Cowboy (3.5e Class)
From D&D Wiki
Cowboys are the epitome of bad-assery. While most are busy fighting blade-to-blade and dying, Cowboys are out there shooting evildoers dead on the spot and riding off into the sunset, ready to put the next desperado six feet in the ground.
Making a Cowboy
Cowboys are devastating at ranged combat, and almost as deadly in close range. The way they use their guns, combined with their skills at knife-fighting, make them a fierce force to be reckoned with. However, they are not used to heavy armor, which can seriously cut in on the speed of their draw and impedes many of their horse-related abilities.
Abilities: Strength is a decent part of the Cowboy component, since it aids them in Hog-tying their opponents and allows them to hit that much harder. Dexterity is probably the most important aspect of a Cowboy, since it controls how much damage his Dead-Eye shot can do, how many shots are fired during their Rapid Gunfire attack is, and it increases his armor class. Charisma is a slightly important part in the Cowboy's portfolio, as it controls a significant part of his class skills, and determines the bonus on his Poker Face.
Races: Humans are common Cowboys, since they are easily the most varied humanoids. Half-Elves and Elves also make good Cowboys, given their natural good looks and incredible grace with weaponry. Gnomes and Halflings are closer to a Cowboy seen at a card table, bluffing his or her opponents into giving up. Dwarves and Half-orcs rarely become Cowboys; Dwarves are often too lawful and unaccustomed to the constant travel a Cowboy must endure, and Half-Orcs usually lack the charisma and intelligence.
Starting Gold: 2d4×10 gp
|1st||+1||+0||+1||+0||Draw!, Bonus Feat|
|2nd||+2||+1||+2||+0||Rapid Gunfire, Dead-Eye Shot 1/day|
|3rd||+3||+2||+3||+1||Precise Strike +1d8, Bonus Feat|
|4th||+4||+3||+4||+2||Evasion, Special Mount|
|5th||+5||+4||+5||+3||Hog-Tie, Dead-Eye shot 2/day, bonus Feat|
|6th||+6/+1||+5||+6||+4||Unhorse, Precise Strike +2d8|
|7th||+7/+2||+6||+7||+5||Wing Shot, Bonus Feat|
|8th||+8/+3||+7||+8||+6||Defensive Riding, Dead-Eye Shot 3/day|
|9th||+9/+4||+8||+9||+7||Drag, Precise Strike +3d8, Bonus Feat|
|10th||+10/+5||+9||+10||+8||Dramatic Leap, Full Mounted Attack|
|11th||+11/+6/+1||+10||+11||+9||Burst of Speed, Dead-Eye Shot 4/Day, Bonus Feat|
|12th||+12/+7/+2||+11||+12||+10||Double Rapid Gunfire, Precise Strike +4d8|
|13th||+13/+8/+3||+12||+13||+11||Improved Hog-Tie, Bonus Feat|
|14th||+14/+9/+4||+13||+14||+12||Stand on Mount, Dead-Eye Shot 5/Day|
|15th||+15/+10/+5||+14||+15||+13||Quick Turn, Precise Strike +5d8, Bonus Feat|
|16th||+16/+11/+6/+1||+15||+16||+14||Jump On!, Drag Behind|
|17th||+17/+12/+7/+2||+16||+17||+15||Improved Defensive Riding, Dead-Eye Shot 6/Day|
|18th||+18/+13/+8/+3||+17||+18||+16||Improved Evasion, Precise Strike +6d8|
|20th||+20/+15/+10/+5||+19||+20||+18||Red Right Hand, Dead-Eye Shot 7/Day|
Class Skills (10 + Int modifier per level, ×4 at 1st level)
<-fluff about class features->. All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: Light Armor Proficiency, Proficiency with Light and Medium weapons and revolvers (or any similar handgun), daggers, whips, and lassos. Bonus Feat (Ex): A Cowboy gets a bonus feat at First Level and even other level after. Rapid Fire (Ex): Once per turn, during combat, a Cowboy may fire two shots from their gun. Both shots get a -2/-2 to their attack and this provoke an attack of opportunity from any close combat enemies. If both shot are hit one target, the target is knocked back 5ft and is knocked prone (Balance check negate being prone). Draw! (Ex): Cowboy gains the Quick Draw feat. If the character already has this feat, choose a bonus fighter feat. Anytime the Cowboy uses Quick Draw and attacks, any attack is considered to hit the enemies flat-footed AC. Dead-Eye Shot (Ex): Once per day a Cowboy may make a Dead-Eye Shot. This attack, after confirming, is an automatic critical. If the player rolls a critical failure, the attack misses but uses up the players use of this ability for that day.The number of uses of this ability increases at 5th, 8th, 11th, 14th, 17th, and 20th level. Precise Strike (Ex): As a quick action, player may roll a Concentration Check. If successful, the player gains +1d8 damage to their next attack. This damage increases by one die at 6th, 9th, 12th, 15th, and 17th level. Hog-Tie (Ex): Grapples with a rope increase the roll by +4. Grappled targets must make two Escape Artist check, as a full round action, to successfully escape from the ropes. Special Mount (Ex): A Cowboy gains the service of an unusually intelligent, strong, and loyal steed to serve on their journey (see below). This mount is usually a light warhorse (for a Medium Cowboy) or a War Pony (for a Small Cowboy). Once per day, as a full-round action, a Cowboy may "magically" (whistle) call their mount from the celestial realms in which it resides. The mount immediately moves towards the cowboy in 5 minutes and remains for 4 hours per paladin level; it may be dismissed at any time as a free action. Should the Cowboy’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Cowboy may not summon another mount until they gains a paladin level, even if the mount is somehow returned from the dead. Unhorse (Ex): When riding on their mount, a cowboy my dismount as a swift action, they then may take a movement action. Wing Shot (Ex): An attack to wound, not kill. When attacking, a Cowboy may choose that their attacks do nonlethal damage. For every two wing attack damage dealt an enemy, they get a temporary -1 to Str and Dex (example: If an enemy is dealt 5 points of nonlethal damage, they would get -2 to both Str and Dex) Defensive Riding (Ex): When Riding on their mount and not attacking, both the Cowboy and Mount gain +4 to their AC. Drag (Ex): Enemies affected by the Cowboy's Hog-Tie ability can now be dragged without damaging the binding ropes. Bound target is dealt 1d6 damage for every 15ft traveled. Full Mounted Attack (Ex): When attacking on the mount, a cowboy receives no penalties for attacking. Dramatic Leap (Ex): A Cowboy may jump from a tall building or a large ravine without any problems. When jumping from a height or jumping a distance more than 20ft, a Cowboy rolls a jump check. If they succeed in there jump check, they land without damage and can make a single action after. If Distance they fall from is greater than 60ft, they must roll a tumble check. If they roll a successful tumble check, they take no fall damage and may take an immediate action. If they fail, they take half damage and may not make an immediate action. Burst of Speed (Ex): Cowboy's and their mount may now both, once per day, triple there movement speed for 4 turns. They may only travel in a relative straight line, they may not make 90 degree or more turns. Double Rapid Gunfire (Ex): Once per turn, during combat, a Cowboy may fire four shots from their guns. Both shots get a -2/-2 to their attack and this does not provoke an attack of opportunity from any close combat enemies. All shots knocked a target back 5ft and is knocked prone (Balance check negate being prone). Improved Hog-tie (Ex): Grapples with a rope increase the roll by +6. Grappled targets must make three Escape Artist check, as a full round action, to successfully escape from the ropes. If they fail one, they become more tangled, and must make another three consecutive Escape Artist checks.
Stand on Mount (Ex): A Cowboy may stand on the back of their mount
Quick Turn (Ex):
Jump On! (Ex):
Drag Behind (Ex):
Improved Defensive Riding (Ex): When Riding on their mount, both the Cowboy and Mount gain +6 to their AC and they may attack while having this bonus.
Improved Evasion (Ex): Improved evasion is like evasion, except that even on a failed saving throw the character takes only half damage.
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-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->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
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 <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Cowboys in the World
|“||"A lot of times people look at the negative side of what they feel they can't do. I always look on the positive side of what I can do."||”|
|—Carlos "Chuck" Norris, Human Cowboy|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-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.->.