Bullet Maestro (3.5e Class)
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The Bullet Maestro is a master of a unique weapon, the Gun. Weaving in and out of combat unscathed by "primitive" arrows and bolts, or staying far away from the action to pick off primary targets, the Bullet Maestro can adapt to most situations. They use their skill with these weapons to weave in and out of combat, while weilding even the most powerful guns with ease.
Making a Bullet Maestro
The Bullet Maestro is a Master of all forms of Firearms, and has mastered techniques on how to use them. They utilize these new forms of weapons gracefully, lethally, and with the utmost precision.
Starting Gold: 5d4 × 10 gp (125 gp average)
Starting Age: Complex
|1st||+1||+0||+2||+2||Gunslinger, Twosome Time|
|2nd||+2||+0||+3||+3||Missile Deflection, Hunter's Eye|
|11th||+11/+6/+1||+7||+3||+3||Eagle Eye Assault|
Class Skills (6 + Int modifier per level, ×4 at 1st level) Appraise, Concentration, Craft, Disable Device, Disguise, Hide, Knowledge (Architecture and Engineering), Listen, Move Silently, Open Lock, Perform: Gunplay, Profession, Search, Spot, Survival, Swim, Tumble, Use Magic Device
All of the following are class features of the Bullet Maestro.
Weapon and Armor Proficiency: The Bullet Maestro is proficient with light armor, simple weapons, and Firearms.
Gunslinger (Ex): At 1st level the Bullet Maestro can wield guns with such passion that it affects his speed, the Bullet Maestro may now draw a weapon as a free action instead of as a move action, While drawing a firearm you may make an attack of opportunity as an immediate action.
Twosome Time (Ex): At 1st level the Bullet Maestro takes no penalty for dual wielding firearms, while dual-wielding, the Bullet Maestro may aim each gun at a different target.
Missile Deflection (Ex): At 2nd level the Bullet Maestro can blast projectiles out of the sky, keeping them from hitting their intended targets. To use this maneuver, the Bullet Maestro must have an initiative before the attacker and Ready their action until a ranged attack is made. To deflect, an opposing attack roll must be made, and must equal or exceed the enemy attacker's attack roll. If the attack roll is successful, deal damage as normal to the projectile. If the damage exceeds the HP of the projectile, the bullet and the projectile negate each other. The Bullet Maestro may deflect as many enemy projectiles as they can fire bullets in a round.
Hunter's Eye (Ex): At 2nd level the Bullet Maestro fires his weapons with such accuracy that they tear through armor like a hot knife through butter, all attacks made with firearms are now made against the target's flat footed AC.
Penetrating Shot (Ex): Beginning at 3rd level, when the Bullet Maestro makes a ranged attack with a firearm he can instead choose to unleash a penetrating shot that blasts through multiple opponents. This attack requires a full attack action, and your shot takes the form of a 60-foot line. Make a separate attack roll against each creature in the line. If struck , creatures along this line take damage from this shot, though any extra damage (such as from a sneak attack or a flaming weapon) is applied only against the first creature struck.
Limb Shot (Ex): Starting at 5th level the Bullet Maestro may now target individual limbs on a target, if the attack is successful that limb can no longer be used. This attack requires a full round action. If the attack is successful the target must make a Fortitude save of 12 + Bullet Maestro Level + the Bullet Maestro's Dexterity modifier. If the target succeeds in its Fortitude save, it takes damage as normal, but any further Limb Shot attempts are made on that limb, the DC for the Fortitude save is increased by 1d6. If a limb is affected with this ability, it can no longer be used, until all damage the creature has taken is healed. If a leg is affected with this ability the creature becomes flat footed, and moves at half its base land speed, if both legs are shot with this ability the target becomes prone, and may only move at 1/4 of their base movement speed (rounded down to the nearest 5 feet), if an arm is hit with this ability, anything held in that hand is dropped. If shot in the head, the attack automatically threatens a critical hit, and the target is dazed for 1 round if it survives. If shot in the gut, the target takes damage as normal, and takes 1d3 Constitution damage that heals at the natural rate. Neither a headshot or a gut shot render that body part unusable.
Bullet Waltz (Ex): At 6th level The Bullet Maestro gains the ability to act in the same space an enemy is occupying, also he suffers no detriment for attacking with Firearms at melee range. The Bullet Maestro, after killing a target, may make a DC 20 Reflex Save, if successful they may gain the ability to act in the Slain creature's Initiative Count for that round.
Resonating Shot (Ex): The bullet Maestro's Shots resonate loudly and disrupt the internal structure of it's targets causing each shot to bear ever increasing damage. Starting at 7th level, whenever the Bullet Maestro damages an enemy his next attack against that target deal 1d6 more damage, this will continue to stack until the Bullet Maestro attacks another target(once another target would be affected by this ability).
Bullet Ballet (Ex): The Bullet Maestro uses his skill with gunplay to dance and weave his way around the battlefield almost to where he is attacking from all angles and vantage points. Beginning at 9th level, as a full-round action he may make a full-attack and move his full movement speed, attacking from any point during his move. This ability is usable a number of times per day equal to the Bullet Maestro's Dexterity modifier.
Improved Gunslinger (Ex): At 10th level The Bullet Maestro may now add 1d6 per Charisma modifier to all damage rolls made with firearms. Reloading firearms is now a free action.
Eagle Eye Assault (Ex): At 11th level the Bullet Maestro can fire from incredible distances with ease. He can ignore detriments made to his attack rolls from range increments, and attack any target he can identify with a spot check.
Bullets Precision (Ex): Beginning at 19th level The Bullet Maestro can add twice his dex to his attack rolls.
Bullet Time (Ex): At 20th level the Bullet Maestro, as a free action, may enter a state of unmatched burst of speed, agility, and decisive action, and moves more quickly than the eye can follow. The Bullet Maestro is free to act for 1d4+ Cha Mod rounds of apparent time, and can use a full attack action two times in succession, Take your first full attack as normal. Once you have resolved those attacks, you can then take another full attack action. You must resolve these actions separately. You cannot combine the attacks provided by both actions as you wish. Instead, you must take them separately and in order as normal for a full attack. After this ability has resolved you must make a DC 20 Fortitude Save or become Unconscious from exertion for 1d4 rounds.