Dwarven Big Game Hunter (3.5e Class)
From D&D Wiki
- 1 Big Game Hunter
- 1.1 Making a Big Game Hunter
- 1.2 Campaign Information
Big Game Hunter
The Big Game Hunters are specialized firearms experts, who excels at taking down big game, boss' or just powerful creatures. These hunters come in many variations, but they have one thing in common - Where elven, human and similar humanoids pick ranged weapons, such as bows, javelins or crossbows, the Dwarven Big Game Hunter uses simple firearms, such as flintlock rifles or one barreled hailshooters.
The Big Game Hunter is a slow paced, but deadly, class.
Making a Big Game Hunter
This class is made for the backline supporter who's bored of healing people. The Big Game Hunter has the skills to pick locks and steal things out of peoples pockets, much like a rogue, but not the sneak attack. This class can be played in a few different manners, straight from the player who imitates blitzkreig to sniping down targets before they even know they are under attack.
The big game hunter is great as the backline offensive support or assasin of the group, with the ability to change the outcome of the fight step by step. However, the Big Game Hunter is an expensive class, who uses money and resources to create ammunition and will not be gaining any huge amount of cash any time soon.
Races: Dwarves only.
Starting Gold: 4d5x10g
Starting Age: Moderate.
|1st||+0||+2||+0||+0||Chosen Firearm, Specialized Ammo Creation, Weapon modification|
|3rd||+1||+3||+1||+1||SRD:Great Fortitude (fort +2), Extreme body control|
|4th||+2||+4||+1||+1||Chosen Firearm Bonus: +1|
|8th||+4||+6||+2||+2||Chosen Firearm bonus: +2|
|9th||+4||+6||+3||+3||Track, Poison Use|
|10th||+5||+7||+3||+3||Sniper upgrade (d12 instead of d10), Deadly projectile|
|12th||+6||+8||+4||+4||Chosen Weapon: Quick Reload|
|13th||+6||+8||+4||+4||Chosen Firearm bonus: +3|
|17th||+8||+10||+5||+5||Chosen Firearm bonus: +4|
|18th||+9||+11||+6||+6||Skill mastery (any non-crossclass)|
|19th||+9||+11||+6||+6||Chosen Firearm bonus: +5|
|20th||+10||+12||+6||+6||Hide in plain sight|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Big Game Hunter.
Chosen Firearm - The Big Game Hunter gains a bonus to a chosen firearm.
Specialized Ammo Creation - The Big Game Hunter enables himself to create unikke projectiles for his firearm.
Weapon modification - May modify choosen weapon at a cost.
Trapfinding - May detect traps with a searchroll, like a rogue.
Extreme body control - Becoming extremely well at controlling thier own body, the dwarf can remain completely still for hours.
Chosen Firearm Bonus: - The dwarven Big Game Hunter becomes adept at using their choosen weapon.
SRD:Endurance - The dwarven Big Game Hunter can go longer than most.
SRD:Lightning Reflexes - The Big Game Hunter gains enhanced reflexes.
Aiming type - The Big Game Hunter gains a specific way of aiming.
Poison Use - Poisoning self on accident is now not an option.
Sniper Upgrade - The Big Game Hunter deals more damage with snipers.
Deadly projectile - The Big Game Hunter can use a deathattack with his choosen weapon.
Chosen Weapon: Quick Reload - The Dwarf reloads their chosen firearm from pure muscle memmory, increasing the speed and decreases mistakes.
Weapon and Armor Proficiency: A Big Game Hunter is proficient with all martial weapons, simple weapons and firearms.
Knowing your guns (Ex):Big Game Hunters have spent their intire childhood training with guns, learning how to aim, shoot and even make ammo. They will know how to use their guns, how to create specialised ammunition and which ammo hurts which beast. They take no penalty using firearms or using special ammunition. They can use all firearms that aren't limited by physical conditions - Limits includes size, unusable limbs, broken weapons and related.
Chosen Firearm: Upon becoming a Big Game Hunter the dwarf chooses a favorit Firearm to which he gains a benefit. This includes range increment to rifles, selected firemode to close-combat firearms or duelwielding handheld firearms.
Through intense training with rifles, the Big Game Hunter gains increased increment with additional 10 ft/15 ft/20 ft (10 ft if the rifle is short range rifle with range increment below 50 ft. 15 ft if the rifle is medium range, that is between 50 and 80 ft. 20 ft if the rifle is long range, that is above 80ft.) depending on the rifletype.
This includes but isn't neccesairly limited to:
Through intense training with close-combat firearms, the Big Game Hunter gains the ability to choose to rapidly shoot three times, rolling seperate rolls for each hit, at the same target, if the weapon allows it. Each roll takes a -4 penalty for lack of time to aim. Damage modifiers only applies to the first roll. This doesn't include ammo modifications or weapon modification, only things such as sneak attack gained from rogue levels ect. This includes but isn't neccesairly limited to: Buckshot firearms
Through intense training with handheld firearms, the Big Game Hunter gains the ability to duel wield handheld firearms without penalties. Reloading will still be one firearm at a time.
This includes but isn't neccesairly limited to: All handheld firearms, which can be used in one hand.
Rapid firing firearms:
Through intense training with Rapid firing firearms, the Big Game Hunter gains the class-only feats Supression and Reflex firing.
- Supression: As a standart action a Big Game Hunter may target anything and gain a +3 bonus to hitting a target if it moves. The effected target takes a -3 penalty to ranged aiming and provokes an attack of opportunity each square moved. Entering total concealment negates supression.
- Reflex Firing: As a standart action a Big Game Hunter may target more than one and gain a +1 bonus to hitting any who makes an action which would otherwise provoke a melee attack of oopportunity. The effected has to roll a concentration check to continue the action.
This includes but isn't neccesairly limited to:
Rapid firing firearm
Rapid firing handheld gun
Specialised Ammo Creation::
The Big Game Hunter becomes proficient in the creation of specialized ammunition with special properties. Each property has a base price which is multiplied by the bonus. Exaple: Creating armor penetrating ammunition with the benefit of ignoring 3 damage reduction has a material cost of 50x3g pr projectile. -This is not a craft skill-
Creation bonuses are listed as:
- Penetrating Ammo: Ignores 1 point of damage reduction per bonus. Ignores 1 point of AC -from armor, including natural- per 3 bonus. 5g per bonus point used.
- Heavy Ammo: Deals 1 additional point of bludgeon damage per bonus. Ignores 1 point of AC -from armor, including natural- per 3 bonus. 5g per bonus point used.
- Explodsive Ammo: Deals 1 additional point of damage per bonus. Deals additional 1 point of bleeding damage per 5 bonus. 10g per bonus point used. Requieres 5 points spent.
- Light Ammo: Deals 1 less damage per bonus BUT ignores 1 points of dex bonus per bonus. 2g per bonus point used.
- Acidic* Ammo: Deals 1 point of acidic damage per bonus. Minimum bonus is 10. 50g+5g per bonus point used.
- Poisonous* Ammo: At the cost of 10 bonus points a poison can be added. The cost of the poison is seperate. 1 ounce per 5 projectiles.50g+5g per bonus point used.
Acidic/ Poisonous ammo: These substances are kept in small chambers inside the projectile, that shatter upon impact. The very specific type of glass and the design of the chambers increase the cost of 50g.
In addition to the bonus points there's also material. Material adds the material bonus. Materials are listed as:
- Steel: 1 sp per projectile.
- Adamantite: 60 gp per projectile, pierce 3 damage reducion. Uses 5 bonus points.
- Iron, Cold: 5 sp per projectile
- Silver, Alchemical: 2 gp per projectile, -1 damage.
Besides material there's four size categorizes of projectile, with individual limits.
- Small: d4, no poison can be added, max 5 creation bonus.
- Medium: d6, max 8 creation bonus.
- Large: d8, max 12 creation bonus.
- Sniper: d10, max 15 creation bonus. Sniper projectiles are extra long and heavy. Some weapons can only use this type of projectiles.
Specialized Ammo Limits:
- Bonuslimits: There's a limit to how many bonus' that can be added to a projectile. The limit is CL+(int). (Class level added int modifier)
- Masterwork projectiles: Add 100 gp to add "Masterwork" to the projectile, which allows +5 creation bonus.
Specialized Ammo creation: Mix:
The Big Game Hunter becomes adept at creating specialized Ammunition, that he enables the creation of mixed projectiles bonus'. The mixing of different projectile design is hard or impossible, taking the skills and price of 5 bonus'.
Sniper Upgrade: The Big Game Hunter deals more damage with snipers, as he has unlocked the full potentual of the weapon.
Deadly projectile: The Big Game Hunter can spend 5 rounds aiming, changing his next ranged attack with a firearm into a death attack (DC: damage dealt). The hit automaticly deals critical damage unless it misses or if target is immune agianst death effects. Deadly projectile is considered a full round action and can be interupted. It cannot be used at a range beyond the range increment of the firearm used.
Aiming type: The Big Game Hunter gains a specific way of aiming, granting one of the following three feats
- Steady Aim: Increases the chance of hitting a target, when using Deadly projectile by 5.
- Quick Aim: Decreases Deadly projectile's amount of waiting to 3 rounds instead of 5.
- Spot on: Gives the Big Game Hunter the chance of shooting a target of Deadly projectile right away, by rolling a procentage die each round of aiming. The succes DC is 20% x turns used. It will always trigger on 5th round if not triggered already.
Ex-Big Game Hunter
A retired Big Game Hunter rechieves no penalty, but an outcast will have to turn in weapons and ammo obtained legally. This works the same way as if one had a gun permit.
Epic Big Game Hunter
|21st||Chosen Firearm: Epic Reload|
|24th||Improved Aiming type|
|30th||Improved Deadly projectile|
8 + Int modifier skill points per level.
Chosen Firearm: Epic Reload <-how this class feature increases or accumulates at epic levels->
Improved Aiming type
The Big Game Hunter's Aiming type improves, buffing Deadly projectile further.
- Steady Aim: Increases the chance of hitting a target, when using Deadly projectile by 10 and the DC to beat gains +10.
- Quick Aim: Decreases Deadly projectile's amount of waiting to 1 rounds instead of 3 at the price of -15 accuracy. This effect is selectable and the player must declare using this effect before making the attackroll.
- Spot on: The succes DC is 40% x turns used. It will always trigger on 3rd round if not triggered already.
Improved Deadly projectile
Deadly projectile improves - It can be used at any range, but applies the rules of firing beyond the firearm's range increment, decreasing the chance of hitting. See . Further more - The firearmtype of Snipers gains increased save DC by 1½ the usual DC.
Bonus Feats: The epic Big Game Hunter gains a bonus feat (selected from the list of epic Big Game Hunter bonus feats) at 26th and 28th level.
Epic Big Game Hunter Bonus Feat List: Epic Endurance, Epic Leadership,Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization*, Improved Combat Reflexes, Legendary Commander, Superior Initiative, Uncanny Accuracy. In addition to these feats, a Big Game Hunter may choose any feat from the Epic General feat list.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->
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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.->.
Playing a Big Game Hunter
Religion: As dwarves.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: Burst, support.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Big Game Hunters in the World
|“||They nevar saw it coming!||”|
|—Oldun of the mines, Dwarven Big Game Hunter|
The Big Game Hunters are found near the dwarven civilazation or in the wilderness chasing their prey. It's extremely rare to see them in towns of other nationalities.
Daily Life: whipsers "is that it?". "No, be patient". "But the grass is itching..". "Shut up and lay still!"
Notables: Their lifestyle and weaponry is printed all over their faces. They are sturdy, usually, and often filthy.
Organizations: It's a family business, but co-operation between Big Game Hunters is at the border of becoming a guild.
NPC Reactions: "A dwarf?.. With a gun?.. How is this supposed to be safe?". NPCs tend to be suprised and keep their distance to a Big Game Hunter, unless they got a target to get picked off. Authorities usually dislike Big Game Hunters as they usually are selfish and greedy for Big Game.
<-class name-> Lore
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.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-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.->.