Alchemical Gunslinger (3.5e Class)
From D&D Wiki
- Note: This class based of the Hexagunner which was a great idea but needed more focus in my opinion*
There are fighters who train endlessly to master every use of the alchemy pistol and train their skill with it to perfection, and then there are are Gunslingers who are born with a gun in their hand and an itchy trigger finger. Gunslingers are wild, unpredictable troublemakers who have a knack for bringing chaos with them wherever they go.
Making a Gunslinger
Abilities: Dexterity is the quintessential skill for the Gunslingers techniques, adding to their deadly precision at range along with allowing them to better avoid incoming attacks. Intelligence Allows Gunslingers to create their own ammo as well as allowing them to make better use of their longshot and precise shot abilities. Lastly Constitution gives the Gunslinger 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. Dwarves and gnomes are most likely Hexagunners because of their crafting skills.
Alignment: Any Chaotic.
Starting Gold: 3d4×10 gp (75 gp).
Starting Age: Simple
|Saving Throws||Special|| Longshot|
|1st||+0||+0||+2||+0||Steady Aim +1d6, Quick Draw||+0 ft.|
|3rd||+2||+1||+3||+1||Steady Aim +2d6,||+0 ft.|
|5th||+3||+1||+4||+1||Steady Aim +3d6, Speed Loader Always Ready +1||+5 ft.|
|7th||+5||+2||+5||+2||Steady Aim +4d6, Gunblaze||+5 ft.|
|9th||+6/+1||+3||+6||+3||Steady Aim +5d6,||+10 ft.|
|10th||+7/+2||+3||+7||+3||Always Ready +2||+10 ft.|
|11th||+8/+3||+3||+7||+3||Steady Aim +6d6,||+10 ft.|
|13th||+9/+4||+4||+8||+4||Steady Aim +7d6,||+15 ft.|
|15th||+11/+6/+1||+5||+9||+5||Steady Aim +8d6 Always Ready +3||+15 ft.|
|17th||+12/+7/+2||+5||+10||+5||Steady Aim +9d6,||+20 ft.|
|19th||+14/+9/+4||+6||+11||+6||Steady Aim +10d6||+20 ft.|
|20th||+15/+10/+5||+6||+12||+6||Always Ready +4||+20 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 given enough time a Alchemical Gunslinger 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.
Quick Draw: At 1st level, a Gunslinger gains the Quick Draw feat as a Bonus Feat. A Gunslinger 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 opposed to a standard action.
Longshot Range Bonus: At 4th level, a Gunslinger can use Precise Shot at longer range than normal, however, for every 5 ft. the target beyond normal Precise Shot range the Precise Shot deals 1d6 points less damage and a Alchemical Gunslinger cannot deal Precise Shot damage at longer range beyond 30 ft. than shown on the Longshot Range Bonus table.
Speed Loader (Ex): At 5th level, a Gunslinger has become so adept with his weapon - the hexagun - that he may now reload it as a move action. However this does still provoke an attack of opportunity if the Gunslinger should reload in an enemies threatened squares.
Always Ready (Ex): At 5th level, a Gunslinger's reaction time drops to fairly quickly. Every 5 levels, the Gunslinger gets a stacking +2 to all attacks of opportunity. Even if the Gunslinger gets more than one. This effect applies to any weapon the Gunslinger is proficient with.
Gunblaze: At 7th level, a Gunslinger can fire multiple bullets at once allowing you to gain an extra attack when you use your Precise Shot ability however all your attacks during the round you use this ability take a -2 penalty. At 14th level a Gunslinger gains a third attack when he uses this ability.
Deadeye: at 18th level, a Hexagunner can now add his Intelligence bonus to the extra damage when using the Precise Shot ability. For example a 7th level Hexagunner with a +2 Intelligence modifier can now deal 4d6+2 extra damage as opposed to the regular +4d6.
If a Hexagunner should become of any alignment that is non-chaotic, 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 does change to any chaotic. 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
Skill Selection: Pick a number of skills equal to 5 + Int modifier.
|Sleight of Hand||4||Dexterity||−1|
Feats: Point Blank Shot.
Bonus Feats: Rapid Metabolism.
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: <-Typical advancement options for characters with this class. Include desirable multiclass 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 preparation 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 feet and lastly use their fists.
Notables: Seigfried 'Three shot' Kepler, Black Eye Bob, Shotglass Johnson.
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 tendency to lockup or backfire if used incorrectly.|
|15||The names of all local Hexagunner gangs.|
|20||The location of the local Hexagunner gang's hideout.|
Hexagunners in the Game
Hexagunners can play the roll of either comic relief, constantly fighting with authoritative figures, or are able to add a little bang into a campaign with bartime brawl or surprise ambushes. Either way they are very powerful figures, able to deal out massive amounts of damage at relatively long distances. These are not suggested for low-fantasy campaign but fit extremely well into cyber or steampunk settings or high-fantasy games.
Adaptation: Either as bandits, misunderstood thieves or generally just the bad guys, Hexagunners come in a large variety of personalities. They allow for a lot of freedom for role playing along with
"I don't know Trobruk...seems kinda dark down there..." Matilda whined as they winded through the forest path, four of them, wearily pacing along the sodden mud path that sloped steeply downwards into the heavily wooded valley gorge.
"Will you be quiet! You’ve been ‘my feet hurt! Are we there yet?’ since we left Townsbrooke four days ago!" The rain had done little to ease the swordsman’s temper, his leather underlay now thoroughly soaked. "At this rate we’ll never find this confounded Hexagunner den! They’ve probably already packed up and moved by now you coatstand!" At this moment he was tempted to use the Halfling as a toboggan along the slippery trail to speed up their descent.
Trobruk felt a hand tap on his shoulder "Matilda I swear if you don’t get to the back of the line right now I will use your skin as garnish for our next meal!" His face was beet red, contrasting his usually pale complexion greatly, as if someone had slapped him hard across the face.
The hand persisted still. "That’s it!" Turning quickly around, Trobruk was not met with the sight of a chirpy Halfling woman. A gleaming gun barrel was pressed to his forehead, its cold tip making a temporary red circular impression on his now ghostly white face.
"Stand and deliver." The assailant’s smirk was hidden by a plaid handkerchief around his nose and mouth that served as a bandanna.
"Gods above..." Trobruk would rub his temple if his hands weren’t now bound by thick, coarse rope....
|male human hexagunner 8|
|CN Medium Humanoid (Human)|
|Init/Senses||+5/Listen +12, Spot +12|
|AC|| 20, touch 15, flat-footed 15|
(+5 armor (+1 chain shirt of shadow), +5 Dexterity, Dodge)
|hp||50 (8 HD)|
|Speed||50ft. (10 squares)|
|Melee||pistol whip +11/+6 (1d4, 20/x2)|
|Ranged||+1 distance hexagun +12/+7 (1d8, 20/x3) or|
|Ranged||+1 distance hexagun +10/+5 (2d8, 20/x3)|
|Abilities||Str 10, Dex 20, Con 14, Int 10, Wis 14, Cha 16|
|SQ||Steady Aim (Ex), Sidestep Speed Bonus (Ex), Uncanny Dodge (Ex), Improved Uncanny Dodge (Ex), Burst Shot +3 (Ex), Speed Loader (Ex), Fightin' Words (Ex)|
|Feats||Point Blank Shot, Dodge, Quick Draw, Rapid Reload, Far Shot, Shot on the Run, Weapon Focus (hexagun)|
|Skills||+14 Bluff (Cha), +21 Hide (Dex), +16 Intimidate (Cha), +13 Listen (Wis), +13 Spot (Wis)|
|Possessions||hexagun ammunition ×24, silk rope (50ft), backpack, flint & steel, 72 gp|
|Steady Aim (Ex)||Johnson may sacrifice a move action to gain extra damage as well as range upon his chosen ranged weapon. This damage totals 4d6 addtional damage typed to the damaged dealt by the range weapon of choice. Should he score a critical hit with his steadied aim, the extra damage included is not multiplied. Whilst taking Steady Aim the range increment of his weapon doubles, stacking with any effects such as the Far Shot feat or Distance magical weapon enhancement. A target must first be selected for Johnson 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 he is on a surface which is either unstable or is himself moving, then he is unable to use the Steady Aim enhancement.|
|Sidestep Speed Bonus (Ex)||Shotglass Johnson gains an enhancement bonus to his base land speed of 20ft.|
|Speed Loader (Ex)||Shotglass Johnson 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 he should reload in an an enemies threatened squares.|
|Uncanny Dodge (Ex)||Johnson can react to danger before his senses would normally allow him 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, still loses his Dexterity bonus to AC if immobilized.|
|Fightin' Words (Ex)|| As a free action Johnson can either evoke startling courage and strength amongst his allies or belittle his enemies with curses a sailor would find distasteful. Fightin' Words are only effective for a 30 ft radius emanating from Shotglass Johnson, if an ally should move out of this radius, then they lose the granted bonuses. Johnson may only have one aura active at any time. Changing an aura is a free action. All Fightin' Words are mind-affecting abilities.
Greenhorn (Ex): Brandishing his firearm, the Hexagunner jovially sledges those are him with a curt word or two, granting all allies within 30 ft excluding himself a bonus to ranged attack rolls equal to the Hexagunner's Charisma bonus. Greenhorn is a mind-affecting ability.
|Improved Uncanny Dodge (Ex)||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.|