Strudel110
2010-03-25, 11:34 PM
Dragon Powder Marksmen
"The clap of thunder and the smell of fire and brimestone--those are the things the dragon powder marksman knows best; some call them crazy to use such weapons--others simply die." Sneaky criminals, carefree show-offs, and vengeful vigilantes describe the most common attitudes of dragon powder marksmen. Firearms are a rare gnomish invention and are hard to maintain, find, and operate, so one should not expect to find them everywhere. Marksmen tend to inadvertently inspire others to become marksmen, although they remain relatively small in number due to the risks involved, and the tendency of two marksmen dueling upon meeting. Marksmen attempt to panic and cause chaos amongst their enemies, spreading the pain and scattering large groups. Most marksmen are rogues or fighters, the former choosing the class to perform powerful ranged sneak attacks often ending fight before the truly begin while the latter become marksmen to mow down close to mid range enemies with weapons like the blunderbuss. Wizards, most likely multiclass, with skills in alchemy could enhance their weapons to be even more powerful. NPC marksmen, while not always evil, would rather fight than talk, your first gun may come their corpse.
Hit Die: d8.
Requirements
Base Attack Bonus: +4
Alignment: Any nonlawful. The wanton destruction caused by these weapons rarely find a place amongst lawful people.
Feats: Dodge, Quick Draw, Point Blank Shot
Special: Must have witnessed a dragon powder weapon in action, and obtain one of his/her own.
Class Skills
Dragon Powder Marksmen's class skills are Intimidate (Cha), Profession (Wis), Craft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level:2+ Int modifier
{table=head]Level | Attack Bonus | FortSave | RefSave | WillSave |Special
1st|+1|+0|+2|+2|Overcharged Shot
2nd|+2|+0|+3|+3|Close Combat Shot
3rd|+3|+1|+3|+3|Rapid Reload, Penetrating Shot
4th|+4|+1|+4|+4|Quick Step
5th|+5|+1|+4|+4|Crack Shot
6th|+6|+2|+5|+5|Gunslinger
7th|+7|+2|+5|+5|Quick Step
8th|+8|+2|+6|+6|Scorching Blast
9th|+9|+3|+6|+6|Bloody End
10th|+10|+3|+7|+7|Boom Headshot!
[/table]
Class Features
Weapon and Armor Proficiency: a dragon powder marksmen becomes proficient with Pistols, Muskets, and Blunderbuss's (See Below)
Overcharged Shot (ex): You can increase the power of your shots by packing more dragon powder than is probably safe, this also makes shots less accurate.
On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls . This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a Blunderbuss, instead add twice the number subtracted from your attack rolls.
Close Combat Shot (ex): At 2nd level, a dragon powder marksmen may make ranged attacks in a threatened square without provoking an attack of opportunity.
Rapid Reload (ex): At 3rd level a dragon powder marksmen may reload a dragon powder weapon as a swift action rather than a standard action.
Penetrating Shot (ex): A 3rd level dragon powder marksmen may declare a penetrating shot, which on a successful hit damages all enemies in a 40ft. line. You can use this ability once per round.
Crack Shot (ex): At 5th level your shots are so precise you can knock weapons from even the tightest grip. You may make ranged disarm attempts as though you had the Improved Disarm feat.
Gunslinger (ex): When entering combat you draw your firearm with an impressive flourish striking fear into the hearts of your enemies. At 5th level a Dragon Powder Marksmen drawing his weapon may make an intimidate check against all onlooking enemies with a bonus for every 2 levels of dragon powder marksmen, all enemies who fail their checks are shaken(page 76 player's handbook) for 1d6 rounds.
Quick Step (ex): At 4th and 7th level your movement speed increases by 10ft.
Scorching Blast (ex): At 8th level a Dragon Powder Marksmen may make a Scorching Blast attack against an enemy up to 10 feet away, a Scorching Blast is a normal ranged firearm attack that adds 1d4 fire damage per two levels. Can be used once a day plus one per two levels.
Bloody End (ex): At 8th level your enemies tend to die in the most unpleasant ways around you, whenever you kill an enemy you may announce that it was a gruesome kill and all enemies able to see the death have to pass an intimidate
check or become panicked, you gain a +2 bonus if you used the gunslinger ability, +2 if you killed the enemy with a special shot, and +2 for every other enemy killed in this manner during the fight.
Boom Headshot! (ex): A tenth level Dragon Powder Marksmen is capable of severing the heads of those he shoots. Upon a roll of natural 20 with a pistol, musket or blunderbuss (followed by a successful roll to confirm the critical hit), the shot severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are blown off.
About the Class
Dragon powder is an alchemical substance that ignites and in proper measurements explodes with enough power to power gnomish inventions called firearms, powerful but inaccurate ranged weapons.
Those who witness such weapons are often drawn by its power, and seek to master them, becoming marksmen. Such individuals are often cocky to the extreme and their fighting exemplifies this, leading them to try more and more difficult shots.
{table=head]Weapon | Damage | Cost | Criticals | Range | Weight| Damage Type
Pistol|1d8|250G|x3|50ft.|3lbs.|Piercing
Musket|1d10|500G|x3|100ft.|10lbs.|Piercing
Blunderbuss|2d6|300|19-20 x2|30ft.|8lbs.|Piercing
[/table]
Reloading is a standard action
Ammo: all fire arms use both dragon powder charges(costs 100g for 50 charges), and either bullets or buckshot (only blunderbuss).
Turret guns: Pistols and Muskets can be upgraded to turret guns, giving the weapons eight rotating barrels allowing the wielder to fire eight times before reloading, but making reloading a full round action (standard action with fast reload). The complicated mechanism costs 500g.
Sawed Off: Blunderbuss' become more powerful when the barrel is sawed in half (2d8), but at a reduced range of 20ft.
and
Double Barreled: A Blunderbuss with two barrels may be fired twice before reloading. The extra barrel adds 300 gp to the price
Updated!...Twice!...Nay Thrice!!!
"The clap of thunder and the smell of fire and brimestone--those are the things the dragon powder marksman knows best; some call them crazy to use such weapons--others simply die." Sneaky criminals, carefree show-offs, and vengeful vigilantes describe the most common attitudes of dragon powder marksmen. Firearms are a rare gnomish invention and are hard to maintain, find, and operate, so one should not expect to find them everywhere. Marksmen tend to inadvertently inspire others to become marksmen, although they remain relatively small in number due to the risks involved, and the tendency of two marksmen dueling upon meeting. Marksmen attempt to panic and cause chaos amongst their enemies, spreading the pain and scattering large groups. Most marksmen are rogues or fighters, the former choosing the class to perform powerful ranged sneak attacks often ending fight before the truly begin while the latter become marksmen to mow down close to mid range enemies with weapons like the blunderbuss. Wizards, most likely multiclass, with skills in alchemy could enhance their weapons to be even more powerful. NPC marksmen, while not always evil, would rather fight than talk, your first gun may come their corpse.
Hit Die: d8.
Requirements
Base Attack Bonus: +4
Alignment: Any nonlawful. The wanton destruction caused by these weapons rarely find a place amongst lawful people.
Feats: Dodge, Quick Draw, Point Blank Shot
Special: Must have witnessed a dragon powder weapon in action, and obtain one of his/her own.
Class Skills
Dragon Powder Marksmen's class skills are Intimidate (Cha), Profession (Wis), Craft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level:2+ Int modifier
{table=head]Level | Attack Bonus | FortSave | RefSave | WillSave |Special
1st|+1|+0|+2|+2|Overcharged Shot
2nd|+2|+0|+3|+3|Close Combat Shot
3rd|+3|+1|+3|+3|Rapid Reload, Penetrating Shot
4th|+4|+1|+4|+4|Quick Step
5th|+5|+1|+4|+4|Crack Shot
6th|+6|+2|+5|+5|Gunslinger
7th|+7|+2|+5|+5|Quick Step
8th|+8|+2|+6|+6|Scorching Blast
9th|+9|+3|+6|+6|Bloody End
10th|+10|+3|+7|+7|Boom Headshot!
[/table]
Class Features
Weapon and Armor Proficiency: a dragon powder marksmen becomes proficient with Pistols, Muskets, and Blunderbuss's (See Below)
Overcharged Shot (ex): You can increase the power of your shots by packing more dragon powder than is probably safe, this also makes shots less accurate.
On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls . This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a Blunderbuss, instead add twice the number subtracted from your attack rolls.
Close Combat Shot (ex): At 2nd level, a dragon powder marksmen may make ranged attacks in a threatened square without provoking an attack of opportunity.
Rapid Reload (ex): At 3rd level a dragon powder marksmen may reload a dragon powder weapon as a swift action rather than a standard action.
Penetrating Shot (ex): A 3rd level dragon powder marksmen may declare a penetrating shot, which on a successful hit damages all enemies in a 40ft. line. You can use this ability once per round.
Crack Shot (ex): At 5th level your shots are so precise you can knock weapons from even the tightest grip. You may make ranged disarm attempts as though you had the Improved Disarm feat.
Gunslinger (ex): When entering combat you draw your firearm with an impressive flourish striking fear into the hearts of your enemies. At 5th level a Dragon Powder Marksmen drawing his weapon may make an intimidate check against all onlooking enemies with a bonus for every 2 levels of dragon powder marksmen, all enemies who fail their checks are shaken(page 76 player's handbook) for 1d6 rounds.
Quick Step (ex): At 4th and 7th level your movement speed increases by 10ft.
Scorching Blast (ex): At 8th level a Dragon Powder Marksmen may make a Scorching Blast attack against an enemy up to 10 feet away, a Scorching Blast is a normal ranged firearm attack that adds 1d4 fire damage per two levels. Can be used once a day plus one per two levels.
Bloody End (ex): At 8th level your enemies tend to die in the most unpleasant ways around you, whenever you kill an enemy you may announce that it was a gruesome kill and all enemies able to see the death have to pass an intimidate
check or become panicked, you gain a +2 bonus if you used the gunslinger ability, +2 if you killed the enemy with a special shot, and +2 for every other enemy killed in this manner during the fight.
Boom Headshot! (ex): A tenth level Dragon Powder Marksmen is capable of severing the heads of those he shoots. Upon a roll of natural 20 with a pistol, musket or blunderbuss (followed by a successful roll to confirm the critical hit), the shot severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are blown off.
About the Class
Dragon powder is an alchemical substance that ignites and in proper measurements explodes with enough power to power gnomish inventions called firearms, powerful but inaccurate ranged weapons.
Those who witness such weapons are often drawn by its power, and seek to master them, becoming marksmen. Such individuals are often cocky to the extreme and their fighting exemplifies this, leading them to try more and more difficult shots.
{table=head]Weapon | Damage | Cost | Criticals | Range | Weight| Damage Type
Pistol|1d8|250G|x3|50ft.|3lbs.|Piercing
Musket|1d10|500G|x3|100ft.|10lbs.|Piercing
Blunderbuss|2d6|300|19-20 x2|30ft.|8lbs.|Piercing
[/table]
Reloading is a standard action
Ammo: all fire arms use both dragon powder charges(costs 100g for 50 charges), and either bullets or buckshot (only blunderbuss).
Turret guns: Pistols and Muskets can be upgraded to turret guns, giving the weapons eight rotating barrels allowing the wielder to fire eight times before reloading, but making reloading a full round action (standard action with fast reload). The complicated mechanism costs 500g.
Sawed Off: Blunderbuss' become more powerful when the barrel is sawed in half (2d8), but at a reduced range of 20ft.
and
Double Barreled: A Blunderbuss with two barrels may be fired twice before reloading. The extra barrel adds 300 gp to the price
Updated!...Twice!...Nay Thrice!!!