Difference between revisions of "Test Page 4"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="10;" style="background:#50545B;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Gunslinger</font></div>
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|-
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| colspan="7"|&nbsp;
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| colspan="3" style="background:#787B81;"|'''Maneuvers'''
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|-
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|width="5%"|'''Level'''
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|width="7%" align="left"|'''BAB'''
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|width="11%" align="left"|'''FAB'''
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|width="9%"|'''Fort'''
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|width="9%"|'''Ref'''
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|width="9%"|'''Will'''
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|width="20%" align="left"|'''Special'''
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|width="10%"|''Readied''
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|width="10%"|''Known''
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|width="10%"|''Max Level''
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|-
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|1 || align="left"|+0 || align="left"|+1 || +0 || +2 || +0 || align="left"|Fast Draw, Gunna, Tradition || 2 || 2 || 1st
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|-style="background:#A0A2A6;"
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|2 || align="left"|+1 || align="left"|+2 || +0 || +3 || +0 || align="left"|&nbsp; || 2 || 3 || 1st
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|-
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|3 || align="left"|+1 || align="left"|+3 || +1 || +3 || +1 || align="left"|&nbsp; || 2 || 4 || 1st
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|-style="background:#A0A2A6;"
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|4 || align="left"|+2 || align="left"|+4 || +1 || +4 || +1 || align="left"|&nbsp; || 2 || 5 || 2nd
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|-
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|5 || align="left"|+2 || align="left"|+5 || +1 || +4 || +1 || align="left"|&nbsp; || 3 || 6 || 2nd
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|-style="background:#A0A2A6;"
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|6 || align="left"|+3 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|&nbsp; || 3 || 7 || 2nd
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|-
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|7 || align="left"|+3 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|&nbsp; || 3 || 8 || 3rd
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|-style="background:#A0A2A6;"
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|8 || align="left"|+4 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|&nbsp; || 3 || 9 || 3rd
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|-
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|9 || align="left"|+4 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|&nbsp; || 4 || 10 || 3rd
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|-style="background:#A0A2A6;"
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|10 || align="left"|+5 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|&nbsp; || 4 || 11 || 4th
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|-
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|11 || align="left"|+5 || align="left"|+11/+6/+1 || +3 || +7 || +3 || align="left"|&nbsp; || 4 || 12 || 4th
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|-style="background:#A0A2A6;"
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|12 || align="left"|+6/+1 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|Gunslinger Talent || 4 || 13 || 4th
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|-
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|13 || align="left"|+6/+1 || align="left"|+13/+8/+3 || +4 || +8 || +4 || align="left"|&nbsp; || 5 || 14 || 5th
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|-style="background:#A0A2A6;"
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|14 || align="left"|+7/+2 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|Gunslinger Talent || 5 || 15 || 5th
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|-
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|15 || align="left"|+7/+2 || align="left"|+15/+10/+5 || +5 || +9 || +5 || align="left"|&nbsp; || 5 || 16 || 5th
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|-style="background:#A0A2A6;"
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|16 || align="left"|+8/+3 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|Gunslinger Talent || 5 || 17 || 6th
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|-
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|17 || align="left"|+8/+3 || align="left"|+17/+12/+7/+2 || +5 || +10 || +5 || align="left"|&nbsp; || 6 || 18 || 6th
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|-style="background:#A0A2A6;"
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|18 || align="left"|+9/+4 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|Gunslinger Talent || 6 || 19 || 6th
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|-
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|19 || align="left"|+9/+4 || align="left"|+19/+14/+9/+4 || +6 || +11 || +6 || align="left"|&nbsp; || 6 || 20 || 6th
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|-style="background:#A0A2A6;"
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|20 || align="left"|+10/+5 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|Gunslinger Talent || 6 || 21 || 6th
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|}
 +
 
 +
&nbsp;
 +
 
 +
=Gunslinger=
 +
[[Image:Gunslinger.jpg|thumb|375px|right|Balthier, iconic gunslinger]]
 +
: ''"In a perfect world, you wouldn't need guns. This is not a perfect world."''
 +
 
 +
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 has rapidly replaced many other forms of combat, but only in regions where guns are common: in many parts of the worlds of Trinity, there is a significant presence of Magic or Psionics, which inhibits the usage of guns and encourages more "basic" weaponry. Due to the dangers of decompression, guns are typically prohibited on spacecraft, where a single stray bullet could lead to catastrophe. As such, gunslingers - while not rare - are not nearly as common as the effectiveness of their weapons would suggest.
 +
 
 +
Guns in Trinity run the gamut from relatively simple revolvers to exotic weapons like rail guns. Gunslingers are not necessarily trained immediately in the use of these more unusual weapons, but their knowledge of the basic principles at work allow them to rapidly pick these weapons up and use them, while others would be hard-pressed to even find the trigger.
 +
 
 +
Firearms, unlike traditional ranged weapons, lend themselves to a variety of different combat styles. As such, there are multiple traditions, some spanning back half a millenia to the Ronkan Empire, while others are relatively new. In addition to learning how to best combine guns with these arts martial, nearly every gunslinger has a particular "style" of gun that they prefer, which also influences how they use their weaponry.
 +
 
 +
==Game Rule Information==
 +
Gunslingers have the following game statistics.
 +
 
 +
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Technology.
 +
 
 +
'''[[The_Forces#Force_Resistance | 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 Gunslinger’s class skills are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Initiative (Dex), Intimidate (Cha), Jump (Str), Listen (Per), Move Silently (Dex), Ride (Dex), Repair (Int), Search (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
 +
 
 +
'''Skill Points at Each Level:''' 4 + Int.
 +
 
 +
'''Alignment:''' Any.
 +
 
 +
'''Starting Age:''' Simple.
 +
 
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'''Starting Gold:''' 3d4 x 10gp.
 +
 
 +
'''Favored By:''' [[Halfling|Halfling]].
 +
 
 +
==Class Features==
 +
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="6;" style="background:#50545B;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Gunslinger: Combat Styles</font></div>
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|-
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|width="50%"|'''Class'''
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|width="50%"|'''Availability'''
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|-
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|[[Class:_Archer|Archer]] || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|-style="background:#A0A2A6;"
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|[[Class:_Defender|Defender]] || align="center" style="background:#ff9090;"|[[File:Nah.png|13px]]
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|-
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|[[Class:_Einhander|Einhander]] || align="center" style="background:#ff9090;"|[[File:Nah.png|13px]]
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|-style="background:#A0A2A6;"
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|[[Class:_Executioner|Executioner]] || align="center" style="background:#FFFF99;"|[[File:Maybe.png|13px]]
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|-
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|[[Class:_Falconer|Falconer]] || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|-style="background:#A0A2A6;"
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|[[Class:_Karateka|Karateka]] || align="center" style="background:#FFFF99;"|[[File:Maybe.png|13px]]
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|-
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|[[Class:_Lancer|Lancer]] || align="center" style="background:#ff9090;"|[[File:Nah.png|13px]]
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|-style="background:#A0A2A6;"
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|[[Class:_Unfettered|Unfettered]] || align="center" style="background:#FFFF99;"|[[File:Maybe.png|13px]]
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|-
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|[[Class:_Warlord|Warlord]] || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
 +
|}
 +
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. A gunslinger who spends at least ten minutes examining a firearm weapon with which he is not proficient gains proficiency with that weapon.
 +
 
 +
'''Firearm Attack Bonus:''' Unlike most other classes, gunslingers are specialized in one class of weapons, specifically firearms. Due to this, archers use a different attack bonus when using firearms.
 +
 
 +
For all purposes other than making melee and non-firearm ranged attacks, treat the gunslinger's firearm attack bonus as his BAB (for purposes of meeting prerequisites and for effects that key off of BAB).
 +
 
 +
'''Tradition:''' At first level, the gunslinger makes a number of decisions about his approach to his craft.
 +
 
 +
First, the gunslinger determines if he will follow one of three paths: ''akimbo'', ''quickdraw'', or ''sniper''. Akimbo gunslingers specialize in using two firearms simultaneously, able to gun down many foes quickly; quickdraw gunslingers have unequaled situational awareness, taking a shot before they are even consciously aware of a threat; while sniper gunslingers provide combat support by taking out threats slowly and singly, but with certainty. This decision affects some of the gunslinger's later class features.
 +
 
 +
Second, the gunslinger decides which combat style he will pursue. Consult the table on the right to find the styles available to a gunslinger.
 +
 
 +
* ''Archer:'' Any gunslinger can select this style. A gunslinger's max aim tokens equals one-half his gunslinger level + 3 (rounded down), and gains bonus aim tokens based on his Wisdom.
 +
* ''Executioner:'' A gunslinger can only select this style if he chooses ''sniper'' for his tradition (see above). '''We don't know anything about executioners yet, so ignore this for now.'''
 +
* ''Falconer:'' Any gunslinger can select this style. A gunslinger can have a number of maneuvers readied equal to the amount on the class table, above.
 +
* ''Karateka:'' A gunslinger can only select this style if he chooses ''akimbo'' for his tradition (see above). A gunslinger has a number of bonus opportunity attacks each round equal to one-half his gunslinger level, rounded down. Light firearms are considered karateka weapons for you.
 +
* ''Unfettered:'' A gunslinger can only select this style if he chooses ''quickdraw'' for his tradition (see above). '''We don't know anything about unfettered yet, so ignore this for now.'''
 +
* ''Warlord:'' Any gunslinger can select this style. A gunslinger can have a number of maneuvers readied equal to the amount on the class table, above. A gunslinger's Command Bonus is equal to one-half what it would be for a warlord of the same class level.
 +
 
 +
=Design Notes=
 +
MANEUVERS FOR EVERYONE FOREVER
 +
 
 +
[[category:Mechanics]]
 +
[[category:Base Classes]]
 +
[[category:Technology]]

Revision as of 12:08, 27 August 2015

The Gunslinger
  Maneuvers
Level BAB FAB Fort Ref Will Special Readied Known Max Level
1 +0 +1 +0 +2 +0 Fast Draw, Gunna, Tradition 2 2 1st
2 +1 +2 +0 +3 +0   2 3 1st
3 +1 +3 +1 +3 +1   2 4 1st
4 +2 +4 +1 +4 +1   2 5 2nd
5 +2 +5 +1 +4 +1   3 6 2nd
6 +3 +6/+1 +2 +5 +2   3 7 2nd
7 +3 +7/+2 +2 +5 +2   3 8 3rd
8 +4 +8/+3 +2 +6 +2   3 9 3rd
9 +4 +9/+4 +3 +6 +3   4 10 3rd
10 +5 +10/+5 +3 +7 +3   4 11 4th
11 +5 +11/+6/+1 +3 +7 +3   4 12 4th
12 +6/+1 +12/+7/+2 +4 +8 +4 Gunslinger Talent 4 13 4th
13 +6/+1 +13/+8/+3 +4 +8 +4   5 14 5th
14 +7/+2 +14/+9/+4 +4 +9 +4 Gunslinger Talent 5 15 5th
15 +7/+2 +15/+10/+5 +5 +9 +5   5 16 5th
16 +8/+3 +16/+11/+6/+1 +5 +10 +5 Gunslinger Talent 5 17 6th
17 +8/+3 +17/+12/+7/+2 +5 +10 +5   6 18 6th
18 +9/+4 +18/+13/+8/+3 +6 +11 +6 Gunslinger Talent 6 19 6th
19 +9/+4 +19/+14/+9/+4 +6 +11 +6   6 20 6th
20 +10/+5 +20/+15/+10/+5 +6 +12 +6 Gunslinger Talent 6 21 6th

 

Gunslinger

Balthier, iconic gunslinger
"In a perfect world, you wouldn't need guns. This is not a perfect world."

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 has rapidly replaced many other forms of combat, but only in regions where guns are common: in many parts of the worlds of Trinity, there is a significant presence of Magic or Psionics, which inhibits the usage of guns and encourages more "basic" weaponry. Due to the dangers of decompression, guns are typically prohibited on spacecraft, where a single stray bullet could lead to catastrophe. As such, gunslingers - while not rare - are not nearly as common as the effectiveness of their weapons would suggest.

Guns in Trinity run the gamut from relatively simple revolvers to exotic weapons like rail guns. Gunslingers are not necessarily trained immediately in the use of these more unusual weapons, but their knowledge of the basic principles at work allow them to rapidly pick these weapons up and use them, while others would be hard-pressed to even find the trigger.

Firearms, unlike traditional ranged weapons, lend themselves to a variety of different combat styles. As such, there are multiple traditions, some spanning back half a millenia to the Ronkan Empire, while others are relatively new. In addition to learning how to best combine guns with these arts martial, nearly every gunslinger has a particular "style" of gun that they prefer, which also influences how they use their weaponry.

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 Gunslinger’s class skills are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Initiative (Dex), Intimidate (Cha), Jump (Str), Listen (Per), Move Silently (Dex), Ride (Dex), Repair (Int), Search (Int), Spot (Wis), Survival (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

Gunslinger: Combat Styles
Class Availability
Archer Check.png
Defender Nah.png
Einhander Nah.png
Executioner Maybe.png
Falconer Check.png
Karateka Maybe.png
Lancer Nah.png
Unfettered Maybe.png
Warlord Check.png

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. A gunslinger who spends at least ten minutes examining a firearm weapon with which he is not proficient gains proficiency with that weapon.

Firearm Attack Bonus: Unlike most other classes, gunslingers are specialized in one class of weapons, specifically firearms. Due to this, archers use a different attack bonus when using firearms.

For all purposes other than making melee and non-firearm ranged attacks, treat the gunslinger's firearm attack bonus as his BAB (for purposes of meeting prerequisites and for effects that key off of BAB).

Tradition: At first level, the gunslinger makes a number of decisions about his approach to his craft.

First, the gunslinger determines if he will follow one of three paths: akimbo, quickdraw, or sniper. Akimbo gunslingers specialize in using two firearms simultaneously, able to gun down many foes quickly; quickdraw gunslingers have unequaled situational awareness, taking a shot before they are even consciously aware of a threat; while sniper gunslingers provide combat support by taking out threats slowly and singly, but with certainty. This decision affects some of the gunslinger's later class features.

Second, the gunslinger decides which combat style he will pursue. Consult the table on the right to find the styles available to a gunslinger.

  • Archer: Any gunslinger can select this style. A gunslinger's max aim tokens equals one-half his gunslinger level + 3 (rounded down), and gains bonus aim tokens based on his Wisdom.
  • Executioner: A gunslinger can only select this style if he chooses sniper for his tradition (see above). We don't know anything about executioners yet, so ignore this for now.
  • Falconer: Any gunslinger can select this style. A gunslinger can have a number of maneuvers readied equal to the amount on the class table, above.
  • Karateka: A gunslinger can only select this style if he chooses akimbo for his tradition (see above). A gunslinger has a number of bonus opportunity attacks each round equal to one-half his gunslinger level, rounded down. Light firearms are considered karateka weapons for you.
  • Unfettered: A gunslinger can only select this style if he chooses quickdraw for his tradition (see above). We don't know anything about unfettered yet, so ignore this for now.
  • Warlord: Any gunslinger can select this style. A gunslinger can have a number of maneuvers readied equal to the amount on the class table, above. A gunslinger's Command Bonus is equal to one-half what it would be for a warlord of the same class level.

Design Notes

MANEUVERS FOR EVERYONE FOREVER