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View Full Version : Gunman Base Class [3.5]



Tetsubo 57
2009-06-26, 01:25 PM
I've modified the fighter class to reflect a firearms focused warrior. You could however rather easily make this into an archer class by taking out the profiencies with firearms and substituting bows. Change the skill bonuses as well.

Gunman

Alignment: Any.

Hit Die: d8.

Full Base Attack Bonus (as the Fighter).

Saves: Strong Reflex save, weak Fort and Will saves.

Class Skills: The gunman’s class skills (and the key ability for each skill) are Craft (Str), (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) ×4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the gunman:

Weapon and Armor Proficiency: A gunman is proficient with all simple weapons, all personal firearms (pistols, blunderbuss and rifles) and with light armor.

Accuracy: A gunman gets the Point Blank Shot and Precise Shot feats as a bonus at 1st level.

Gunsmithing: A gunman gains a +1 bonus to Craft (Alchemy) skill checks when making smokepowder and Craft (Gunsmithing) at 1st level. This bonus increases at 5th level, 9th level, 13th level and 17th level, for a total of +5.

Bonus Feats: The gunman gains an additional bonus feat at 2nd level and every two gunman levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A gunman must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A gunman is not limited to the list of fighter bonus feats when choosing these feats.