Guncrafter (3.5e Class)

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Guncrafter[edit]

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Guncrafter is someone who spent their entire lives dedicating themselves to further how deadly an item can be. They pass on their trades to only their family and only in one case has one shared it with a disciple.

Making a Guncrafter[edit]

They are either the range or the damage dealers in the party, they should have Dex and Int for damage and class skills/abilities.

Abilities: Int for smarts and Dex for aiming well.

Races: Any without negatives to Int.

Alignment: Any

Starting Gold: 10d4×10 gp

Starting Age: "Complex"

Table: The Guncrafter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Range Increase (Snipers Only) Bullet Bonus Crafter Points
Fort Ref Will
1st +1 +2 +2 +0 Gun Crafting, Gun Focus, Create Ammo 20 + (Int Mod * 10) ft +1 10 + (Int Mod * 5)
2nd +2 +3 +3 +0 Gun Modifications 40 + (Int Mod * 10) ft +2 20 + (Int Mod * 5)
3rd +3 +3 +3 +1 Attachments 60 + (Int Mod * 10) ft +3 30 + (Int Mod * 5)
4th +4 +4 +4 +1 Bonus Feat 80 + (Int Mod * 10) ft +4 40 + (Int Mod * 5)
5th +5 +4 +4 +1 Faster Shot 100 + (Int Mod * 10) ft +5 50 + (Int Mod * 5)
6th +6/+1 +5 +5 +2 120 + (Int Mod * 10) ft +6 60 + (Int Mod * 5)
7th +7/+2 +5 +5 +2 Quick Reload 140 + (Int Mod * 10) ft +7 70 + (Int Mod * 5)
8th +8/+3 +6 +6 +2 Bonus Feat 160 + (Int Mod * 10) ft +8 80 + (Int Mod * 5)
9th +9/+4 +6 +6 +3 180 + (Int Mod * 10) ft +9 90 + (Int Mod * 5)
10th +10/+5 +7 +7 +3 Ammo Variations 200 + (Int Mod * 10) ft +10 100 + (Int Mod * 5)
11th +11/+6/+1 +7 +7 +3 220 + (Int Mod * 10) ft +12 110 + (Int Mod * 5)
12th +12/+7/+2 +8 +8 +4 Bonus Feat 240 + (Int Mod * 10) ft +14 120 + (Int Mod * 5)
13th +13/+8/+3 +8 +8 +4 260 + (Int Mod * 10) ft +16 130 + (Int Mod * 5)
14th +14/+9/+4 +9 +9 +4 280 + (Int Mod * 10) ft +18 140 + (Int Mod * 5)
15th +15/+10/+5 +9 +9 +5 Long Shot, Spam Shot, Dead Shot 300 + (Int Mod * 10) ft +20 150 + (Int Mod * 5)
16th +16/+11/+6/+1 +10 +10 +5 Bonus Feat 320 + (Int Mod * 10) ft +25 160 + (Int Mod * 5)
17th +17/+12/+7/+2 +10 +10 +5 340 + (Int Mod * 10) ft +30 170 + (Int Mod * 5)
18th +18/+13/+8/+3 +11 +11 +6 Better Models 360 + (Int Mod * 10) ft +35 180 + (Int Mod * 5)
19th +19/+14/+9/+4 +11 +11 +6 380 + (Int Mod * 10) ft +40 190 + (Int Mod * 5)
20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat 400 + (Int Mod * 10) ft +50 200 + (Int Mod * 5)

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance, Climb, Craft (Ammo and Guns), Disguise, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, Survival, and Tumble.

Class Features[edit]

Guncrafters spend their life to master their trade and to understand how their trade works. All of the following are class features of the Guncrafter.

Weapon and Armor Proficiency: Any ranged weapon that the Guncrafter makes, light and medium armor.

Gun Crafting: A Guncrafter can spend 5d4 hours to create a firearm with the following stats: Damage 1d8, Range: 100ft, Crit: 19-20/x2, Weight: 2 lbs., and Ammo: 10 Shots per mag.

Gun Focus: Your gun is the focus of your power. You gain the Weapon Focus and Weapon Specialization, even if you do not meet the prerequisites. At level 10, you gain the Greater Weapon Focus and the Greater Weapon Specialization. At 15th level you gain Weapon Supremacy.

Create Ammo: You can create ammo with a bonus based on the Bullet Bonus section of your table and takes 1/4 as long to create ammo and 1/10 of the price.

Gun Modifications: You can customize your gun to suit your type of combat. You can create multiple guns and give each a different purpose.

  • Shotgun: Your Guns stats change to the following: Damage: 2d4 + Dex, Range: 30ft, Crit: 11-20/x2, Weight: 5 lbs., and Ammo: 15 Shots per mag.
  • Rifle: Your Guns stats change to the following: Damage: 2d8 + Dex, Range: 100ft, Crit: 19-20/x3, Weight: 4 lbs., and Ammo: 50 Shots per mag.
  • Sniper: Your Guns stats change to the following: Damage: 4d8 + Dex, Range: 150ft, Crit: 20/x5, Weight: 9 lbs., and Ammo: 5 Shots per mag.

Attachments: You can add attachments to your gun to add different bonuses to your weapon.

  • Scope: You gain 1.5 times your total range for the weapon. Increases by 0.5 for every time you take this Attachment. 5 Points Each.
  • Silencer: Restriction: Sniper. You do 5 less damage, but no longer get a penalty on hide checks after you fire your gun. 10 Points.
  • Extended Mag: Your magazine now hold 1.5 times as much ammo. 5 Points.
  • Mag Line: Restriction: Shotgun. Reloading your gun is a free action. 5 Points.
  • Spray and Pray: Restriction: Rifle. You can take your Full Round to expand all of your Mag and shoot at anyone in your range, forcing a Reflex DC 10 + Ammo Left + Dex Mod. Takes another Full Round to reload no matter what. 10 Points.
  • One Shot, One Kill: Restriction: 10th Level, Sniper. You can lose all but one attack and gain bonuses to that single attack equal to the TAB of the expanded attacks, as well as gaining all of the damage dice to that single attack. 50 Points
  • Sneaky Shot: Restriction: Sneak Attack Ability. Your Sneak Attack Damage works at all ranges of your gun. 10 Points.
  • Increased Lethality: Your gun does an extra damage die of the same type as the original. 10 Points.
  • Increased Critical: Your gun has increased critical multiplier by 1 stage. 10 Points.
  • Bullet Storm: Restriction: Shotgun, 10th Level. You can spend all of your Ammo and Attacks to deal 20d4 damage to anyone in a 30ft cone on a failed Reflex DC 10 + Attacks Left + Ammo Left or take half on a success. 50 Points
  • Multi Kill: Restriction: Rifle, 10th Level. You gain the Cleave and Great Cleave Feat even if you do not meet the prerequisites and they only work with your ranged weapons. 50 Points
  • Deadliest Hitman: Restriction: Sniper, 20th Level. You can spend one Full Round to steady your aim and to lock onto your target. The next round, you hit your target with one shot. You only roll to confirm a critical and roll damage as if under the One Shot, One Kill ability. If you are interrupted by a fail Concentration check, you lose this abilities effect on your shot and must spend another Full Round to gain the bonuses again. 150 Points.
  • Bullet Hurricane: Restriction: Shotgun, 20th Level. You expand the equivalent of 100 shells from you gun in a 15ft cone in front of you dealing 250d4 Damage on a failed Reflex DC 10 + Ammo Left + (1 to 15 (at 15ft use 1 and at point blank use 15 and use something in between for in between the two ranges.) or take half on a success. 150 Points.
  • Rampage: Restriction: Rifle, 20th Level. You Reload as a free action and can do so in between the Great Cleave feat, you also gain extra attacks the following round equal to how many people you killed this round. 150 Points

Bonus Feat: Any ranged feat from the Fighter's Bonus Feat List.

Faster Shot: You gain extra attacks equal to your Dex Mod.

Quick Reload: You reload as a Bonus Action.

Ammo Variations: You can make enchanted ammo even if you have no spells, this is represented as you customizing your ammo to suit your every need.

Long Shot: Only Snipers take this Ability. Your total range is multiplied by 10.

Spam Shot: Only Shotguns take this Ability. You can take double the amount of attacks in a turn.

Dead Shot: Only Rifles take this Ability. Your crit range increases by 2.

Better Models: The base stats of your guns improve.

  • Shotgun: Stats: 8d4 Damage, 30ft Range, 5-20/x2 Crit, and 6 lbs.
  • Rifle: Stats: 4d8 Damage, 100ft, 18-20/x3 Crit, and 4 lbs.
  • Sniper: Stats: 6d12 Damage, 200ft Range, x6 Crit, and 9 lbs.

Epic Guncrafter[edit]

{{#anc:Table: The Epic Guncrafter}

Hit Die: d10

Level Special Range Increase (Snipers Only) Bullet Bonus Crafter Points
21st Bonus Feat 525 + (Int Mod * 15) ft +55 210 + (Int Mod * 5)
22nd Far Sight, Fast Reflexes, Multi Shot 660 + (Int Mod * 20) +60 220 + (Int Mod * 5)
23rd Bonus Feat 805 + (Int Mod * 25) +65 230 + (Int Mod * 5)
24th All Are Equal In Death's Eyes 960 + (Int Mod * 30) +70 240 + (Int Mod * 5)
25th Bonus Feat 1250 + (Int Mod * 35) +75 250 + (Int Mod * 5)
26th Blind Sight 1560 + (Int Mod * 40) +80 260 + (Int Mod * 5)
27th Bonus Feat 1890 + (Int Mod * 60) +85 270 + (Int Mod * 5)
28th Bloodlust 2240 + (Int Mod * 80) +90 280 + (Int Mod * 5)
29th Bonus Feat 2610 + (Int Mod * 90) +95 290 + (Int Mod * 5)
30th Bonus Feat 3000 * (Int Mod * 100) +100 300 + (Int Mod * 10)

8 + Int modifier skill points per level.

Far Sight: Snipers Only. You make a scope that lets you see far enough to use your scope effectively.

Fast Reflexes: Shotgunners Only. You can use your gun for Attacks of Opportunities and gain the Combat Reflexes Feat.

Multi Shot: Rifleman Only. You gain double the amount of attacks you have, this ability stacks with any other from this class or from spells or enchantments

All Are Equal In Death's Eyes: You can sense people through objects. You can sense any enemy in a 500ft radius.

Blind Sight: You gain Blind Sight in a 250ft radius.

Bloodlust: You gain a Frightful Presence in a radius equal to your range with your weapon. This is an action to activate and has a DC of 10 + Damage Dice + Dex Mod.

Epic Guncrafter Bonus Feat List: Epic Fighter List.

Playing a Guncrafter[edit]

Religion: Any God of crafting

Other Classes: Any class that improves their combat abilities.

Combat: Ranged support, either close range or far range.

Advancement: Any range classes.

Guncrafters in the World[edit]

Guns are the future!!! They can take down entire armies if the right user is fighting
—Globnar, Human Guncrafter

Although they are powerful, they prefer quite isolated lives so no one can interfere with their work.

Daily Life: Crafting.............................................................................. and more Crafting.

Notables: [Redacted]

Organizations: Artisan Guilds.

NPC Reactions: Most have never heard of them.

Guncrafter Lore[edit]

Characters with ranks in Knowledge (Crafting) can research Guncrafters 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
25 They can craft odd contraptions to help them fight.
30 The sound of explosions can be heard when they fight
35 They can shoot from ranges not even the best archer could hope, fire more projectiles then the fastest archers, and kill more people than normal archers.
40 They can kill most people in one hit if they want, make their own ammo, and use something called a "gun".

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