Gun Knight (3.5e Class)
From D&D Wiki
- 1 Gun Knight
Races: There are no restrictions on race so long as you can wield a gun.
Alignment: Must be Lawful Neutral or True Neutral.
Starting Gold: As Rogue.
Starting Age: As Rogue.
|Saving Throws||Special|| Gun Magic Points
|1st||+0||+0||+2||+2||Gun Style, Gun Magic , Specialty Weapon||5|
|7th||+5||+2||+5||+5||Improved Gun Style||35|
|10th||+7/2||+3||+7||+7||Uncanny Dodge, Eco release +5||50|
|12th||+9/4||+3||+8||+8||Quick Shot Grappler||60|
|14th||+10/5||+4||+9||+9||Greater Gun Style||70|
|15th||+11/6/1||+5||+9||+9||Mettle, Eco Release +5||75|
|20th||+15/10/5||+6||+12||+12||Eco Release +5, Eco Form||100|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Profient with any armor and guns.
Gun Style: First your character must deciede whether he wants to be more proficient with rifles, double barreled pistols, or dual single barreled pistols. Upon selecting rifles you gain the Far Shot feat. Upon selecting double barreled pistols you gain the Precise Shot feat. Upon selecting dual single barreled pistols you gain the Two Weapon Fighting feat.
Eco Pool: Starting at first level you become infused with Eco Energy. Eco Energy is flow of energy that is added to your body. This energy can be released to power the gun Knight. The Gun Knight gains their Intelligence Modifier + 5 points of Eco Energy per level. The Gun Knight may only release 5 points of Eco Energy per round safely. If he releases more than 5 Eco Energy he takes 10 damage for each point over 5. A Gun Knight must rest for 8 hours to restore lost eco energy points.
|Eco Energy Pool||Damage||Enhancement||Clip Size|
|72+||2d6||+2/ +1 Enchantment||6|
|100+||2d8||+3/ +2 Enchantment||8|
|Eco Energy Pool||Damage||Enhancement||Clip Size|
|8+||1d6x2||+1/ +1 Enchantment||4|
|40+||2d6x2||+2/ +2 Enchantment||6|
|72+||2d8x2||+3/ +2 Enchantment||10|
|100+||2d10x2||+4/ +3 Enchantment||12|
|Eco Energy Pool||Damage||Enhancement||Clip Size|
|40+||2d8||+3/ +1 Enchantment||3|
|72+||2d10||+4/ +3 Enchantment||5|
|100+||2d12||+5/ +5 Encahntment||7|
Unlock Eco Pool Abilities: Starting at second level the Gun Knight gains abilities he can use to enhance his fighting abilities or move at high speeds.
Summon Specialty Weapon: Starting at 3rd level a Gun Knight is able summon and dismiss his specialty weapon with his power. The cost of summoning the specialty weapon is 2 points of eco energy pool. Summoning takes a move action and does not provoke a attack oppertunity. The Gun Knight's specialty weapon cant be disarmed for 10 rounds plus intelligence modifier rounds.
Summon Modified Rounds: Starting at 3rd level the Gun Knight may summon a clips amount of rounds into his gun costing 2 points. This requires a move action to do. To further strengthen the rounds it cost additional points.
|Point Cost||Enhancement||Single Barrel||Double barrel||rifle|
Lightning Step: Starting at 7th level the Gun Knight use his eco energy to moves at extremely high speeds. At the cost of 5 points of eco energy the Gun Knight can move up to his speed as a free action ( does not provoke attack of opportunity while moving past and any) . Each time the Gun Knight uses this per round raises the cost by 2 points.
Haulting Shot: Starting at 11th level the Gun Knight can fire a shot of eco energy that can potentially paralyze his opponent for a short time. As a standard action a Gun Knight can release 7 points of eco energy shot at his highest attack bonus to paralyze his opponent. If struck by this attack opponent must make a fort save of 10 + 1/2 Gun Knight's level + Eco points spent or become unuable to move for 1d4 rounds.
Eco Nova: Starting at 18th level the Gun Knight can release 16 points of eco energy as a standard action and can create a large nova of eco energy. The nova's size is 10d10 sq. ft. anything within the nova field must make a reflex save of 10 + 1/2 Gun Knight's levels + 1/2 amount of points spent or take 15d8 damage for the first round and takes 1/2 rounded down of the damage for 1d4 rounds after. However if the opponent is still in the nova the following round they must make the reflex save again, if the reflex save is made a second time after previously failing it, the opponents stills takes damage for following rounds from the previous round. If the opponent were to fail more then one save, the effects stack [i.e. if previously you had failed this save and had the effect for 3 rounds, and if failed the save the next round you'd take the iniatal damage and just add the 1d4 rounds to the remaining 2 rounds]. The nova decreases 15ft per round until it's gone. The gun Knight does not take damage from the Eco nova and his gun becomes jammed for 1d4 rounds and cannot fire.
Evasion: At 5th level the Gun Knight gains Evasion.
Improved Gun Style:Starting at 7th level the Gun Knight gains Greater Gun Style. If have previously picked single barreled guns the Gun Knight gains the Greater Two Weapon Fighting feat. If have previously picked double barreled pistols the Gun Knight gains the Rapid Shot feat. If have previously picked rifles the Gun Knight gains the Keen Shot feat(This feat raises the critical multiplier from X2 to X3 when over 50ft away).
Uncanny Dodge: Starting at 10th level the Gun Knight gains the Uncanny Dodge ability.
Eco Realease Increase: Starting at 10th level the Gun Knight is able to release 10 points of eco Energy per round with out taking any damage. This raises to 15 points at 15th level and raises to 20 points at 20th level.
Quick Shot Grappler:Starting at 12th level the Gun Knight's attacks are only at the slip of his trigger. When the Gun Knight becomes grapple he may still make a full round attack as if he wasnt grappled.
Greater Gun Style: Starting at 14th level the Gun Knight gains Impoved Gun Style. Previously picking single barreled pistols the Gun Knight gains the Improved Two Weapon feat. Previously picking the double barreled pistols the Gun Knight recieves the Improved critical feat. Previously picking the rifle the gun Knight gains the Many Shot feat.
Mettle: Starting at 15th level the Gun Knight gains the Mettle ability.
Eco Form: Starting at 20th level the Gun Knight can enter a form in which he temporarily takes on. The Gun Knight must expend enough eco points to kill him self in order to enter this form. This form causes the Gun Knight to lose his physical body and take on a body of complete energy. He starts this form with 1/4 his original amount of eco points. Being in this form cost him 5 points per round. The Gun Knight in this form is no longer restricted on using his eco points. The Gun Knight starts this form with 1/4 his hit points and does not drop this form until he runs out of either hit points or eco points. While in this form the Gun Knight is immune to all physical attacks and his gun will no longer jam and will add an additional 2d8 to damage rolls while inside Eco nova . Once the Gun Knight drops from this form he is unconscious for 24 hours but returns to original hp and Eco points.
<-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 Gun Knight's
|Level||Special||Eco Energy Pool|
|21st||Eco Form Abilities||105|
|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->
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
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-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.->.
Playing a <-class name->
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->.
<-pluralized class name-> in the World
|“||This one's my Rifle, this one's my gun. This one's for shootin', this one's for fun.||”|
|—Hrak Rolmn, Half-Orc Gun Knight|
<-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
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.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-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.->.