Difference between revisions of "Gunslinger"

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'''Hit Die:''' d8.
 
'''Hit Die:''' d8.
  
'''Class Skills:''' The Defender’s class skills are Balance (Dex), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Per), Move Silently (Dex), Ride (Dex), Repair (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
+
'''Class Skills:''' The Defender’s class skills are Balance (Dex), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Per), Move Silently (Dex), Ride (Dex), Repair (Int), Search (Int), Spot (Wis), and Tumble (Dex).
  
 
'''Skill Points at Each Level:''' 4 + Int.
 
'''Skill Points at Each Level:''' 4 + Int.

Revision as of 09:17, 10 April 2008

Since SteamWorks isn't going to include the gunslinger, I see no reason to not put it up here.

The Gunslinger

						AC
Level	BAB		Fort	Ref	Will	Bonus	Special
1	+1		+0	+2	+0	+0	Fast Draw, Point Blank Shot, Gunna
2	+2		+0	+3	+0	+0	Combat Style
3	+3		+1	+3	+1	+0	Way of the Gun
4	+4		+1	+4	+1	+0	Pull Leather
5	+5		+1	+4	+1	+1	Uncanny Dodge
6	+6/+1		+2	+5	+2	+1	Improved Combat Style
7	+7/+2		+2	+5	+2	+1	Brilliant Disarm
8	+8/+3		+2	+6	+2	+1	Improved Uncanny Dodge
9	+9/+4		+3	+6	+3	+1	The Willow Bends
10	+10/+5		+3	+7	+3	+2	Seamless Barrage
11	+11/+6/+1	+3	+7	+3	+2	Combat Style Mastery
12	+12/+7/+2	+4	+8	+4	+2	Gunslinger Talent
13	+13/+8/+3	+4	+8	+4	+2	
14	+14/+9/+4	+4	+9	+4	+2	Gunslinger Talent
15	+15/+10/+5	+5	+9	+5	+3	
16	+16/+11/+6/+1	+5	+10	+5	+3	Gunslinger Talent
17	+17/+12/+7/+2	+5	+10	+5	+3	
18	+18/+13/+8/+3	+6	+11	+6	+3	Gunslinger Talent
19	+19/+14/+9/+4	+6	+11	+6	+3	
20	+20/+15/+10/+5	+6	+12	+6	+4	Gunslinger Talent

Gunslinger

A gunslinger

In a world where guns can blast through an armored warrior as easily as a hot knife through butter, the quintessential knight is replaced by another figure: the gunslinger. Garbed in light armor and wielding a weapon of the new age, the gunslinger uses finesse and speed where the fighter would use brute force and brawn.

The gunslinger is a representation of many things. He could be a lone warrior, wielding a strange weapon in a world where the sword yet rules; or, he could be the new breed of knight, wielding guns for his liege and country; or, he could be a member of a select group trained in the use of firearms. Regardless of how and where he fits into society, however, the gunslinger is the undisputed mastery of gunnery.

Adventures: Gunslingers who adventure are typically outsiders, whether they are lone wanderers or outcasts from their society; they generally have a long-reaching purpose, which they rarely reveal to others in their path. Gunslingers who come from an organized group may go on quests for their organization from time to time.

Characteristics: The gunslinger is at one with his guns; he treats them as part of himself. Gunslingers tend to have a distant outlook, viewing a situation from every angle and using everything to their advantage. A gunslinger is rarely wasteful, and uses anything that comes his way, be it equipment, information, or others.

Alignment: Gunslingers are often detached from morals and ethics, doing what is necessary to accomplish their goals. Even gunslingers who work towards the common good will choose the most efficient way to achieve their desires; to them, the ends justify the means in all situations. Gunslingers that are part of an organization tend towards law, as loyalty is important in such instances - but even then, that loyalty can be thrown aside if it interferes with the gunslinger's path.

Religion: Gunslingers are often too detached from everything to follow a particular religion. Some may pay homage to deities of swiftness, but even these do not often actively worship. In Trinity, gunslingers often follow St. Tracy.

Background: Gunslingers come from a variety of backgrounds. Lone gunslingers are often the student of another lone gunslinger, who taught them the art of gunnery; those that come from a more organized group may have had to pass tests or be born into the position. Regardless of how they attained the title, however, gunslingers share a common interest in firearms.

Races: Gunslingers are common among halflings who have discovered gunpowder, as they have an appreciation for speed over strength. Humans and half-elves also account for a large number of gunslingers, the wandering life having a certain appeal for them. Gnomes are more likely to become technologists, as their interest in firearms will generally cause them to study the mechanics of the gun rather than the art of gunnery. Elves and dwarves rarely become gunslingers; elves have a general distaste for technology, preferring magic, and dwarves tend to prefer less flashy weapons. Among the more savage humanoids, gunslingers are all but unheard of: rarely do they have the technological knowledge to produce firearms, and those who do tend to be unable to grasp the finer points of tactical usage of guns.

Other Classes: Gunslingers tend to get along with rangers, who are also loners; they are disagreeable with fighters, who usually have a rather different outlook on combat. As a general rule, however, gunslingers do not like or dislike a given person based on their occupation, as they find that any skill set can be useful, given the right situation.

Role: The gunslinger's focus is combat, and he does well in such situations. His lack of armor and melee weaponry, however, make him a poor close-combat combatant. He is a good warrior when it comes to hit-and-run strikes, but his lack of armor makes him less able in prolonged encounters.

Game Rule Information

Gunslingers have the following game statistics.

Force Alignment: Technology.

Force Resistances: SR 5 + level, PR 5 + level.

Abilities: Perception is the most important ability for a gunslinger, as it modifies his firearm attack rolls. However, dexterity and wisdom are also important, as both improve his ability to defend himself.

Hit Die: d8.

Class Skills: The Defender’s class skills are Balance (Dex), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Per), Move Silently (Dex), Ride (Dex), Repair (Int), Search (Int), Spot (Wis), and Tumble (Dex).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 3d4 x 10gp.

Favored By: Halfling.

Class Features

All of the following are class features of the gunslinger.

Weapon and Armor Proficiencies: Gunslingers are proficient with all simple weapons and light armor, but not shields. Gunslingers are also proficient with all basic and advanced firearms.

AC Bonus (Ex): The gunslinger has an almost transcendental knowledge of combat, and as such he has developed a sixth sense that allows him to avoid even unanticipated blows. At 5th level, the gunslinger gains a +1 insight bonus to AC. This bonus increases every five levels (+2 at 10th, +3 at 15th, etc).

This bonus to AC applies even against touch attacks or when the gunslinger is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor heavier than light armor, when he carries a shield, or when he carries a medium or heavy load.

Fast Draw (Ex): The gunslinger is trained well in the ways of gunnery, and the ease with which he can draw a firearm is proof of such training. The gunslinger may draw a firearm as a free action, or two light firearms as a free action.

Point Blank Shot (Ex): The gunslinger is skilled at using a gun in close quarters, and gains the Point Blank Shot feat as a bonus feat at 1st level.

Gunna: All gunslingers wield firearms; these weapons and the gear that accompanies them is sometimes referred to as "gunna." At 1st level, the gunslinger chooses to have either two pistols or one rifle; this equipment was given to them by their teacher or acquired while wandering.

A character who multiclasses into the gunslinger class does not gain the benefits of this class feature.

Combat Style (Ex): At 2nd level, the gunslinger must select one of three combat styles to pursue: two-gun combat, quickdraw, or sniper. This choice affects the gunslinger's class features but does not restrict his selection of feats or special abilities in any way.

  • Two-Gun Combat: He is treated as having the Two Guns Blazing feat, even if he does not have the normal prerequisites for that feat.
  • Quickdraw: He is treated as having the Opportunistic Aim feat, even if he does not have the normal prerequisites for that feat.
  • Sniper: He is treated as having the Keen Aim feat, even if he does not have the normal prerequisites for that feat.

The benefit of the gunsligner's chosen style apply only when the gunslinger wears light or no armor. He loses all benefit of this ability when wearing medium or heavy armor.

Way of the Gun (Ex): At 3rd level, the gunslinger has gained an incredible assuredness in his ability with a gun, such that he can make attacks with a firearm in threatened areas and not provoke an attack of opportunity due to making a firearm attack roll. He may still provoke attacks of opportunity for other reasons.

Pull Leather (Ex): At 4th level, the gunslinger's training has developed to the point where firing a gun at an obvious and hostile target is as reflexive as breathing. When wielding a firearm with which he is proficient, the gunslinger threatens the same distance as he would with a normal melee weapon (that is, for a Medium gunslinger, he threatens 5 feet; for a Large gunslinger, he threatens 10 feet, and so forth).

Uncanny Dodge (Ex): At 5th level, the gunslinger's reflexes allow him to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible stalker. However, he still loses his Dexterity bonus to AC if immobilized.

If a gunslinger already has uncanny dodge from a different class (a gunslinger with at least four levels of rogue, for instance), he automatically gains improved uncanny dodge (see below) instead.

Improved Combat Style (Ex): At 6th level, the gunslinger's skill in his chosen combat style (two-gun combat, quickdraw, or sniper) improves.

  • Two-Gun Combat: He is treated as having the Improved Two Guns Blazing feat, even if he does not meet the normal prerequisites for that feat.
  • Quickdraw: He is treated as having the Reflexive Aim feat, even if he does not meet the normal prerequisites for that feat.
  • Sniper: he is treated as having the Exacting Aim feat, even if he does not meet the normal prerequisites for that feat.

The benefit of the gunslinger's chosen style apply only when the gunslinger wears light or no armor. He loses all benefits of this ability when wearing medium or heavy armor.

Brilliant Disarm (Ex): At 7th level, the gunslinger's understanding of the motion of guns and his ability to get one to hand quickly is matchless. If the gunslinger disarms an adjacent foe who was wielding a firearm, he may make, as a swift action, one attack with that firearm against its previous wielder, as if the wielder were flat-footed. The gunslinger must make the disarm attempt empty-handed, and he can only make the one attack.

Improved Uncanny Dodge (Ex): At 8th level, the gunslinger's reflexes have improved to such a point that he can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the gunslinger by flanking him, unless the attacker has at least four more rogue levels than the target does.

If a gunslinger already has uncanny dodge (see above) from a second class, the gunslinger automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the gunslinger.

The Willow Bends (Ex): At 9th level, the gunslinger's knowledge of firearms has extended to being able to escape gunfire. When the gunslinger chooses to fight defensively, he gets a dodge bonus to his AC equal to one-half his gunslinger levels against firearm attacks, in addition to any benefits he receives from fighting defensively.

Seamless Barrage (Ex): At 10th level, the gunslinger has learned how to tell, when a bullet leaves his gun, if the shot will be fatal, sparing precious time in picking a new target. If the gunslinger drops a foe with a firearm attack, he may immediately make a single follow-up attack at the same attack bonus against any foe within range of his firearm that is also within 10 feet of the original target. The gunslinger may only make one extra attack each round in this manner.

Combat Style Mastery (Ex): At 11th level, the gunslinger has mastered the combat style of his choice.

  • Two-Gun Combat: He is treated as having the Greater Two Guns Blazing feat, even if he does not meet the normal prerequisites for that feat.
  • Quickdraw: He is treated as having the Instinctive Aim feat, even if he does not meet the normal prerequisites for that feat.
  • Sniper: He is treated as having the Perfect Aim feat, even if he does not meet the normal prerequisites for that feat.

The benefits of the gunslinger's chosen style apply only when the gunslinger wears light or no armor. He loses all benefits of this ability when wearing medium or heavy armor.

Gunslinger Talent: At 12th level, and every two levels thereafter, the gunslinger learns a new trick with his chosen weaponry, or improves upon his combat methodology. He may select one of the following special features; unless otherwise specified, each ability can be selected only once.

  • Deflection (Ex): The gunslinger has gained a transcendental knowledge of firearms, such that he is now capable of shooting an incoming projectile out of the sky. As an immediate action, if the gunslinger or another creature within 30 feet of the gunslinger would be hit by a firearm attack, the gunslinger may deflect it so that the target takes no damage from the attack. The gunslinger must be aware of the attack and not flat-footed, and must be wielding a firearm; you must make an attack roll with the firearm, and hit an AC equal to the attack roll of the attack being made.
  • Evasion (Ex): The gunslinger has learned how to dodge out of the way of destructive force. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. An extraordinary ability, Evasion can be used only if the gunslinger is in no more than light armor, carrying no more than a light load, and not rendered helpless.
  • Firearm Adaptability (Ex): The gunslinger has gained an understanding of the fundamental ways in which all firearms are alike. As such, he ignores firearm templates for purposes of proficiency.
  • Firearm Specialization (Ex): The gunslinger has devoted his training to a specific firearm. Choose a single firearm for which you have already taken the Weapon Focus feat; you are now treated as though you had the Weapon Specialization feat when wielding that weapon.
  • Lightning Shot (Ex): The gunslinger has trained in such a way that emphasizes speed over accuracy. With a lightning shot, the gunslinger may make one extra ranged attack with a firearm in a round at his highest base attack bonus. This attack and each other attack made in the round take a -2 penalty. Using lightning shot is a full-round action. The Gunslinger can't take more than a 5-foot step and use lightning shot in the same round.
  • Matchless Awareness (Ex): The gunslinger gains an innate awareness of where his foes are, even if he cannot see them. The gunslinger may freely make firearm attacks with no penalty against foes behind him or to his side, without changing facing. He may also attack foes who he cannot see due to invisibility or darkness without penalty, as long as they are not actively attempting to hide their position; however, the gunslinger must be able to sense them in some fashion. This ability does not allow the gunslinger to pinpoint the location of his foes, merely to accurately target foes he cannot see.
  • Perfect Barrage (Ex): The gunslinger may make an unlimited number of extra attacks with Seamless Barrage; so long as he consistently strikes and drops foes and has ammunition loaded in his weapon, he may continue making attacks until there are no more foes to shoot, a foe does not fall from his wounds, he misses a shot, or his weapon runs out of ammunition.