MisterSaturnine
2007-05-06, 09:25 PM
Just an idea I was toying with. Just recently got the DMG, and saw the Renaissance Weapons section, and...it gave birth to this. I'd love some suggestions for improvement. And I don't know how to make a table, so I'll just type it in the easiest-read alternative.
Prerequisites:
Feats: Exotic Weapon Proficiency, Weapon Focus (Pistol), Weapon Finesse
Skills: 8 ranks in Sleight of Hand
Special: Combat Style (Archery)
The Gunslinger
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Point Blank Shot, Improved Combat Style
2nd|
+1|
+0|
+3|
+0|Far Shot
3rd|
+2|
+1|
+3|
+1|Weapon Specialization
4th|
+3|
+1|
+4|
+1|Rapid Reload
5th|
+3|
+1|
+4|
+1|Dual Wield
6th|
+4|
+2|
+5|
+2|Moving Target, Combat Style Mastery
7th|
+5|
+2|
+5|
+2|Greater Weapon Focus
8th|
+6/1|
+2|
+6|
+2|Quick Draw
9th|
+6/1|
+3|
+6|
+3|Greater Weapon Specialization
10th|
+7/2|
+3|
+7|
+3|Improved Critical, Tao of the Gun[/table]
1st Level (BAB: +0, Fort +0, Reflex +2, Will +0): Gets Point Blank Shot as a bonus feat and Improved Combat Style if not already taken (this is assuming the ranger who takes it goes into it at 5th level, but still gets those free feats that'll help with ranged combat).
2nd Level (BAB: +1, Fort +0, Reflex +3, Will +0): Gets Far Shot as a bonus feat.
3rd Level (BAB: +2, Fort +1, Reflex +2, Will +1): Gets Weapon Specialization with pistols, whether or not the character meets the requirements.
4th Level (BAB: +3, Fort +1, Reflex +4, Will +1): Gets the special ability Rapid Reload. This allows the Gunslinger to make a DC 25 Sleight of Hand check. If he succeeds, he can reload his pistol as a move action instead of a standard action. This is one of those things I need info on--how long does it take to normally reload a renaissance pistol?
5th Level (BAB: +3, Fort +1, Reflex +4, Will +1): Gets the special ability Dual Wield. This basically allows the Gunslinger to use Two-Weapon Fighting, but only with pistols, and treating both pistols as light weapons.
6th Level (BAB: +4, Fort +2, Reflex +5, Will +2): Gets the special ability Moving Target and Combat Style Mastery. Moving Target allows the Gunslinger to use Shot on the Run and Reload on the Run feats, but only if they apply for pistols.
7th Level (BAB: +5, Fort +2, Reflex +5, Will +2): Gets Greater Weapon Focus with pistols as a bonus feat, whether or not the character meets the requirements.
8th Level (BAB: +6/1, Fort +2, Reflex +6, Will +2): Gets the special ability Quick Draw. This allows the Gunslinger to take a DC 27 Sleight of Hand check. If successful, he can draw his pistol/s as swift action, instead of a standard action.
9th Level (BAB: +6/1, Fort +3, Reflex +6, Will +3): Gets the feat Greater Weapon Specialization for the pistol, whether or not the requirements are met.
10th Level (BAB: +7/1, Fort +3, Reflex +7, Will +3): Gets Improved Critical as a bonus feat, and the special ability Tao of the Gun. Tao of the Gun allows the Gunslinger to reload his gun as a swift action and draw it as an immediate action, and no longer forces him to roll a Sleight of Hand check to do so. Additionally, the penalty for dual wielding is lessened by 1 for both the offhand and the primary hand, and the Gunslinger can ignore the enemy's Dexterity bonus to armor class when attacking with a pistol.
Thoughts? It could definitely use some work...
Prerequisites:
Feats: Exotic Weapon Proficiency, Weapon Focus (Pistol), Weapon Finesse
Skills: 8 ranks in Sleight of Hand
Special: Combat Style (Archery)
The Gunslinger
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Point Blank Shot, Improved Combat Style
2nd|
+1|
+0|
+3|
+0|Far Shot
3rd|
+2|
+1|
+3|
+1|Weapon Specialization
4th|
+3|
+1|
+4|
+1|Rapid Reload
5th|
+3|
+1|
+4|
+1|Dual Wield
6th|
+4|
+2|
+5|
+2|Moving Target, Combat Style Mastery
7th|
+5|
+2|
+5|
+2|Greater Weapon Focus
8th|
+6/1|
+2|
+6|
+2|Quick Draw
9th|
+6/1|
+3|
+6|
+3|Greater Weapon Specialization
10th|
+7/2|
+3|
+7|
+3|Improved Critical, Tao of the Gun[/table]
1st Level (BAB: +0, Fort +0, Reflex +2, Will +0): Gets Point Blank Shot as a bonus feat and Improved Combat Style if not already taken (this is assuming the ranger who takes it goes into it at 5th level, but still gets those free feats that'll help with ranged combat).
2nd Level (BAB: +1, Fort +0, Reflex +3, Will +0): Gets Far Shot as a bonus feat.
3rd Level (BAB: +2, Fort +1, Reflex +2, Will +1): Gets Weapon Specialization with pistols, whether or not the character meets the requirements.
4th Level (BAB: +3, Fort +1, Reflex +4, Will +1): Gets the special ability Rapid Reload. This allows the Gunslinger to make a DC 25 Sleight of Hand check. If he succeeds, he can reload his pistol as a move action instead of a standard action. This is one of those things I need info on--how long does it take to normally reload a renaissance pistol?
5th Level (BAB: +3, Fort +1, Reflex +4, Will +1): Gets the special ability Dual Wield. This basically allows the Gunslinger to use Two-Weapon Fighting, but only with pistols, and treating both pistols as light weapons.
6th Level (BAB: +4, Fort +2, Reflex +5, Will +2): Gets the special ability Moving Target and Combat Style Mastery. Moving Target allows the Gunslinger to use Shot on the Run and Reload on the Run feats, but only if they apply for pistols.
7th Level (BAB: +5, Fort +2, Reflex +5, Will +2): Gets Greater Weapon Focus with pistols as a bonus feat, whether or not the character meets the requirements.
8th Level (BAB: +6/1, Fort +2, Reflex +6, Will +2): Gets the special ability Quick Draw. This allows the Gunslinger to take a DC 27 Sleight of Hand check. If successful, he can draw his pistol/s as swift action, instead of a standard action.
9th Level (BAB: +6/1, Fort +3, Reflex +6, Will +3): Gets the feat Greater Weapon Specialization for the pistol, whether or not the requirements are met.
10th Level (BAB: +7/1, Fort +3, Reflex +7, Will +3): Gets Improved Critical as a bonus feat, and the special ability Tao of the Gun. Tao of the Gun allows the Gunslinger to reload his gun as a swift action and draw it as an immediate action, and no longer forces him to roll a Sleight of Hand check to do so. Additionally, the penalty for dual wielding is lessened by 1 for both the offhand and the primary hand, and the Gunslinger can ignore the enemy's Dexterity bonus to armor class when attacking with a pistol.
Thoughts? It could definitely use some work...