Soulgunner (3.5e Class)
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|Status:||under construction and testing|
|Editing:||Constructive edits welcome|
- 1 Soulgunner
- 1.1 Making a Soulgunner
- 1.2 Campaign Information
- Note: This class is based of the soulknife, Hexagunner, Alchemical Gunslinger, and Gunslinger which were great classes, but I felt a good combination of them would make a great class.*
- Note: This class is fairly powerful and should only be used in difficult campaigns and with other psionics as enemies.*
There are gunslingers that are born with a gun in their hand and an itchy trigger finger; these gunslingers are known as Soulgunner’s. Soulgunner’s craft and imbue their own bullets after acquiring their Soulgun. The Soulgunner is a master of close, medium, and long range tactics and combat with a soulgun.
Making a Soulgunner
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: Dexterity is the quintessential skill for the Soulgunner's techniques, adding to their deadly precision at range along with allowing them to better avoid incoming attacks. Intelligence Allows Soulgunner's to create their own ammunition as well as allowing them to make better use of their dead shot and precise shot abilities. Lastly Constitution gives the Soulgunner a better chance of seeing combat through if they should be engaged in close combat or targeted by destructive spells.
Races: Any race can be a Soul Gunner, Gnomes, Halflings, Elves and Humans are the most common to take this class.
Starting Gold: 3d4×10 gp (75 gp)
Starting Age: Simple.
|1st||+0||+0||+2||+0||Steady Aim +1d6, Mind Bullet, Weapon focus(soul gun), Cast Rounds, Wild Talent|
|3rd||+2||+1||+3||+1||Steady Aim +2d6, Modified Rounds,Far shot|
|4th||+3||+1||+4||+1||Speed Loader, +1 Mind Bullet|
|5th||+3||+1||+4||+1||Steady Aim +3d6, Free Draw, Bonus Feat|
|6th||+4||+2||+5||+2||Shot on the run|
|7th||+5||+2||+5||+2||Steady Aim +4d6,|
|8th||+6/+1||+2||+6||+2||+2 Mind Bullet, Uncanny Dodge|
|9th||+6/+1||+3||+6||+3||Steady Aim +5d6|
|10th||+7/+2||+3||+7||+3||Shot From the Hip|
|11th||+8/+3||+3||+7||+3||Steady Aim +6d6|
|12th||+9/+4||+4||+8||+4||+3 Mind Bullet, Bonus Feat|
|13th||+9/+4||+4||+8||+4||Steady Aim +7d6|
|15th||+11/+6/+1||+5||+9||+5||Steady Aim +8d6, Dead Shot|
|16th||+12/+7/+2||+5||+10||+5||+4 Mind Bullet|
|17th||+12/+7/+2||+5||+10||+5||Steady Aim +9d6|
|19th||+14/+9/+4||+6||+11||+6||Steady Aim +10d6|
|20th||+15/+10/+5||+6||+12||+6||+5 Mind Bullet|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Soulgunner.
- Note:if soulgunner class is the starting class for a character they are given a soulgun of their size category with 100 rounds of amunition upon creation.*
Mind Bullet (su): As a move action, a Soulgunner can create a semisolid bullet composed of psychic energy distilled from his own mind. A Medium Soulgunner materializes a Medium mind bullet that he can fire from a soul gun, and the bullet deals 1d8 points of non-lethal damage (crit 19–20). after firing a mind bullet the soul gunner must wait 1d4 rounds before being able to manifest another mind bullet. A mind Bullet is considered a magic weapon for the purpose of overcoming damage reduction. A Soulgunner’s mind bullet improves as the character gains higher levels. At 4th level and every four levels thereafter, his mind bullet gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). When hit with a Mind bullet the target 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. A Soulgunner cannot manifest a mind bullet in places where psionic effects do not normally function (such as within a null psionics field)
Wild Talent: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats.This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.
Steady Aim: If given enough time a Soulgunner can shoot at an opponent's weak spots with incredible precision dealing extra damage equal to 1d6+1d6/per two levels beyond 1st, using Steady Aim is a full-round action that provokes attacks of opportunity.
Casting rounds: Creating rounds is something a Soulgunner must learn to do, as it is hard to use guns without ammunition. They gain the ability to craft special rounds which, through advanced psionic processes, stores energy and explosive components that cause great deals of damage. Each round takes an hour of undisturbed work to create and costs 2/3rds of an ounce of the associated material (Roughly the weight of 2 coins, or about 24 measures in a pound of material). Additionally, each round has a base cost of 3 silver worth of materials required by the casting process (this includes the led or other heavy metal). As the material each round is produced from improves, it improves the weapon bonus it receives in order to increase attack rolls as well as to bypass damage resistance. If a critical is made the extra damage is also multiplied. Creating rounds is a very intensive process, requiring meticulous and detailed psionic work. To create rounds requires a high craft ammunition skill and a molding kit (50gp). Every hour (6 bullets) spent consecutively working past the first requires a concentration check (DC: 12) or the crafter must pause in crafting for 24 hours to relax. Additionally, each hour past the first causes a -1 penalty to all ranged attacks. These points are recovered at a rate of 1 per every 2 hours provided the Soulgunner is no longer crafting rounds.
|Level||Round Type||craft ammunition DC||Bonus Damage||Extra Materials||Attack Bonus|
Modified Rounds: At third level a Soulgunner begins to create modified rounds which hold special elemental projectiles. There are six different types of elemental rounds; Cold, Fire, Electrical, Sonic, Acid, and Poisoned. Additionally, the Soulgunner can create holy and unholy water capsule rounds which contain aligned water, powdered silver, and garlic (or other materials that could be suspended in small capsules) used against evil or good enemies. Every hour, a Soulgunner can craft 6 rounds of any one element and requires 6 ounces of lead and additional materials detailed in the following chart. Additionally, each hour requires a craft (Small Arms) DC check to successfully create. Failure results in the loss of all crafting materials.