Longshot, variant (3.5e Class)
Longshot[edit]
A Longshot is one who has taken the Longarm's Code and vowed to remained impartial and neutral to forms of government. Longshots are accomplished gunsmiths, crafting their own Longarm, as well as highly valued and skilled marksmen, often sought out for work as mercenaries or bounty hunters. Longshots have high mental acumen and stability as well as willpower and will not stray from their Code, and those who do are hunted down and killed.
Making a Longshot[edit]
Longshots are not as apt in melee combat as fighters, however they get the job done. They are primarily suited as scouts and snipers as proven there is rarely a person who can match a Longshot in long-ranged combat. Party members should be aware that Longshots can not and will not deviate from their Code and they will always choose it above the party.
Longarm's Code
Night Gathers and now The Watch Begins
It shall not end until my death
I shall serve no Lords or Kings
I shall feel no temptation or contempt
I shall not forsake my bonds or oath
I shall only serve the needs of the people
I am the sword in the darkness
I am a redeemer of light
Guardian of the lost and the innocent
Abilities: Dexterity is the penultimate skill for all Longshots, as their ability in long-range combat solely hinges upon it. Behind dexterity, a good constitution is truly required for Perfect Shot, as well as strength in the case that one's quarry is able to get past their range. If one has points to spare, wisdom is always good and goes thematically well with the class.
Races: Longshots are a large hodgepodge of races from all walks of life.
Alignment: Neutral (Due to the Longshot's Code)
Starting Gold: 5D12×10 gp.
Starting Age: Moderate/As Fighter
Level | Base Attack Bonus |
Saving Throws | Special | Precision Aim | Creation Points | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +0 | Longarm Gunsmith (Creation); Precision Aim (+1d6) | 60 ft | 80 | ||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +0 | Precise Shot; Point Blank Shot; Weapon Focus Sniper | 60 ft | 90 | ||||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +3 | +1 | Precision Aim(+2d6); | 70 ft | 100 | ||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +1 | Longarm Gunsmith (+1 Magical Enhancement); Far Shot | 70 ft | 110 | ||||||||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +1 | Precision Aim (+3d6) | 80 ft | 120 | ||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +2 | Rapid Shot | 80 ft | 130 | ||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +2 | Longarm Gunsmith (+2 Magical Enhancement); Precision Aim (+4d6) | 90 ft | 140 | ||||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +2 | Bonus Feat | 90 ft | 150 | ||||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +3 | Precision Aim (+5d6) | 100 ft | 160 | ||||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +3 | Longarm Gunsmith (+3 Magical Enhancement) | 100 ft | 170 | ||||||||||||||||||||||||||||||||||
11th | +8/+2 | +3 | +7 | +3 | Precision Aim (+6d6) | 110 ft | 180 | ||||||||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +8 | +4 | Well Practiced Aim | 110 ft | 190 | ||||||||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +8 | +4 | Longarm Gunsmith (+4 Magical Enhancement); Precision Aim (+7d6) | 120 ft | 200 | ||||||||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +9 | +4 | Perfect Shot | 120 ft | 210 | ||||||||||||||||||||||||||||||||||
15th | +11/+6/+1 | +5 | +9 | +5 | Precision Aim (+8d6) | 130 ft | 220 | ||||||||||||||||||||||||||||||||||
16th | +12/+7/+2 | +5 | +10 | +5 | Longarm Gunsmith (+5 Magical Enhancement) | 130 ft | 230 | ||||||||||||||||||||||||||||||||||
17th | +12/+7/+2 | +5 | +10 | +5 | Precision Aim (+9d6) | 140 ft | 240 | ||||||||||||||||||||||||||||||||||
18th | +13/+8/+3 | +6 | +11 | +6 | Bonus Feat | 140 ft | 250 | ||||||||||||||||||||||||||||||||||
19th | +14/+9/+4 | +6 | +11 | +6 | Longarm Gunsmith (+6 Magical Enhancement); Precision Aim (+10d6) | 150 ft | 260 | ||||||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +6 | +12 | +6 | Penetration | 150 ft | 300 | ||||||||||||||||||||||||||||||||||
Class Skills 4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Long Shot.
Weapon and Armor Proficiency: Longshots are proficient with all Simple weapons and both their Longarm and a Bayonette. Longshots are proficient in Light and Medium Armor but not shields
Soul Bound : • All Longshots Are Soulbound Weapons. This enchantment is much like Returning though with fewer limitations. A weapon with the Soulbound enchantment is magically linked to the soul of a single individual and can be summoned by that individual from any distance and any plain of existence. Calling a Soulbound weapon takes a single move action unless the wielder has the Quickdraw feat, which enables the wielder to call the weapon as a swift action. Spellbound is equivalent to a +4 enchantment. This enchantment cannot be stacked with Returning.
Longarm Gunsmith (Su): • Longarms are the weapon which each Longshot wields and creates themselves, pouring a piece of their own soul into this very weapon. From man to man, each Longarm varies heavily, reflecting the soul of the one who created them, though the base form is always the same, as that of a rifle. These rifles have a base stat-line that one may modify via 'creation points' they are awarded upon caracter creation and 10 additional points every level. As time passes, a Longarm grows with it's user, gaining magical enhancements (Such as flaming, frost, seeking, etc.) All Longarms are inherently Masterwork Quality. The following is the Longarm's base stats and a list of what can be upgraded (Along with how much it costs).
Longarm Base Stats
Masterwork || Damage - 1d8 || Critical - x3 || Range - 100 ft || Weight - 20 lbs || Size - large || Dam. Type - Piercing|| Critical Range - 19-20 || 12 Round Clip
Damage • 10 Points per die increase
Critical • 15 Points per degree
Range • 5 Points per 20 feet
Silencer Attachment • 30 Points - Spot VS. Hide to find Longshots Location. Can no Longer Hear Shots from more then 20 ft Away
Damage Type • Add Slashing for 10 Points
Precision Aim (Ex): • At first level a Longshot gains Precision Aim. Once a Longarm has spent his move action taking aim at a target, he is able to aim for the vital areas of the enemy with amazing precision for the duration that he is aiming at that target, however if his aim is interrupted for any reason or he attacks someone else, he loses this ability. Precision Aim allows the Longarm to do precision damage while aiming for one target, and it is their trademark ability, however it has a shortcoming in that it has only a certain range (60 ft). As the player gains experience and levels, however, the precision damage and range of Precision Aim increases.
Well Practiced Aim (Ex): • At 12th level a Longshot gains Well Practiced Aim. Now whenever he shots with his longarm he adds wisdom to his damage and attack rolls.
Penetration (Ex): • At 20th level a Longshot gains Penetration. Now whenever he shots with his longarm he ignores damage reduction and hardness, also his shots can ignore up to 10 inches of material.
Ex-Longshots[edit]
Upon breaking the Longarm's code, Longshot will be pursued by the Hunter's League (name subject to change). Due to the slow speeds that news travels, Longshots have anywhere from two weeks to a month before they will be hunted by the League. Immediately after breaking the Longarm's code, Longshots can either bribe the witnesses or kill them to prevent the news from reaching the Hunter's League. Doing this however will permanently change their alignment to Neutral-Evil.
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