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?
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?