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Return to Spellslinger (3.5e Class).

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorJohnnya4344 +
Base Attack Bonus ProgressionPoor +
Class AbilityArcane Spellcasting +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Escape Artist +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Profession +, Ride +, Sense Motive +, Spellcraft +, Spot +, Survival +, Tumble +, Use Magic Device + and Use Rope +
Skill Points6 +
SummarySpellslingers are the sheriffs and bandits of D&D. They are limited to ray spells, but they can use their finger pistols to shoot just about everybody. Their ammo (spells) is limited, but they can put them to good use. +
TitleSpellslinger +
Will Save ProgressionGood +