Gunslinger (3.5e Class)
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- Note: This class based of the Hexagunner which was a great idea but needed more focus in my opinion*
There are fighters who train endlessly to master every use of the alchemy pistol and train their skill with it to perfection, and then there are are Gunslingers who are born with a gun in their hand and a itchy trigger finger. Gunslingers are wild, unpredictable troublemakers who have a knack for bringing chaos with them wherever they go.
Making a Gunslinger
Abilities: Charisma is extremely important for Gunslingers allowing them to use their Lucky Shot power, Dexterity is almost as important but other than that the rest are just auxiliary.
Races: The ragtag gangs of Gunslingers are greatly varying in races and cultures, not particularly caring for background as long as they can hold a gun steady and aim straight.
Alignment: Any Chaotic.
Starting Gold: 3d4×10 gp (75 gp).
Starting Age: Simple
|1st||+0||+0||+2||+0||Lucky Shot +1d6|
|3rd||+2||+1||+3||+1||Lucky Shot +2d6|
|4th||+3||+1||+4||+1||Longshot, Always Ready +1|
|5th||+3||+1||+4||+1||Lucky Shot +3d6, Speed Loader|
|7th||+5||+2||+5||+2||Lucky Shot +4d6|
|8th||+6/+1||+2||+6||+2||Always Ready +2, Gunblaze|
|9th||+6/+1||+3||+6||+3||Lucky Shot +5d6|
|11th||+8/+3||+3||+7||+3||Lucky Shot +6d6|
|12th||+9/+4||+4||+8||+4||Always Ready +3|
|13th||+9/+4||+4||+8||+4||Lucky Shot +7d6|
|15th||+11/+6/+1||+5||+9||+5||Lucky Shot +8d6|
|16th||+12/+7/+2||+5||+10||+5||Always Ready +4, Limb Shot|
|17th||+12/+7/+2||+5||+10||+5||Lucky Shot +9d6|
|19th||+14/+9/+4||+6||+11||+6||Lucky Shot +10d6|
|20th||+15/+10/+5||+6||+12||+6||Always Ready +5, Deadeye|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Gunslinger.
Lucky Shot: A number of times per day equal to 1 + his Charisma Mod a Gunslinger can hit his enemies weak spots by pure luck while wielding a alchemical pistol or revolver dealing 1d6 additional damage, this damage increases by 1d6 every two levels past 1st.
Always Ready: At 4th level a Gunslinger gains a +1 on initiative and on attacks and damage against opponents who have not already taken a turn, this bonus increases by 1 every 4 levels.
Speed Loader: At 4th level, reloading and drawing become pure instinct for a gunslinger, it no longer takes any kind of action to either draw or load an alchemical pistol or revolver.
Gunblaze: At 8th level, a Gunslinger may make a extra attack at his highest base attack bonus as part of a full-attack action but all his attacks that round take a -2 penalty, at 16th level a Gunslinger gains a second extra attack when he uses this ability.
Ricochet: At 12 level a Gunslinger shots often ricochet of the walls and strike again, a 12th level Gunslinger can spend one use of his lucky shot ability to make his bullet ricochet allowing him to reroll his last attack.
Limb Shot: At 16th level a Gunslingers shots strike so accurately that they can disable limbs. By spending one use of his Lucky Shot ability he can add one of the following effects to his next attack.
Leg Shot: The opponent hit by your next attack must make a DC 10 + 1/2 your class level + your Charisma modifier or have one of his legs disabled, halving his speed, preventing him from running or charging and giving -4 to a skill checks involving using his legs.
Arm Shot:The opponent struck by your next attack must make a DC 10 + 1/2 your class level + your Charisma modifier or have a arm of your choice crippled, causing him to drop anything held in it, take a -2 penalty on all checks involving the use of his arms and be unable to use that arm for anything.
Deadeye: at 20th level a Gunslinger can pull off such incredibly lucky shots that his enemies occasionally outright drop dead, by spending two uses of his Lucky Shot ability to make the next shot he fires, in addition to dealing full Lucky Shot damage force the enemy to make a the Gunslingers level + the Gunslingers Charisma score Fort save or die instantly.