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− | {| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
| + | #REDIRECT [[Class: Archer]] |
− | ! colspan="10;" style="background:#B87333;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Gunslinger</font></div>
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− | |width="5%"|'''Level'''
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− | |width="15%" align="left"|'''BAB'''
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− | |width="11%"|'''Fort'''
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− | |width="11%"|'''Ref'''
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− | |width="11%"|'''Will'''
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− | |width="35%" align="left"|'''Special'''
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− | |width="12%"|'''[[#AC_Bonus|AC Bonus]]'''
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− | |1 || align="left"|+1 || +0 || +2 || +0 || align="left"|[[#Fast_Draw|Fast Draw]], [[#PBS|Point Blank Shot]], [[#Gunna|Gunna]] || +0
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− | |-style="background:#EFC998;"
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− | |2 || align="left"|+2 || +0 || +3 || +0 || align="left"|[[#CS|Combat Style]] || +0
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− | |-
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− | |3 || align="left"|+3 || +1 || +3 || +1 || align="left"|[[#WotG|Way of the Gun]] || +0
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− | |-style="background:#EFC998;"
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− | |4 || align="left"|+4 || +1 || +4 || +1 || align="left"|[[#PL|Pull Leather]] || +0
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− | |-
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− | |5 || align="left"|+5 || +1 || +4 || +1 || align="left"|[[#UD|Uncanny Dodge]] || +1
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− | |-style="background:#EFC998;"
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− | |6 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|[[#ICS|Improved Combat Style]] || +1
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− | |-
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− | |7 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|[[#BD|Brilliant Disarm]] || +1
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− | |-style="background:#EFC998;"
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− | |8 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|[[#IUD|Improved Uncanny Dodge]] || +1
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− | |9 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|[[#TWB|The Willow Bends]] || +1
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− | |-style="background:#EFC998;"
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− | |10 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|[[#SB|Seamless Barrage]] || +2
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− | |11 || align="left"|+11/+6/+1 || +3 || +7 || +3 || align="left"|[[#CSM|Combat Style Mastery]] || +2
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− | |-style="background:#EFC998;"
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− | |12 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|[[#GT|Gunslinger Talent]] || +2
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− | |13 || align="left"|+13/+8/+3 || +4 || +8 || +4 || || +2
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− | |-style="background:#EFC998;"
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− | |14 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|[[#GT|Gunslinger Talent]] || +2
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− | |15 || align="left"|+15/+10/+5 || +5 || +9 || +5 || || +3
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− | |-style="background:#EFC998;"
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− | |16 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|[[#GT|Gunslinger Talent]] || +3
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− | |17 || align="left"|+17/+12/+7/+2 || +5 || +10 || +5 || || +3
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− | |-style="background:#EFC998;"
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− | |18 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|[[#GT|Gunslinger Talent]] || +3
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− | |-
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− | |19 || align="left"|+19/+14/+9/+4 || +6 || +11 || +6 || || +3
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− | |-style="background:#EFC998;"
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− | |20 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|[[#GT|Gunslinger Talent]] || +4
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− | |}
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− |
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− | =Gunslinger=
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− | [[Image:Gunslinger.jpg|thumb|375px|right|Balthier, iconic gunslinger]]
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− | : ''"In a perfect world, you wouldn't need guns. This is not a perfect world."''
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− | 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.
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− | 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.
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− | 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.
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− | ==Game Rule Information==
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− | Gunslingers have the following game statistics.
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− | '''[[The_Forces#Force_Alignment | Force Alignment]]:''' Technology.
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− | '''[[The_Forces#Force_Resistance | Force Resistances]]:''' SR 5 + level, PR 5 + level.
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− | '''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.
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− | '''Hit Die:''' d8.
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− | '''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).
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− | '''Skill Points at Each Level:''' 4 + Int.
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− | '''Alignment:''' Any.
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− | '''Starting Age:''' Simple.
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− | '''Starting Gold:''' 3d4 x 10gp.
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− | '''Favored By:''' [[Halfling|Halfling]].
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− | ==Class Features==
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− | All of the following are class features of the gunslinger.
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− | '''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.
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− | <div id="AC_Bonus">
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− | '''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).
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− | 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.
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− | </div>
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− | <div id="Fast_Draw">
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− | '''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.
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− | </div>
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− | <div id="PBS">
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− | '''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.
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− | </div>
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− | <div id="Gunna">
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− | '''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.
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− | A character who multiclasses into the gunslinger class does not gain the benefits of this class feature.
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− | </div>
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− | <div id="CS">
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− | '''Combat Style (Ex):''' At 2nd level, the gunslinger must select one of three combat styles to pursue: akimbo, 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.
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− | * ''Akimbo:'' He is treated as having the [[Feats#Two_Guns_Blazing|Two Guns Blazing]] feat, even if he does not have the normal prerequisites for that feat.
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− | * ''Quickdraw:'' He is treated as having the [[Feats#Opportunistic_Aim|Opportunistic Aim]] feat, even if he does not have the normal prerequisites for that feat.
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− | * ''Sniper:'' He is treated as having the [[Feats#Keen_Aim|Keen Aim]] feat, even if he does not have the normal prerequisites for that feat.
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− | 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.
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− | </div>
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− | <div id="WotG">
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− | '''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.
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− | </div>
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− | <div id="PL">
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− | '''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).
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− | </div>
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− | <div id="UD">
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− | '''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.
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− | 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.
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− | </div>
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− | <div id="ICS">
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− | '''Improved Combat Style (Ex):''' At 6th level, the gunslinger's skill in his chosen combat style (two-gun combat, quickdraw, or sniper) improves.
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− | * ''Akimbo:'' He is treated as having the [[Feats#Improved_Two_Guns_Blazing|Improved Two Guns Blazing]] feat, even if he does not meet the normal prerequisites for that feat.
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− | * ''Quickdraw:'' He is treated as having the [[Feats#Reflexive_Aim|Reflexive Aim]] feat, even if he does not meet the normal prerequisites for that feat.
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− | * ''Sniper:'' he is treated as having the [[Feats#Exacting_Aim|Exacting Aim]] feat, even if he does not meet the normal prerequisites for that feat.
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− | 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.
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− | </div>
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− | <div id="BD">
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− | '''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.
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− | </div>
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− | <div id="IUD">
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− | '''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.
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− | 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.
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− | </div>
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− | <div id="TWB">
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− | '''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.
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− | </div>
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− | <div id="SB">
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− | '''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.
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− | </div>
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− | <div id="CSM">
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− | '''Combat Style Mastery (Ex):''' At 11th level, the gunslinger has mastered the combat style of his choice.
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− | * ''Akimbo:'' He is treated as having the [[Feats#Greater_Two_Guns_Blazing|Greater Two Guns Blazing]] feat, even if he does not meet the normal prerequisites for that feat.
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− | * ''Quickdraw:'' He is treated as having the [[Feats#Instinctive_Aim|Instinctive Aim]] feat, even if he does not meet the normal prerequisites for that feat.
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− | * ''Sniper:'' He is treated as having the [[Feats#Perfect_Aim|Perfect Aim]] feat, even if he does not meet the normal prerequisites for that feat.
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− | 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.
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− | </div>
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− | <div id="GT">
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− | '''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.
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− | * ''Aim with the Mind (Ex):'' When you only make a single attack in a round, you ignore deflection, luck, circumstance, and dodge bonuses to your target's AC, as well as any percentile miss chance. (''Prerequisites:'' Per 21+, BAB +16, ''sniper'' combat style)
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− | * ''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.
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− | * ''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.
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− | * ''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.
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− | * ''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.
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− | * ''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.
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− | * ''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.
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− | * ''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.
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− | * ''Perfect Two Guns Blazing (Ex):'' You gain a fourth attack with your off-hand firearm, at a -15 penalty. (''Prerequisites:'' Dex 21+, BAB +16, ''akimbo'' combat style)
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− | * ''Twitch (Ex):'' When you make an attack as a swift or immediate action, your attack cannot be interrupted by other immediate actions or readied actions. In addition, whenever you have an opportunity to make a firearm attack as a swift or immediate action, you may first draw a one-handed firearm as part of that action. (''Prerequisites:'' Wis 21+, BAB +16, ''quickdraw'' combat style)
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− | </div>
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− | =Design Notes=
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− | This class needs a lot of work to bring it line with modern Trinity balance. Specifically, while guns deal a lot of damage, the gunslinger is significantly limited in terms of versatility when compared to most other combat-centric classes.
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− | I think that their damage output curve probably needs to be tweaked, and class progression needs to encourage more versatility. Also they need a resource of some kind; stealing grit from the Pathfinder gunslinger may not be a bad idea.
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− | The gunslinger and the [[Class:_Discordant|discordant]] both need to be brought into line with the "new modern" class design. Specifically, where gunslinger damage once topped the charts, I really don't think they'll be living there anymore... both of these classes are brought up because they are both very specifically archer-only. Though... hmm. It is entirely possible that a few others might also work: [[Class:_Falconer|falconer]] comes to mind.
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− | [[category:Mechanics]]
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− | [[category:Base Classes]]
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− | [[category:Technology]]
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