Isildarian Gunslinger (3.5e Class)
Making a Gunslinger[edit]
Gunslingers do massive amounts of damage, but cannot handle being hit, preferring to find a nice hill or building overlooking the fight, and then picking off targets. They are generally well built and dexterous as they must often climb the sides of buildings to gain a better vantage point.
Abilities: Dexterity is most important of all attributes, as it is dexterity that allows a Gunslinger to survive in combat. Charisma affects their ability to judge and handle social situations and determine how people will react. Intelligence is useful mainly for crafting.
Races: Primarily Humans, Half-lings, and Gnomes, but Dwarves and Elves are occasionally Gunslingers.
Requirements:
Alignment: All good alignments, sometimes neutral, but rarely ever evil.
Starting Gold: 350GP Hit Die: 1d8
Starting Age: Moderate.
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
1st | +0 | +0 | +3 | +2 | Cast Rounds, Craft Pistol, Craft Rifle, Gunbound, Steady Aim (1d6) | 5 | 3 | - | - | - | - | - | - | - | - | ||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +2 | Dodge | 6 | 4 | - | - | - | - | - | - | - | - | ||||||||||||||||||||||||||
3rd | +2 | +1 | +4 | +2 | Modified Rounds, Fast movement, Steady Aim (2d6) | 6 | 5 | - | - | - | - | - | - | - | - | ||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +2 | Dexterous Dodge | 6 | 6 | 3 | - | - | - | - | - | - | - | ||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +2 | Shot in the Dark, Steady Aim (3d6) | 6 | 6 | 4 | - | - | - | - | - | - | - | ||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +3 | Evasion | 6 | 6 | 5 | 3 | - | - | - | - | - | - | ||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +3 | Steady Aim (4d6) | 6 | 6 | 6 | 4 | - | - | - | - | - | - | ||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +4 | Enchant | 6 | 6 | 6 | 3 | 3 | - | - | - | - | - | ||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +4 | Steady Aim (5d6) | 6 | 6 | 6 | 4 | 4 | - | - | - | - | - | ||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +5 | Uncanny Dodge | 6 | 6 | 6 | 5 | 3 | 3 | - | - | - | - | ||||||||||||||||||||||||||
11th | +8/+3 | +3 | +7 | +5 | Steady Aim (6d6) | 6 | 6 | 6 | 6 | 4 | 4 | - | - | - | - | ||||||||||||||||||||||||||
12th | +9/+4 | +4 | +8 | +6 | improved Uncanny Dodge | 6 | 6 | 6 | 6 | 5 | 3 | 3 | - | - | - | ||||||||||||||||||||||||||
13th | +9/+4 | +4 | +8 | +6 | Steady Aim(7d6) | 6 | 6 | 6 | 6 | 6 | 4 | 4 | - | - | - | ||||||||||||||||||||||||||
14th | +10/+5 | +4 | +9 | +6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 3 | - | - | |||||||||||||||||||||||||||
15th | +11/+6/+1 | +5 | +9 | +7 | Dead Shot, Steady Aim (8d6) | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | - | - | ||||||||||||||||||||||||||
16th | +12/+7/+2 | +5 | +10 | +7 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 3 | - | |||||||||||||||||||||||||||
17th | +12/+7/+2 | +5 | +10 | +7 | Hide in Plain Sight, Steady Aim (9d6) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | - | ||||||||||||||||||||||||||
18th | +13/+8/+3 | +6 | +11 | +8 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 3 | |||||||||||||||||||||||||||
19th | +14/+9/+4 | +6 | +11 | +8 | Steady Aim (10d6) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | ||||||||||||||||||||||||||
20th | +15/+10/+5 | +6 | +12 | +8 | Unearthly Dodge | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | ||||||||||||||||||||||||||
Class Skills (8 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Gunslinger.
Weapon and Armor Proficiency: The Gunslinger is only proficient with guns. They aren't proficient with any type of armor or shield.
Crafting Guns: The very first thing a Gunslinger must learn to do is create weapons. The Gunslinger may take Guncraft as a Profession, and Craft Rounds/Pistol/Rifle. The Gunslinger can add their Guncraft Bonus to all of these Crafting checks. The Gunslinger has to chose one specialization (pistol or rifle) each additional specialization will cost a feat. Guns are difficult to create requiring a Craft Rounds/Pistol/Rifle according to the chart below, over time the gunslinger will become skilled enough to craft more powerful weapons.
Level | Craft DC | Bonus Damage | Attack Bonus | Additional Hardness | Additional Health | Cost | |||||||||||||||||||||||||||||||||||
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1st | 16 | — | — | — | — | 850gp | |||||||||||||||||||||||||||||||||||
6th | 23 | 2d6 | +1 | +2 | +5 | 1450gp | |||||||||||||||||||||||||||||||||||
12th | 29 | 3d6 | +3 | +4 | +10 | 3850gp | |||||||||||||||||||||||||||||||||||
18th | 38 | 4d6 | +6 | +8 | +20 | 5450gp | |||||||||||||||||||||||||||||||||||
Base Pistol: | |||||||||||||||||||||||||||||||||||||||||
Size | Small | ||||||||||||||||||||||||||||||||||||||||
Critical | 19-20/x3 | ||||||||||||||||||||||||||||||||||||||||
Range Increment | 60ft | ||||||||||||||||||||||||||||||||||||||||
Type | Piercing |
Weapon | |
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Damage | 1d8 |
Magazine | 6 rounds |
1 Round | 1 bullet |
Weight | 6lbs |
Level | Craft DC | Bonus Damage | Attack Bonus | Additional Hardness | Additional Health | Cost | |||||||||||||||||||||||||||||||||||
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1st | 20 | — | +2 | +2 | — | 650gp | |||||||||||||||||||||||||||||||||||
6th | 27 | +2 | +4 | +5 | +5 | 1600gp | |||||||||||||||||||||||||||||||||||
12th | 35 | +4 | +6 | +8 | +10 | 2800gp | |||||||||||||||||||||||||||||||||||
18th | 43 | +6 | +8 | +12 | +20 | 3400gp | |||||||||||||||||||||||||||||||||||
Base Rifle | |||||||||||||||||||||||||||||||||||||||||
Size | Medium | ||||||||||||||||||||||||||||||||||||||||
Critical | 19-20/x3 | ||||||||||||||||||||||||||||||||||||||||
Range Increment | 90ft | ||||||||||||||||||||||||||||||||||||||||
Type | Piercing |
Weapon | |
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Damage | 3d6 |
Magazine | 2 Rounds |
Round | 1 Bullets |
Weight | 15 lbs |
Scope | +2 Attack Bonus |
Casting Rounds: Creating rounds is the second thing a Gunslinger must learn to do as it is hard to use guns without ammunition. The Gunslinger gains the ability to craft special rounds which, through advanced alchemical processes, store energy and explosive components that can cause great harm. There are 18 types of rounds, each varies in power and build components. Each round costs 2/3rds of an ounce of the associated material (Roughly the weight of 8 coins, or about 12 measures in a pound of material).
Additionally, each round has a base cost of 3 silver worth of materials required by the casting process (this includes the led or other heavy metal). As the material each round is produced from improves, it improves the weapon bonus it receives in order to increase attack rolls as well as to bypass damage resistance. If a critical is made the extra damage is also multiplied.
Creating rounds is a very intensive process, requiring meticulous and detailed alchemical work. To create rounds requires a Craft Rounds/Pistol/Rifle skill check (24) and a molding kit (250gp). Every hour (6 bullets) spent consecutively working past the first requires a concentration check (DC: 20) or the crafter must pause in crafting for 24 hours to relax, the DC increases by 5 for each additional hour spent crafting. Additionally, each hour past the first causes a -1 penalty to all ranged attacks. These points are recovered at a rate of 1 per every 2 hours provided the Gunslinger is no longer crafting rounds.
Further, firing a round is a harsh process on the pistol or rifle. Each round (6 bullets) fired deals damage to the Gunslinger's Pistol equal to it's type number. So, a Type 5 round would deal 5 damage to the pistol, and a type 18 round would deal 18 damage to the pistol. The Gunslinger can counteract this damage by modifying and enchanting his pistol. With up-to-date reinforcement, a gunslinger can keep his guns in good condition, never taking damage when discharging rounds he made himself. This damage stacks with other damage dealt to the weapon that round, making firing two or more consecutive rounds a dangerous prospect.
Level | Round Type | Craft DC | Bonus Damage | Extra Materials | Attack Bonus | ||||||||||||||||||||||||||||||||||||||||||
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1st | Type 0 | 16 | 0 | None | +0 | ||||||||||||||||||||||||||||||||||||||||||
3rd | Type 1 | 17 | 1d4 | Copper | +0 | ||||||||||||||||||||||||||||||||||||||||||
Type 2 | 19 | 2d4 | Copper | +0 | |||||||||||||||||||||||||||||||||||||||||||
Type 3 | 22 | 3d4 | Copper | +0 | |||||||||||||||||||||||||||||||||||||||||||
6th | Type 4 | 25 | 2d6 | Silver | +1 | ||||||||||||||||||||||||||||||||||||||||||
Type 5 | 26 | 3d6 | Silver | +1 | |||||||||||||||||||||||||||||||||||||||||||
Type 6 | 27 | 4d6 | Silver | +1 | |||||||||||||||||||||||||||||||||||||||||||
9th | Type 7 | 28 | 2d8 | Gold | +2 | ||||||||||||||||||||||||||||||||||||||||||
Type 8 | 29 | 3d8 | Gold | +2 | |||||||||||||||||||||||||||||||||||||||||||
Type 9 | 32 | 4d8 | Gold | +2 | |||||||||||||||||||||||||||||||||||||||||||
12th | Type 10 | 33 | 2d10 | Platinum | +3 | ||||||||||||||||||||||||||||||||||||||||||
Type 11 | 35 | 3d10 | Platinum | +3 | |||||||||||||||||||||||||||||||||||||||||||
Type 12 | 36 | 4d10 | Platinum | +3 | |||||||||||||||||||||||||||||||||||||||||||
15th | Type 13 | 37 | 5d10 | Mithral | +4 | ||||||||||||||||||||||||||||||||||||||||||
Type 14 | 38 | 4d12 | Mithral | +4 | |||||||||||||||||||||||||||||||||||||||||||
Type 15 | 39 | 5d12 | Mithral | +4 |
Gunbound: Gunslingers create a sort of bond with their weapons, much as a druid would have a bond with her animal companion, a 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 (DC20) 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 a Gunslinger has these bound weapons on him, he can achieve feats that he could not without, consult chart below.
Level | Hardness | Hit Points | Special | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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1-2 | +1 | +2 | Call Pistol | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3-4 | +2 | +3 | Weaponized Allure | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5-6 | +3 | +5 | Bound Accuracy +1, Sighting Link | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7-8 | +4 | +7 | Weaponized Allure 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
9-10 | +5 | +9 | Alertness | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 a 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 a Gunslinger attacks with his bound pistol he may add his Charisma modifier to his Attack and Damage. Starting at Level 7 the Gunslinger adds double their Charisma instead. The Gunslinger may draw two bound pistol's as a single move action. If he has the Quick Draw feat he may do so as a free action. Bound Accuracy: A Gunslinger slowly learns every detail and characteristic of their weapon. At fifth level a Gunslinger gains a +1 to his attack roll. This increases at level 11 to +2, and then to +3 at level 17. Sighting Link: A 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: At 1st level, a Gunslinger can will his weapons to his hand. The pistol 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 equivalent to a free action to preform. Scry Pistol: At level 13, a Gunslinger can scry (as the spell) on 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.
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