Gunslinger (3.5e Class)

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Gunslinger[edit]

[This classes original format is an overpowered piece of crap, I as a DM edited this format to actually be balanced and usable by players] Gunslingers cannot endure the stress of close-quarters combat for long, so it is unusual for them to start out on the front lines. If a Gunslinger is not given the option of hanging back and picking off targets with their rifle, they must use evasive tactics to avoid being hit in battle.

Making a Gunslinger[edit]

Gunslingers do massive amounts of damage, but cannot handle being hit, preferring to find a nice hill or building overlooking the fight, and then picking off targets. They are generally well built and dextrous as they must often climb the sides of buildings to gain a better vantage point.

Abilities: Dexterity is most important of all attributes, as it is dexterity that allows a Gunslinger to survive in combat. Charisma affects their ability to judge and handle social situations and determine how people will react. Intelligence is useful mainly for crafting.

Races: Primarily Humans, Halflings, and Gnomes, but Dwarves and Elves are occasionally Gunslingers.

Requirements:

Alignment: any good;

Starting Gold: 2d4×10 gp (40 gp).

Hit Die: 1d8

Starting Age: Moderate.

Table: The Gunslinger

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +1 Cast Rounds, Craft Pistol, Craft Rifle, 5 3 - - - - - - - -
2nd +1 +0 +3 +1 Dodge 6 4 - - - - - - - -
3rd +2 +1 +3 +2 Fast movement, Steady Aim (1d6) 6 5 - - - - - - - -
4th +3 +1 +4 +2 Dexterous Dodge 6 6 3 - - - - - - -
5th +3 +1 +4 +1 Custom Ammo, Steady Aim (2d6) 6 6 4 - - - - - - -
6th +4 +2 +5 +3 Evasion 6 6 5 3 - - - - - -
7th +5 +2 +5 +3 Steady Aim (4d6) 6 6 6 4 - - - - - -
8th +6/+1 +2 +6 +4 6 6 6 3 3 - - - - -
9th +6/+1 +3 +6 +4 Steady Aim (5d6) 6 6 6 4 4 - - - - -
10th +7/+2 +3 +7 +5 Uncanny Dodge 6 6 6 5 3 3 - - - -
11th +8/+3 +3 +7 +5 Steady Aim (3d6) 6 6 6 6 4 4 - - - -
12th +9/+4 +4 +8 +6 improved Uncanny Dodge 6 6 6 6 5 3 3 - - -
13th +9/+4 +4 +8 +6 Steady Aim(4d6) 6 6 6 6 6 4 4 - - -
14th +10/+5 +4 +9 +6 6 6 6 6 6 5 3 3 - -
15th +11/+6/+1 +5 +9 +7 Dead Shot, Steady Aim (5d6) 6 6 6 6 6 6 4 4 - -
16th +12/+7/+2 +5 +10 +7 6 6 6 6 6 6 5 3 3 -
17th +12/+7/+2 +5 +10 +7 Steady Aim (6d6) 6 6 6 6 6 6 6 4 4 -
18th +13/+8/+3 +6 +11 +8 6 6 6 6 6 6 6 5 3 3
19th +14/+9/+4 +6 +11 +8 Steady Aim (7d6) 6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +12 +8 Unearthly Dodge 6 6 6 6 6 6 6 6 6 6

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Gunslinger.

Weapon and Armor Proficiency: The Gunslinger is proficient in All non throwing, ranged weapons, simple weapons, and light armors.

Crafting Guns: The very first thing a Gunslinger must learn to do is create weapons. The Gunslinger may take Guncraft as a Craft Firearms/ammo. The Gunslinger can us this skill to create simple firearms and ammo, more advanced firearms must be learned as recipes in game or invented by the Gunslinger at increased difficulties and with chances of failure. Guns are difficult to create requiring a Craft Firearms/ammo according to the chart below, higher difficulty results in slightly improved weapons.

Table: Crafting Pistols

Level Craft DC Bonus Damage Attack Bonus Additional Hardness Additional Health Cost
1st 16 850gp
4th 23 2 +1 +0 +1d6 1450gp
8th 29 4 +2 +1 +1d12 3850gp
12th 38 6 +3 +2 +1d20 5450gp

Flintlock Pistol:

Size Small
Critical 19-20/x2
Range Increment 60ft
Type Piercing
Weapon
Damage 1d8
chamber 1 rounds
1 Round 1 bullet
Weight 6lbs


Table: Crafting Rifles

Level Craft DC Bonus Damage Attack Bonus Additional Hardness Additional Health Cost
1st 20 +0 +0 650gp
6th 27 +2 +2 +1 +5 1600gp
12th 35 +4 +3 +3 +10 2800gp
18th 43 +6 +4 +5 +15 3400gp

Base Rifle

Size Medium
Critical 18-20/x3
Range Increment 120ft
Type Piercing
Weapon
Damage 3d6
Chamber 1 Rounds
Round 1 Bullets
Weight 15 lbs
Scope +2 Attack Bonus


Casting Rounds: Creating rounds is the second thing a Gunslinger must learn to do as it is hard to use guns without ammunition. The Gunslinger gains the ability to craft special rounds which, through advanced alchemical processes, store energy and explosive components that can cause great harm. There are 18 types of rounds, each varies in power and build components. Each round costs 2/3rds of an ounce of the associated material (Roughly the weight of 8 coins, or about 12 measures in a pound of material). Additionally, These costs make the bullet and the powder to fire it with, to make 10 rounds of ammo is a DC of 16 for iron, DC 20 for silver, DC 25 for mythril, and DC 25 for adamant. all shots gain the benefits of the material used.

All firearms need to be maintained weekly or suffer a -1 on atk rolls untill properly maintained, maintaining a rifle requires expert tools and 8 hours of work.


Table: Modified Rounds

Level Type Craft DC Bonus Damage Required Materials
1st Fire/cold 12 +1d6 fire/cold 1 flask of Alchemists Fire/1 Coldstone
2nd Holy/Unholy 15 +1d4 holy/unholy 1 flask of holy/unholy water
3rd Sonic 18 +1d6 sonic 1 thunderstone
5th Electric 21 +1d6 electric 1oz. acid
8th Acid 24 +1d6 acid 1 flask of chosen acid
11th Poison 27 +poison Chosen Poison (requires check for working with poison)


Steady Aim:Steady Aim: If a Gunslinger is granted the right conditions such as a clean shot of his target and a fraction more time, he is able to aim for vulnerable or exposed areas which will grant extra effectiveness to his attack.

Starting at 1st level, a Gunslinger may take a full-round action to gain extra damage as well as range upon his chosen ranged weapon. This damage starts firstly at an extra 1d6 per attack and then increases every two levels of Gunslinger thereafter. Should the Gunslinger score a critical hit with his steadied aim, the extra damage included is not multiplied. Steady Aim is useable with two ranged weapons so long as the Gunslinger is proficient with both weapons and takes into account the regular two-weapon fighting penalties.

Whilst taking Steady Aim the range increment of the weapon doubles, stacking with any effects such as the Far Shot feat or Distance magical weapon enhancement. A target must first be selected for the Gunslinger to use Steady Aim and be within sight of the Gunslinger. If the target is moving, this does not effect the accuracy of Gunslinger while using Steady Aim. However if the Gunslinger is on a surface which is either unstable or is himself moving, then he is unable to use the Steady Aim enhancement.

A Gunslinger may steady his aim even when mounted although must be stationary unless he has acquired the Ride-By Attack feat, which allow the Gunslinger to use Steady Aim even when his mount is moving. However this does not allow the Gunslinger to use Steady Aim when on foot.

Steady Aim does provoke an attack of opportunity. If an enemy is successful in scoring a direct hit on the Gunslinger while he attempting Steady Aim, then the Gunslinger must succeed a Concentration Check of DC 10 + Damage Dealt or else lose extra damage granted by Steady Aim.

Dodge: At second level the Gunslinger gains the dodge feat.

Fast Movement: At third level the Gunslinger gains Fast Movement as a monk would, increasing their movement speed by five feet every three levels.

Dexterous Dodge: Same as Dodge but +2 AC against the target rather than one.

Uncanny Dodge: A gunslinger no longer loses his Dex modifier to AC when he is caught flat-footed. He does, however, still loose this bonus when immobilized.

Improved Uncanny Dodge: at 12th level the Gunslinger can no longer be flanked.

Dead Shot: Once per day a gunslinger can make an attack with his rifle that is a guaranteed critical and has the chance of killing or incapacitating a target. After three rounds studying the target to line up a good shot, you may decide whether to kill or incapacitate the target before the shot is fired, and the target is entitled to a fortitude saving throw (10+1/2 gunslinger level+[[SRD:In

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