Cowboy (3.5e Class)

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Cowboy
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Editing: b See the class? See the not-done? I'm trying to make it done.

Cowboy[edit]

Cowboys are the epitome of bad-assery. While most are busy fighting blade-to-blade and dying, Cowboys are out there shooting evildoers dead on the spot and riding off into the sunset, ready to put the next desperado six feet in the ground.

Making a Cowboy[edit]

Cowboys are devastating at ranged combat, and almost as deadly in close range. The way they use their guns, combined with their skills at knife-fighting, make them a fierce force to be reckoned with. However, they are not used to heavy armor, which can seriously cut in on the speed of their draw and impedes many of their horse-related abilities.

Abilities: Strength is a decent part of the Cowboy component, since it aids them in Hog-tying their opponents and allows them to hit that much harder. Dexterity is probably the most important aspect of a Cowboy, since it controls how much damage his Dead-Eye shot can do, how many shots are fired during their Rapid Gunfire attack is, and it increases his armor class. Charisma is a slightly important part in the Cowboy's portfolio, as it controls a significant part of his class skills, and determines the bonus on his Poker Face.

Races: Humans are common Cowboys, since they are easily the most varied humanoids. Half-Elves and Elves also make good Cowboys, given their natural good looks and incredible grace with weaponry. Gnomes and Halflings are closer to a Cowboy seen at a card table, bluffing his or her opponents into giving up. Dwarves and Half-orcs rarely become Cowboys; Dwarves are often too lawful and unaccustomed to the constant travel a Cowboy must endure, and Half-Orcs usually lack the charisma and intelligence.

Alignment: Any non-lawful, non-evil

Starting Gold: 2d4×10 gp

Starting Age: "As rogue"

Table: The Cowboy

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +2 +0 Rapid Gunfire, Bonus Feat
2nd +2 +2 +3 +0 Draw! Dead-Eye Shot 1/day
3rd +3 +3 +4 +1 Precise Strike +1d6
4th +4 +4 +5 +1 Hog-Tie, Unhorse
5th +5 +5 +6 +2 Dead-Eye shot 2/day, Bonus Feat, Special Mount
6th +6 +6 +7 +2 Precise Strike +1d8, Wing Shot
7th +7 +7 +8 +3 Evasion, Defensive Riding
8th +8 +8 +9 +3 Drag, Improved Hog-Tie
9th +9 +9 +10 +4 Burst of Speed, Precise Strike +2d6
10th +10 +10 +11 +4 Double Rapid Gunfire, Bonus Feat, Dead-Eye Shot 3/day
11th +11 +11 +12 +5 Full Mounted Attack
12th +12 +12 +13 +5 Drag Behind, Precise Strike +2d8
13th +13 +13 +14 +6 Stand on Mount, Quick Turn
14th +14 +14 +15 +6 Dramatic Leap
15th +15 +15 +16 +7 Bonus Feat, Dead-Eye Shot 4/Day, Precise Strike +3d6
16th +16 +16 +17 +7 Jump On!
17th +17 +17 +18 +8 <-any class features gained at this level->
18th + + + + <-any class features gained at this level->
19th + + + + <-any class features gained at this level->
20th + + + + <-any class features gained at this level->

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features[edit]

<-fluff about class features->. All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Cowboys in the World[edit]

"A lot of times people look at the negative side of what they feel they can't do. I always look on the positive side of what I can do."
—Carlos "Chuck" Norris, Human Cowboy

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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