'''Races:''' The ragtag gangs of Hexagunners are greatly varying in races and cultures, not particularly caring for background as long as they can hold a gun steady and aim straight.
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|1st|| class="left" | +0 || +0 || +2 || +0
| class="left" | [[#Precise Shot|Precise Shot]] +1d6, [[#Quick Draw|Quick Draw]] || +0 ft.
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|2nd|| class="left" | +1 || +0 || +3 || +0
'''Weapon and Armor Proficiency:''' '''Weapon and Armor Proficiency:''' Hexagunners are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]] plus the [[Hexagun (3.5e Equipment)|hexagun]]. Hexagunners are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]].
'''{{Anchor|Precise Lucky Devil}}:''' Gunslingers are ridiculously lucky gaining a pool of luck points equal to 1 + their [[Charisma]] Modifier, this pool is restored to its full amount by resting for 8 hours. '''{{Anchor|Lucky Shot}}:''' If given enough time Rogues strike their enemies weak spots through training and extraordinary precision, Gunslingers do it by accident, but in the words of Helzar Rif "Okay, it was a Alchemical accident but I still saved the world, now pay up.". A Gunslinger can shoot at may spend a opponent's weak spots luck point to deal an extra 1d6 damage with incredible precision dealing his next attack, this extra damage equal to 1d6+increases by 1d6/per two every 2 levels beyond 1st, using Precise Shot is a full-round action that provokes attacks of opportunity, .
'''{{Anchor|Speed Loader}}:''' At 3rd 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 BonusSerendipity}}:''' At 4th 5th level, a Gunslinger can use Precise Shot at longer range than normal, however, for every 5 ft. the target beyond normal Precise Shot range the Precise Shot deals 1d6 points less damage and gains a Alchemical Gunslinger cannot deal Precise Shot damage at longer range beyond 30 ft. than shown constant bonus on the Longshot Range Bonus tableall his saving throws equal to his remaining luck points.
'''{{Anchor|Gunblaze}}:''' At 7th level, a Gunslinger can fire multiple bullets at once allowing you to gain a extra attack when you use your Precise Shot ability however all your attacks during the round you use this ability take a -2 penalty at 14th level a Gunslinger gains a third attack when he uses this ability.

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