Gunslinger, Destiny (3.5e Class)

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Gunslinger[edit]

Destiny hunter .jpg Gunslingers are elitists. Nothing but the best is good enough for their hands. And firepower isn't enough. They demand elegance, as if there's anything elegant about a gun. If they had their way, Golden Guns would be standard issue. What a universe that would be. -Lord Shaxx


Making a Gunslinger[edit]

Having been trained in the way of the gunslinger. With his revolvers, a Gunslinger is almost like a supernatural being incapable of defeat. However, only surviving because he is tactful, he is smart enough to pick the right fights and usually can figure the stakes out in any combat before and while he fights them. With this skill, he is able to survive almost any situation..

Abilities: Dexterity is the quintessential skill for the Gunslingers techniques, adding to their deadly precision at range along with allowing them to better avoid incoming attacks. Charisma also allows the Gunslinger to better use their ability to judge and handle social situations and determine how to interact with those around them or simply by gathering information. Lastly Constitution gives the Gunslinger a better chance of seeing combat through if they should be engaged in close combat or targeted by destructive spells.

Races: Any

Alignment: Any.

Starting Gold: staring gold 5d4x10. average starting gold. (120) gp.

Starting Age: Moderate.

Table: The Gunslinger

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Speed
Bonus
Fort Ref Will
1st +1 +0 +2 +0 Steady Aim +1d6, Quick Draw, Trial of Light, Ghost +0 ft.
2nd +2 +0 +3 +0 Rapid Reload, Flanking Fire +0 ft.
3rd +3 +1 +3 +1 Steady Aim +2d6, Far Shot, Golden Gun 3/day +5 ft.
4th +4 +1 +4 +1 Uncanny Dodge,Ranged Combat Style 1 +5 ft.
5th +5 +1 +4 +1 Steady Aim +3d6, Speed Loader, Incendiary Grenade +5 ft.
6th +6/+1 +2 +5 +2 Shot on the Run, +10 ft.
7th +7/+2 +2 +5 +2 Steady Aim +4d6, +10 ft.
8th +7/+2 +2 +6 +2 , Improved Uncanny Dodge +10 ft.
9th +8/+3 +3 +6 +3 Steady Aim +5d6, Finger Trick, Golden Gun 4/day +15 ft.
10th +8/+3 +3 +7 +3 Shot From the Hip, +15 ft.
11th +9/+4 +3 +7 +3 Steady Aim +6d6, Slug Shot +15 ft.
12th +9/+4 +4 +8 +4 Improved Golden Gun, Flash of Insight, Ranged Combat Style 2 +20 ft.
13th +10/+5 +4 +8 +4 Steady Aim +7d6, Covering Fire +20 ft.
14th +11/+6/+1 +4 +9 +4 Blast Shot, Gun Slinger, +20 ft.
15th +12/+7/+2 +5 +9 +5 Steady Aim +8d6, Superior Finger Trick +25 ft.
16th +12/+7/+2 +5 +10 +5 Deadly Slug Shot +25 ft.
17th +13/+8/+3 +5 +10 +5 Steady Aim +9d6, Shootout +25 ft.
18th +13/+8/+3 +6 +11 +6 Lucky Shot, Deadeye +30 ft.
19th +14/+9/+4 +6 +11 +6 Steady Aim +10d6, Ultimate Finger Trick +30 ft.
20th +15/+10/+5 +6 +12 +6 Leeching Lead,Ranged Combat Style 3, Headshot 5/day +30 ft.

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Acrobatics, Bluff, Climb, Craft, Intimidate, Knowledge(Engineering), Knowledge(Local), Perception, Profession, Ride, Slight of Hand, Survival, Swim.


Class Features[edit]

All of the following are class features of the Gunslinger.


Weapon and Armor Proficiency: Weapon and Armor Proficiency: Gunslingers are proficient with all simple weapons and all Firearms. Gunslingers are proficient with light armor, and with medium armor but not with shields.

Trial of Light: Gunslingers all must face a trial when they Gain their light. They go out into the world and face challenges that few care to try. The results give the Gunslinger an extra Feat at first level.

Flanking Fire (Ex): Gunslingers are able to maneuver to their foes' sides and backs, and take advantage of the way this exposes these foes to attack. A Gunslingers ranged attacks count as melee attacks for the purposes of determining and awarding flanking bonuses.

Ghost: At level 1 a Gunslinger gain a tiny follower called a ghost this gives the gunslinger his light. The ghost grants the gunslinger a +4 to perception and listen checks. Ghosts also have the ability to record conversations it hears. At level 15 the Ghost gains the ability to resurrect the gunslinger but it takes 24 hours +Hours equal to half the level of the gunslinger.

Steady Aim: If a Gunslinger is granted the right conditions such as a clean shot of his target and a fraction more time, he is able to aim for vulnerable or exposed areas which will grant extra effectiveness to his attack.

Starting at 1st level, a Gunslinger may take a full-round action to gain extra damage as well as range upon using his firearm. Steady Aim acts like Sneak Attack, but only works with ranged weapons. Damage starts firstly at an extra 1d6 per attack and then increases every two levels of Gunslinger thereafter. The Gunslinger is considered to be flanking his target while using Steady Aim. As with a Sneak Attack, the extra damage dealt by Steady Aim is not multiplied on a critical hit.Steady Aim is useable with two ranged weapons so long as the Gunslinger is proficient with both weapons and takes into account the regular two-weapon fighting penalties.

Whilst taking Steady Aim the range increment of the weapon doubles, stacking with any effects such as the Far Shot feat or Distance magical weapon enhancement. A target must first be selected for the Gunslinger to use Steady Aim and be within sight of the Gunslinger. If the target is moving, this does not effect the accuracy of Gunslinger while using Steady Aim. However if the Gunslinger is on a surface which is either unstable or is himself moving, then he is unable to use the Steady Aim enhancement.

A Gunslinger may steady his aim even when mounted although must be stationary unless he has acquired the Ride-By Attack feat, which allow the Gunslinger to use Steady Aim even when his mount is moving. However this does not allow the Gunslinger to use Steady Aim when on foot.

Steady Aim does provoke an attack of opportunity. If an enemy is successful in scoring a direct hit on the Gunslinger while hes attempting Steady Aim, then the Gunslinger must succeed a Concentration Check of DC 10 + Damage Dealt or else lose extra damage granted by Steady Aim.

Quick Draw: At 1st level, a Gunslinger gains the Quick Draw feat as a Bonus Feat. A Gunslinger may now draw a weapon as a free action instead of as a move action. They may also now draw a hidden weapon (see the Sleight of Hand skill) as a move action as opposed to a standard action.

A Gunslinger with this selected feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Cheap Ammo: If a Gunslinger has ranks in either Craft (Gun) (Int) or Profession (Gunsmith) (Wis) he can craft ammunition (only for firearms) at one third the cost.

Rapid Reload: At 2nd level, a Gunslinger gains the Rapid Reload feat as a Bonus Feat. The time required for a Gunslinger to reload his chosen type of crossbow or firearm is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow or Firearm). Reloading a crossbow or firearm still provokes an attack of opportunity as per regular.

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

Speed Bonus: At 3rd level, a Gunslinger gains an enhancement bonus to his base land speed, as shown on Table: The Gunslinger. A Gunslinger in armor other than light armor or carrying a medium or heavy load loses this extra speed bonus.

Far Shot: At 3rd level, a Gunslinger gains the Far Shot feat as a Bonus Feat. When a Gunslinger uses a firearm its range increment increases by one-half (multiply by 1-1/2). When a Gunslinger uses a thrown weapon, its range increment is then doubled.

Golden Gun (Ex): Starting at 3rd level, a Gunslinger may summon a glowing gun of fire up tp 3 times perday the gun acts like a normal revolver, this shot is a guaranteed hit and deals 1d6 points of fire damage per caster level (maximum 10d6). This ability cannot be used in conjunction with a Sneak Attack, or similar ability.

Uncanny Dodge (Ex): Starting at 4th level, a Gunslinger can react to danger before his senses would normally allow his 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, a Gunslinger still loses his Dexterity bonus to AC if immobilized.

Ranged Combat Style (Ex): At 4th level, a Gunslinger can select a bonus feat from the Ranger's 2nd level archery combat style list. At 12th level, a Gunslinger can select a bonus feat from the Ranger's 6th level archery combat style list. At 20th level, a Gunslinger Can Select a bonus fear from the Ranger's 11th level archery combat style list.

Speed Loader (Ex): At 5th level, a Gunslinger has become so adept with his weapon that has taken the Rapid Reload feat with his gun that he may now reload it as a free action. However this does still provoke an attack of opportunity if the Gunslinger should reload in an an enemies threatened squares.

Incendiary Grenade: Starting at 5th level a Gunslinger can as a standard action usable once per round, may throw a small ball of fire with a rabge of 50ft it explodes on contact dealing 3d6 fire damage to target and 1d6 fire damage to everyone within 5ft of the target characters hit by this ability must make a reflex save of 15 or take an additional 1d6 fire damage next round.


Shot on the Run: At 6th level, a Gunslinger gains the Shot on the Run feat as a Bonus Feat even if he does not meet the prerequisite. When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Improved Uncanny Dodge (Ex): A Gunslinger of 8th level or higher can no longer be flanked.

This defense denies another rogue - or class with similar ability - to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

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 - or other class - level required to flank the character.

Finger Trick (Ex): At 9th level, a Gunslinger has become so adept with his weapon that has taken the Rapid Reload and Speed Loader feat with - that he may now reload two guns at the same time as a standard action. This does provoke an attack of opportunity if the Gunslinger should reload in an an enemies threatened squares.

Shot From the Hip: At 10th level, a Gunslinger may now make a ranged disarm attempt against his opponent as long as he is within the first range incriment of the Gunslinger's ranged weapon. The Gunslinger goes through all the steps as per instuctions of disarm.

Shot From the Hip does provoke an attack of opportunity as per a regular disarm attempt unless the Gunslinger has acquired the Improved Disarm feat.


Slug Shot: At 11th level, usable once per encounter as a swift action, a Gunslinger is able to deal massive amounts of damage by lining up that perfect shot. As a standard action a Gunslinger can deal 10d6 piercing damage to the chosen target as a ranged touch attack. The damage of Slug Shot remains unaffected by Steady Aim or Golden Gun and may not be used in conjunction with either for the same attack. If the bullet should hit an inanimate object of hardness greater than the respective hardness of the ammunition, then the shot will bury itself in the surface of the object.

Improved Golden Gun: At 12th level, a Gunslinger can pack that little bit more punch into his Golden Gun changing the former die sizes to d8's instead of d6's. This does not modify any other of the former rules for Golden Gun.

Flash of Insight (Ps): A Gunslinger's natural gift at locating targets improves his ability to notice other things as well. Starting at 12th level, he adds 1/2 his class level to Spot, Search, and Listen checks. As a psi-like ability, this is negated by effects that dispel or nullify psionics, but is always active, and never provokes attacks of opportunity.

Covering Fire (Ex): Starting from 13th level, Gunslingers can expend a move action to do nothing. Upon doing so, and until their next turn, they threaten attacks of opportunity with their ranged weapon out to 30 ft.

Gun Slinger: at 14th level, a Gunslinger is able to sheath weapons just as fast as he draws them. He may now sheath a weapon as a free action instead of as a move action.

Superior Finger Trick (Ex): At 15th level, a Gunslinger has become so adept with his weapon that has taken the Rapid Reload, Speed Loader, and Finger Trick feat with - that he may now reload two firearms at the same time as a free action. This does provoke an attack of opportunity if the Gunslinger should reload in an an enemies threatened squares.

Blast Shot: At 14th level, once per round as a standard action a Gunslinger can place a shot so precise and powerful that it sends the target flying off the ground. When hit with a Blast Shot the targe acts as if blown away.

Depending on its size, a creature can be blown away by winds of high velocity or by an almight thump. A creature on the ground that is blown away is knocked down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.

Initally the creature will take regular damage from the shot with the exception that this too is nonlethal. Blast Shot does not provoke an attack of opportunity.

Deadly Slug shot: At 16th level, whenever a Gunslinger uses the Slug Shot class feature, this now pierces the first target and goes on to hit an addition number of targets along the line of effect equal to the Gunslingers Dexterity modifier. If the bullet should hit an inanimate object of hardness greater than 10 + the enhancement bonus granted to the ammunition, then the shot will bury itself in the surface of the object, this ability also grants the Gunslinger the last upgrade for the Slug Shot Feature, increasing to d10 this time.

Shootout (Ex): A Gunslinger's reflexes and skill increase his ability to fight effectively with his ranged weapon even at close quarters. Starting at 17th level, he no longer provokes attacks of opportunity for using ranged weapons in melee.

Lucky Shot: At 18th level, usable once per encounter as a swift action a Gunslinger can now rely on pure unadulterated luck to make his aim true, able to fire blindly in his opponent's general direction with nothing but a roll of the dice and faith in his trigger finger.

A Lucky Shot will aim for the closest hostile target to the Gunslinger regardless of cover or concealment but nonetheless an unbroken and unblocked line of effect must be drawn between the Gunslinger and the target or else another eligible target must be aquired.

The effects of a Lucky Shot can vary greatly according to the resulting d6 roll. The results are as follows:

1d6 Result
1 Shoot your target's hat off their head,
leaving them unscathed but astonished.
2 Miss your target completely.
3 Deal regular weapon damage to target.
4 Deal critical weapon damage to target.
5 The target takes critical damage and
must make a Fortitude saving throw DC
equal to the damage dealt vs death.
6 Instant death, no saving throw.

Deadeye: at 18th level, a Gunslinger can now add his Charisma bonus to all extra die when using the Steady Aim ability. For example a 7th level Gunslinger with a +2 Charisma modifier can now deal 4d6+8 extra damage as a pose to the regular +4d6.

Leeching Lead At 20th level, a Gunslinger can now cause irreperable damage to his targets inner workings, causing them to bleed indefinitely both internally and externaly. From now on every time a Gunslinger successfully shoots his target using Steady Aim he deals an extra 1d3 Constitution ability damage ontop of the extra damage granted by the Steady Aim class feature.

Gunbound: Gunslingers create a sort of bond with their weapons, much as a druid would have a bond with her animal companion, an Gunslinger can interact with his weapons on a deeper level then other characters. To achieve this bound the Gunslinger must have made the weapon he is bounding to and spend 24hours with his weapon. At the end of this period the Gunslinger must make a check 1d20+Gunslinger level (DC15) to successfully bound with the gun. This process will cost the gunslinger 250xp. The Gunslinger may bound with more then one weapon but the DC to do so increase by 5 with each successive gun and the experience cost increase by 50xp with each successive gun. When an Gunslinger has these bound weapons on him, he can achieve feats that he could not without, consult chart below.

Table: Gunslinger's Bounded Pistol Abilities
Level Hardness Hit Points Special
1-2 +1 +2 Alertness
3-4 +2 +3 Weaponized Allure
5-6 +3 +5 Bound Accuracy
7-8 +4 +7 Sighting Link
9-10 +5 +9 Call Pistol
11-12 +6 +11 Bound Accuracy +2
13-14 +7 +13 Scry Pistol
15-16 +8 +14
17-18 +9 +16 Bound Accuracy +3
19-20 +10 +20

Alertness: Whenever an Gunslinger is in physical contact with his bound pistol, touching it with his hand, he gains heightened senses and is treated as if having the Alertness feat.

Weaponized Allure: Whenever an Gunslinger attacks with his bound pistol he may add his Charisma modifier to his attack and damage rolls. The Gunslinger may draw two bound firearms as a single move action. If he has the Quick Draw feat he may do so as a free action.

Bound Accuracy: An Gunslinger slowly learns every detail and characteristic of their weapon. At fifth level an Gunslinger gains a +1 to his attack roll. This increases at level 11 to +2, and then to +3 at level 17.

Sighting Link: An Gunslinger's bond with his weapons is a unique and spiritual one, crossing over to the supernatural. By concentrating (DC 20), a gunslinger can instead see out of the sights of his weapon, as if looking right out of the barrel of the pistol. This ability allows the Gunslinger to preform some extremely impressive trick shots, such as shooting behind him or around corners with no loss of accuracy. Using this ability is a move action and negates all but 100% miss chance. It also allows the Gunslinger to fire around his own 100% cover as long as he is adjacent to a square with 0% cover.

Call Pistol: Upon reaching level 9, an Gunslinger can will his weapons to his hand. The Firearm must not be gripped by anyone, so that it may fly free to it's master. Secondly, the Gunslinger must be able to see the bonded weapon or know its exact location to call it to him. This is a free action.

Sense Pistol: At level 13, an Gunslinger can Sense his weapons once per day per Int modifier. This is a spell-like ability requiring no material components or focus that allows the Gunslinger to see and hear his bonded weapons and their surroundings if they are ever separated. It has a casting time of 1 full round.

Custom Bullets: At third level an Gunslinger begins to create modified bullets which hold special magical and elemental projectiles. There are six different types of elemental bullets ; Cold, Fire, Electrical, Sonic, Acid, and Poisoned. Additionally, the Gunslinger can create holy and unholy water capsule bullets which contain aligned water, powdered silver, and garlic (or other materials that could be suspended in small capsules) used against evil or good enemies. Every hour, a Gunslinger can craft 6 bullets of any one element and requires materials detailed in the following chart. Additionally, each hour requires a craft (bullets) DC check to successfully create. Failure results in the loss of all crafting materials. These modifications can be made to any type of bullets the Gunslinger can and has made.

Table: Modified Bullets
Level Type Craft DC Bonus Damage Required Materials
1st Fire/cold 12 +1d6 fire/cold 1 flask of Alchemists Fire/1 Coldstone
2nd Holy/Unholy 15 +1d4 holy/unholy 1 flask of holy/unholy water
3rd Sonic 18 +1d6 sonic 1 thunderstone
5th Electric 21 +1d6 electric 1oz. acid
8th Acid 24 +1d6 acid 1 flask of chosen acid
11th Armor Piercing 27 Negate 1d6 AC Mithril

Revolver:

Size Medium
Critical 19-20/x4
Range Increment 50ft
Type Piercing
Damage 2d10
Magazine 6 rounds
1 Round 1 bullets
Weight 12 lbs



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