Sir Conkey
2007-08-24, 02:43 PM
Gnomes have always been very ingenious in their inventions, and as such when they discovered gunpowder, many new dangerous inventions were created. After many, many failed experiments (and subsequent deaths) it was discovered small amounts could be used as effectively as large amounts without the bothersome running for cover. Over the course of a gnome generation guns where created, at first one shot pistols and rifles, but the gnomes didn't take long to find out how to fire multiple shot with the same gun. Thus many gnomes started using guns instead of more common forms or weaponry, among these gnomes some started to perfect their gun handling ways, becoming masters of a weapon most didn't even know existed.
Adaptation: There are no real racial boundaries for the gunslinger, but gnomes would be most likely to use these weapons. You could also adapt this to hand crossbows in a campaign without access to gunpowder.
Requirements
To qualify to become a Gnomish Gunslinger, a character must fulfill all the following criteria.
Skills: sleight of hand 8, bluff 8
Feats: quick draw, exotic weapon specialization (pistol), two weapon fighting
Base Attack: BAB +3
Special: Must have won a duel with somebody of the same HD using only your pistols, doesn't matter what weapon they used.
Class Skills
The Gnomish Gunslingers class skills (and the key ability for each skill) are Bluff (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Sleight of hand (Dex), Spot (Wis), Tumble (Dex)
[b]Gnomish Gunslinger
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+1|
+0|Confusing hand trick
2nd|
+2|
+1|
+2|
+1|precise shot (as feat), long shot (as feat)
3rd|
+3|
+1|
+3|
+1|Ricochet shot
4th|
+4|
+2|
+4|
+2|Parallel shot,
5th|
+5|
+2|
+5|
+2|gunman’s rage[/table]
Confusing hand trick- At 1st level the gunslinger learns how to dazzle his opponents by spinning his pistols around with his hands.
The gunslinger has to make a DC of 20 using his sleight of hand bonus + gunslinger lvl. Any creature with an Int score of 3 or higher watching the display must make a Will save (gunslinger lvl, + sleight of hand modifier, + bluff modifier) or be dazzled as long as the gunslinger keeps it up plus 2 rounds to realize the gunslinger has holstered his guns. Attacking ends this immediately but dazzled opponents have a -4 t AC
Feats- At 2nd lvl the gunslinger gets both precise shot and long shot whether or not he would ordinarily apply for them
Ricochet shot- At 3rd lvl the gunslinger uses his knowledge of physics and is able to bounce his bullets off hard surfaces to hit opponents with half cover, opponents with full cover are treated as half cover unless completely surrounded. To do this a gunslinger must make two attack rolls, 1 to rebound the bullet correctly (DC 15) and 1 against the enemies AC.
Parallel bullets- At 4th lvl a gunslinger can fire both his guns at the same target with one attack roll, if he fails the attack roll both bullet miss, this can be used in conjunction with confusing hand trick for an easier chance to strike.
Gunman’s rage At 5th lvl the gunslinger becomes able to do a special kind of rage, Once per day a gunslinger can enter a rage that increases his Dex by 8 points that lasts for the entire encounter, this bonus to Dex only effects attack rolls done with his guns and his AC. After the rage is finished the gunslinger is fatigued.
-In my campaign the guns have 5 shots, take a full round action to reload and deal 1d10 damage
-Overpowered, underpowered? What do you guys think?
Adaptation: There are no real racial boundaries for the gunslinger, but gnomes would be most likely to use these weapons. You could also adapt this to hand crossbows in a campaign without access to gunpowder.
Requirements
To qualify to become a Gnomish Gunslinger, a character must fulfill all the following criteria.
Skills: sleight of hand 8, bluff 8
Feats: quick draw, exotic weapon specialization (pistol), two weapon fighting
Base Attack: BAB +3
Special: Must have won a duel with somebody of the same HD using only your pistols, doesn't matter what weapon they used.
Class Skills
The Gnomish Gunslingers class skills (and the key ability for each skill) are Bluff (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Sleight of hand (Dex), Spot (Wis), Tumble (Dex)
[b]Gnomish Gunslinger
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+1|
+0|Confusing hand trick
2nd|
+2|
+1|
+2|
+1|precise shot (as feat), long shot (as feat)
3rd|
+3|
+1|
+3|
+1|Ricochet shot
4th|
+4|
+2|
+4|
+2|Parallel shot,
5th|
+5|
+2|
+5|
+2|gunman’s rage[/table]
Confusing hand trick- At 1st level the gunslinger learns how to dazzle his opponents by spinning his pistols around with his hands.
The gunslinger has to make a DC of 20 using his sleight of hand bonus + gunslinger lvl. Any creature with an Int score of 3 or higher watching the display must make a Will save (gunslinger lvl, + sleight of hand modifier, + bluff modifier) or be dazzled as long as the gunslinger keeps it up plus 2 rounds to realize the gunslinger has holstered his guns. Attacking ends this immediately but dazzled opponents have a -4 t AC
Feats- At 2nd lvl the gunslinger gets both precise shot and long shot whether or not he would ordinarily apply for them
Ricochet shot- At 3rd lvl the gunslinger uses his knowledge of physics and is able to bounce his bullets off hard surfaces to hit opponents with half cover, opponents with full cover are treated as half cover unless completely surrounded. To do this a gunslinger must make two attack rolls, 1 to rebound the bullet correctly (DC 15) and 1 against the enemies AC.
Parallel bullets- At 4th lvl a gunslinger can fire both his guns at the same target with one attack roll, if he fails the attack roll both bullet miss, this can be used in conjunction with confusing hand trick for an easier chance to strike.
Gunman’s rage At 5th lvl the gunslinger becomes able to do a special kind of rage, Once per day a gunslinger can enter a rage that increases his Dex by 8 points that lasts for the entire encounter, this bonus to Dex only effects attack rolls done with his guns and his AC. After the rage is finished the gunslinger is fatigued.
-In my campaign the guns have 5 shots, take a full round action to reload and deal 1d10 damage
-Overpowered, underpowered? What do you guys think?