Feliks878
2010-12-01, 06:13 PM
Author's Note: This is my first PrC up here, I really hope I didn't do anything wrong. If I've made any mistakes or committed any faux pas, please let me know.
Gunslinger
In a world with magical spells and terrible creatures, gunpowder doesn't seem to have much of a place. A new invention, most firearms are measly and weak, and don't hold onto magical powers well. Most forgo them in favor of magical swords and axes, or mystical spells drawn from the fabric of reality. There are some, however, who have begun to train with these weapons, interested in showing the world just how potent they can be.
A member of almost any class can become a Gunslinger, though classes with full or at least medium base attack bonus progression are more common. Spellcasters make poor Gunslingers because it does not increase their spellcasting in any way. Swashbucklers, Fighters, Rogues, and Bards (who aren't focused on spellcasting) often make good Gunslingers. Rangers make excellent Gunslingers with their high attack bonus and bonus ranged feats (though Manyshot would not work with a firearm, rapid shot will.) Scouts, like Rogues and Bards can get into Gunslinger but take longer to do so then a full attack bonus class.
Dexterity is the Gunslinger's main attribute because it determines how well she hits and eventually how much damage she deals, as well as adding to their Armor Class as most Gunslingers wear light armor. Charisma is also important as some class features rely on making Perform(Weapon Drill) checks and gain benefits from a high charisma.
Requirements:
To qualify to become an Gunslinger, a character must fulfill the following criteria.
Base Attack Bonus: +5.
Skills: Perform(Weapon Drill) 4 ranks.
Feats: Exotic Weapon Proficiency(Pistol or Musket), Point Blank Shot, Precise Shot.
Class Skills:
The Gunslinger's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock(Dex), Perform(Weapon Drill) (Cha), Profession (Wis), Spot (Wis), Tumble(Dex), and Use Magic Device(Cha).
Skill Points at Each Level: 4 + Int modifier.
Gunslinger
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Combat Style, Let 'em Come Close
2nd|
+2|
+0|
+3|
+0|Deadeye Shot 1/day, Weapon Specialization
3rd|
+3|
+1|
+3|
+1|Imposing Performance
4th|
+4|
+1|
+3|
+1|Shot in the Dark
5th|
+5|
+1|
+4|
+1|Deadeye Shot 2/day
6th|
+6|
+2|
+5|
+2|Improved Combat Style
7th|
+7|
+2|
+5|
+2|Armor Ain't Much, Weapon Specialization
8th|
+8|
+2|
+6|
+2|Deadeye Shot 3/day
9th|
+9|
+3|
+6|
+3|Final Combat Style
10th|
+10|
+3|
+7|
+3|Deadeye Shot 4/day, Powder Packer[/table]
Class Features:
All of the following are class features of the Gunslinger prestige class.
Weapon and Armor Proficiency:
Gunslingers gain no armor or weapon proficiency.
Combat Style(Ex): At first level a Gunslinger chooses what type of firearms they wish to specialize in either pistols or muskets. To choose one of these the Gunslinger must have Exotic Weapon Proficiency and Weapon Focus in the appropriate firearm. Once this decision is made, it affects all future combat style choices for the Gunslinger.
At 1st level, Gunslingers which choose Pistols may reload the pistols as a free action which does not require a free hand. Additionally, they gain the Two-Weapon Fighting feat, allowing them to dual-wield the pistols as light weapons for both ranged and melee attacks. For example, a level 5 Fighter/Level 1 Gunslinger could dual wield two pistols and make two attacks with each, using both base attack bonuses with a -2 penalty for each shot. This allows the Gunslinger to use Rapid Shot with the pistols as well, should he or she choose to do so.
At 6th level the penalties for dual-wielding the pistols for ranged attacks is eliminated entirely. The penalty remains in play for making melee attacks with the pistols.
At 9th level the critical threat range for the pistols increases to 19-20. This stacks with the keen weapon enhancement or the Improved Critical feat (though those effects do not stack with each other.)
A 1st level Gunslinger who chooses Muskets may reload the musket as a free action, allowing them to make iterative attacks with the weapon. Additionally, the wielder of a Musket may add half their dexterity modifier to the damage they deal with the weapon. This allows the Gunslinger to use Rapid Shot with the musket, should he or she choose to do so.
At 6th level, they may add their entire Dexterity modifier to the damage dealt.
At 9th level, the critical threat range for the musket increases to 19-20. This stacks with the keen weapon enhancement or the Improved Critical feat (though those effects do not stack with each other.)
A Gunslinger loses any benefits of their Combat Style while wearing medium or heavy armor, or while carrying more then a light load.
Let 'em Come Close(Ex): In addition to their skills with firing their weapons, Gunslingers know how to defend themselves with their precious firearms. A gunslinger using a pistol may use it as a light melee weapon with which they are proficient rather then an improvised weapon, dealing 1d4 points of bludgeoning damage with a critical threat range of 20 (x2). As noted under Combat Style, they may dual-wield two pistols in this manner, even without the feat Two-Weapon Fighting.
A gunslinger who has chosen the Musket combat style knows how to affix a bayonet to the end of their musket. Doing so does not impede the musket in anyway, and allows it to be used as a light piercing melee weapon which deals 1d6 points of damage with a critical threat range of 19-20(x2). The bayonet can also be readied against a charge, the way a spear can.
These benefits in no way help protect a Gunslinger who attempts to fire a firearm while threatened that action still provokes attacks of opportunity.
Weapon Specialization: At 2nd level a Gunslinger gains Weapon Specialization with whatever type of firearm they selected for their combat style. They need not have the prerequisites for this feat. At 7th level they gain Greater Weapon Specialization for the same weapon, again not needing to have prerequisites. This bonus damage only applies to ranged attacks.
Deadeye Shot(Su): Gunslingers are no strangers to drama, and they know that sometimes you really need to land that one shot. Starting at 2nd level, once per day a gunslinger my substitute a Perform(Weapon Drill) check for a ranged attack roll with a pistol or musket. This roll is made with only the skill modifier the character's dexterity and base attack bonus do not apply, but weapon enhancements do. Using this is part of an attack and does not take any additional actions. The Gunslinger can use this ability twice per day at 5th level, three times per day at 8th, and four times per day at 10th. A Gunslinger wearing medium or heavy armor, or carrying more then a light load may not use Deadeye Shot.
Imposing Performance(Ex): A gunslinger may make a Perform(Weapon Drill) check in place of an intimidate check.
Shot in the Dark(Ex): Gunslinger's are renowned for their uncanny faith in their weapons ability to strike an opponent, regardless of circumstances. A Gunslinger gains the Blind-Fight feat, except he or she may also re-roll missed ranged attack rolls against enemies with concealment.
Armor Ain't Much(Su): With wicked precision, a Gunslinger may sometimes land shots which slip right through the cracks of an enemy's armor and shield. As a standard action a Gunslinger may study an opponent. If they choose to do so, all ranged attacks in the subsequent round will be touch attacks. A Gunslinger who chooses to do this may not make any attacks on the turn they are studying, nor may they take attacks of opportunity against enemies.
Powder Packer(Ex): At 10th level a Gunslinger has become so skilled at loading their firearms they know just how much powder they can put in in order to have an extra punch of damage without risking their weapon's health. A Gunslinger may increase the damage of their weapon as if they were one size category larger. For example, a 10th level Gunslinger using a Medium Sized musket would deal 3d6 damage rather then 1d12.
---
Some thoughts: One of the first things that is important to mention is that Perform (Weapon Drill) is a skill from Complete Warrior. It's an interesting skill because you get to add half your BAB as a bonus, as well as gaining some +2 bonuses from certain martial feats like Weapon Focus and Two-Weapon Fighting.
I wanted this class to have a sort of Wild-West Gunslinger flavor to it, without relying on precision damage to do so. I know that firearms scale poorly, so I decided to give the user Weapon Spec and Greater Weapon Spec to help make up the difference, as well as the Powder Packer ability at high level. Deadeye shot is made to be used with iterative attacks, because unless you pump it really high your Perform(WD) won't be that much higher then your normal attack bonus, as it usually won't be a class skill until you enter Gunslinger.
The idea behind Imposing Performance is a gunslinger who scares an opponent by twirling her pistols or their musket.
Please let me know what you think.
Gunslinger
In a world with magical spells and terrible creatures, gunpowder doesn't seem to have much of a place. A new invention, most firearms are measly and weak, and don't hold onto magical powers well. Most forgo them in favor of magical swords and axes, or mystical spells drawn from the fabric of reality. There are some, however, who have begun to train with these weapons, interested in showing the world just how potent they can be.
A member of almost any class can become a Gunslinger, though classes with full or at least medium base attack bonus progression are more common. Spellcasters make poor Gunslingers because it does not increase their spellcasting in any way. Swashbucklers, Fighters, Rogues, and Bards (who aren't focused on spellcasting) often make good Gunslingers. Rangers make excellent Gunslingers with their high attack bonus and bonus ranged feats (though Manyshot would not work with a firearm, rapid shot will.) Scouts, like Rogues and Bards can get into Gunslinger but take longer to do so then a full attack bonus class.
Dexterity is the Gunslinger's main attribute because it determines how well she hits and eventually how much damage she deals, as well as adding to their Armor Class as most Gunslingers wear light armor. Charisma is also important as some class features rely on making Perform(Weapon Drill) checks and gain benefits from a high charisma.
Requirements:
To qualify to become an Gunslinger, a character must fulfill the following criteria.
Base Attack Bonus: +5.
Skills: Perform(Weapon Drill) 4 ranks.
Feats: Exotic Weapon Proficiency(Pistol or Musket), Point Blank Shot, Precise Shot.
Class Skills:
The Gunslinger's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock(Dex), Perform(Weapon Drill) (Cha), Profession (Wis), Spot (Wis), Tumble(Dex), and Use Magic Device(Cha).
Skill Points at Each Level: 4 + Int modifier.
Gunslinger
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Combat Style, Let 'em Come Close
2nd|
+2|
+0|
+3|
+0|Deadeye Shot 1/day, Weapon Specialization
3rd|
+3|
+1|
+3|
+1|Imposing Performance
4th|
+4|
+1|
+3|
+1|Shot in the Dark
5th|
+5|
+1|
+4|
+1|Deadeye Shot 2/day
6th|
+6|
+2|
+5|
+2|Improved Combat Style
7th|
+7|
+2|
+5|
+2|Armor Ain't Much, Weapon Specialization
8th|
+8|
+2|
+6|
+2|Deadeye Shot 3/day
9th|
+9|
+3|
+6|
+3|Final Combat Style
10th|
+10|
+3|
+7|
+3|Deadeye Shot 4/day, Powder Packer[/table]
Class Features:
All of the following are class features of the Gunslinger prestige class.
Weapon and Armor Proficiency:
Gunslingers gain no armor or weapon proficiency.
Combat Style(Ex): At first level a Gunslinger chooses what type of firearms they wish to specialize in either pistols or muskets. To choose one of these the Gunslinger must have Exotic Weapon Proficiency and Weapon Focus in the appropriate firearm. Once this decision is made, it affects all future combat style choices for the Gunslinger.
At 1st level, Gunslingers which choose Pistols may reload the pistols as a free action which does not require a free hand. Additionally, they gain the Two-Weapon Fighting feat, allowing them to dual-wield the pistols as light weapons for both ranged and melee attacks. For example, a level 5 Fighter/Level 1 Gunslinger could dual wield two pistols and make two attacks with each, using both base attack bonuses with a -2 penalty for each shot. This allows the Gunslinger to use Rapid Shot with the pistols as well, should he or she choose to do so.
At 6th level the penalties for dual-wielding the pistols for ranged attacks is eliminated entirely. The penalty remains in play for making melee attacks with the pistols.
At 9th level the critical threat range for the pistols increases to 19-20. This stacks with the keen weapon enhancement or the Improved Critical feat (though those effects do not stack with each other.)
A 1st level Gunslinger who chooses Muskets may reload the musket as a free action, allowing them to make iterative attacks with the weapon. Additionally, the wielder of a Musket may add half their dexterity modifier to the damage they deal with the weapon. This allows the Gunslinger to use Rapid Shot with the musket, should he or she choose to do so.
At 6th level, they may add their entire Dexterity modifier to the damage dealt.
At 9th level, the critical threat range for the musket increases to 19-20. This stacks with the keen weapon enhancement or the Improved Critical feat (though those effects do not stack with each other.)
A Gunslinger loses any benefits of their Combat Style while wearing medium or heavy armor, or while carrying more then a light load.
Let 'em Come Close(Ex): In addition to their skills with firing their weapons, Gunslingers know how to defend themselves with their precious firearms. A gunslinger using a pistol may use it as a light melee weapon with which they are proficient rather then an improvised weapon, dealing 1d4 points of bludgeoning damage with a critical threat range of 20 (x2). As noted under Combat Style, they may dual-wield two pistols in this manner, even without the feat Two-Weapon Fighting.
A gunslinger who has chosen the Musket combat style knows how to affix a bayonet to the end of their musket. Doing so does not impede the musket in anyway, and allows it to be used as a light piercing melee weapon which deals 1d6 points of damage with a critical threat range of 19-20(x2). The bayonet can also be readied against a charge, the way a spear can.
These benefits in no way help protect a Gunslinger who attempts to fire a firearm while threatened that action still provokes attacks of opportunity.
Weapon Specialization: At 2nd level a Gunslinger gains Weapon Specialization with whatever type of firearm they selected for their combat style. They need not have the prerequisites for this feat. At 7th level they gain Greater Weapon Specialization for the same weapon, again not needing to have prerequisites. This bonus damage only applies to ranged attacks.
Deadeye Shot(Su): Gunslingers are no strangers to drama, and they know that sometimes you really need to land that one shot. Starting at 2nd level, once per day a gunslinger my substitute a Perform(Weapon Drill) check for a ranged attack roll with a pistol or musket. This roll is made with only the skill modifier the character's dexterity and base attack bonus do not apply, but weapon enhancements do. Using this is part of an attack and does not take any additional actions. The Gunslinger can use this ability twice per day at 5th level, three times per day at 8th, and four times per day at 10th. A Gunslinger wearing medium or heavy armor, or carrying more then a light load may not use Deadeye Shot.
Imposing Performance(Ex): A gunslinger may make a Perform(Weapon Drill) check in place of an intimidate check.
Shot in the Dark(Ex): Gunslinger's are renowned for their uncanny faith in their weapons ability to strike an opponent, regardless of circumstances. A Gunslinger gains the Blind-Fight feat, except he or she may also re-roll missed ranged attack rolls against enemies with concealment.
Armor Ain't Much(Su): With wicked precision, a Gunslinger may sometimes land shots which slip right through the cracks of an enemy's armor and shield. As a standard action a Gunslinger may study an opponent. If they choose to do so, all ranged attacks in the subsequent round will be touch attacks. A Gunslinger who chooses to do this may not make any attacks on the turn they are studying, nor may they take attacks of opportunity against enemies.
Powder Packer(Ex): At 10th level a Gunslinger has become so skilled at loading their firearms they know just how much powder they can put in in order to have an extra punch of damage without risking their weapon's health. A Gunslinger may increase the damage of their weapon as if they were one size category larger. For example, a 10th level Gunslinger using a Medium Sized musket would deal 3d6 damage rather then 1d12.
---
Some thoughts: One of the first things that is important to mention is that Perform (Weapon Drill) is a skill from Complete Warrior. It's an interesting skill because you get to add half your BAB as a bonus, as well as gaining some +2 bonuses from certain martial feats like Weapon Focus and Two-Weapon Fighting.
I wanted this class to have a sort of Wild-West Gunslinger flavor to it, without relying on precision damage to do so. I know that firearms scale poorly, so I decided to give the user Weapon Spec and Greater Weapon Spec to help make up the difference, as well as the Powder Packer ability at high level. Deadeye shot is made to be used with iterative attacks, because unless you pump it really high your Perform(WD) won't be that much higher then your normal attack bonus, as it usually won't be a class skill until you enter Gunslinger.
The idea behind Imposing Performance is a gunslinger who scares an opponent by twirling her pistols or their musket.
Please let me know what you think.