Soulgunner (3.5e Class)

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Rating: Not rated
(Rate this class)
Status: under construction and testing
Editing: Constructive edits welcome


  • 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[edit]

<-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.

Alignment: Any.

Starting Gold: 3d4×10 gp (75 gp)

Starting Age: Simple.

Table: The Soulgunner

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Steady Aim +1d6, Mind Bullet, Weapon focus(soul gun), Cast Rounds, Wild Talent
2nd +1 +0 +3 +0 Rapid Reload
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
14th +10/+5 +4 +9 +4
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
18th +13/+8/+3 +6 +11 +6 Lucky Shot
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)
Appraise (Int), Knowledge: Psionics (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Soulgunner.

Weapon and Armor Proficiency: soulgunner's are proficient with all simple weapons plus the Soulgun. soulgunner's are proficient with light armor, but not with shields.

  • 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.

Table: Casting Rounds

Level Round Type craft ammunition DC Bonus Damage Extra Materials Attack Bonus
1st Type 0 12 0 None +0
3rd Type 1 15 1d4 Copper +0
6th Type 4 19 2d6 Silver +1
9th Type 7 23 3d8 Gold +2
12th Type 10 27 4d10 Platinum +3
15th Type 13 31 5d12 Mithral +4
18th Type 16 35 8d12 Adamantine +5

Rapid Reload: At 2nd level, a Soulgunner gains the Rapid Reload feat as a Bonus Feat. The time required for a Soulgunner to reload his Soulgun is reduced to a free action. Reloading a firearm still provokes an attack of opportunity as per regular.

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.

Table: Modified Rounds

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

Speed Loader (Ex): At 4th level, a Soulgunner has become so adept with his weapon - any weapon with which the Soulgunner has taken the Rapid Reload feat with - that he may now reload it without provoking an attack of opportunity if the soulgunner should reload in an enemies threatened squares.

Free Draw (su): At 5th level, a Soulgunner becomes able to materialize his mind bullet as a free action instead of a move action. He can make only one attempt to materialize the mind bullet per round, however (if, for example, he must make a Will save to materialize it within a null psionics field).

Shot on the Run: At 6th level, a Soulgunner 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.

Uncanny Dodge (ex): Starting at 4th level, a Soulgunner 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 Soulgunner still loses his Dexterity bonus to AC if immobilized

Shot From the Hip: At 10th level, a Soulgunner may now make a ranged disarm attempt against his opponent as long as he is within the first range increment of the Soulgunner's ranged weapon. The Soulgunner goes through all the steps as per instructions of disarm. Shot From the Hip does provoke an attack of opportunity as per a regular disarm attempt unless the Soulgunner has acquired the Improved Disarm feat

Dead Shot: Once a day a Soulgunner 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 of 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 saving throw (15+1/2 Soulgunner level+ Int. After gaining this ability you may study your target for for a number of rounds without initiating a dead shot; for every round you study the target you double the critical and threat range.

Lucky Shot: At 18th level, usable once per encounter as a swift action a Soulgunner 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 a roll of the dice and faith in his trigger finger.

A Lucky Shot will aim for the closest hostile target to the Soulgunner regardless of cover or concealment but nonetheless an unbroken and unblocked line of effect must be drawn between the Soulgunner and the target or else another eligible target must be aquired.

The effects of a Lucky Shot can vary greatly according to the resulting d% roll. The results are as follows:

d% Result
01-05 Shoot your target's hat off their head,
leaving them unscathed but astonished.
06-20 Miss your target completely.
21-75 Deal regular weapon damage to target.
76-94 Deal critical weapon damage to target.
95-99 The target takes critical damage and
must make a Fortitude saving throw DC
equal to the damage dealt vs death.
100 Instant death, no saving throw.

Epic Soulgunner's[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
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->

<-Lather, rinse...->

<-... repeat.->

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[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
<-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[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

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

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

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

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

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

<-class name-> Lore[edit]

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.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-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.->.

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