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Gligarman2
2012-02-02, 05:13 PM
The Bulletmaster

There are many people who think that the bow is the ideal ranged weapon. There are some who believe that spells are the only method. The bulletmaster is a master of not arrows, not spells, but sling pellets. The bulletmaster flings many bullets at the same time, making waves of death. The bulletmaster fires ammunition of all kinds, razor, hollow point, explosive, even flaming.

Alignment: Any

Hit Die: D6
BAB: +3

Starting Age: As ranger.
Starting Gold: As ranger

Abilities: Dexterity is the highest ability for the Bulletmaster. Strength is also important, so that some of the exclusive class abilities can be used. Constitution is not necessary at all, as are Intelligence and Charisma.


http://www.google.com/imgres?q=Slingshot+master&um=1&hl=en&safe=active&client=safari&rls=en&biw=1228&bih=660&tbm=isch&tbnid=HhOUYBF6J8C9yM:&imgrefurl=http://forums.mcleodgaming.com/viewtopic.php%3Ff%3D24%26t%3D22004&docid=aIOemFbp79NOIM&imgurl=http://img69.imageshack.us/img69/6712/usopp3ls1.jpg&w=514&h=800&ei=viotT7TiBobh0QHxytiVCw&zoom=1&iact=hc&vpx=404&vpy=269&dur=2373&hovh=280&hovw=180&tx=120&ty=224&sig=109513174664805780726&page=4&tbnh=148&tbnw=95&start=65&ndsp=25&ved=1t:429,r:20,s:65





The Bulletmaster's class skills are Climb, Craft, Fly, Bluff, Knowledge (Dungeoneering), Jump, Profession, Ride, and Swim.

Skill Ranks per Level: 4+ Int modifier

Lv. 1: Weapon and Armor Proficiency, Always Prepared, Sling Extra
Lv. 2: Bonus Feat
Lv. 3: -
Lv. 4: Speed Loader, Accuracy
Lv. 5: Bonus Feat
Lv. 6: Smokeout
Lv. 7: Enchanted Ammo, Shot Blast
Lv. 8: Rogue Blade
Lv. 9: Ogre Strength
Lv. 10: Travel Slug
Lv. 11: -
Lv. 12: -
Lv. 13: Sniper
Lv. 14: Bonus Feat
Lv. 15:-
Lv. 16:-
Lv. 17: Bonus Feat
Lv. 18: Blaster
Bonus Feats every 4 levels after.

Class Features:

Weapon and Armor Proficiency:(Lv. 1) A bulletmaster is proficient with light armor, and slings.

Always Prepared: (Lv. 1) A Bulletmaster never runs out of basic pellets (ones with no special properties.) (this is because he is always looking for ammo.)
(ex.)

Speed Loader:(Lv. 4) Loading a sling is a free action.

Shot Blast: (Lv. 7)The bulletmaster can fling up to ten pellets, creating a 5 five foot per bullet area of effect attack in which for each bullet fired, you undergo a -1 penalty to exceeding armor class. For every ten levels, this limit is multiplied by two. (ex.)

Sling Extra:(Lv. 1) 1d6 is added to all rolls for attack and damage. This increases to 2D6 at level 10 and 3D6 at Level 20.(ex.)

Accuracy: (Lv. 4) The bulletmaster adds +2 to hit for any attacks with a sling, as long as he makes a DC 17 Dexterity check.

Rogue Blade: (Lv. 8) The bulletmaster can fire a dagger, arrow, or improvised weapon under 1kg, as a ranged touch attack, using the projectile's damage. However, AC and Damage Resistance of any kind are not factored into the strike.(ex.)

Sniper:(Lv. 13) Every level, the bulletmaster can add +1 to his to hit.

Smokeout: (Lv. 6) If an opponent is in concealment, with a DC 20 Str. check, the concealment vanishes and the opponent is hit.(ex.)

Blaster: (Lv. 18) As smokeout, but concealment is replaced with cover, the strength check is razed to DC 50, and the damage to the cover is a roll against object toughness, with a +10 bonus to the bulletmaster.

Ogre Strength: (Lv. 9) The bulletmaster is considered to always have a Belt of Ogre Strength.

Enchanted Ammo:(Lv. 7) The bulletmaster can enchant his bullets as an arcane archer can enchant his arrows.

Travel Slug:(Lv.10) The bullet can be enchanted to Teleport the bulletmaster wherever the slug lands. There is no failure chance.







New feats:

Accurate Slug: Requires the Always Prepared class ability. The bulletmaster increases the range of his sling by 100 feet.

Bouncing Slug: Requires the Always Prepared class ability. A slug can bounce to another enemy, acting as a seperate attack. The amount of enemies that the slug can bounce to increases by 1 every three levels.

Piercing Slug: Requires Accurate Slug. The bulletmaster can pierce enemies in a line, taking a -1 penalty to damage in exchange for a +1 accuracy bonus per person. This can only go on for 100 feet.

Mechanized Sling: Requires Piercing Slug and Speed Loader. The Sling can be made into a ballista for 2000 gp in exchange for the speed loader benefit with ballista damage.

Skirmisher: Requires the Accuracy class ability. The bulletmaster doubles his speed.

Special Rounds:

Hollow Point: Does 1D6 more damage per sling. 7 gp per bullet.

Poison Point: Each bullet carries a poison. 2gp plus the cost of the poison. The poison is treated as a seperate range touch attack.

Explosive point: Each bullet has Explosive Runes on it. 10 gp per bullet. The enemy does not need to read the Runes.

Illusory Point: Each bullet acts as two for attack unless the opponent makes a will save against the shooter's bluff check. Each bullet costs 12 gp.

Construct Round: For 10000 gp. The round is always Returning, and for another 120 gp, can be fitted with 1D6 razor blades. It always has True Seeing, and can cast without failure True Seeing on someone once a day.

Peach! What do you think?

Pokonic
2012-02-03, 08:39 PM
....Please clean this up. As it is, it looks like it might be a good starting point, but you should actualy make a class rather than put down some half-made abilities and a small amount of feats.

Loki_42
2012-02-03, 08:51 PM
Bah, I had a good post, but the forum ate it. Whatever. What I was going to say(and am now, in fact, saying), is that if nothing else, improve the skill points. 1+Int Mod is pretty ridiculous. Standard classes go for and even number between 2 and 8, and I would recommend sticking to that.

Xallace
2012-02-03, 09:04 PM
I think it needs considerable clean-up before it can be critiqued further.

First and foremost is formatting issues. Take a look here (http://www.giantitp.com/forums/showpost.php?p=12542716&postcount=2) for a nice template. (Quote the post and take a look at the code).


The Bulletmaster

There are many people who think that the bow is the ideal ranged weapon. There are some who believe that spells are the only method. The bulletmaster is a master of not arrows, not spells, but sling pellets. The bulletmaster flings many bullets at the same time, making waves of death. The bulletmaster fires ammunition of all kinds, razor, hollow point, explosive, even flaming.

All right, so we have a sling-based class. First thing that strikes me is that this concept really isn't suitable for a base class. It could work for a prestige class, a class build, a string of bonus feats... even some skill tricks if you want to get creative, but the focus is far too narrow for a base class.

Base classes generally fill archetypes of some sort - they're broad ideas that could allow for a wide number of character concepts. Please do consider this.


Alignment: Any

Hit Die: D6

These are fine.


The Bulletmaster's class skills are Climb, Craft, Fly, Bluff, Knowledge (Dungeoneering), Jump, Profession, Ride, and Swim.

Skill Ranks per Level: 1+ Int modifier

Hmm... is 1 + modifier a Pathfinder thing? In 3.5 it's standard to use even numbers, 2 being the minimum - although I happen to think 4 + Int mod should be minimum, at least. Personal preference aside, you'll have to explain some of these skill choices. How do Fly and Knowledge (Dungeoneering) help the "slinger" concept? As a ranged warrior, why doesn't it have perceptive skills?




Weapon and Armor Proficiency: A bulletmaster is proficient with all kinds of armor, slings, and objects with the (slugthrower) descriptor.

Is slug-thrower a Pathfinder thing as well? Now, why do they get all armor proficiencies? Does that include exotic armor? I would probably lower that to light armor (It's kind of silly to be walking around in towering full plate and only use a a little leather sling for a weapon), and I would add proficiency with all simple weapons, for a base class. As a prestige class, you could leave this out - they should already know how to use a sling to qualify.


Always Prepared: A Bulletmaster never runs out of basic pellets (ones with no special properties.)

You should indicate what level this is gained, and whether it is an extraordinary (Ex) or Supernatural (Su) ability. Additionally, most people don't track ammunition anyway, but you may want to justify just why they never run out of bullets other than "dramatic convenience." Are they constantly scanning the area for small, bullet-like objects they could use? Do they have hidden pockets where they keep ammunition?


Speed Loader:(Lv. 4) Loading a sling is a free action. In addition, you can fling up to ten pellets, creating a 5 five foot per bullet area of effect attack in which for each bullet fired, you undergo a -1 penalty to exceeding armor class. For every ten levels, this limit is multiplied by two.

This is a confusingly worded ability. I think what you're trying to say is that for every -1 penalty the character takes on the attack roll, you can create a larger area-of-effect in which you can deal damage? Hmm. Speed-loader would be fine as reloading as a free action - save the area-of-effect stuff for later. Level 4 is a little early.


Sling Extra: 1d6 is added to all rolls for attack and damage. This increases to 2D6 at level 10 and 3D6 at Level 20.


When is this damage added initially? What is the damage from? Is this an extraordinary or supernatural power? The name seems to imply it's sort-of like the Rapid Shot feat - you may just want to give Rapid Shot as a bonus feat.

Well, you're missing a lot for this to be a class. What's the attack bonus? Saving throw bonuses? You'll need a lot more abilities to fill out all of the dead levels, even if you condense it to a 10-level prestige class.


New feats:

Accurate Slug: Requires the Always Prepared class ability. The bulletmaster increases the range of his sling by 100 feet.

Bouncing Slug: Requires the Always Prepared class ability. A slug can bounce to another enemy, acting as a seperate attack. The amount of enemies that the slug can bounce to increases by 1 every three levels.

Piercing Slug: Requires Accurate Slug. The bulletmaster can pierce enemies in a line, taking a -1 penalty to damage in exchange for a +1 accuracy bonus per person. This can only go on for 100 feet.

These could all be class features instead of feats, or, you could turn the class features into a feat tree, as mentioned earlier.


Mechanized Sling: Requires Piercing Slug and Speed Loader. The Sling can be made into a ballista for 2000 gp in exchange for the speed loader benefit with ballista damage.

This is an enhancement, not a feat.


Special Rounds:

Hollow Point: Does 1D6 more damage per sling. 7 gp per bullet.

Poison Point: Each bullet carries a poison. 2gp plus the cost of the poison. The poison is treated as a seperate range touch attack.

Explosive point: Each bullet has Explosive Runes on it. 10 gp per bullet. The enemy does not need to read the Runes.

Illusory Point: Each bullet acts as two for attack unless the opponent makes a will save against the shooter's bluff check. Each bullet costs 12 gp.

Peach! What do you think?

I think there's a lot of work to be done, it's really very little to go on. Take a look at stuff I mentioned earlier and see where you want to go with the idea - it's not a bad idea, don't get me wrong. It just needs more before it can be properly critiqued.

dethkruzer
2012-02-04, 03:31 PM
he concept is not bad, but seems more fit for a prestige class. There are some problems, mostly that there is no BAB, or Save proggresion. Also, Blaster is both close to useless, and at the same time extremely broken, as the check is more or less possible for a human, and anyone who could make the check could probably kill the Tarrasque alone.