Bullet Maestro (3.5e Class)
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 Bullet Maestro
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 Firearm, 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||Bullet Time, Missle 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, 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
 Class Features
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): The Bullet Maestro can wield guns with such passion that affects his accuracy and 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 as an immediate action, reloading firearms is also a free action. The Bullet Maestro may add +1d6 per Charisma modifier to all damage rolls made with firearms.
Twosome Time (Ex): The Bullet Maestro may weild and fire any firearm one-handed regarless of size and take no penalty for dual weilding firearms, while dual-wielding, the Bullet Maestro may aim each gun at a different target.
Bullet Time (Ex): The Bullet Maestro as a free action enter a state of unmatched burst of speed, agility, and decisive action,and move 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.
Missle Deflection (Ex): 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): The Bullet Maetro fires his weapons with such accuracy that they tear through armor like a hot knife through butter, all attacks made with firearms are now treated as Ranged Touch Attacks.
Ricochet Shot (Ex): The Bullet Maestro has learned how to use angles when firing his shots, and can bounce them off one target to hit another. Upon a successful ranged attack, the Bullet Maestro may make a second attack against any other target within 30 feet of the first, at a -2 penalty. A number of secondary targets can be attacked equal to the Bullet Maestro's Cha Modifier, plus one, each attack suffering a cumulative -2 penalty. (So, attacking three targets with the same shot incurs a 0, -2, and -4 penalty.)
Limb Shot (Ex): The Bullet Maestro may now target individual limbs on a target, if attack is successful that limb can no longer be used. Example if shot in one leg, that leg can no longer be used and must move at half base land speed, if on an arm that arm may no longer be used etc. The Only limb that cannot be targeted is the head(For Obvious reasons.)
Bullet Waltz (Ex): The Bullet Maestro may 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.
Orchestrate Execution (Ex): The Bullet Maestro knows that the easiest way to eliminate an opponent quickly is to aim for their skull region. If an attack made with a firearm exceeds a successful hit by 10, you perform an instant Coup De Grace attack, and all enemies with line of sight of the enemy become Panicked for 1d4 + Cha mod Rounds.
Bullet Ballet (Ex): The Bullet Maestro use 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, as a full-round action he may make a full-attack against everyone within 10 feet x Ranks in Profession:(Gunplay) skill. Attacks made with this ability ignore any bonus to AC granted by armor, cover, and the creature does not have to be initially within line of sight to be affected by this ability. Creatures who are hit with this ability are Dazed for 1d6 rounds due to the speed the bullet maestro attacked with.
Eagle Eye Assault (Ex): The Bullet Maestro can fire from incredible distances with ease, and still fire in rapid outbursts. The Bullet Maestro's Weapon sight range is now multiplied by his Cha Modifer, and he can ignore detriments made to his attack rolls from range increments.
Revolver Roulette (Ex): The Bullet Maestro may as a Full-Round Action target Himself and 5 other creatures (within weapon's range), each creature gains a number from 2-6 based on the order they were selected, then you roll a d6 to determine who your shot hits (1 being yourself). An Enemy hit by this ability is hit by a Coup De Grace attack. If you are hit by this ability you take damage equal to 1/2 your Current HP, knocked prone, and stunned for 1d4 Rounds.
If you hit an enemy you may use this ability again, but the corresponding number of the recently deceased enemy is replaced by you. EX. First Attempt of this ability you kill an enemy by rolling a 6, for your next roll you now hit yourself on a 1 or 6 and so on.
Bullets Precision (Ex): The Bullet Maestro can add his Dex to damage and add twice his dex to his attack rolls. EX. a Bullet Maestro with a dex mod of 4 adds 8 to attack rolls and +4 to damage.
 Epic Bullet Maestro
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Skill Selection: Pick a number of skills equal to 4 + Int modifier.
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