Longshot (3.5e Class)
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|Editing:||Constructive edits welcome|
 Longshot (A class by Shirou)
A Longshot is one who has taken the Longarm's Code and vowed to remained impartial and neutral to forms of government. Longshots are accomplished gunsmiths, crafting their own Longarm, as well as highly valued and skilled marksmen, often sought out for work as mercenaries or bounty hunters. Longshots have high mental acumen and stability as well as willpower and will not stray from their Code, and those who do are hunted down and killed.
 Making a Longshot
Longshots are not as apt in melee combat as fighters, however they get the job done. They are primarily suited as scouts and snipers as proven there is rarely a person who can match a Longshot in long-ranged combat. Party members should be aware that Longshots can not and will not deviate from their Code and they will always choose it above the party.
Night Gathers and now The Watch Begins
It shall not end until my death
I shall serve no Lords or Kings
I shall feel no temptation or contempt
I shall not forsake my bonds or oath
I shall only serve the needs of the people
I am the sword in the darkness
I am a redeemer of light
Guardian of the lost and the innocent
Abilities: Dexterity is the penultimate skill for all Longshots, as their ability in long-range combat solely hinges upon it. Behind dexterity, a good constitution is truly required for Perfect Shot, as well as strength in the case that one's quarry is able to get past their range. If one has points to spare, wisdom is always good and goes thematically well with the class.
Races: Longshots are a large hodgepodge of races from all walks of life.
Alignment: Lawful Neutral (Due to the Longshot's Code)
Starting Gold: 3d4×10 gp.
Starting Age: Moderate/As Fighter
|Saving Throws||Special||Precision Aim||Sniper's Steps|
|1st||+0||+0||+2||+0||Longarm Gunsmith (Creation); Precision Aim (+1d6)||60 ft||+0 ft|
|2nd||+1||+0||+3||+0||Precise Shot||60 ft||+0 ft|
|3rd||+2||+1||+3||+1||Precision Aim(+2d6); Sniper's Step||60 ft||+10 ft|
|4th||+3||+1||+4||+1||Longarm Gunsmith (+1 Magical Enhancement); Far Shot||60 ft||+10 ft|
|5th||+3||+1||+4||+1||Precision Aim (+3d6)||70 ft||+10 ft|
|6th||+4||+2||+5||+2||Evasion||70 ft||+10 ft|
|7th||+5||+2||+5||+2||Longarm Gunsmith (+2 Magical Enhancement); Precision Aim (+4d6)||70 ft||+20 ft|
|8th||+6/+1||+2||+6||+2||N/A||70 ft||+20 ft|
|9th||+6/+1||+3||+6||+3||Precision Aim (+5d6)||80 ft||+20 ft|
|10th||+7/+2||+3||+7||+3||Longarm Gunsmith (+3 Magical Enhancement)||80 ft||+20 ft|
|11th||+8/+2||+3||+7||+3||Precision Aim (+6d6)||80 ft||+30 ft|
|12th||+9/+4||+4||+8||+4||N/A||80 ft||+30 ft|
|13th||+9/+4||+4||+8||+4||Longarm Gunsmith (+4 Magical Enhancement); Precision Aim (+7d6)||90 ft||+30 ft|
|14th||+10/+5||+4||+9||+4||Perfect Shot||90 ft||+30 ft|
|15th||+11/+6/+1||+5||+9||+5||Precision Aim (+8d6)||90 ft||+40 ft|
|16th||+12/+7/+2||+5||+10||+5||Longarm Gunsmith (+5 Magical Enhancement)||90 ft||+40 ft|
|17th||+12/+7/+2||+5||+10||+5||Precision Aim (+9d6)||100 ft||+40 ft|
|18th||+13/+8/+3||+6||+11||+6||N/A||100 ft||+40 ft|
|19th||+14/+9/+4||+6||+11||+6||Longarm Gunsmith (+6 Magical Enhancement); Precision Aim (+10d6)||100 ft||+50 ft|
|20th||+15/+10/+5||+6||+12||+6||Penetration||100 ft||+50 ft|
Class Skills 4 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Long Shot.
Weapon and Armor Proficiency: Longshots are proficient with all Simple weapons and both their Longarm and a Bayonette. Longshots are proficient in Light and Medium Armor but not shields
Longarm Gunsmith (Su): • Longarms are the weapon which each Longshot wields and creates themselves, pouring a piece of their own soul into this very weapon. From man to man, each Longarm varies heavily, reflecting the soul of the one who created them, though the base form is always the same, as that of a rifle. These rifles have a base stat-line that one may modify via 'creation points' they are awarded when creating their weapon. As time passes, a Longarm grows with it's user, gaining magical enhancements (Such as flaming, frost, seeking, etc.) All Longarms are inherently Masterwork Quality, and those who make them gain 50 Creation Points. The following is the Longarm's base stats and a list of what can be upgraded (Along with how much it costs).
Longarm Base Stats
Masterwork || Damage - 1d8 || Critical - x3 || Range - 80 ft || Weight - 12 lbs || Size - Medium || Dam. Type - Piercing
Damage • 10 Points per die increase
Critical • 15 Points per degree
Range • 5 Points per 10 feet
Weight • 5 Points per 1 lb
Damage Type • Add Slashing for 10 Points
Precision Aim (Ex): • At first level a Longshot gains Precision Aim. Once a Longarm has spent his move action taking aim at a target, he is able to aim for the vital areas of the enemy with amazing precision for the duration that he is aiming at that target, however if his aim is interrupted for any reason or he attacks someone else, he loses this ability. Precision Aim allows the Longarm to do precision damage while aiming for one target, and it is their trademark ability, however it has a shortcoming in that it has only a certain range (60 ft). As the player gains experience and levels, however, the precision damage and range of Precision Aim increases.
Upon breaking the Longarm's code, Longshot will be pursued by the Hunter's League (name subject to change). Due to the slow speeds that news travels, Longshots have anywhere from two weeks to a month before they will be hunted by the League. Immediately after breaking the Longarm's code, Longshots can either bribe the witnesses or kill them to prevent the news from reaching the Hunter's League. Doing this however will permanently change their alignment to Neutral-Evil.
 Epic <-class name->
|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->
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.->.
 Campaign Information
 Playing a Longshot
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-Longshots will put up with just about anyone, but prefer other lawful characters. If they see anyone taking excessive advantage (i.e. stealing from, intimidating, or threatening) a helpless character they will put a stop to it by any means necessary, or face punishment by the Hunter's League.->
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 Longshots in the World
|“||It's not impossible. I used to bullseye womp rats in my T-16 back home, they're not much bigger than two meters.||”|
<-Where characters of this class fit in a d20 world.->
Daily Life: Longshots can do or be just about anything that is just. Is it easy to pick a longshot out of a crowd however, due to their unflinching duty of protecting the weak and perpetually calm appearance.
Notables: <-notable NPCs of this class->.
Organizations: The League of Hunters (name subject to change).The League is where initiates train and learn to follow the Longarm's code. All Longarm's know that disobeying the League of Hunters and the Longarm's code would mean death. The League of Hunters has very little say about what each Longshot does, provided they strictly obey the Longarm's code.
NPC Reactions: Evil characters hate and/or fear Longshots since they are thorns in their sides. Those who are helpless regard Longshots as unfailing heroes.
 <-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.->.