Red Gunner (3.5e Class)

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Red Gunner[edit]

A Red Gunner is an aristocratic noble who has been trained, since they were young, to wield the invention of gunpowder in tandem with the power of magic. They are hunters and seekers by default, keeping in practice by exploration and investigation. To show prestige within a Mage's Guild, they wear a red cloak, and wield specialized firearms that they use as their focal points for spells.

Making a Red Gunner[edit]

Red Gunners are almost exclusively single target damage dealers, but they can do multi target at a much weaker amount of damage, and are supportive from their magic and ability to give cover fire.

Abilities: Dexterity is the most important stat, alongside Charisma. Dexterity raises to hit, and Charisma raises spell save, as well as spells per day. Constitution will increase survivability, as well as their weakest save, and Wisdom is good for raising spot checks as well as will save. Intelligence and Strength are their least important stats, but don't disregard them if you can.

Races: Any race can become a Red Gunner, unless the race forbids magic. Races with bonuses to Knowledge, Spot, Tumble, or Hide will benefit way more.

Alignment: While any alignment is allowed, evil aligned characters are more likely to use Necromancy spells, and if such are used, they lose their class levels until atoned.

Starting Gold: 8d8x5 (Average 160 gp).

Starting Age: Moderate, or as DM allows.

Table: The Red Gunner

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Attuned Fire Arms, Quickshot 3 1
2nd +2 +1 +3 +3 Agile 4 2
3rd +3 +1 +4 +4 Spellstoring 5 3
4th +4 +2 +5 +5 Divine Attunement 5 3 2
5th +5 +2 +5 +5 Bonus Feat 5 3 2
6th +6/+1 +3 +6 +6 5 4 3 2
7th +7/+2 +3 +6 +6 5 4 4 2
8th +8/+3 +4 +7 +7 5 4 4 3 2
9th +9/+4 +4 +7 +7 Energy Attunement 5 5 4 3 2
10th +10/+5 +5 +8 +8 Bonus Feat 5 5 4 4 3 2
11th +11/+6/+1 +5 +8 +8 5 5 5 4 3 2
12th +12/+7/+2 +6 +9 +9 5 5 5 4 3 3 2
13th +13/+8/+3 +6 +9 +9 5 5 5 5 4 3 2
14th +14/+9/+4 +7 +10 +10 Improvised Magic Barrier 5 5 5 5 4 4 3 2
15th +15/+10/+5 +7 +10 +10 Bonus Feat 5 5 5 5 4 4 3 2
16th +16/+11/+6/+1 +8 +11 +11 5 5 5 5 5 4 3 3 2
17th +17/+12/+7/+2 +8 +11 +11 5 5 5 5 5 5 4 3 2
18th +18/+13/+8/+3 +9 +12 +12 5 5 5 5 5 5 4 4 3 2
19th +19/+14/+9/+4 +9 +12 +12 5 5 5 5 5 5 5 4 4 3
20th +20/+15/+10/+5 +10 +14 +14 Greater Attuned Fire Arms, Bonus Feat 5 5 5 5 5 5 5 5 4 4

Class Skills- A Red Gunner gains 8+Int modx4 skill points for first level, and 8+Int mod for every level after.
Class Skills and their key abilities are as follows: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str) Knowledge (Int, taken separately) Nobility, Arcana, Planes, Nature, Engineering and Architecture, Listen (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Int).

Class Features[edit]

All of the following are class features of the Red Gunner.

Weapon and Armor Proficiency: A Red Gunner is proficient in all simple and martial weapons, as well as fire arms. They are proficient in light armor only, and when wearing light armor, they do not incur spell failure.

(DM Notes: You may count medium Mithril armor as light armor, so it doesn't incur spell failure, or leave it as medium armor.)

Spells: A Red Gunner learns and casts their spells the same way a Sorcerer of equivalent level would, provided they have the prerequisite charisma score and level to know the spells. They need not prepare any spells, and can use their attuned guns as a focal point. Spells are drawn primarily from the Wizard/Sorcerer spell list, though some spells later on are from the Cleric spell list.


Table: Red Gunner's Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

The following are Class Features of the Red Gunner-

Attuned Fire Arms- At 1st level, begins play with at least 1 fire arm already attuned to them. This lets them loose their spells through their guns, using their guns as a focal point for the spell. If a focus is required, the gun may substitute it. This also grants a +1 to attack rolls, damage rolls, and when casting spells the save DC is increased by 1.

Quickshot (Ex)- If a Red Gunner is dual wielding, they may make an attack with both hand held weapons at a -2 penalty, much like the Monk's Flurry of Blows. At 10th level this no longer incurs a penalty, and at 20th level it gains a bonus to hit instead of +2.

When making a full round attack, they may make an extra shot with their primary gun at full attack bonus. At 10th level they may make an extra off handed shot at full attack bonus. At 20th level they may make 2 extra shots with their primary at full attack bonus.

(DM Notes: As Monk's Flurry of Blows really shouldn't require a full round action, this ability shouldn't either, but if you keep Flurry as a full round, this ability is as well.)

Agile- At 2nd level, the Red Gunner may treat mountains, forests, and marshes as favored terrain, therefore ignoring the movement penalties. This lets them ignore the balance checks needed to charge or run if necessary as well. At level 10 this ability encompasses all terrain.

Spellstoring (Ex)- At 3rd level the Red Gunner may store a spell effect in their gun until it is fired. If the attack roll breaks the target's AC, the spell effect will also trigger. If the attack roll misses, the spell is wasted. There is no time limit to how long the spell can be stored for, but if the gun is fired, the spell goes with it. Using this ability is a standard action.

Divine Attunement (Ex)- At 4th level the Red Gunner attunes themselves to the powers of the Divine, and may cast a few Divine spells, primarily healing spells. Each Divine spell draws from their Arcane spells per day, and does count toward their known spells. This ability uses the Red Gunner's level minus two to determine their Cleric level for learning and casting Divine spells.

Energy Attunement (Ex)- Starting at 9th level, a Red Gunner may attune themselves to one specific energy type as a free action. This attunement raises the damage dealt of that energy type, and reduces the damage received of that energy type by 50%. Any of the 5 energy types may be chosen, but only 1 at a time. The formula for how much energy can be boosted and reduced is (RG level+Cha mod)x10. Once the value of energy is depleted, it is unusable for 8 hours. Every 2 levels after the Red Gunner may attune themselves once more, but the same restriction of the finite energy pool remains. The primary purpose of this is to switch energy types to boost damage of that type instead.

Improvised Magic Barrier (Ex)- At 14th level, the Red Gunner empowers their armor to block spells. This is a very imperfect version of the ability, and it's meant to get them out of a tight spot. Use of the ability is a free action. The barrier has a finite pool of resistance it can use to block spells, and it deteriorates on its own. It has a formula of (RG level+half armor value)x5 for energy. Activating the barrier costs 10 energy, and every round it loses 5, but while it is active, any spell that would target or includes the Red Gunner will automatically be resisted. Spellcasters targeting the Red Gunner will roll a penetration check as normal, but instead of determining if it affects the Red Gunner or not, the total is subtracted from the remaining energy of the barrier. As with any barrier, if the barrier does not possess enough energy to stop the spell, the spell carries out its effects normally.

Example: Raspberyl creates her barrier using her Celestial Armor, this grants her a total of 95 energy to block spells with. A 20th level Sorcerer tries to affect her with a spell, and rolls a natural 20 on his penetration roll. After spending 10 to activate the barrier, and after receiving a 40 point impact of the spell, that leaves her with 40 energy remaining until it is dissipated. If the same Sorcerer were to roll above a 16 on the next attack, the spell would affect her as normally and she'd need to make any applicable save or suffer the effects.

Greater Attuned Fire Arms- At 20th level the Red Gunner is able to cast spells out of any gun, even those that are not attuned. Though any guns that are attuned to them, grant a +3 to attack rolls, damage rolls, and when casting spells 3 to the spell save DC. Attuning a gun to such a point requires double the time of regular attuning, so it requires 48 hours to empower a gun to this degree. This class feat stacks with Attuned Fire Arms, for a total of +4 at level 20.


Ex-Red Gunners[edit]

Should a Red Gunner ever knowingly learn a Necromancy spell, or cast one from a scroll, they will instantly forfeit their abilities and spells. They may not gain atonement until they remove the spell in question from their memory, or complete an arduous atonement quest by the Mages Guild.

Epic Red Gunners[edit]

Table: The Epic Red Gunner

Hit Die: d8

Level Special
21st Bonus Feat
22nd
23rd Perfected Energy Attunement
24th Bonus Feat
25th
26th Perfected Magic Barrier
27th Bonus Feat
28th
29th
30th Perfect Attuned Fire Arms/Bonus Feat

8+int mod per level for skill points.

Perfected Energy Attunement (Ex)- The Red Gunner has no limit on how much energy damage they may increase or reduce, but is still restricted to the number of times they may attune energy types. Once the amount of attunements is used, they may not attune again until 24 hours later.

Perfected Magic Barrier (Ex)- The Red Gunner now has no loss of energy when maintaining or creating their barrier, only when the barrier is struck. The value of energy is still the same however.

Perfect Attuned Fire Arms- Increase the attack rolls and damage rolls another +4 on top of the previous two Attuned Fire Arms feats, and increase the save DC another 4. This stacks with the previous two Attuned Fire Arms Feats.

The epic Red Gunner gains a bonus feat every 3 levels.


Masquerador Red Gunner Starting Package[edit]

Weapons: 2 Revolvers, 1d8 on a natural 20 crit for x4 damage.


Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Knowledge (Arcana) 2 Int
Knowledge (Nature) 1 Int
Knowledge (Nobility) 1 Int
Knowledge (Planes) 2 Int
Knowledge (Engineering) 2 Int
Tumble 2 Dex -1
Survival 1 Wis
Hide 3 Dex -1
Swim 1 Str -1
Climb 2 Str -1
Use Magic Device 2 Cha
Profession (Gunsmithing) 3 Wis
Craft (Munitions) 3 Int
Spot 3 Wis
Sleight of Hand 3 Dex -1
Spellcraft 3 Int
Heal 1 Wis
Listen 3 Wis
Jump 2 Str -1

Feat: Two Weapon Fighting.

Gear: Studded Leather.

Gold: 160gp.

Campaign Information[edit]

Playing a Red Gunner[edit]

Religion: Red Gunners, being magic based, will favor any god that would appreciate them fighting at range, using magic, or otherwise functioning like a typical adventurer, but otherwise they take no distinct interest in gods.

Other Classes: Red Gunners have no qualms with any class that is not explicitly a Necromancer, or other kind of Necromancy type. As such they often have a pretty distinct dislike of any Undead, or those that would resurrect the dead as combatants.

Combat: In any typical encounter, you will notice the Red Gunner either in the middle ranks or in the rear ranks when it comes to combat. They are penalized for close quarters combat, unless they have the feat Point Blank Shot, and likewise have a penalty to using their spells in close quarters.

Advancement: Most that are Red Gunners would stay as a Red Gunner because they will reap huge benefits for staying such..

Red Gunners in the World[edit]

"Momento Mori!"
—Raspberyl Keeryu, Masquerador Red Gunner

<-Where characters of this class fit in a d20 world.->

Daily Life: Many Red Gunners are adventurers by choice, and instead choose to hone their skills in the field, rather than studying a book.

Notables: Raspberyl Keeryu, Shinta, Nissa.

Organizations: Being Sorcerers, they do meet at any Mages Guild to provide or ask for assistance, and could be found at any Guild hall or Tavern. They are generally respectable, though awkward in conversation except with their peers.

NPC Reactions: If magic is a concept in the world- Red Gunners are sometimes met with praise, and possibly gifts for their endeavors in the world. If magic is not a concept in the world- They may be met with hostility, or even be attacked as they would be viewed as heretics.

Red Gunner Lore[edit]

Characters with ranks in Knowledge Nobility/Knowledge Arcana can research Red Gunners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Nobility/Arcana
DC Result
15 Red Gunners are born and raised in the arts of magic, with a passion for explosives.
20 The kind of training a student would need to go through was often very tedious and grueling, implying why they are unsociable.
25 Some would even say the reason why they picked up the guns was so that they could escape the need for magic, through the miracle of gunpowder.
30 Despite being raised as nobles, most Red Gunners are in fact more so poor than the average adventurer, due to the amount of gear they usually have.

Red Gunners in the Game[edit]

Adaptation: Can be played as a Cleric and Gunslinger, instead of Sorcerer and Gunslinger. If you want to make it harder on yourself, could be played as a Wizard and Gunslinger, and instead of a spellbook your gun can only be charged with so many spells per day.

Sample Encounter: Any Red Gunner would automatically be in the middle ranks or rear ranks, if they are on the front, they are the only one standing.

EL :

Raspberyl Keeryu, Red Gunner 8. CR 6 Hit Dice: 8d8+32 (79) BAB/Grapple: +8/+11 Str 16, Dex 22, Con 18, Int 16, Wis 20, Cha 18 AC 20 (4 armor, 5 dex, 1 natural) Greatsword +11 2d6+4 Revolver +15 1d8 Revolver +15 1d8 Rifle +14 1d12 Knows 19 total spells, 4 of which are Cleric spells.

Strategy: Opening Round: Casts Improved Mage Armor on herself, raising her AC to 22. 2nd Round: Charge revolver with Scorching Ray, and move to a safe distance. 3rd Round: Charge other revolver with Scorching Ray, and maintain distance. 4th Round: Cast Haste on self to increase accuracy and AC to 23. 5th Round: Attack two targets with revolvers, and strike them with Scorching Ray. 6th Round: If previous attacks were successful, Quickshot the weakest of the two targets to finish them off. If previous attack was unsuccessful, cast Expeditious Retreat to maintain distance from targets.

If Scorching Ray is not available, Lightning Bolt will suffice.

This process will repeat until either she runs out of 2nd and 3rd level spells, or until she dies. If she feels she can disable a party without too much trouble, she will cast Color Spray using her bonus save DC to ensure victory.


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