VelvetThunder
2009-03-30, 05:26 AM
I've always wanted a class for firearms, and I thought I'd give it a shot. This is the first class I've done, So please don't hold back with the Criticism. Also My wording on some of the things is pretty choppy.. So feel free to ask. The only other thing I'm really lacking is a Flavor block, right now i've just got stats and such. So with that in mind, Take a look and give me some feedback. Thanks in advance.
Level BaB Saves Abilities
1 +0 +0 +2 +0 Revolver Proficiency, Point Blank Shot
2 +1 +0 +3 +0 Ricochet (Poor)
3 +2 +1 +3 +1 Pistol Whip
4 +3 +1 +4 +1 Revolver Upgrade
5 +3 +1 +4 +1 Roulette (su)
6 +4 +2 +5 +2 Ricochet (good)
7 +5 +2 +5 +2 Deflect Ranged
8 +6/+1 +2 +6 +2 Revolver Upgrade
9 +6/+1 +3 +6 +3 Hammer & Nail
10 +7/+2 +3 +7 +3 Ricochet (Great)
11 +8/+3 +3 +7 +3 Return Ranged
12 +9/+4 +4 +8 +4 Revolver Upgrade
13 +9/+4 +4 +8 +4 Precise shot
14 +10/+5 +4 +9 +4 Ricochet (Master)
15 +11/+6/+1 +5 +9 +5 Return Fire
16 +12/+7/+2 +5 +10 +5 Revolver Upgrade
17 +12/+7/+2 +5 +10 +5 Improved Precise Shot
18 +13/+8/+3 +6 +11 +6 Headshot
19 +14/+9/+4 +6 +11 +6 Double Jeopardy
20 +15/+10/+5 +6 +12 +6 Revolver Upgrade
Descriptions
Die: d8
Class Skills: Hit Balance (dex), Bluff (cha), Craft (Gunsmithing) (int), Diplomacy (cha), Escape Artist (dex), Forgery (int), Gather Info (cha), Knowledge (Firearms) (int), Knowledge ( Local) (Int), Listen (wis), Sense Motive (wis), Sleight of Hand (dex), Spot (wis), Tumble (dex), Use Rope (dex)
Revolver Proficiency: The 6 Shooter Gains Exotic Weapon Proficiency Revolver as a bonus feat at 1st level.
Point Blank Shot: The 6 Shooter Gains Point Blank shot as a bonus feat at 1st level
Ricochet (Poor): The 6 Shooter Can ricochet a shot off of one surface but takes a -4 penalty on the attack roll
Pistol Whip: You may use the butt of your gun to Deal 1d6 Subdual damage. You also threaten adjacent squares
Revolver Upgrade: After extensive use and study of your weapon you begin to make improvements to it. At 4th level and every 4 after that. You may add one of the following.
--Expand Cylinder: You add a chamber to your gun. You may now fire an additional shot before you have to reload.
--Elongated Barrel: You modify the gun so it has a longer barrel. Add +1 to attack rolls
--Caliber Up: You modify the gun so that it uses larger rounds of ammunition. Add +1 to damage rolls
--Butt Spike: You attach a long Steel Spike to the butt of your gun. Your pistol whip is now a lethal piercing attack that deals 1d8 damage
--Double Action: You make the gun a double action instead of a single. You gain one additional shot as part of a full attack at your highest base attack bonus.
--Power Tracers: You modify your gun to use high heat tracer rounds. People hit by your shots must make a DC 17 Reflex save or catch on fire
--Flechettes: You modify your gun to shoot Fleshettes. Add 1 point of wounding to your damage if your target is unarmored.
--Shotgun Shells: You modify your gun to use Shotgun shells. You can fire in a 15 ft cone instead of your normal range.
--Silencer: Your shots are far quieter. Raise the DC on Listen checks to hear your gun by 15
--Armor Peircing rounds: Your Shots may travel through more than one target. For each target after the first in the line of the shot, make an attack roll at a -3 cumulitive penalty. If you fail to meet the AC the bullet stops.
Roulette: (su) If the 6 Shooter has one round left in his gun he may spin the cylinder and take a shot as a full round action. If the chamber has the bullet in it, that shot gets a +10 on attack roll and deals 3X damage. This ability may be used only once per full reload.
Ricochet (Good): The Penalty on your Ricochet lowers to -2
Deflect Ranged: As long as the 6 Shooter has line of sight to the attacker, He may deflect non magical ranged attacks. He may do this a number of times per day equal to his half his Class level Plus his Dex Modifier
Hammer & Nail: If the 6 Shooter Pistol whips somebody as an attack of opportunity and is successful, then he may take a free shot at his highest base attack bonus.
Ricochet (Great): The Penalty on your Ricochet lowers to 0 and may bounce off of an additional surface at a -2 penalty
Return Ranged: when using the Deflect ranged ability, make a melee attack roll at a -5 penalty. If successful the ranged attack returns and hits the attacker, if not, it is merely deflected.
Precise shot: The 6 Shooter Gains the feat Precise shot at 13th level, even if he doesn’t meet the prerequisites.
Ricochet (Master): You may ricochet off of a 3rd Surface at a -4 penalty
Return Fire: (su) As long as the 6 Shooter has line of sight of the attacker he can use one of His attack of opportunities to Shoot Their ranged attack back into them. Make a Ranged attack roll against their attack roll, if successful, both their ranged, and yours hit the attacker.
Improved Precise Shot: The 6 Shooter Gains the feat Improved Precise shot at 17th level, Even if he doesn’t meet the prerequisites.
Headshot: as a full round action Make an attack roll against the target’s Current HP plus it’s level. If you meet this you decapitate the target with an explosion. Creatures Immune to Critical hits, Sneak Attack, or creatures without a discernable head, are immune to this ability.
Double Jeopardy: when using your Roulette ability, you may try again if you fail. But if you fail the 2nd time the gun will jam and you have to take a full round action to clean it out before you can reload it.
Level BaB Saves Abilities
1 +0 +0 +2 +0 Revolver Proficiency, Point Blank Shot
2 +1 +0 +3 +0 Ricochet (Poor)
3 +2 +1 +3 +1 Pistol Whip
4 +3 +1 +4 +1 Revolver Upgrade
5 +3 +1 +4 +1 Roulette (su)
6 +4 +2 +5 +2 Ricochet (good)
7 +5 +2 +5 +2 Deflect Ranged
8 +6/+1 +2 +6 +2 Revolver Upgrade
9 +6/+1 +3 +6 +3 Hammer & Nail
10 +7/+2 +3 +7 +3 Ricochet (Great)
11 +8/+3 +3 +7 +3 Return Ranged
12 +9/+4 +4 +8 +4 Revolver Upgrade
13 +9/+4 +4 +8 +4 Precise shot
14 +10/+5 +4 +9 +4 Ricochet (Master)
15 +11/+6/+1 +5 +9 +5 Return Fire
16 +12/+7/+2 +5 +10 +5 Revolver Upgrade
17 +12/+7/+2 +5 +10 +5 Improved Precise Shot
18 +13/+8/+3 +6 +11 +6 Headshot
19 +14/+9/+4 +6 +11 +6 Double Jeopardy
20 +15/+10/+5 +6 +12 +6 Revolver Upgrade
Descriptions
Die: d8
Class Skills: Hit Balance (dex), Bluff (cha), Craft (Gunsmithing) (int), Diplomacy (cha), Escape Artist (dex), Forgery (int), Gather Info (cha), Knowledge (Firearms) (int), Knowledge ( Local) (Int), Listen (wis), Sense Motive (wis), Sleight of Hand (dex), Spot (wis), Tumble (dex), Use Rope (dex)
Revolver Proficiency: The 6 Shooter Gains Exotic Weapon Proficiency Revolver as a bonus feat at 1st level.
Point Blank Shot: The 6 Shooter Gains Point Blank shot as a bonus feat at 1st level
Ricochet (Poor): The 6 Shooter Can ricochet a shot off of one surface but takes a -4 penalty on the attack roll
Pistol Whip: You may use the butt of your gun to Deal 1d6 Subdual damage. You also threaten adjacent squares
Revolver Upgrade: After extensive use and study of your weapon you begin to make improvements to it. At 4th level and every 4 after that. You may add one of the following.
--Expand Cylinder: You add a chamber to your gun. You may now fire an additional shot before you have to reload.
--Elongated Barrel: You modify the gun so it has a longer barrel. Add +1 to attack rolls
--Caliber Up: You modify the gun so that it uses larger rounds of ammunition. Add +1 to damage rolls
--Butt Spike: You attach a long Steel Spike to the butt of your gun. Your pistol whip is now a lethal piercing attack that deals 1d8 damage
--Double Action: You make the gun a double action instead of a single. You gain one additional shot as part of a full attack at your highest base attack bonus.
--Power Tracers: You modify your gun to use high heat tracer rounds. People hit by your shots must make a DC 17 Reflex save or catch on fire
--Flechettes: You modify your gun to shoot Fleshettes. Add 1 point of wounding to your damage if your target is unarmored.
--Shotgun Shells: You modify your gun to use Shotgun shells. You can fire in a 15 ft cone instead of your normal range.
--Silencer: Your shots are far quieter. Raise the DC on Listen checks to hear your gun by 15
--Armor Peircing rounds: Your Shots may travel through more than one target. For each target after the first in the line of the shot, make an attack roll at a -3 cumulitive penalty. If you fail to meet the AC the bullet stops.
Roulette: (su) If the 6 Shooter has one round left in his gun he may spin the cylinder and take a shot as a full round action. If the chamber has the bullet in it, that shot gets a +10 on attack roll and deals 3X damage. This ability may be used only once per full reload.
Ricochet (Good): The Penalty on your Ricochet lowers to -2
Deflect Ranged: As long as the 6 Shooter has line of sight to the attacker, He may deflect non magical ranged attacks. He may do this a number of times per day equal to his half his Class level Plus his Dex Modifier
Hammer & Nail: If the 6 Shooter Pistol whips somebody as an attack of opportunity and is successful, then he may take a free shot at his highest base attack bonus.
Ricochet (Great): The Penalty on your Ricochet lowers to 0 and may bounce off of an additional surface at a -2 penalty
Return Ranged: when using the Deflect ranged ability, make a melee attack roll at a -5 penalty. If successful the ranged attack returns and hits the attacker, if not, it is merely deflected.
Precise shot: The 6 Shooter Gains the feat Precise shot at 13th level, even if he doesn’t meet the prerequisites.
Ricochet (Master): You may ricochet off of a 3rd Surface at a -4 penalty
Return Fire: (su) As long as the 6 Shooter has line of sight of the attacker he can use one of His attack of opportunities to Shoot Their ranged attack back into them. Make a Ranged attack roll against their attack roll, if successful, both their ranged, and yours hit the attacker.
Improved Precise Shot: The 6 Shooter Gains the feat Improved Precise shot at 17th level, Even if he doesn’t meet the prerequisites.
Headshot: as a full round action Make an attack roll against the target’s Current HP plus it’s level. If you meet this you decapitate the target with an explosion. Creatures Immune to Critical hits, Sneak Attack, or creatures without a discernable head, are immune to this ability.
Double Jeopardy: when using your Roulette ability, you may try again if you fail. But if you fail the 2nd time the gun will jam and you have to take a full round action to clean it out before you can reload it.