Coinshot (3.5e Class)
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An Allomancer burning Steel is able to "Push" on nearby metals. This can allow them to make metallic objects that weigh less than they do to fly through the air away from them (using coins, for instance, as weapons). For metallic objects which weigh more than they do, this can cause them to be pushed away from the object. They are known to be wily and unpredictable. A Misting who can only burn Steel is known as a "Coinshot".
Making a Coinshot
Upon the battlefield, a Coinshot is an insanely mobile combatant, who can avoid problems that would catch others unaware, with relative ease. This is due to the versatility of their jump class feature. Also, due to this class feature, Coinshot are prone to charging with each attack they make in battle, and landing as many blows as they can in a given stretch of time.
Abilities: Dexterity is the key ability score for Coinshot, seeing as it grants them AC, high initiative, and good Reflexes, which are all key mechanics for the jumper. Next in order of importance to a Coinshot are Strength, so that they can deal decent damage, and Intelligence, so they can utilize better use of their skill points. Thirdly, Constitution is a good ability for Coinshot, seeing as it grants higher hit points, and one can never have enough of them. Lastly, Charisma and Wisdom are the least important ability scores for a Coinshot, but are each useful in their own way in a particular situation.
Starting Gold: 4d8×10 gp (180 gp).
|Saving Throws||Special||Jump DC Bonus|
|1st||+0||+0||+2||+2||Instinctive Initiative, Nimble Strike +1d6, Burn Steel||+2|
|3rd||+2||+1||+3||+3||Uncanny Dodge (Ex)||+2|
|4th||+3||+1||+4||+4||Nimble Strike +2d6||+4|
|6th||+4||+2||+5||+5||Improved Uncanny Dodge (Ex)||+4|
|7th||+5||+2||+5||+5||Nimble Strike +3d6||+6|
|10th||+7/+2||+3||+7||+7||Improved Evasion (Ex), Nimble Strike +4d6||+7|
|11th||+8/+3||+3||+7||+7||Unnatural Dodge (Ex)||+7|
|13th||+9/+4||+4||+8||+8||Nimble Strike +5d6, Quick Step||+8|
|16th||+12/+7/+2||+5||+10||+10||Nimble Strike +6d6||+9|
|19th||+14/+9/+4||+6||+11||+11||Nimble Strike +7d6||+14|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Burn Metal (Ex): At the 1st level an Allomancer is able to ‘burn’ metal by ingesting a small portion. This is considered a swift action and is required to use any ability that extends out from the metal. As each metal burns at a different rate the table below shows how many actions can be used for each reserve of metal. Burning a metal of alloy that is impure may result in sickness or in the most extreme cases near death. An allomancer known as a Coinshot has the ability to burn Steel, which allows them to "Push" on nearby metals. This can allow them to make metallic objects that weigh less than they do to fly through the air away from them (using coins, for instance, as weapons). For metallic objects which weigh more than they do, this can cause them to be pushed away from the object. This allows metal objects to be thrown without incurring the penalty of an improvised thrown weapon. When pushing on a metal weapon that weighs less than the Allomancer, the Allomancer gains the ability to use an Improved Disarm feat. When pushing on an object that weighs more than the Allomancer, they can be pushed backward or skyward by 10 feet per action spent.
|Impure Metal Burning||Roll Result|
|No Negative Effects||1-20|
|Minor Metal Sickness (-30% HP)||21-40|
|Moderate Metal Sickness (-50% HP)||41-60|
|Major Metal Sickness (-50% HP, -2 Str, -2 Dex)||61-80|
|Deathly Metal Sickness (-80% HP, -2 Str, -2 Dex, -2 Con)||81-100|
|Metal||Metal’s Ability||Ability Burn Rate|
|Tin||Enhance Senses||20 Actions|
|Bronze||Seeker Sense||18 Actions|
|Zinc||Riot Emotions||14 Actions|
|Brass||Sooth Emotions||14 Actions|
|Copper||Copper Cloud||10 Actions|
|Pewter||Predator’s Grace||8 Actions|
|Steel||Steel Push||8 Actions|
|Iron||Iron Pull||8 Actions|
|Antium||Glimpse Future||1 Action|
Instinctive Initiative: A Coinshot’s body is always on edge and prepared for whatever happens around it, no matter how calm the world may be. At the beginning of an encounter, the Coinshot may roll dice for initiative and add +4 to better the result.
Nimble Strike: Coinshot are unbelievably fast, and, upon the battlefield, it is extremely difficult to dodge their attacks. As long as a Coinshot moves more than 15 feet in a round, they deal an extra 1d6 on any attack they make before the beginning of their next round.
Acrobatic: You get a +2 bonus on all Jump checks and Tumble checks.
Uncanny Dodge (Ex): A Coinshot’s reaction time is unbelievably fast, and this can be seen during any given battle. Starting at third level, a Coinshot 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, he still loses his Dexterity bonus to AC if immobilized.
Evasion (Ex): A Coinshot’s reflexes are so acute, that they can avoid even the most unavoidable attacks as though they weren't even there. Starting at fifth level, if a Coinshot makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Coinshot is wearing light armor or no armor. A helpless Coinshot does not gain the benefit of evasion.
Improved Uncanny Dodge (Ex): A Coinshot’s body usually seems to be on a hairpin trigger at almost every walking moment of the day. A Coinshot of sixth level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the rogue has at least four more rogue levels than the Coinshot.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Needle Charge: Coinshot have it within their power to attack their foes with incredible finesse, and strike deadly blows at the end of a charge. At eighth level, a Coinshot gains the ability to add his Dexterity modifier to any damage roll made at the end of a charge attack.
Mercurial Charge: A Coinshot eventually learns to charge across the battlefield with unbelievable dexterity. Starting at ninth level, a Coinshot need not move in a straight line to charge, nor must he charge the closest available space. He still may not move back on himself during a charge, and his charge move still ends as soon as he threatens his target.
Improved Evasion (Ex): Coinshot eventually master their physical dexterity to the degree that, no matter what comes at them, they can avoid it. This ability, gained at tenth level, works like evasion (see above). A Coinshot takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, he takes only half damage even if he fails his saving throw.
Unnatural Dodge (Ex): Coinshot are beings who seem to dodge things that they shouldn't actually be capable of dodging in certain situations. Starting at eleventh level, any time that a Coinshot is denied his Dexterity to his AC (such as he would be if he was stunned or blinded), he gains an Insight bonus to AC equal to his Dexterity modifier. He only gains this bonus if his Dexterity modifier is actually denied, and not if he manages to retain it to his AC. Note that the Coinshot is still considered to have been denied his Dexterity bonus to AC.
Quick Step: Coinshot seem to be able to move faster than most others can even try to understand. At thirteenth level, a jumper can take an extra 5-foot step in any round when he doesn’t perform any other movement (except for the first 5-foot step). Like the first, the second 5-foot step does not provoke attacks of opportunity. A Coinshot can take the extra 5-foot step immediately after taking the first, or wait until the end of his other actions for the round. In all other ways, the rules for taking a 5-foot step apply.
Ultimate Push (Ex): A Coinshot’s body has the capability to move faster than almost any other living being, and, eventually, a Coinshot actually achieves this capability. At twentieth level, a Coinshot gains the ability to, once per round, take an extra standard action, either before or after his other actions in the round. In this manner, a Coinshot may even take an extra standard action after taking a full-round action during a single round.
Armor: Leather Armor
Weapons: Heavy Flail.
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Feat: Improved Initiative.
Bonus Feats: Combat Reflexes.
Gold: 24 gp.
Playing a Coinshot
Other Classes: Coinshot tend to vary in who they get along with depending on their own personal way of behaving. Though, while this is true, they seem to be likely to get along with rogues, barbarians or monks more than others, considering that they share styles of fighting upon the battlefield with each of these three classes. Combat: In battle, a Coinshot may seem to be everywhere, constantly moving, always dodging, and almost impossible to catch unawares. A jumper hardly ever stays away from the battle, instead charging through it, striking enemies with unavoidable dexterity and finesse. A Coinshot can be a vexing opponent at times, managing to slip through what would otherwise be a foolproof plan, and dodging attacks made by the most weathered veterans.
Coinshot in the World
|“||Do they actually think a wall is going to stop me?||”|
|—Maxwell Kale, Human Coinshot|
Coinshot tend to be find themselves, most commonly, in the position of messengers, scouts, and assassins. In as much, they can usually be found most commonly in large towns or small military regiments, where speed and finesse are both very necessary. It is not uncommon however, for a jumper to take to a life of crime, since it is exceedingly difficult to catch them, and they can get access to places that others couldn't even imagine of reaching.
Daily Life: The life of a Coinshot as they live from day to day is mostly the same as any others, respectively. Though their lives will be subtly changed due to the fact that they can view a problem that would stump most others, such as a a 20 foot thick adamantine wall, as a mere inconvenience. They also have the ability to cover much more ground in a single day than other living creatures, and so, may tend to be rather flighty, moving from town to town every now and then, and not remaining in any one place for longer than a few weeks.
Organizations: A Coinshot is rarely inclined to go out and enter into a particular organization solely due to their nature. Though, it isn't uncommon for a particular Coinshot to find themselves being persuaded to join into a battle-based organization, or enticed to form an organization all their own, based around crime. Both of these situations sprout from the same source, and that source is the simply fact that a Coinshot is a difficult person to catch.
NPC Reactions: Coinshot are difficult to notice whenever they aren't in battle or using their ability for whatever reason. Though, whenever they actually do use the ability, they can be instantly spotted, since their manner of travel is so unique. When a person actually realizes someone is a Coinshot, they usually regard that person with different degree's of respect, depending on the person in question.
Characters with ranks in gather information can research Coinshot to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Coinshot can travel by burning steel.|
|10||Coinshot are extremely difficult to catch, especially on the battlefield.|
|15||A Coinshot can actually jump without error while in an antimagic field.|
|20||Characters who get this result can know the name and location of a specific Coinshot and any item related to them.|
Coinshots in the Game
Coinshots can find themselves in nearly any location imaginable, from the grandest of the outer planes, to the narrowest back alley in a city. This fact often leads a Coinshot to be an adventurous type, always looking to see what new places they can get to, or what new events to witness.