Hexagunner, Variant (3.5e Class)
From D&D Wiki
Great bandits, thieves, gamblers and womanizers, the Hexagunners are a select group of specially trained highwaymen skilled in the use of the Hexagun, an ingenious weapon that allows the user to fire off multiple shots – six to be exact – without the need to reload or refill the chamber with gunpowder. They are apt to terrorize local towns, lighten affluent purses and start ragtime bar brawls without reason, simply for the fun of a good biff. Known troublemakers, they are the bane of all this is ‘lawful’ and ‘just’. These brawlers can be bought as hired guns for a certain price, although it is wise to sleep with one eye open and to have that extra lock on your bag just incase…
Making a Hexagunner
Hexagunners are apt in melee combat as well as able to illude, confound and perplex their adversaries, with the use of their Dice Rolls. Party members be warned that it is rare for a Hexagunner to follow given orders along with responsibilities, sometimes sabotaging the party structure in order to make a five-way split into a four-way split.
Abilities: Dexterity is the quintessential to the Hexagunners techniques, adding to their deadly precision at range along with allowing them to better avoid incoming attacks. Charisma also allows the Hexagunners to better interact with those around them, making better use of their silvered tongues whether it's bluffing their way out of a threatening encounter or simply gathering information, this also improves the effectiveness of their Dice Rolls. Lastly Constitution gives the Hexagunner a better chance of seeing combat through if they should be engaged in close combat or targeted by destructive spells.
Races: The ragtag gangs of Hexagunners are greatly varying in races and cultures, not particularly caring for background as long as they can hold a gun steady and aim straight.
Alignment: Any nonlawful.
Starting Gold: 3d4×10 gp (75 gp).
Starting Age: Simple
|Saving Throws||Special|| Sidestep|
|1st||+0||+0||+2||+0||Steady Aim +1d6, Quick Draw||+0 ft.|
|2nd||+1||+0||+3||+0||Rapid Reload||+0 ft.|
|3rd||+2||+1||+3||+1||Steady Aim +2d6, Far Shot||+10 ft.|
|4th||+3||+1||+4||+1||Speed Loader, Uncanny Dodge||+10 ft.|
|5th||+3||+1||+4||+1||Steady Aim +3d6, Burst Shot +1||+10 ft.|
|6th||+4||+2||+5||+2||Burst Shot +2, Shot on the Run||+20 ft.|
|7th||+5||+2||+5||+2||Steady Aim +4d6, Burst Shot +3||+20 ft.|
|8th||+6/+1||+2||+6||+2||Burst Shot +4, Improved Uncanny Dodge||+20 ft.|
|9th||+6/+1||+3||+6||+3||Steady Aim +5d6, Burst Shot +5||+30 ft.|
|10th||+7/+2||+3||+7||+3||Burst Shot +6, Shot From the Hip||+30 ft.|
|11th||+8/+3||+3||+7||+3||Steady Aim +6d6, Slug Shot||+30 ft.|
|12th||+9/+4||+4||+8||+4||Improved Burst Shot, Roll of the Dice||+40 ft.|
|13th||+9/+4||+4||+8||+4||Steady Aim +7d6,||+40 ft.|
|14th||+10/+5||+4||+9||+4||Blast Shot, Gun Slinger||+40 ft.|
|15th||+11/+6/+1||+5||+9||+5||Steady Aim +8d6||+50 ft.|
|16th||+12/+7/+2||+5||+10||+5||Deadly Slug Shot||+50 ft.|
|17th||+12/+7/+2||+5||+10||+5||Steady Aim +9d6,||+50 ft.|
|18th||+13/+8/+3||+6||+11||+6||Random Shot, Deadeye||+60 ft.|
|19th||+14/+9/+4||+6||+11||+6||Steady Aim +10d6||+60 ft.|
|20th||+15/+10/+5||+6||+12||+6||Crippling Shot||+60 ft.|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Hexagunner.
Steady Aim: If a Hexagunner 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 Hexagunner may sacrifice all movement 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 Hexagun thereafter. Should the Hexagunner score a critical hit with his steadied aim, the extra damage included is not multiplied.
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 Hexagunner to use Steady Aim and be within sight of the Hexagunner. If the target is moving, this does not effect the accuracy of Hexagunner while using Steady Aim. However if the Hexagunner is on a surface which is either unstable or is himself moving, then he is unable to use the Steady Aim enhancement.
A Hexagunner may steady his aim even when mounted although must be stationary unless he has aquired the Shot on the Run feat, which allow the Hexagunner to use Steady Aim even when his mount is moving. However this does not allow the Hexagunner 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 Hexagunner while he attempting Steady Aim, then the Hexagunner must succeed a Concentration Check of DC 10 + Damage Dealt or else lose extra damage granted by Steady Aim.
Quick Draw: At 1st level, a Hexagunner gains the Quick Draw feat as a Bonus Feat. A Hexagunner may now draw a weapon as a free action instead of as a move action. They may also now draw a hidden weapon (see the Sleight of Hand skill) as a move action as a posed to a standard action.
A Hexagunner with this selected feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Rapid Reload: At 2nd level, a Hexagunner gains the Rapid Reload feat as a Bonus Feat. The time required for a Hexagunner to reload his chosen type of crossbow or firearm is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow or Hexagun). Reloading a crossbow or firearm still provokes an attack of opportunity as per regular.
If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.
Sidestep Speed Bonus: At 3rd level, a Hexagunner gains an enhancement bonus to his base land speed, as shown on Table: The Hexagunner. A Hexagunner in armor other than light armor or carrying a medium or heavy load loses this extra speed bonus.
Far Shot: At 3rd level, a Hexagunner gains the Far Shot feat as a Bonus Feat. When a Hexagunner uses a projectile weapon, such as a bow (or a Hexagun) its range increment increases by one-half (multiply by 1-1/2). When a Hexagunner uses a thrown weapon, its range increment is then doubled.
Uncanny Dodge (Ex): Starting at 4th level, a Hexagunner can react to danger before her senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, a Hexagunner still loses his Dexterity bonus to AC if immobilized.
Speed Loader (Ex): At 5th level, a Hexagunner has become so adept with his weapon - the hexagun - that he may now reload it as a free action. However this does still provoke an attack of opportunity if the Hexagunner should reload in an an enemies threatened squares.
Burst Shot: Starting at 5th level a Hexagunner can as a standard action usable once per round, unload an entire clip in a single burst, sending out a solid wall of lead. For every bullet still inside the Hexagun's clip, the Hexagun will deal 1d6 + the Hexagunner's Dexterity modifier piercing and slashing damage in a cone-shaped area up to a maximum of 6d6 damage (if the Hexgun's magazine is full and applying his dexterity modifier to each bullet fired).
A Hexagunner may only fire the amount of shots from his Hexagun equal to the number indicated next to the Burst Shot ability (1 at 5th, 2 at 6th, 3 at 7th etc). The range of Burst Shot is 60 ft in total. Neither the range incriment nor the damage of Burst Shot is affected by a Hexagunner's Steady Aim but the range may be increased with enhancements like the Far Shot feat or the Distance magical weapon enhancement.
Burst Shot does not provoke an attack of opportunity.
Shot on the Run: At 6th level, a Hexagun gains the Shot on the Run feat as a Bonus Feat even if he does not meet the prerequisite. When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Improved Uncanny Dodge (Ex): A Hexagunner of 8th level or higher can no longer be flanked.
This defense denies another rogue - or class with similar ability - to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue - or other class - level required to flank the character.
Shot From the Hip: At 10th level, a Hexagunner may now make a ranged disarm attempt against his opponent as long as he is within the first range incriment of the Hexagunner's ranged weapon. The Hexagunner goes through all the steps as per instuctions of disarm.
Slug Shot: At 11th level, usable once per round as a swift action, a Hexagunner is able to deal massive amounts of damage by lining up that perfect shot. As a standard action a Hexagunner can deal 10d6 piercing damage plus his regular damage for that attack, in a line of effect, dealing this damage to the first target it hits. The damage of Slug Shot remains unaffected by Steady Aim or Burst Shot and may not be used in conjunction with either for the same attack. If the bullet should hit an inanimate object of hardness greater than the respective hardness of the ammunition, then the shot will bury itself in the surface of the object.
Improved Burst Shot: At 12th level, a Hexagunner can pack that little bit more punch into his Burst Shot changing the former die sizes to d8's instead of d6's. This does not modify any other of the former rules for Burst Shot.
Roll of The Dice (Ex): At 12th level, Using a six sided die, The Hexagunner can use powerful mind affecting abilities that can change the tide of any battle, once per Round the Hexagunner takes a swift action to roll his Enchanted Six Sided Die granting several bonuses to the party. Upon achiving 12th level the hexagunner must spend 24 hours in the posesion of one six sided die in order to enchant it with his "luck" and use it to perform Die Rolls with it, he can take other actions during the day but the die can't leave his pocket for the entire process.
Dice Rolls are only effective for a 30 ft radius emanating from the Hexagunner, if an ally should move out of this radius, then they lose the granted bonuses. You may only have one aura active at any time. Changing an aura is a free action. All Dice Rolls are mind-affecting abilities.
Dice Rolls can produce the following effects:
Phantom Roll (Ex): Roll a one and all allies in range including yourself recieves the effect of displacement this last until your next roll is used or anyone leaves the Area of Effect. Phantom roll is a mind-affecting ability.
Emergency Roll (Ex): roll a two and all allies within 30 ft including yourself gain a bonus to all saving throws equal to the Hexagunner's Charisma bonus, this last until your next roll is used or anyone leaves the Area of Effect. Emergency Roll is a mind-affecting ability.
Violent Roll (Ex): roll a three and all allies within 30 ft including yourself gain a bonus to ranged attacks and Damage rolls equal to the Hexagunner's Charisma Bonus, this last until your next roll is used or anyone leaves the Area of Effect. Violent Roll is a mind-affecting ability.
Haste Roll (Ex): roll a four in your die and all allies within 30 ft including yourself can act as if affected by the spell haste this last until your next roll is used or anyone leaves the Area of Effect.Haste Roll is a mind-affecting ability.
Regen Roll (Ex): roll a five in your die and all allies within 30 ft including yourself gains damage reduction and fast healing equal to the hexagunner's Charisma Bonus /magic, this last until your next roll is used or anyone leaves the Area of Effect. Regen Roll is a mind affecting ability.
Lucky Roll (Ex): roll a six in your die and your current Roll will have its effects Doubled for one round. Lucky Roll is a mind affecting ability.
Blast Shot: At 15th level, once per round as a standard action a Hexagunner can place a shot so precise and powerful that it sends the target flying off the ground. When hit with a Blast Shot the targe acts as if blown away.
Depending on its size, a creature can be blown away by winds of high velocity or by an almight thump. A creature on the ground that is blown away is knocked down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.
Initally the creature will take regular damage from the shot with the exception that this too is nonlethal. Blast Shot does not provoke an attack of opportunity and does not needs or consumes any ammunition.
Deadly Slug shot: At 16th level, whenever a Hexagunner uses the Slug Shot class feature, this now pierces the first target and goes on to hit an addition number of targets along the line of effect equal to the Hexagunners Dexterity modifier. If the bullet should hit an inanimate object of hardness greater than 10 + the enhancement bonus granted to the ammunition, then the shot will bury itself in the surface of the object, this ability also grants the last upgrade for the Slug Shot feature, increasing to d8 this time.
Random Shot: At 18th level, usable once per round as a swift action a Hexagunner can now rely on pure unadulterated luck to make his aim true, able to fire blindly in his opponent's general direction with nothing but faith in his trigger finger.
A Random Shot will aim for the closest hostile target to the Hexagunner regardless of cover or concealment but nonetheless an unbroken and unblocked line of effect must be drawn between the Hexagunner and the target or else another eligible target must be aquired.
The effects of a Random Shot can vary greatly according to the resulting d% roll. The results are as follows:
|01-05||Malfunctions: Your Hexagun gets jammed and a standard action is required to remove the faulty ammunition out of the chamber.|
|06-20||Inaccurate Chance: Miss your target completely.|
|21-75||Extra Shot: Deal regular weapon damage to target.|
|76-94||Lethal Shot: Deal critical weapon damage to target.|
|95-99|| Vorpal Shot: The target takes critical damage and |
must make a Fortitude saving throw DC
equal to the damage dealt vs death.
|100||Devastating Shot: Instant death, no saving throw.|
Deadeye: at 18th level, a Hexagunner can now add his Charisma bonus to all extra die when using the Steady Aim ability. For example a 18th level Hexagunner with a +2 Charisma modifier can now deal 9d6+18 extra damage as a pose to the regular +9d6.
Crippling shot: At 20th level, a Hexagunner can now cause irreperable damage to his targets inner workings, causing them to bleed indefinitely both internally and externaly. From now on everytime a Hexagunner successfully shoots his target using Steady Aim he deals an extra 1d3 Constitution ability damage ontop of the extra damage granted by the Steady Aim class feature, your opponent's land speed is halved, and they suffer penalties similar to Bestow Curse for a number of turns equal to the Constitution damage dealt, the only difference is that the penalty to your opponents ability score simply does NOT apply.
If a Hexagunner should become of any alignment that is lawful, then the Hexagunner is instantly ejected from his current gang if he belongs to one and can no longer gain levels as a Hexagunner until his alignment changes back to any nonlawful. The Hexagunner still maintains all of his current class features and feats he has gained from his progression as a Hexagunner.
|21st||Steady Aim +11d6||+70 ft.|
|23rd||Steady Aim +12d6||+70 ft.|
|24th||Bonus Feat||+80 ft.|
|25th||Steady Aim +13d6||+80 ft.|
|27th||Steady Aim +14d6||+90 ft.|
|28th||Bonus Feat||+90 ft.|
|29th||Steady Aim +15d6||+90 ft.|
Class Skills: 4 + Int modifier skill points per level.
Sidestep Speed Bonus The epic Hexagunners’s speed when wearing none or light armor increases by 10 feet every three levels higher than 18th.
Bonus Feats: The epic Hexagunner gains a bonus feat (selected from the list of epic Hexagunner bonus feats) every four levels after 20th.
Epic Hexagunner Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Distant Shot, Epic Dodge, Epic Reputation, Epic Speed, Improved Combat Reflexes, Instant Reload, Legendary Climber, Self-Concealment, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy.
Human Hexagunner Starting Package
Weapons: Hexagun, Dagger or Kukri.
Skill Selection: Pick a number of skills equal to 5 + Int modifier.
|Gather Information||4 Ranks||Charisma||—|
|Move Silently||4 Ranks||Dexterity||−1|
|Open Lock||4 Ranks||Intelligence||—|
|Sleight of Hand||4 Ranks||Dexterity||−1|
Feats: Point Blank Shot.
Bonus Feats: Rapid Metabolism.
Gear: Studded Leather, Six Sided die, Backpack, Bedroll, Waterskin, Flint & Steel, 3×Torches, Sewing Needle, Fishhook, Belt Pouch, Sack, Traveler's Outfit, Ammunitions Pouch.
Gold: 3d4 gp.
Playing a Hexagunner
Religion: Hexagunners view religion and devotion to a single ideal or deity with great distaste. However, Hexagunners are known to be superstitious and respectful of holy sites such as churches, rarely being so bold as to steal sacred symbols or disturb sanctified places of worship.
Other Classes: The Hexagunner chuckles at the monk, chortles at the wizard and outright laughs at the paladin. Classes who devoted themselves to a discipline and strict set of rules are a somewhat comical concept to the Hexagunner. He will find some comfort with fellow thieves and mischief makers like rogues, who share the same concepts of and a good time.
Combat: Hexagunners can act as scouts or front runners for the party, although also have a place at the back of the party to make the best use of their Steady Aim. Able to deal large amounts of damage in a relatively short time, the Hexagunner can easily slip in and out of combat by sniping or simply evade his enemy due to his high dodge capabilities.
Advancement: hexagunners may decide to take levels in the Ranger class to gain access to spellcasting or figther class to further increase their Feat options.
Hexagunners in the World
|“||"Your money or your life! Wait...did I say or?||”|
|—Three-shot, Gang leader of the Bloody Nose Boys|
Commonly bandits and thieves, Hexagunners are highly capable ambushers and highwaymen. They are usually found in gangs ranging for five to fifteen, lurking on forests waiting for passersby or guarding the highways to halt merchant carriages. Hexagunners can also be found on the mercenary markets in smaller groups or even singular, even with the promise of payment it is not wise to place all of one's faith on their loyalty, apt to flee should they meet their match or turn should their contenders offer a larger paycheck.
Daily Life: A Hexagunner spends a great deal of time preparing his weapon every day, the complex mechanisms can either lock or misfire should there be a major blockage or faulty ammuniton. After the usual preperation time of cleaning out the delicate inner workings, the routine for the day is set out by the gang leader or head honcho, whether this be patroling the highways, planting traps along the forest paths or raiding a nearby town. Whilst they may seem anarchic, the leader commands a great deal of respect from the fellow gang members because otherwise another would take his place.
If none of the usual activities is available, then the Hexagunner gans will retreat to a local tavern to relax, put up their feats and lastly use their fists.
Organizations: Depending on situation, Hexagunner come in many different arangements. On the open road or forest path, they congregate in gangs ranging from five to fifteen at most. However they are in much lesser numbers in the cities, offering their services for a price, which is most usually either singular or a group of three.
NPC Reactions: Since a Hexagunner always proudly displays his signature weapon, it is easy to discern a Hexagunner from the usual trash that litters the mercenary markets or wilds. NPCs will either run in fear if in large groups or call for the local law enforcement if they are in lesser numbers. Generally the outlook on a Hexagunner is not positive, but this usually does not bother the typical highwayman.
Characters with ranks in Knowledge (local) can research Hexagunners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||A Hexagunner commonly uses a Hexagun weapon for his purposes.|
|10||A Hexagun has a tendancy to lockup or backfire if used incorrectly.|
|15||Hexagunners are heard to posses the ability to turn the tide of a battle with sheer luck.|
|20||The location of the local Hexagunner gang's hideout and name of their leader.|
Hexagunners in the Game
Hexagunners are the Long Ranged Fighter, focused on dealing large amounts of damage from the backlines, any party will benefit from their Roll of The Dice ability wich gives several bonuses in an Area of Effect, most front line figthers will fin them invaluabe due to the extra damage or protection they can provide aside from their addition to the damage dealt to their enemies.
Adaptation: hexagunners can fit in any campaing as Bandits or even the name Gambler suits them well, and if guns are not allowed in your campaing some ranged weapon can be used instead of the Hexagun for example the repeating crossbow.
Sample Encounter: your party finds out about a reward given to whoever can turn in the hexagun of a wanted criminal known as Deadeye, for a twist you can ad that he is not alone and infact is the leader of a powerful gang of thieves that the party has already heard of around town.