rollfrenzy
2007-07-25, 02:42 PM
This is my first attempt at a Base class, so be nice. It's designed for Medievil D20, like fearun or Iron kingdoms, in which Pistols are around but not too common. I just need to know if its balanced versus core and maybe some suggestions on Trick shots or improvements. the Fluff is bascially based around Roland Deschain.
Edit: This is for our private use, so more interested in the RAI and not the RAW in this class. I didn't word it to be lawyer proof.
Gunslinger
Weapons and armor:
Gunslinger is proficient with all light weapons and all pistols, rifles, and x-bows. The gunslinger is proficient with light armor, but not shields.
Class Skills:
Bluff, Craft Small arms, Craft Alchemy, Intimidate, Ride, Search, Spot, Knowledge (firearms), Survival,
Hit Die: d8
Skill Points: 1st (4+ int mod X 4) , after 4 + int Mod.
BAB Fort Ref Will Special
1 2 0 2 Rapid Reload, , Trick Shot (least)
Weapon of Choice
2 3 1 3
3 3 1 3 Trick Shot (least)
4 4 1 4 Expert Shooter +1
5 4 2 4 Trick Shot (Least)
6 / 1 5 2 5
7/2 5 2 5 Trick Shot (Lesser)
8/3 6 3 6
9/4 6 3 6 Expert Shooter + 2 Trick Shot (Lesser)
10 / 5 7 3 6
11/ 6 / 1 7 4 7 Trick shot ( lesser)
12/ 7 / 2 8 4 8
13/ 8/3 8 4 8 Expert Shooter +3
14 /9 / 4 9 5 9 Trick Shot (Greater)
15 / 10 / 5 9 5 9
16 / 11 / 6 /1 10 5 10 Expert Shooter +4
17 / 12 / 7 /2 10 6 10 Trick shot (greater)
18 / 13 / 8 /3 11 6 11
19 / 14 / 9/4 11 6 11 Expert Shooter + 5
20/15/10/5 12 7 12 Trick shot (Greater)
Class Abilities
Weapon of Choice: the gunslinger devotes his focus to a single type of ranged weapon. all of the Gunslingers skills apply to only weapons of the same type as his weapon of choice. The GS is counted as having Weapon focus on his WoC.
Expert Shooter: This provides the gunslinger with a +1 (always stack) bonus to hit and damage with his weapon of choice. This improves to + 5 as the chart above.
Master of Ranged Combat: this allow the gunslinger to apply all abilities to any personal ranged weapon with which he is proficient.
Trick Shots: The gunslinger gets to choose trick shot every time the chart says of the level that the chart grants.
Least:
Shoot the Hand: the GS can target held or carried items as per the sunder feat, or attempt a disarm as improved disarm uses dex versus str.
Dance Boy: By firing at a humanoid targets feat, the GS can make a trip attempt, using his dex instead of strength
Pistol Whip: the gunslinger can use his WoC as a melee weapon when pressed, It will do d6 bludgeoning 20crit. (note, any magical bonuses including expert shot apply to ammo fired from the gun not using it in this way)
Draw!!: The GS may draw and fire his weapon of choice at the beginning of an encounter as a swift action, using this prior to initiative grants a surprise round
Auto Reload: take 10 on reload checks.
Rapid Reload lets GS reload WoC as move action.
Second Weapon of choice
Lesser:
Ricochet: the gunslinger can take a -5 to attack roll and rebound his shot allowing him to bypass cover. This requires at least a bullet sized piece of something with hardness ( 10) somewhere within the gunslinger range.
The Stare: the gunslinger can use his icy stare to frighten opponents. As a standard action, The GS makes an opposed intimidate versus targets Will If the GS wins, the target is shaken, if he wins by more than 5 the target is frightened, more than 10 the target is panicked.
Take Aim: if the Gunslinger takes a full round action to aim , he can add his iterative attack bonuses to his primary attack on his to hit and damage. Ie a 10th level GS has BAB 10 / 5 and takes a full round and adds + 5 to hit and damage.
Called shot: The gunslinger can take the following called shots - 10 Head, auto threatens a crit. - 5 arms fort save, DC 5 + damage or arm is useless and all held items dropped for 1d4 rounds - 5 legs fort save DC 5+ damage or knocked prone and movement halved for d10 rounds.
Swift Reload : Lets GS Reload once per round as swift actions
Gun foo: The GS may fire his pistol in melee without invoking an AoO, when combined with Pistol whip, the GS may take a shot and use pistol whip for any secondary attacks.
Greater
Weak point,: Once per round, the gunslinger can fire a single shot at his highest BAB Which ignores DR of any kind
Shoot through: By angling his shot and using the ricochet skill. This allows a single bullet to be fired at such an angel as to hit up to five enemies. If the first target is hit and takes half or more damage, the bullet passes through and the Gunslinger can make an attack on the next nearest enemy within 30 feet. This can repeat up to on enemy per 5 GS levels
John Woo: The gunslinger has grown a supernatural bond with his WoC, this allows him to load his weapon at the beginning of combat and fire without reloading until the combat is finished. This is a supernatural ability. Ammunition is still used up, but doesnt have to be loaded.
Edit: This is for our private use, so more interested in the RAI and not the RAW in this class. I didn't word it to be lawyer proof.
Gunslinger
Weapons and armor:
Gunslinger is proficient with all light weapons and all pistols, rifles, and x-bows. The gunslinger is proficient with light armor, but not shields.
Class Skills:
Bluff, Craft Small arms, Craft Alchemy, Intimidate, Ride, Search, Spot, Knowledge (firearms), Survival,
Hit Die: d8
Skill Points: 1st (4+ int mod X 4) , after 4 + int Mod.
BAB Fort Ref Will Special
1 2 0 2 Rapid Reload, , Trick Shot (least)
Weapon of Choice
2 3 1 3
3 3 1 3 Trick Shot (least)
4 4 1 4 Expert Shooter +1
5 4 2 4 Trick Shot (Least)
6 / 1 5 2 5
7/2 5 2 5 Trick Shot (Lesser)
8/3 6 3 6
9/4 6 3 6 Expert Shooter + 2 Trick Shot (Lesser)
10 / 5 7 3 6
11/ 6 / 1 7 4 7 Trick shot ( lesser)
12/ 7 / 2 8 4 8
13/ 8/3 8 4 8 Expert Shooter +3
14 /9 / 4 9 5 9 Trick Shot (Greater)
15 / 10 / 5 9 5 9
16 / 11 / 6 /1 10 5 10 Expert Shooter +4
17 / 12 / 7 /2 10 6 10 Trick shot (greater)
18 / 13 / 8 /3 11 6 11
19 / 14 / 9/4 11 6 11 Expert Shooter + 5
20/15/10/5 12 7 12 Trick shot (Greater)
Class Abilities
Weapon of Choice: the gunslinger devotes his focus to a single type of ranged weapon. all of the Gunslingers skills apply to only weapons of the same type as his weapon of choice. The GS is counted as having Weapon focus on his WoC.
Expert Shooter: This provides the gunslinger with a +1 (always stack) bonus to hit and damage with his weapon of choice. This improves to + 5 as the chart above.
Master of Ranged Combat: this allow the gunslinger to apply all abilities to any personal ranged weapon with which he is proficient.
Trick Shots: The gunslinger gets to choose trick shot every time the chart says of the level that the chart grants.
Least:
Shoot the Hand: the GS can target held or carried items as per the sunder feat, or attempt a disarm as improved disarm uses dex versus str.
Dance Boy: By firing at a humanoid targets feat, the GS can make a trip attempt, using his dex instead of strength
Pistol Whip: the gunslinger can use his WoC as a melee weapon when pressed, It will do d6 bludgeoning 20crit. (note, any magical bonuses including expert shot apply to ammo fired from the gun not using it in this way)
Draw!!: The GS may draw and fire his weapon of choice at the beginning of an encounter as a swift action, using this prior to initiative grants a surprise round
Auto Reload: take 10 on reload checks.
Rapid Reload lets GS reload WoC as move action.
Second Weapon of choice
Lesser:
Ricochet: the gunslinger can take a -5 to attack roll and rebound his shot allowing him to bypass cover. This requires at least a bullet sized piece of something with hardness ( 10) somewhere within the gunslinger range.
The Stare: the gunslinger can use his icy stare to frighten opponents. As a standard action, The GS makes an opposed intimidate versus targets Will If the GS wins, the target is shaken, if he wins by more than 5 the target is frightened, more than 10 the target is panicked.
Take Aim: if the Gunslinger takes a full round action to aim , he can add his iterative attack bonuses to his primary attack on his to hit and damage. Ie a 10th level GS has BAB 10 / 5 and takes a full round and adds + 5 to hit and damage.
Called shot: The gunslinger can take the following called shots - 10 Head, auto threatens a crit. - 5 arms fort save, DC 5 + damage or arm is useless and all held items dropped for 1d4 rounds - 5 legs fort save DC 5+ damage or knocked prone and movement halved for d10 rounds.
Swift Reload : Lets GS Reload once per round as swift actions
Gun foo: The GS may fire his pistol in melee without invoking an AoO, when combined with Pistol whip, the GS may take a shot and use pistol whip for any secondary attacks.
Greater
Weak point,: Once per round, the gunslinger can fire a single shot at his highest BAB Which ignores DR of any kind
Shoot through: By angling his shot and using the ricochet skill. This allows a single bullet to be fired at such an angel as to hit up to five enemies. If the first target is hit and takes half or more damage, the bullet passes through and the Gunslinger can make an attack on the next nearest enemy within 30 feet. This can repeat up to on enemy per 5 GS levels
John Woo: The gunslinger has grown a supernatural bond with his WoC, this allows him to load his weapon at the beginning of combat and fire without reloading until the combat is finished. This is a supernatural ability. Ammunition is still used up, but doesnt have to be loaded.