boomwolf
2007-11-08, 04:54 PM
The athletic gunners use weird technology that provides them the ability to shoot opponents like nothing. they use speed and cunning to avoid being hit and can be seen carrying two metal pieces and wearing usually black cloaks. (matrix style. they are matrix inspired after all)
Some may think they are the shadow type by the fact they prefer speed over power, but the truth is they are a noisy kind of a figher, they go all front to the opponent, and dodges his attacks.
HD: d8
Requirements
Skills: Tumble 8 ranks, Jump 8 ranks, Balance 8 ranks.
Feats: Dodge, Mobility, Point Blank Shot, Shot On The Run.
Proficiencies: Must be proficient with a Slayer Pistol (exotic)
Special: Must own two Slayer Pistols.
Class Skills (2+Int modifier per level): Balance, Climb, Escape Artist, Jump, Tumble.
Weapon and Armor Proficiencies: An Athletic Gunner gains no proficiencies with weapons or armor.
Athletic Gunner
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Evasion, Uncanny Dodge, Trap Sense +1
2nd|
+2|
+0|
+3|
+0|+1 Dodge Bonus
3rd|
+3|
+1|
+3|
+1|Wallrunner, Trap Sense +2
4th|
+4|
+1|
+4|
+1|+2 Dodge Bonus
5th|
+5|
+1|
+4|
+1|Improved Evasion, Improved Uncanny Dodge, Trap Sense +3
6th|
+6|
+2|
+5|
+2|+3 Dodge Bonus
7th|
+7|
+2|
+5|
+2|Airshot, Trap Sense +4
8th|
+8|
+2|
+6|
+2|+4 Dodge Bonus
9th|
+9|
+3|
+6|
+3|Elemental Bullets, Trap Sense +5
10th|
+10|
+3|
+7|
+3|+5 Dodge Bonus, Perfect Movement[/table]
Trap Sense (Ex)
At first level, an athletic gunner gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by 1 every odd level.
Trap sense bonuses gained from multiple classes stack.
Evasion (Ex)
At first level or higher if an athletic gunner makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if an athletic gunner is wearing light or no armor. A helpless athletic gunner does not gain the benefit of evasion.
Uncanny Dodge (Ex)
At first level, an athletic gunner retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If an athletic gunner already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Dodge Bonus (Ex)
At second level, the athletic gunner gains a +1 dodge bonus. this bonus increases by 1 every even level.
Wallrunner (Ex)
At third level, the athletic gunner learns how to run on walls for short distances, this allow his for even more mobility then ever.
As your move action, you may move at your base speed, and are allowed to run over walls as though as they are floor. for each 5 ft. of wall run like that make a tumble check of DC 10+double the distance (so 10 feet of wall will be DC 30.) If you fail the check you fall down midway, going prone if hitting ground. (you can may into a pit or such.)
You cannot gain the advantage from "shot on the run" and "Mobile Gunner) while wallrunning (unless you have "Airshot")
Improved Evasion (Ex)
At 5th level, an athletic gunner’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless athletic gunner does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex)
At 5th level and higher, an athletic gunner can no longer be flanked. This defense denies a rogue the ability to sneak attack the athletic gunner by flanking him, unless the attacker has at least four more rogue levels than the target has athletic gunner levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Airshot (Ex)
Starting from 7th level, the athletic gunner can fine while airborn (jumping, falling, fly, feather fall, etc.) or while wallruning as though as she was standing on solid ground, taking no penalty. she can also gain the advantage from "Shot on the Run" and the "Mobile gunner" feats while in these situations.
Elemental Bullets (Sp)
At 9th level the athletic gunner gains the ability to charge her bullets with magical energy. As a standard action she may enchant a clip so that every bullet shot from it on the next 10 minutes will deal an additional 1d6 damage of the chosen type (the types are fire, acid, cold, electricity and sonic.)
Perfect Movement (Ex)
At 10th level the athletic gunner gains his ultimate power. the gunner is like he is under the constant effect of Freedom of Movement (like the spell) and his base movement speed increaces by 10 ft.
As this is an extraordinary ability is functions inside anti-magic fields and cannot be dispelled.
The athletic gunner also gain a +5 competence bonus on all tumble checks.
The Slayer Pistol:
the slayer pistol is a rather advance weapon. he is an exotic weapon, and like such he needs special training. The pistol costs 150 gp and weights 4 lb.
The pistol has two attack options:
{table=head]Type|Dmg (S)|Dmg (M)|Critical|Range Increment|Type
Ranged|1d6|1d6|19-20/×2|80 ft.|Piercing
Melee|1d3|1d4|×3|-|Bludgeoning
[/table]
Ranged:
While using the ranged, each attack takes a bullet. bullets are reloaded in a 5-bullet clip and replacing an empty clip with a new one takes an attack. (A clip costs 2 GP and weights 1 lb.) If you have the "rapid reload" feat then it is a free cation
All enchantments on the weapon effects the bullets like in bows and crossbows.
You can fire two of these at the same time as though as you were using a single weapon, but you cannot reload both at once (or shoot with one and reload the other.) unless you have the rapid reload feat.
The slayer pistol is uneffected by the Rapid Shot and Manyshot feats.
Melee:
The slayer pistol can also be used as a melee weapon. it has no special attributes when used like this.
Feat:
Mobile Gunner
Prerequisites
Dex 17, Dodge, Mobility, Point Blank Shot, Shot On The Run, base attack bonus +10.
Benefit
When using the full attack action with a ranged weapon, you can move both before, after and between the attacks, provided that your total distance moved is not greater than your speed.
Recommendations to use:
While your feat requires cover most things you will need you are recommended to learn the "Shot On The Run", "Mobile Gunner", "Precise Shot", "Improved Precise Shot" and "Rapid Reload" feats during your advancement for maximum output out of the class. you might want to toss in the "cleave" feats too. as they trigger from ranged kills as well if the same weapon can provide a melee attack. and the slayer pistol can.
well. this is it guys.
what do you think?
nice? lame?
balance problems?
Some may think they are the shadow type by the fact they prefer speed over power, but the truth is they are a noisy kind of a figher, they go all front to the opponent, and dodges his attacks.
HD: d8
Requirements
Skills: Tumble 8 ranks, Jump 8 ranks, Balance 8 ranks.
Feats: Dodge, Mobility, Point Blank Shot, Shot On The Run.
Proficiencies: Must be proficient with a Slayer Pistol (exotic)
Special: Must own two Slayer Pistols.
Class Skills (2+Int modifier per level): Balance, Climb, Escape Artist, Jump, Tumble.
Weapon and Armor Proficiencies: An Athletic Gunner gains no proficiencies with weapons or armor.
Athletic Gunner
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Evasion, Uncanny Dodge, Trap Sense +1
2nd|
+2|
+0|
+3|
+0|+1 Dodge Bonus
3rd|
+3|
+1|
+3|
+1|Wallrunner, Trap Sense +2
4th|
+4|
+1|
+4|
+1|+2 Dodge Bonus
5th|
+5|
+1|
+4|
+1|Improved Evasion, Improved Uncanny Dodge, Trap Sense +3
6th|
+6|
+2|
+5|
+2|+3 Dodge Bonus
7th|
+7|
+2|
+5|
+2|Airshot, Trap Sense +4
8th|
+8|
+2|
+6|
+2|+4 Dodge Bonus
9th|
+9|
+3|
+6|
+3|Elemental Bullets, Trap Sense +5
10th|
+10|
+3|
+7|
+3|+5 Dodge Bonus, Perfect Movement[/table]
Trap Sense (Ex)
At first level, an athletic gunner gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by 1 every odd level.
Trap sense bonuses gained from multiple classes stack.
Evasion (Ex)
At first level or higher if an athletic gunner makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if an athletic gunner is wearing light or no armor. A helpless athletic gunner does not gain the benefit of evasion.
Uncanny Dodge (Ex)
At first level, an athletic gunner retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If an athletic gunner already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Dodge Bonus (Ex)
At second level, the athletic gunner gains a +1 dodge bonus. this bonus increases by 1 every even level.
Wallrunner (Ex)
At third level, the athletic gunner learns how to run on walls for short distances, this allow his for even more mobility then ever.
As your move action, you may move at your base speed, and are allowed to run over walls as though as they are floor. for each 5 ft. of wall run like that make a tumble check of DC 10+double the distance (so 10 feet of wall will be DC 30.) If you fail the check you fall down midway, going prone if hitting ground. (you can may into a pit or such.)
You cannot gain the advantage from "shot on the run" and "Mobile Gunner) while wallrunning (unless you have "Airshot")
Improved Evasion (Ex)
At 5th level, an athletic gunner’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless athletic gunner does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex)
At 5th level and higher, an athletic gunner can no longer be flanked. This defense denies a rogue the ability to sneak attack the athletic gunner by flanking him, unless the attacker has at least four more rogue levels than the target has athletic gunner levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Airshot (Ex)
Starting from 7th level, the athletic gunner can fine while airborn (jumping, falling, fly, feather fall, etc.) or while wallruning as though as she was standing on solid ground, taking no penalty. she can also gain the advantage from "Shot on the Run" and the "Mobile gunner" feats while in these situations.
Elemental Bullets (Sp)
At 9th level the athletic gunner gains the ability to charge her bullets with magical energy. As a standard action she may enchant a clip so that every bullet shot from it on the next 10 minutes will deal an additional 1d6 damage of the chosen type (the types are fire, acid, cold, electricity and sonic.)
Perfect Movement (Ex)
At 10th level the athletic gunner gains his ultimate power. the gunner is like he is under the constant effect of Freedom of Movement (like the spell) and his base movement speed increaces by 10 ft.
As this is an extraordinary ability is functions inside anti-magic fields and cannot be dispelled.
The athletic gunner also gain a +5 competence bonus on all tumble checks.
The Slayer Pistol:
the slayer pistol is a rather advance weapon. he is an exotic weapon, and like such he needs special training. The pistol costs 150 gp and weights 4 lb.
The pistol has two attack options:
{table=head]Type|Dmg (S)|Dmg (M)|Critical|Range Increment|Type
Ranged|1d6|1d6|19-20/×2|80 ft.|Piercing
Melee|1d3|1d4|×3|-|Bludgeoning
[/table]
Ranged:
While using the ranged, each attack takes a bullet. bullets are reloaded in a 5-bullet clip and replacing an empty clip with a new one takes an attack. (A clip costs 2 GP and weights 1 lb.) If you have the "rapid reload" feat then it is a free cation
All enchantments on the weapon effects the bullets like in bows and crossbows.
You can fire two of these at the same time as though as you were using a single weapon, but you cannot reload both at once (or shoot with one and reload the other.) unless you have the rapid reload feat.
The slayer pistol is uneffected by the Rapid Shot and Manyshot feats.
Melee:
The slayer pistol can also be used as a melee weapon. it has no special attributes when used like this.
Feat:
Mobile Gunner
Prerequisites
Dex 17, Dodge, Mobility, Point Blank Shot, Shot On The Run, base attack bonus +10.
Benefit
When using the full attack action with a ranged weapon, you can move both before, after and between the attacks, provided that your total distance moved is not greater than your speed.
Recommendations to use:
While your feat requires cover most things you will need you are recommended to learn the "Shot On The Run", "Mobile Gunner", "Precise Shot", "Improved Precise Shot" and "Rapid Reload" feats during your advancement for maximum output out of the class. you might want to toss in the "cleave" feats too. as they trigger from ranged kills as well if the same weapon can provide a melee attack. and the slayer pistol can.
well. this is it guys.
what do you think?
nice? lame?
balance problems?