The Gundgeoneer (3.5e Class)

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A paradigm of militaristic discipline and versatility throughout the progression of races whose soul objective is to utilize archaic weaponry with modern strategy.

The Gundgeoneer is a strategic class that implements the disciplines of a Roman Military with the ingenuitive alchemical innovativeness used in gunsmithing to create a balanced fighter that utilizes both ranged and melee combat.

Making a Gundgeoneer[edit]

Becoming a Gundgeoneer meant the individual understood discipline as a competitive excellence that encompassed many other virtues than just prowess in brute strength. Gundgeoneers are taught stringently the importance of analyzing one’s surroundings and opponents on an anatomical level to utilize the flaws of a target, the limitations of terrain, and obstacles in order to maximize damage while minimizing casualties. From their beginning, all those aspiring into becoming Gundgeoneers are set on grueling courses meant to test loyalty and obedience to authorities, as well as, a small military-esc company they would spend most of their training accompanying.

Abilities: Gundgeoneer discipline is expressed in excellence in all sorts of military virtues such as physical courage (making Strength of paramount importance to them, though Dexterity needs to be bolstered so that the Gundgeoneer can maintain advantage with acrobatic moves while carrying a shield and firing from their gun), their willingness to drink deeply into the vast knowledge of alchemy and battle ethics meant to nurture their fighting styles (making Intelligence equally important to Strength), and how well trained they peaked their endurance and toughness (Suggesting Constitution as the third most important to the class as they require high Fortitude Saves).

Races: Any.

Alignment: Due to the firm disciplines structured in Gundgeoneer’s lives throughout their training, most follow the Neutral Alignment paths.

Starting Gold: Same as Fighter.

Starting Age: Same as Ranger.

Table: The Gundgeoneer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Extracts per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +2 +0 Shield Bash, Gunsmithing Alchemy, Alchemical Ammunition 1
2nd +2 +3 +3 +0 Homunculus Familiar, Gunsmithing Phalanx 2
3rd +3 +3 +3 +1 Parry, Vanguard’s Gunfire -6/-6 3
4th +4 +4 +4 +1 Gunsmithing Focus +2, Blowback 3 1
5th +5 +4 +4 +1 Enter the Gundgeon +2/+4, Döven Wolf 4 2
6th +6/1 +5 +5 +2 Backbreaker, Vanguard’s Gunfire -3/-3, Quick Draw, Upgrades 4 3
7th +7/2 +5 +5 +2 Hot Rod, Active Reload 4 3 1
8th +8/3 +6 +6 +2 Dungeoneer, Fast Movement 4 4 2
9th +9/4 +6 +6 +3 Vanguard’s Gunfire -0/-0, Punisher 5 4 3
10th +10/5 +7 +7 +3 Tower Defense, Tower Offense, Weapon Specialization 5 4 3 1
11th +11/6/1 +7 +7 +3 Tower Mastery, Dead Shot 5 4 4 2
12th +12/7/2 +8 +8 +4 Enter the Gundgeon +2/+4, Diving Strike 5 5 4 3
13th +13/8/3 +8 +8 +4 Shield Ally, Master Vanguard’s Gunfire 5 5 4 3 1
14th +14/9/4 +9 +9 +4 Exorcist Ammunition, Improved Tower Shield Bash 5 5 4 4 2
15th +15/10/5 +9 +9 +5 Aligned Ammunition, Fatality 5 5 5 4 3
16th +16/11/6/1 +10 +10 +5 Fortress Vitality, Fortress Fortification 5 5 5 4 3 1
17th +17/12/7/2 +10 +10 +5 Volley, Assault and Battery 5 5 5 4 4 2
18th +18/13/8/3 +11 +11 +6 Death’s Marksman 5 5 5 5 4 3
19th +19/14/9/4 +11 +11 +6 Death’s Emissary 5 5 5 5 4 3 1
20th +20/15/10/5 +12 +12 +6 Marshal’s Aura 5 5 5 5 4 4 4 2

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Gundgeoneer.

Weapon and Armor Proficiency: Proficiency with Shields (including tower shields), as well as with all armors and simple weapons; a Gundgeoneer ignores the armor check penalties and spell failure caused from using shields, except for when using Tower Shields.

Gunsmithing Alchemy (Su): Gundgeoneers are masters of creating mundane alchemical substances that are utilized in fashioning magical potion-like extracts in which they can store spell effects. In effect, a Gundgeoneer prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by combining the extract with recipe powders used in ammunition. When an Gundgeoneer creates an extract for ammunition, he infuses the concoction with specialized magical ingredients utilized to form rare and powerful powders, which in effect bolsters magical elemental and status effects.

When using Craft (alchemy) to create an alchemical item, a Gundgeoneer gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, a Gundgeoneer can use Craft (alchemy) to identify potions and powders as if using detect magic. He must hold the item for 1 round to make such a check.

A Gundgeoneer can create three special types of magical items—powders, extracts, and ammunition. Powder is simply magical ingredients pressed down into fine material that are specially blended for specific elemental and status effects for the choice ranged weapon’s ammunition, though there is a challenge in finding these particularly rare and extraordinary ingredients, while ammunition of course is the Gundgeoneer’s finished product after combining powders and extracts together to make highly powerful weaponized items to be used for their weapons.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the Gundgeoneer's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. A Gundgeoneer can create only a certain number of extracts of each level per day. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When a Gundgeoneer mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from “Mana Crystals”. Unlike a typical Alchemist whose extract immediately becomes inert if it leaves the alchemist's possession, a Gundgeoneer’s extract doesn’t no matter the distance. A Gundgeoneer can pass out his extracts for allies to use, though an extract once created remains potent for 1 day before losing its magic, so the Gundgeoneer must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but the Gundgeoneer has a high preference to keep all of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the Gundgeoneer doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. A Gundgeoneer can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it or after being implemented into ammunition that is fired from a ranged weapon, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, affecting either the Gundgeoneer or a choice target. A Gundgeoner can draw and drink an extract as a standard action. The Gundgeoneer uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, and the cost of these particular materials is significant—comparable to the valued rare ores heavily sought for. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (Gundgeoner extracts that duplicate divine spells never have a divine focus requirement).

A Gundgeoneer can prepare an extract of any formula he knows. To learn or use an extract, the Gundgeoner must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against the Gundgeoneer's extract is 10 + the extract level + the Gundgeoneer's Intelligence modifier.

The Gundgeoneer may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he uses it. A Gundgeoneer begins play with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new Gundgeoneer level, he gains one new formula of any level that he can create. A Gundgeoneer can also add formula to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A Gundgeoneer can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. A Gundgeoneer is required to decipher arcane writings before copying them.

Alchemical Ammunition (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful ammunition for their specialized gunsmithing weapons. An alchemist can create a number of ammunition each day equal to his class level + his Intelligence modifier. Alchemical Ammunition are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create alchemical ammunition, the alchemist must use a small hollowed-out ammunition containing a pinch of powder containing the elemental properties desired and an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalysts at the start of the day equal to the total number of ammunition they can create in that day—once created, a catalyst remains usable by the alchemist for years. Drawing the components of, creating, and using alchemical ammunition requires a standard action that provokes an attack of opportunity. Fired alchemical ammunition have a range dependent on the ranged weapon in use. Alchemical ammunition are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a Gundgeoneer's ammunition inflicts 1d6 points of damage based on the type designed for it + additional damage equal to the Gundgeoneer's Intelligence modifier.

The damage of an Gundgeoneer's ammunition increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike).

Homunculus Familiar: Due to the training a Gundgeoneer receives early in their career in a small company, it is not uncommon for Gundgeoneers to desire a companion once out onto the field as adventurers and guns for hire. Gundgeoneer’s are very meticulous about obtaining familiars, requiring a sturdy and skillful creature that doesn’t shirk from the heat of battle or become easily intimidated. Gundgeoneers require ample familiars who can learn with versatility while known their flaws just as Gundgeoneer’s do, without falling too hard on the extreme alignment spectrum. More often than not, it falls upon the Gundgeoneer to craft their very own specialized companion, forming a “Flesh Homunculus” that behaves with similar humanity as the master by sacrificing the best of their ingredients in large quantities that are performed aided by a particularly skilled warlock or sorcerer in a taxing ritual. The process, if elected by the player, will cost their character to lose two class levels from their starting total, acting as a level adjustment would. At the end of the ritual, a Gargoyle Homunculus is born that has a heart, soul, and conscious that learns as any creature with a penchant for understanding would. They are given a name, and never suffer the curse of turning into stone during the day, but have an extraordinary curiosity in their personality that tends to get them into mischief, as well as, having a large consumptive appetite similar to a bear. The Gargoyle is ever loyal to their master, seeing themselves as the faithful apprentice who protects their master unflinchingly with the hopes of one day aspiring to take the place of their master as a true Gundgeoneer legend.

Unlike normal familiars, a Gundgeoneer’s soul is linked to their own, as the process in making such a unique creation goes beyond mere clay and blood, binding the two entities in a union where thoughts and feelings are shared while being two completely separate entities with wills of their own. The following are the abilities that are shared amongst the Gundgeoneer and their familiar:

  • When damage is dealt, it is divided between the two regardless of the damage being physical, magical, or psionic in nature; even if the damage specifies specifications that would single out an individual, the damage will be split appropriately between the Gundgeoneer and their familiar at all times as this is an ability they cannot control.

  • All Savings Throws are shared between the Gundgeoneer and their familiar so that if one fails in their rolls, the other automatically is treated the same as well.

  • If an effect-be it curses, status effects such as poison or diseases, or a buff-targets either the Gundgeoneer or their familiar, it will be shared amongst both instead.

  • A Gundgeoneer’s familiar isn’t “summoned” upon its creation, it is a sentient creature born on the plane of it’s master and is as mortal as any other creature; if either the Gundgeoneer or the familiar should die, the other will die immediately feeling the death of their compatriot as they pass. Wherever the Gundgeoneer passes onto in the afterlife, the familiar will join them, and if either should be resurrected the effect will return both simultaneously.

  • 1/per day + Gundgeoneer’s Intelligence modifier, the Gundgeoneer can attempt to “possess” the body of their familiar temporarily, so long as that familiar is within a 100 ft/+ 10 ft./level radius of the Gundgeoneer’s proximity. The process requires both to make a Will Saving Throw; the Gundgeoneer must make the roll in an attempt to safely perform the possessing without damaging the sentience of the familiar, and the familiar must make a saving throw in order to determine whether it’s psyche has been shattered or remains stable, regardless if its willing to undergo the process or not. The DC for the Will Saving Throw is 10 + the Gundgeoneer’s Intelligence modifier + the familiar’s Intelligence modifier. The possession lasts up to 2d4 hours or until the Gundgeoneer has either finished their objective or has become exhausted, as during each activity performed by the Gundgeoneer during the possession will require a Constitution roll to determine how well they fare since this is a practice that drains mana from their bodies exponentially over time. While possessing the body of their familiar, a Gundgeoneer can perform all normal activities a sentient being could, even to the extent of casting magic or utilizing breath attacks.

  • Whenever the Gundgeoneer or the familiar becomes “Hexed” by a witch’s Hex, the Gundgeoneer suffers -2 to Constitution penalty for 8 hours until they’ve undergone a full rest.

  • While the Gundgeoneer and their familiar are soul-linked, they both gain immunity to Mind-affecting spells and abilities, including from organic wildlife such as fungi or flowers that would carry such an ability.

  • While the Gundgeoneer and their familiar are soul-linked, they both gain a permanent +4 bonus to Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, and Use Magic Device checks.

  • While the Gundgeoneer and their familiar are soul-linked, they both receive +2 bonus Hit Points and +2 points to their Con score.

  • While the Gundgeoneer and their familiar are soul-linked, all saves gain a permanent +6 bonus.

  • The Gundgeoneer and their familiar level up simultaneously, though the familiar has the option to multiclass in a basic class that isn’t homebrew.

  • The Gundgeoneer’s familiar is limited to Simple and Martial Weapon Proficiency, as well as, Light and Medium Armor with all Shields except for Tower Shields.

Shield Bash: At level 1 a Gundgeoneer gains the Improved Shield Bash as a bonus feat.

Gunsmithing Phalanx: At 2nd level, a Gudgeoneer become masters of utilizing old militaristic fighting styles using their shield and gun to create a defensive formation while gaining the bonus feats Improved Shield Bash, Point Blank Shot, Rapid Shot, Endurance, and Diehard.

Parry (Ex): At 3rd level, when using proficiency weapons or weapons affected by the Weapon Finesse feat, allows the Gundgeoneer to roll their own attack roll when being attacked once per round. If their attack roll is higher than the enemies, then they take no damage. Does not work in Heavy armor.

Vanguard’s Gunfire (Ex): At 3rd level, once per turn during combat, a Gundgeoneer may fire 2 shots per round per Dex modifier. All shots get a -6/-6 to their attack unless fighting defensively with shield planted firmly in the ground, negating any attack of opportunity encounters that could be provoked from nearby melee enemies. All shots knock a target back 10ft and is treated as Dazed, though an enemy may make a Fortitude Saving Throw (DC 10 + Strength modifier) to negate the effect. At 6th level all shots get a -3/-3 to their attack unless fighting defensively, with all shots knocking targets 10ft back with the replacement ability of Stunned. At 9th level, all shots get a -0/-0 to their attacks, and all shots knock targets 10ft back with the replacement ability of Prone.

Gunsmithing Focus: At 4th level a Gundgeoneer gains an additional +2 shield bonus to AC and attack rolls for shield bash with a chosen type of shield. A Gundgeoneer may retrain for 8 hours to change the type of shield he is focused on. For use as a prerequirement, the Gundgeoneer’s shield must have a 6 centimeter hole at its center for the gun of choice being utilized in combination with it.

Blowback: At 4th level, a Gundgeoneer after holding their action in combat, may utilize a parry to deflect projectiles, even magical projectiles such as “Magic Missile”. Upon a successful parry roll made vs the caster’s level check (d20 + spellcaster’s level) or attack roll of the enemy in question, the Gundgeoneer deflects the blow back at the target, which is treated as an attack of opportunity. The enemy must make a Reflex Saving Throw DC 10 + the damage being redirected, in order to save for half as this attack cannot be avoided. The Gundgeoneer may block up to 1 projectile per round per Dex modifier.

Enter the Gundgeon: At 5th level and above, the Gundgeoneer gains a +2 circumstance bonus to attack and damage rolls whenever using a gun with a shield. The combination becomes a fighting style known as “Dance of the Duelists”, gaining priority in combat initiative for the sake of using an Intimidate Check to challenge a specified target to a duel. Combat initiative carries on normally afterwards. Additionally, when fighting defensively, the Gundgeoner gains an additional +4 to AC while assuming a phalanx formation and can activate their parry ability to block up to 1 attack per round per Dex modifier. For use as a prerequirement, the Gundgeoneer’s shield must have a 6 centimeter hole at its center for the gun of choice being utilized in combination with it. At 12th level, the Gundgeoneer's bonus damage increases by an additional +2 and an additional +4 to AC.

Döven Wolf: At 5th level, the Gundgeoneer can now use “Mana Crystals” to power their gun of choice (Crafting DC 15 + Spellcraft 10 + Wisdom Modifier to create successfully) to merge into a new weapon called “The Vulcan”. The gun’s damage dice increases to a 1d12 piercing with a +1d6 of Lightning elemental damage in addition. The most powerful aspect to The Vulcan however is it’s core, made from the Mana Crystal which creates a psionic link known as the “Quasi-psycommu System” which 1/week grants the Gundgeoneer Foresight but immediately strips them of all immunities and resistances for the day, regardless of a full 8-hour rest.

Upgrades: At 6th level the Gundgeoneer can add upgrades or make modifications to their firearm at a 500 gp cost per alteration. Aapplying such changes takes 4 hours with every hour requiring a crafting check (DC 10 + ½ class level + Gundgeoneer’s Intelligence modifier); failure requires the Gundgeoneer to spend an additional 1d4 hours correcting mistakes and making a successful finished product with half the benefit values listed below:

  • Suppressor: The suppressor upgrade grants a +6 circumstance bonus to Hide and Move Silently checks when using a firearm. Enemies are required to make a Listen check (DC 20) in order to detect the direction of the sound from the gunshot.
  • Extended Magazine: The extended magazine upgrade doubles the carrying capacity of the weapon’s ammunition.
  • Overcharge: The overcharge upgrade doubles the damage of status or elemental effects imbued on ammunition utilized by the Gundgeoneer’s current ranged weapon. Using the overcharge ability on a gun causes the Gundgeoneer to lose all bonus actions in a round, nor can they make swift or free actions.
  • Barrel Choke: The barrel choke upgrade doubles the range of the Gundgeoneer’s weapon, but disables all spread capabilities.
  • Attachment Weapon: The attachment weapon upgrade allows for the Gundgeoneer to install a spring-loaded knife attachment to the tip of their ranged weapon, granting an additional +2d6 slashing and piercing damage.

Backbreaker: At 6th, the Gundgeoneer gains "Improved Critical" as a bonus feat. This ability only works for the shield type that the Gundgeoneer has chosen for his "Shield Focus" ability. Upon a failed Grapple Check or Attack vs the Gundgeoneer, the Gundgeoneer is prompted a free grapple on the opponent and throws their entire body backwards, almost acrobatically. When your opponent is larger than Medium size, you gain a circumstance bonus on your grapple check to knock the target prone. The size of the bonus depends on your opponent's size:

  • Colossal: +8
  • Gargantuan: +6
  • Huge: +4
  • Large: +2

When used on humanoids, roll 1d100. If the result is 90 or higher, the enemy's back has been broken, reducing their hit points to 0 and paralyzing them. Otherwise, deal 5d6 damage, and end the grapple.

Quick Draw: At 6th, the Gundgeoneer gains "Quick Draw" as a bonus feat.

Hot Rod: At 7th level The Vulcan gains a secondary elemental damage type, granting a +1d6 fire damage in addition to the +1d6 lightning damage granted to The Vulcan. The Gundgeoneer can alternate between the fire and lightning damage as a swift action, but cannot be used simultaneously as to avoid overloading The Vulcan’s core. The Vulcan can use the fire damage as a nonlethal means to heat the barrel of the gun to act as a heating iron, which can then be used as a standard action to close a bleeding wound. The act causes 1d6 damage to the target, but stops the bleeding status effect immediately.

Active Reload: At 7th level the Gundgeoneer can reload as a free action much like the Quick Draw feat, with the addition of being immune to flanking.

Dungeoneer: At 8th level the Gundgeoneer gains the following abilities that can be used 1/day per Dex modifier while in a dungeon:

  • Trackless Step: The Gundgeoneer does not leave footprints, making it almost impossible to track.
  • Shot in the Dark: The Gundgeoneer can use Sneak Attack as a rogue, though only when unseen and gains the Blind-Fight feat. Sneak Attack damage is a +5d6, though does not increase as a Rogue’s Sneak Attack damage would.
  • Defensive Roll: The Gundgeoneer can use their shield as an active parry and make a Tumble check as a Reflex Saving Throw to avoid taking damage entirely to effects that’d normally have the character only save for half. The DC is 10 + Strength modifier + the number of feet being moved from the attacking target.

Fast Movement: At 8th level the Gundgeoneer gains Fast Movement as a monk would, increasing their movement speed by 5 ft every three levels.

Punisher (Ex): At 9th level, as a full-round action, the Gundgeoneer can make a single firearm attack and choose a part of the body to target. The Gundgeoneer gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. Creatures that are immune to sneak attacks are immune to these effects.

  • Arms: On a hit, the target takes no damage from the hit but drops one carried item of the Gundgeoneer’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
  • Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
  • Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
  • Torso: Targeting the torso threatens a critical on a 19–20.
  • Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Tower Defense: At 10th level the Gundgeoneer can use their shield for total defense, applying their Dexterity and Strength modifier to Flat-footed AC and when defending against touch attacks. At 18th, this ability includes all shield bonuses to defending against touch attacks.

Tower Offense: At 10 level the Gundgeoneer can use their gun for total offense, applying the Dexterity and Strength modifier to attack and damage rolls 1/day per Intelligence modifier.

Weapon Specialization: The Gundgeoneer has experimented with the combination of their alchemy and smithing to create different special firearms to add more versatility to their armament capabilities. At 10th level, the Gundgeoneer may upgrade their current ranged weapon to one of the following:

  • Glove Flintlock: 2d6 with a reload of 1. Reload is a bonus action. This firearm is mounted on the hand on a glove, whenever you punch someone or something when the firearm is ready to use it will fire the ammunition.
  • Potion Launcher: 2d6 bludgeoning and 1d10 fire, the incendiary potions do double damage to structures and objects, any creature within a 10 foot cube of the point of impact takes 1d6 bludgeoning, reload is an action, it holds 6 Alchemist’s Fire, 6 Alchemist’s Fire cost 60gp and 4 hours of work. Costs 6 hours and 200gp. (40/160)
  • Flamethrower: 3d8 fire, also flammable materials light on fire when in contact with the flame, uses canisters of fat, oil, or other flammable liquid, can be used 5 times before empty, reload is an action, canisters cost 50 gp and 2 hours to make. Canisters are refillable. Costs 8 hours and 200gp. (20/80)

Tower Mastery: Starting at level 11, the Gundgeoneer can now wield two shields; if a character is currently weilding a Tower Shield, they can use an additional one, though strapped to their back so they cannot become flat-footed but loses the immunity to flanking.

Dead Shot: At 11th level, the Gundgeoneer can once per day can choose to make a lethal or nonlethal attack with their gun, killing or incapacitating a target. The Gundgeoneer must spend three rounds rolling a Survival roll (DC 25) in order to carefully study the target and expose a flaw. Upon successful survival rolls, the Gundgeoneer, may decide to kill or incapacitate the target before the shot; attacks are not rolled due to the successful survival rolls, but damage is rolled normally. The target must roll a Reflex Saving Throw (DC 10 + distance to Gundgeoneer) to avoid damage, and if failed, must roll a Fortitude Saving Throw (½ Gundgeoneer’s level + Strength modifier + Dexterity modifier + Intelligence modifier) to take half the total damage. If the target fails his fortitude save the target either dies or is incapacitated with taking full damage.

Diving Strike (Ex): At 12th level if a Gundgeoneer uses tumble to move past, or to approach a threatened square he may also make a full attack without accruing any attacks of opportunity from his opponents.

Shield Ally (Ex): Starting at 13th level, a Gundgeoneer can choose to absorb full damage dealt to an adjacent ally as an immediate action. Unlike most classes, the Gundgeoneer can absorb damage from both physical melee attacks and ranged attacks, such as arrows and sword slashes, magical and non-magical effects.

Master Vanguard’s Gunfire (Ex): At 13th level, once per turn during combat, a Gundgeoneer may fire 1d4 shots/round plus Dex modifier. The Gundgeoneer can choose 1/round plus Intelligence modifier to place two conditions on a shot target:

Exorcist Ammunition: Starting 14th level the Gundgeoneer has dabbled in the tomes and alchemical fields of religion, unlocking secrets that are now merged with the art of their Gunsmithing Alchemy to create the Smite Good/Evil/Law/Chaos ability in their ammunition.

Improved Tower Shield Bash: At 14th level the Gundgeoneer gains Improved Tower Shield Bash. As per improved shield bash, the Gundgeoneer may now keep their shield bonus to armor class when attacking with a tower shield

Aligned Ammunition: At 15th level the Gundgeoneer has mastered the ability to add alignment to their ammunition, having studied the different planes and realmspace knowledges to gain insight on bettering their combat expertise.

Fatality: At 15th level, 3/day, the Gundgeoneer can re-roll all critically-failed attack rolls in a round made against an enemy whose health has reached 0 or below hitpoints to make a Coup de Grace; the target must make a Reflex Saving Throw (DC 25 + Strength modifier) to avoid the blows or be executed upon failure.

Fortress Vitality (Ex): Once per day at 16th level, the Gundgeoneer may gain temporary hitpoints equal to double their class level plus their Constitution Modifier (positive or negative at the time of activation) that lasts for 1 min per level.

Fortress Fortification (Ex): At 16th level the Gundgeoneer may plant a Heavy or Tower shield into the ground (Must be on the ground to plant) and gain concealment from cover, along with the shield(s) bonus as long as the Gundgeoneer is adjacent to the shield. May plant into soft ground (ex:dirt, sand, some wood, etc) without penalty, hard ground (ex:concrete, stone, hardwood, etc) at DC 20 Strength check. If the Gundgeoneer plants one or both shields, they gain cover (20%) or total concealment (50%) respectively as long as the shields are between the Gundgeoneer and the opponent attacking. Any one adjacent ally may benefit from this bonus as long as they are behind the shield(s) from the direction of the attack. The Gundgeoneer also gains a +6 to resist bull rush, grapple, overrun, or trip attempts against them (as long as they are behind the shields when the actions are made against the Gundgeoneer).

Volley: At 17th Level, the Gundgeoneer can use their action to make a ranged attack against a number of creatures equal to the Gundgeoneer’s Intelligence modifier within a 30 ft radius, though creatures must be in plain sight and within your weapon's range. The Gundgeoneer makes a separate attack roll for each target.

Assault and Battery: At 17th level, the Gundgeoneer 1/day plus Intelligence modifier can ensure every attack counts; if an attack made by the Gundgeoneer should miss or critically fail, they can immediately make a new full-round attack action against the same creature either with the Gundgeoneer’s gun or with their shield in a charge without provoking attacks of opportunity. Using this ability leaves the Gundgeoneer staggered for 1d4 rounds.

Death’s Marksman: At 18th level the Gundgeoner gains mastery with using their gun in combination with their shield on the battlefield. Any time a Gundgeoneer would hit an opponent with their ranged weapon, it is counted as a critical threat. If your weapon already had a 19-20 threat range, increase its critical multiplier by 2.

Death’s Emissary: At 19th level, the Gundgeoneer can 3/day can choose to make a lethal or nonlethal attack with their gun, killing or incapacitating a target as the previous ability Dead Shot allows; the addition to this ability being that while the Gundgeoneer spends three rounds studying the target they can make other actions as normal so long as their attention remains on the target, and the target in question can neither detect the Gundgeoneer nor recognize them as an enemy should they been seen for whatever reason.

Marshal’s Aura: At 20th level, the Gundgeoneer gains an awe-inspiring aura around them of renown, granting a +10 bonus in addition to the bonuses from all of the following abilities:

  • Hardy Soldiers: The Gundgeoneer's allies gain damage reduction equal to the amount of bonus the aura provides. For example, if the marshal is 10th level, everyone affected gains DR 2/-.
  • Motivate Ardor: +10 Bonus on damage rolls.
  • Motivate Attack: +10 Bonus on melee attack rolls.
  • Motivate Care: +10 Bonus to Armor Class.
  • Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides.
  • Resilient Troops: +10 Bonus on all saves.
  • Steady Hand: +10 Bonus on ranged attack rolls.

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