Shotgun Stinger (3.5e Class)
From D&D Wiki
Weapon in one hand, speed on their side, Shotgun Stingers use their speed and knowledge of weapons and armor to shatter a foe's. Their names come from the shotgun like recoil and sound that the enemy feels and hears when their weapon or armor shatter.
DISCLAIMER: This class is based on the work of Monty Oum in the form of his character Adam. I take no credit for any ideas, abilities motifs, or anything else, as this is a class made by a fan for his character.
Making a Shotgun Stinger
The Shotgun Stinger specializes in making sure they close the gap in their targets ranks, using Bull Rush and Charge attempts in conjunction with Sunder attempts to ruin the foes' armor, weapons, accessories, or anything else valuable. However, they are usually frail, and lightly armed classes such as Rogues and Wizards limit what the Shotgun Stinger can do.
Abilities: Dexterity and Strength are a must due to lack of heavy armor, and need for their Sunder, Charge, and Bull Rush attempts. Constitution is good to have for the extra hit points. The rest is needed for their skills.
Races: Most, if not all races, tend to fit into the Shotgun Stinger's method of fighting with ease.
Starting Gold: 2d6x30.
Starting Age: Moderate.
|3rd||+3||+1||+3||+1||Sunder Sword, Power Attack|
|6th||+6/+1||+2||+5||+2||Cleave, Quick Draw|
|7th||+7/+2||+2||+5||+2||Combat Breaking Reflexes, Counter Charger|
|8th||+8/+3||+2||+6||+2||Breaker Blade, Defensive Sunder|
|10th||+10/+5||+3||+7||+3||Wrist Flicker, Stability|
|12th||+12/+7/+2||+3||+8||+3||Keen Eye, Machine Smasher|
|15th||+15/+10/+5||+4||+9||+4||Crack and Shatter|
|16th||+16/+11/+6/+1||+5||+10||+5||Blacksmith's Check, Elementalist's Check|
|20th||+20/+15/+10/+5||+6||+12||+6||Sound of Metal|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: The Shotgun Stinger is proficient with all Simple and Martial Weapons, Including the Bastard Sword and Dwarven Waraxe. They are proficient with Light Armor and the Buckler.
Crafter's Check: Using their knowledge of weapons and armor, a Shotgun Stinger can check to see the condition of any weapon or armor. Using this, he can see if it is new, old, warn, broken, ect, ect. The Condition 'Masterwork' cannot be shown yet.
Dodge: At 2nd level, the Shotgun Stinger gains Dodge as a bonus feat.
Run: At 2nd level, the Shotgun Stinger gains Run as a bonus feat.
Sunder Sword: Just the name of the attack. once at 3rd level, then Shotgun Stinger starts to learn about his art. Instead of attacking an enemy, he may target armor or a weapon on the enemy, by attacking the Weapon/Armor's Hardness/AC and dealing damage to it's Health. If the health reaches 0 (Zero), the weapon/armor is rendered useless until repaired. This is treated as Improved Sunder feat.
Power Attack: At 3rd level, the Shotgun Stinger gains Power Attack as a bonus feat. If he already has Power Attack, he may take one of the following: Cleave, Improved Bull Rush, Improved Overrun, or Reckless Offense.
Toughness: Once at 4th level, the Shotgun Stinger gains Toughness as a Bonus feat. if he already has Toughness, the Shotgun Stinger may take this feat once more.
Shatter Rush: Starting at 5th level, the Shotgun Stinger can combine a Bull Rush/Charge with a Sunder attempt. If both succeed, the target is knocked 5ft aside, and their chosen weapon or armor takes the appropriate damage. If the Sunder fails, the target and Shotgun Stinger are both considered in a Blade Lock and must make opposing Strength checks, and both are considered Flat-Footed. If the Charge/Bull Rush fails, the attack fails completely.
Cleave: Once at 6th level, the Shotgun Stinger gains Cleave as a bonus feat. if he already has this, he may replace this feat with Improved Bull Rush, Improved Overrun, or Reckless Offense.
Quick Draw: The Shotgun Stinger gains Quick Draw once at 6th level. If he already possesses Quick Draw, he may instead choose a feat from the Fighter's Bonus List instead.
Combat Breaking Reflexes: Once at 7th level, The Shotgun Stinger gains the feat Combat Reflexes, however, only when using the extra Attacks of Opportunity from Combat Reflexes when attempting to destroy an armor or weapon.
Counter Charger: Once at 7th level, the Shotgun Stinger can Charge a target that is targeting him as a charge. Once the Shotgun Stinger uses this, he is considered to be using Shatter Rush.
Breaker Blade: Once at 8th level, the Shotgun Stinger gains a +2 to Sunder Checks in a Shatter Rush. Also, with this ability, when a Shotgun Stinger now breaks a small weapon (such as a dagger, others up to the DM's ruling) may now break the weapon instead of just rendering it useless.
Defensive Sunder: Once at 8th level, the Shotgun Stinger gains Defensive Sunder as a bonus feat, which allows an attack of opportunity to sunder the weapon of an enemy who missed their attack against the Shotgun Stinger. This followed the rules for Attack of Opportunity limits.
Artisan's Check: Once at 9th level, the Shotgun Stinger can make a Craft (Weapon) or Craft (Armor) Check to now see if a weapon is Masterwork or not. He cannot see the power of the Masterwork.
Wrist Flicker: Once the Shotgun Stinger reaches 10th level, he may add half is Sleight of Hand check into the Hit roll to attack a weapon or armor's AC.
Stability: Once at 10th level, the Shotgun Stinger may chose either Sunder, Overrun, Bull Rush, or Charge. The Shotgun Stinger ignores all penalties involved in the maneuver as if he possessed the respective Improved -Maneuver- Feat, yet cannot use this as a prerequisite for other feats.
Pinpoint Breaker: Once at 11th level, the Shotgun Stinger may now target Rings, Earrings, Pendants, and other accessories on their selected enemy. The rules for breaking them apply, yet the Shotgun Stinger does not receive any bonuses from Shattering Rush, Breaker's Blade, or Wrist Flicker.
Keen Eye: Once the Shotgun Stinger reaches 12th level, he may add his Spot check when looking for a kink or weakness in the weapon or armor of his target, accessories do not apply. Before the Shotgun Stinger has this skill, he may only add 1/4th is Spot into the check to look no matter what.
Machine Smasher: Once at 12th level, the Shotgun Stinger adds his Base Attack Bonus into his Disable Device attempt...if his way of 'disabling' it is breaking it. If the weapon the Shotgun Stinger is targeting is mechanical (Such as drills, pistols, or anything else of the such, which is also up to the DM's rule), he may add have his Disable Device into his Base Attack Bonus, no more that 10 Points this way. This only applies when he is sundering.
Breaker Rush: Once at 13th level, the Shotgun Stinger gains a +4 to Bull Rush, Overrun, and Sunder attempts, and adds a +2 Strength Mod if he is caught in a Black Lock from a failed Sunder check when he is using Shatter Rush.
Fault-Line: Once the Shotgun Stinger is 14th level, he may give his allies tips of his to exactly strike a weak spot on weapons or armor. This counts as a Synergy bonus, and the ally gains a +4 for their own Sunder attempt.
Crack and Shatter: Once the Shotgun Stinger is 15th level, the Shotgun Stinger may attempt to redirect the shrapnel from the broken weapon or armor into anything else on the target enemy in an attempt to increase damage on it. Rules still apply, and since the shrapnel counts as 'Improvisational Weapon', it does not gain any benefits from the Shotgun Stinger list of skills.
Blacksmith's Check: Once at 16th level, the Shotgun Stinger can now find the total number of Masterwork bonuses on the weapon or armor.
Elementalist's Check: Once at 16th level, the Shotgun Stinger can see if the weapon or armor of the target has a magical enchantment, yet cannot find what it is unless he is given the aid of a trained Spellcraft check.
Deep Impact: Once at 17th level, the Shotgun Stinger adds in double of his Strength modifier whenever he deals damage to weapons or armor. If he is wielding a two handed weapon, he adds triple his Strength modifier instead.
Grind Blade: Once at 18th level, if the Shotgun Stinger fails his Sunder check, he may remove 2 points of AC from the weapon or armor, which lasts until repaired, or broken.
Razor's Edge: At 19th level, the Shotgun Stinger, when attacking armor and armor only, tears into the armor and reduces the speed of the enemy to 10ft.
Sound of Metal: As the Shotgun Stinger reaches 20th level, when he fails a Sunder check, he may deal 1/4th (minimal of 1) of the damage he would half dealt against the weapon or armor anyway due to the rending action of the blade. Accessories always take 1 damage. This ability can only destroy accessories if the checks fail, armors and shields are dropped to 1 if they were to be destroyed instead.
Epic Shotgun Stinger
4 + Int modifier skill points per level.
Hairline Cracker: Once at 30th level, the Shotgun Stinger has been destroying weapons and armors for so long, he is able to do it in one attack. Making a full round action, he may break all the weapons, armor, and accessories on a target, so long as he breaks at least half of the ACs on the enemy. (Example: Enemy has Two swords, two rings, Heavy Armor, and a pendant. The Shotgun Stinger breaks One sword, two rings, and the Pendant, breaking four out of six, meaning all of the target's weapons, armor, and accessories are broken.)
Human Shotgun Stinger Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Weapon Focus (Warhammer).
Bonus Feats: Power Attack.
Gear: Chain Shirt, backpack, trail rationsx6, water skin, flint&steel, lantern, pint of oilx2
Playing a Shotgun Stinger
Religion: Religion's role in the life of a Shotgun Stinger is based on their own will, nothing more and nothing less.
Other Classes: Due to the somewhat underhanded styles of the Shotgun Stinger, Rogues make great allies. Fighters and Barbarians tend to get along well due to the Shotgun Stinger lowering a target's ability to deal damage and defend themselves, while Clerics find the possible lack of overall damage more soothing on themselves.
Combat: The style of the Shotgun Stinger is rush in, break what they can, and join the fight after their job is done.
Advancement: Most Shotgun Stingers tend to dual class into melee based classes such as Fighters (For the extra feats) and Barbarians (For the rage).
Shotgun Stingers in the World
|“||Some hide behind the sword. Some hide behind the shield. Others hide behind armor. And then there are those who hide behind it all. And this is where I come in: To break it all.||”|
|—Talaes Kurayami, Human Shotgun Stinger|
Daily Life: The daily life of Shotgun Stingers are simple: Look for work, and do what they need. Most are hired by military to train troops in better defending their weapons and armor, or make the most out of them.
Notables: Talaes Kurayami, Human Shotgun Stinger specializing in weapon destruction.
Organizations: Many military and Mercenary Organizations use Shotgun Stingers for training purposes. Some are mercenaries on their own, others are bounty hunters.
NPC Reactions: The reaction varies from town to town, city to city. The smaller the town, the less likely someone will know what a Shotgun Stinger is. As the town grows in size, so does the words about Shotgun Stingers.
Shotgun Stinger Lore
Characters with ranks in Knowledge (Local) can research Shotgun Stingers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Using speed as a weapon, Shotgun Stingers like to get up close to fighters.|
|10||The Shotgun Stinger is well known for it's powers to shatter weapons and armor.|
|15||Some of the more adapt Shotgun Stingers can pinpoint exact weaknesses in weapons and armors and break them instantly..|
|20||Some people say that very few Shotgun Stingers can destroy any kind of weapon and armor just after giving it a single glance.|