Psionic Gunslinger (3.5e Helvruin Prestige Class)

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Psionic Gunslinger[edit]

Shoot them down, shoot them up, whatever. Just shoot them.
—Koskol Immerund of the Mountains, Torkk Psionic Gunslinger, 'Gunslinger's Handbook Vol. I'

The Psionic Gunslingers are smart, fast and quick-thinking. They don't like being up close and personable with their enemies, so they stay back and deliver manifested powers and bullets from a distance. They manufacture amazing pieces of psionic technology, such as their bullets, which are capsules of stored psionic force.

Becoming a Psionic Gunslinger[edit]

Psionic Gunslingers use previous abilities of their other manifesting classes in order to determine their powers, but they must have high dexterity in order to fire their weapons accurately. They can also use several other stats to help them in their adventures. Strength helps them when enemies get too close,

Entry Requirements
Base Attack Bonus: Anyone wanting to become a Psionic Gunslinger must have at least a +3 attack bonus.
Feats: Anyone wanting to become a Psionic Gunslinger must have the Exotic Weapon Proficiency(Handgun) and Rapid Reload.
Special: Anyone wishing to become a Psionic Gunslinger must learn to craft his own gun and psionic force bullets.

Table: The Psionic Gunslinger

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Manifesting
Fort Ref Will
1st +1 +0 +2 +0 Psiblast Shot +1d6, Headshot, Craft Psionic Bullets
2nd +2 +0 +3 +0 +1 level of existing manifesting class.
3rd +3 +1 +3 +1 Single Handed Reload +1 level of existing manifesting class.
4th +4 +1 +4 +1 Psiblast Shot +2d6, Dual Wield
5th +5 +1 +4 +1 +1 level of existing manifesting class.
6th +6 +2 +5 +2 Rain of Bullets +1 level of existing manifesting class.
7th +7 +2 +5 +2 Psiblast Shot +3d6
8th +8 +2 +6 +2 +1 level of existing manifesting class.
9th +9 +3 +6 +3 Experienced Dual Wield +1 level of existing manifesting class.
10th +10 +3 +7 +3 Psiblast Shot +4d6, Extreme Firearm Proficiency

Class Skills (4 + Int modifier per level)
Autohypnosis(Wis), Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Jump(Str), Knowledge(Psionics)(Int), Psicraft(Int), Spot(Int), Use Psionic Device(Cha).

Table: The Epic Psionic Gunslinger
Level Special
11th Bonus Feat
13th Psiblast Shot +5d6
14th Bonus Feat
16th Psiblast Shot +6d6
17th Bonus Feat
19th Psiblast Shot +7d6
20th Bonus Feat

Class Features[edit]

All of the following are class features of the Psionic Gunslinger.

Psiblast Shot(Ps): Psionic Gunslingers can apply their psionic focus to their shots. While psionically focused, they can apply an extra 1d6 damage to all ranged attacks. This damage increases every three levels. (1d6 at first level, 2d6 at 4th level, etc.)

Headshot: If a psionic gunslinger studies his target for 3 rounds and then makes an attack with a ranged weapon that successfully deals damage, the attack has the additional effect of possibly killing the target. While studying the victim, the gunslinger can undertake other actions so long as his attention stays focused on the target. If the victim of such an attack fails a Fortitude save (DC 10 + the psionic gunslinger's class level + the psionic gunslinger's Int modifier) against the kill effect, she dies. If the victim’s saving throw succeeds, the attack is just a normal attack. Once the psionic gunslinger has completed the 3 rounds of study, he must make the headshot within the next 3 rounds.

Craft Psionic Bullets: Psionic Gunslingers don't use regular black powder ammunition like other gunslingers, instead they fill a lead-lined brass shell with psionic force and cap it with the lead bullet. When the brass shell is struck with the hammer of the gun, the psionic force becomes volatile, rapidly expanding and pushing the bullet outwards at high velocity. These rounds of ammunition make no sound and leave no residue.

Crafting these bullets is an extremely frustrating process. Without this ability or instruction, the craft DC is 25 for one bullet. With instruction, the player may take 20 to create a set of six bullets. With this ability, the craft DC is only 15 to create a set appropriate for his gun. The player can spend any extra time and power points that are left at the end of the day to repair the lead lined capsules and re-arm them.

Single Handed Reload: At third level, a Psionic gunslinger gains the ability to reload with one hand. Gunslingers of all kinds must be able to move quickly, and fire off a lot of shots. When this ability is obtained, the gunslinger learns how to reload with one hand, without recieving any penalties. The reload time stated in the weapon's description is now the time it takes to reload with one hand. When re-loading with two hands, he cuts the time in half. He can now have one hand full, and still fire away at his normal rate.

Dual Wield (Ex): At fourth level, a Psionic Gunslinger learns to proficiently wield two guns. He can wield and combination of pistols or revolvers with only a -2 penalty on attack rolls for both. This does not apply to any other weapons or other guns.

Rain of Bullets (Ps): At sixth level, a Psionic Gunslinger can expend his psionic focus, and fire a flurry of shots toward a range of enemies. As he expends his psionic focus, he can make two attacks at -1 bonus, three attacks at -2 bonus, four attacks at -3 bonus, or five attacks at -4 bonus. By spending 2 power points, he can take a smaller penalty on one attack, and can repeat this until he makes the attacks at full bonus. (i.e. Spend four power points to make two attacks at full bonus, etc.) He can also spend three power points and make an extra attack at the specified bonus. (i.e. Spending six power points to make four attacks at -1 bonus) These added attacks cannot be boosted as the others can. Enemies targeted by these attacks must be within a 15ft radius circle.

Experienced Dual Wield (Ex):

Extreme Firearm Proficiency: At tenth level, a Psionic Gunslinger becomes able to use other, more exotic firearms proficienty. He must be taught how to use or have created the weapon. Some weapons require special feats or requirements to use. See Helvruin Weapons and Armor for more information.

Bonus Feats: The epic Psionic Gunslinger gains a bonus feat (selected from any psionic, epic or fighter feats) at 11th level, and every four levels afterward.

Campaign Information[edit]

Playing a Psionic Gunslinger[edit]

Combat: Psionic Gunslingers can either be snipers or ranged brawlers, pumping themselves up

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

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Psionic Gunslingers in the World[edit]

My gun's better than a matchlock, it doesn't make a bang.
—Jessica Loss, Human Psionic Gunslinger

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

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

Psionic Gunslinger Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige 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
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Psionic Gunslingers in the Game[edit]

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

Adaptation: <-Fitting this class in your campaign->

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

EL whatever: <-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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