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theperfect25
2016-11-29, 08:18 PM
Vigilante


Description: Wherever there is Law, there is always the lawless. But don't be mistaken, not all out there who are lawless are out for evil. Those that roam the world, those that change it one shot at a time, Those are the vigilante's.

Combat: A vigilante is a quick fighter not afraid to get his hands dirty in combat. They specialize in disrupting and targeting singular enemies to show them exactly how they choose to keep the peace. But, no matter what, all need to keep their hides out of the clear when a vigilant brings out his Deadeye.

Alignment: A vigilante generally is not of the lawful alignment, preferring to work around the law to do what they believe needs to be done.

Attributes: A vigilante relies heavily on their dex, for if they cannot hit a target, what good is their peacekeeper. Con keeps them going when the going gets tough in combat.

Starting gold: 4d8x1 (average 18 gold)

Starting age: any

Health: d8


level
BAB
Fort
Ref
Will
Special


1
1
0
2
0
Peacekeeper


2
2
0
3
0
Flash bang


3
3
1
3
1
Peacekeeper mastery, vigilant


4
4
1
4
1
Combat Roll


5
5
1
4
1
Bonus fighter feat


6
6/1
2
5
2
Fan the Hammer


7
7/2
2
5
2
Peacekeeper mastery, Bullseye


8
8/3
2
6
2
Deadeye


9
9/4
3
6
3
Grenade belt, Bonus fighter feat


10
10/5
3
7
3
skilled Combat Roll


11
11/6/1
3
7
3
Peacekeeper mastery, Protective


12
12/7/2
4
8
4
Improved Deadeye


13
13/8/3
4
8
4
Bonus Fighter feat


14
14/9/4
4
9
4
Peacekeeper mastery, precision


15
15/10/5
5
9
5
Path's Chosen(beginner)


16
16/11/6/1
5
10
5



17
17/12/7/2
5
10
5
Greater Deadeye, bonus fighter feat


18
18/13/8/3
6
11
6
Path's Chosen(journeyman)


19
19/14/9/4
6
11
6
Peacekeeper mastery, ballistic


20
20/15/10/5
6
12
6
Path's Chosen(master)


Class skills: (4+int, x4 first lvl.)
Climb, concentration, handle animal, heal, hide, jump, knowledge local, listen, move silently, Profession, ride, search, survival, swim, tumble, use rope.


Weapon and Armor Proficiency
A Vigilante is proficient with all simple and martial weapons, and with light and medium armor. A vigilante has the unique ability to become proficient with any single handed ranged weapon such as a pistol or crossbow after a weeks practice with the weapon.

Main class features

Peacekeeper
A vigilante’s gun is their heart and soul, because of this they always keep it beside them and have learned to master the use of it in and out of combat. A standard Peacekeeper is a single shot gun that deals 1d8 piercing damage with a 18-20 critical range with a x3 multiplier, a range of 30ft, and requires a move action to reload the weapon. This gun is accustomed to holding eight rounds before having to reroll. Though a Vigilante may use nearly all ranged weapons, their chosen peacekeeper is always special to them. By undergoing a one hour ritual, a Vigilante may become personally connected and specialize with the chosen weapon. By doing this they receive a +2 Misc bonus to all attack and damage rolls made using that weapon. A vigilante may only ever have one weapon specialized in this way. only able to redo the ritual once the previous weapon has been destroyed.

Flash bang
Starting at level 2 a Vigilante has learned how to make their own specialized explosive that has the capability to stun a single target.By spending one hour and 10gold in crafting, a Vigilante may create a single use Flash bang. When throwing a Flash bang, they must succeed a ranged touch attack with a range of 10ft. If the attack is successful then the target must succeed a fortitude save equal to 10+intelligence modifier+1/2 their Vigilante level or become stunned for 1d4 rounds. A vigilante may only safely hold one flash bang at a time. The flash bang may be used with a full round attack.

Peacekeeper mastery, vigilant
Starting at level 3 a peacekeeper is more than just a gun in their experienced hands, a vigilante doesn’t provoke attack of opportunities or occur penalties when shooting into combat.

Combat Roll
Starting at level 4, once per round a Vigilante may perform a combative roll whenever they receive damage or confirm a kill on a target with their peacekeeper. Doing so allows them to take an immediate 10ft free movement as long as they make a tumble check equal to 15 or 10+1/2 the damage taken, always choosing the higher dc.

Fan the Hammer
Starting at level 6 a Vigilante may completely unload their weapon at a target in quick succession. As long as the vigilante has not moved more then 10ft during their turn, they may perform a full round attack as a standard action. Doing so completely empties all ammunition currently loaded in your weapon. This ability may only be used in a weapon that can hold more then one ammunition at a time.

Peacekeeper mastery, Bullseye
All vigilante’s are expert marksman, and as such their shots are always close together, able to pierce further into their target as their shots hit the same location multiple times. Starting at level 7, when attacking a target multiple times a round they may treat all damage they deal as coming from one source for overcoming hardness or damage reduction.

Deadeye
Starting at level 8 a Vigilante has learned how to hone their instincts in combat to a single moment of a showdown. By declaring a full round action, a Vigilante will begin to focus and honing their instincts towards all enemies within line of sight. While focusing on their targets they become flat-footed for the duration of the effect. At the beginning of their next round they may fire once at all enemies still within line of sight with a +2 attack bonus(max of 8 targets). If you hit the target you instantly score a critical hit against the target and your turn is instantly ended after all shots are fired. Instead of firing at the targets, the vigilante may choose to instead continue to focus on all enemies within line of sights as a full round action. For every round after the first you continue a Deadeye and maintain an unbroken line of sight, the Vigilant may add a +1 to their critical multiplier and an additional +1 circumstance bonus to their attack.the maximum rounds able to spend in Deadeye is equal to their level.) If a Vigilantes is distracted or takes damage from any source during a dead eye they must make a concentration check to continue this ability. Concentration check equals a dc 20 or 10+damage taken, whichever is higher. Lastly, Activating a Deadeye is a supernatural ability that immediatly notifies everyone. Natural creatures will automatically target the Vigilante and sentient beings will know of the intent from the Vigilante immediately with a dc 15 perception check.

Grenade belt
Starting at level 9 a vigilante has learned how to safely hold more then one flash bang at a time. By placing them into a specialized belt that is worn by the vigilante, they may hold up to their half of their level in flash bangs at one time. retrieving a Flash bang from the belt is a free action.

Skilled Combat Roll
Starting at level 10, the deft hands of a vigilante have learned how to skillfully auto reload their chosen weapon whenever they make a combat roll. This ability may only work on weapons that require a move action or less to reload.

Peacekeeper mastery, Protective
Starting at level 11, no one is safe while the vigilante is around. Learning to protect himself by seeing the weaknesses of everyone around him. Moving within 30ft of a vigilante provokes an attack of opportunity from his peacekeeper.

Improved Deadeye
Starting at level 12 the vigilante has learned to hone his focus while performing Deadeye. The Vigilante gains a +5 bonus to their concentration and may make a free 5ft movement every round they are in performing a Deadeye. This movement does not provoke an attack of opportunity.

Peacekeeper mastery, precision
Starting at level 14 a Vigilantes sight and aim are one and the same, as long as the vigilante can see the target they can hit it. When wielding their peace keeper the range of their weapon is multiplied by 1.5 and they ignore all but complete cover when targeting an opponent that they can see.

Greater Deadeye
Starting at level 17 the Vigilante becomes less influenced by distractions from the world around them. They may now perform normal actions in a round while they are focusing on a Deadeye, as long as they do not make any attack actions and any action that they perform still requires a dc 20 concentration check.

Peacekeeper mastery, ballistic
Starting at level 19 the vigilante has learned to use every projectile at their maximum potential. when calculating damage from their peacekeeper, treat the weapon as one size category larger as well as gaining the exploding dice feature to their damage roll. Whenever you roll dice with the exploding dice feature and you roll the maximum result, (for example a d4's maximum is a 4.) then you reroll the same dice again and add the result. So if you rolled a 4 on a d4 when rolling. you would roll again and add. for example if you rolled 3 after the 4 then you would add and get a total of a 7.


Path Chosen: At level 15 a Vigilante may choose to specialize down a specific path. Once a path has been chosen then they will receive all of the benefits of that path at the specified level. Once a path has been chosen they may not switch paths unless they undergo a ritual that requires 200gp/level in supplies, which is expended during the ritual. The ritual itself only takes 24 hours, interruption of it will cause the ritual to be reset. A Vigilante gains additional abilities from the path that they have chosen at the levels of 15, 18, and 20. As they progress through their understanding and power of the path that they have chosen.

Man of Mystery:
Journeyman:After perilous pursuits and secrecy a Vigilante may undergo the path of the Man of Mystery, Those who walk this path revel in keeping their identity a secret, learning the arts of silence and stealth. They never forgo their mission and many never know if they are ever there. Starting at level 15 a Man of Mystery gains a misc +5 bonus to move silently and hide checks as well as learns how to properly add a suppressor instrument onto their peacekeeper. Making all attacks made with the weapon completely silent.
Expert:Spending time in the shadows of secret has gifted a Man of Mystery with many talents. Starting at level 18 a Man of Mystery may use the spell darkness as an extraordinary ability, the shadows around themselves leaping to the aid of the Vigilante. The vigilante is considered under full cover towards ranged attacks while in all types of darkness and shadows. Even melee attacks have a hard time pin pointing where he is while in a shadow, giving them a 20% concealment.
Master:A master of the path of the Man of mystery has learned to conceal themselves not only physically but mentally as well. At level 20 a true master of the path may wipe themselves from all memory to those around them. Once per day they may attempt a hide check against everyone within line of sights spot check. For every 5 points the target fails their spot check, they forget that the Man of mystery exists in the world for a round. (for example if the Man of mystery rolls a 30 total hide check and a target makes a 19 spot check against it. They forget that the man of Mystery exists for 2 rounds.) During the rounds that they are effected by this, they cannot perceive any effect that the Man of Mystery does unless it is a direct aggressive action against them. The target acting as if they did not exist.


Luck of the Draw:
Journeyman:Some vigilante in the world are bound to the conscription of reality, however there are those who learn to work beyond the limits of a normal being and have learned to control luck itself into their favor. Those who go down the path of the Luck of the Draw have learned not to fight against luck but to let the fates control their action. Because of this they may sway luck in their favor. Starting at level 15, 3/ a day the Vigilante going down this path may proclaim a lucked shot. when rolling for their attack they may roll two 20 sided dice instead of one, taking the higher roll of the two.
Expert:Fate favors those going down the path of the luck of the draw. Starting at lvl 18 a total of 3/ per day, the Vigilant may choose to reroll any dice roll that they have made, always taking the second results no matter the circumstance.
Master:A Master of the Luck of the draw path has learned to bend the fates of those around them, Imbuing this ability into their Peacekeeper. Starting at level 20 the Vigilante gains a +4 bonus to their attack rolls when using their chosen Peacekeeper. up to three times a day, the Vigilante going down this path may choose to empower their attack with the ability to influence negative uck onto their target. If the attack hits, the next round the target makes a skill or attack roll they roll 2 dice instead of 1. Taking the lower result of the two as the natural roll.


National Hero:
Journeyman:Becoming a Vigilante may bring those around you to spread tales of your efforts. Some even become heroes to the eyes of many. Starting at level 15 when a Vigilante becomes a National Hero they choose either their Home country or region in which they are most well known in. All sentient creatures that are indigenous to that area instantly become one friendly category higher then they would normally be to the Vigilante.
Expert:The renown of a Vigilante becomes supernatural as even non-sentient creatures begin to recognize and become friendly towards the National Hero. Starting at level 18 plants, animals, and even Vermin begin one friendly category higher then they would normally towards the national hero. This also gives them the animal empathy ability as like a druid of the same level, but only towards animals in their home region.
Master:The fame of a national Hero has surpassed themselves. Rumors always spread of your greatness within your own country. As well as always having free stay and food at any tavern, starting at level 20 a National hero grabs the attention and naturally brings people from his home country to him. When entering a location with a large group of people, such as a town or city. Then a passive diplomacy roll. for every increment of 5 on the roll, the National hero attracts a follower that is willing to follow them as a companion. These individuals are not mind controlled and are npcs not under the players control, but they will offer help to the best of their ability.




Notes: This is a class based off of the video game character McCree from Blizzards: Overwatch. I have made a number of the characters into dnd 3.5 form, basing them mostly off of team work and tactical use on a battlefield. If you would like to see more from the overwatch cast, comment or message me. -theperfect25

Other Overwatch classes:Tracer: http://www.giantitp.com/forums/showthread.php?507332-Overwatch-Classes-Tracer-theperfect25
Zenyatta: http://www.giantitp.com/forums/showthread.php?508838-Overwatch-Classes-Zenyatta-theperfect25
Reaper: http://www.giantitp.com/forums/showthread.php?507428-Overwatch-Classes-Reaper-theperfect25
Mercy: http://www.giantitp.com/forums/showthread.php?507439-Overwatch-Classes-Mercy-theperfect25
Pharah: http://www.giantitp.com/forums/showthread.php?508058-Overwatch-Classes-Pharah-theperfect25
McCree: http://www.giantitp.com/forums/showthread.php?507534-Overwatch-Classes-McCree-theperfect25

theperfect25
2016-12-07, 11:44 AM
Added proficiency as well as best working attributes to the class. As soon as i can add links to the other classes I will.

theperfect25
2017-02-10, 01:37 PM
Reformatted the McCree class to be more usable in a campaign and easier to understand. Giving descriptions to text to make sense of the ability.

theperfect25
2017-04-21, 08:31 PM
Nerfed Deadeye, after play testing, the draw backs of the deadeye was not significant enough. Changed so it will act more like a taunt. and the concentration check to be higher.