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Gunslinger (Beta Test)
I created the Gunslinger Prestige class for use in my Midian gameworld set in the island kingdom of Tyrne. A PC adopted the Prestige class after initial advancement as a Knave, and everything went well as long as the game progressed. That campaign went on hiatus due to problems getting the players' schedules to synchronize well enough to maintain an ongoing campaign, however, and I haven't been able to really test the Gunslinger class in play as fully as I would like as a result. Furthermore, while the class is being updated to use PRPG rules, that campaign was still operating under standard D&D 3.5 rules, so the class has not yet been tested by me at all in its PRPG incarnation. As such, it is labeled a Beta Test class.
Role:
The Gunslinger is a rare breed. He is sharp-eyed duelist whose weapon of choice is the height of martial technology in the compact form of a pistol. He is the unarmored or lightly-armored man who can go toe-to-toe with a knight in full armor hefting a ten-pound greatsword. The gunslinger uses a half-ounce piece of lead as the business end of his own weapon, pitting wits, speed, and precision against the tremendous strength of his opponent's arms.
Gunslingers are respected, at least to their faces, because of the legendary viper-like speed and lethality of their tempers, but all too often they are derided as ruffians, assassins, and worse, behind their backs. Theirs tend to be short, lonely lives, subject to treachery and poor luck, lured into such a life by the promise of quick fame and trapped in it by the danger of others seeking a name for themselves at the Gunslinger's expense.
A pistol is an impractical weapon for all but a few lifestyles, most notably the duelist and certain classes of military man. It can be lightning-fast on the draw, and devastatingly lethal in skilled hands, but its power is too quickly spent for the self-defense of the common man and far too expensive to practice without the support of military funding or a means of turning its use to lucrative ends. Whereas a bow brings in food while hunting and is cheap to supply with arrows, and a sword requires only occasional cleaning, oiling, and honing to serve as an effective weapon of self-defense, a pistol consumes considerable time in practice, a lot of money for its exotic ammunition, and regular, skilled maintenance. The easiest way to pay for all that, when one lacks a substantial inheritance or outside funding, is to kill for the needed money. Thus is the Gunslinger born.
GAME RULE INFORMATION
Alignment:
any, though typically not Lawful Neutral, Lawful Good, or Neutral Good
Hit Die:
d6
Requirements
To qualify to become a Gunslinger, a character must fulfill all the following criteria.
Base Attack Bonus:
+3
Skills:
Craft (small arms), 8 ranks; Intimidate, 4 ranks
Feats:
Weapon Proficiency (small arms), Quick Draw
Special:
ownership of at least one pistol
Class Skills
The Gunslinger's class skills (and the key ability for each skill) are Acrobatics [DEX], Bluff [CHA], Concentration [INT], Craft (Gunsmithing, Small Arms) [INT], Intimidate [CHA], Investigate [INT], Perception [WIS], Perform (Pistoleer) [CHA], Ride [DEX], Sense Motive [INT], Sleight of Hand [DEX], and Stealth [DEX].
note: The PRPG Beta does not use the Concentration skill. Instead, it simply assumes that some other skill will take over the role that Concentration once did -- such as using Spellcraft for spellcasting Concentration effects. I haven't yet settled on an equivalent skill to use for a Gunslinger, so I'm leaving the Concentration skill where it is for now.
Skills at Each Level:
6 + INT modifier
Class Features
All the following are class features of the Gunslinger prestige class.
Weapon and Armor Proficiency:
Gunslingers do not gain any weapon or armor proficiencies. Armor preferences may vary depending on the character's other class(es), but tend toward no armor, light armors, or armored jackets and coats.
Class Chart:
A Gunslinger's base attack bonus increases every level. Base Attack and Save bonuses improve as shown in the following table:
Level BA FOR REF WIL Special
1 +1 +0 +2 +0 Small Arms Focus, Vital Shot +1D6
2 +2 +0 +3 +0 Bonus Feat
3 +3 +1 +3 +1 Precise Shooting, Steady Hands
4 +4 +1 +4 +1 Vital Shot +2D6
5 +5 +1 +4 +1 Gunfighter, Small Arms Specialization
6 +6 +2 +5 +2 Bonus Feat
7 +7 +2 +5 +2 Vital Shot +3D6
8 +8 +2 +6 +2 Rapid Reloading, Sharpshooting
9 +9 +3 +6 +3 Paired Pistols, Pistol Melee
10 +1 +3 +7 +3 Bonus Feat, Vital Shot +4D6
Special Abilities:
Small Arms Focus
At first level, Gunslingers gain Weapon Focus (Pistol). If they already have Weapon Focus (Pistol), they may select from among the Gunslinger allowed bonus Feats instead.
Vital Shot
Any time a Gunslinger catches an opponent flat-footed when firing his pistol at the target, he may inflict additional damage. At first level, he gets a +1D6 to damage, and may add another +1D6 every third level thereafter. Use of this ability is only possible at point-blank range, any time the opponent is denied a DEX bonus. The range of the Vital Shot ability is increased by 50% (to 45 feet) if the Gunslinger also possesses the Far Shot Feat.
Bonus Feats
At second, sixth, and tenth levels, the Gunslinger gainst a bonus Feat from the following list. The Gunslinger must meet all prerequisites for these feats as normal (with the exception of the Fighter-only limitation for Greater Weapon Focus or Weapon Specialization).
- Alertness
- Combat Reflexes
- Combat Reload
- Far Shot
- Greater Weapon Focus (Pistol)
- Hair Trigger
- Improved Critical (Pistol)
- Improved Lightning Draw
- Improved Precise Shot
- Improved Rapid Reload
- Lightning Draw
- Lightning Reflexes
- Point Blank Shot
- Precise Shot
- Rapid Reload
- Sharpshooter
- Shot on the Run
- Two-Weapon Fighting
- Weapon Specialization (Pistol)
Precise Shooting
At third level, Gunslingers gain Precise Shot. If they already have Precise Shot, they may select from among the Gunslinger allowed bonus Feats instead.
Steady Hands
At third level, Gunslingers gain Combat Reload. If they already have Combat Reload, they may select from among the Gunslinger allowed bonus Feats instead.
Gunfighter
At fifth level, Gunslingers gain Lightning Draw. If they already have Lightning Draw, they may select from among the Gunslinger allowed bonus Feats instead.
Small Arms Specialization
At fifth level, Gunslingers gain Weapon Specialization (Pistol). If they already have Weapon Specialization (Pistol), they may select from among the Gunslinger allowed bonus Feats instead.
Rapid Reloading
At eighth level, Gunslingers gain Rapid Reload. If they already have Rapid Reload, they may select from among the Gunslinger allowed bonus Feats instead.
Sharpshooting
At eighth level, Gunslingers gain Sharpshooter. If they already have Sharpshooter, they may select from among the Gunslinger allowed bonus Feats instead.
Paired Pistols
At ninth level, Gunslingers gain Two-Weapon Fighting. If they already have Two-Weapon Fighting, they may select from among the Gunslinger allowed bonus Feats instead.
Pistol Melee
At ninth level, Gunslingers are so attuned to the strengths and feel of a pistol that they may use one as an effective melee weapon without penalty or unreasonable risk of damage to it. The character may pistol-whip an opponent as an attack dealing 1D4 bludgeoning damage, and decide whether it does lethal or nonlethal damage, without risk of accidental discharge (which may otherwise be a concern with a loaded pistol). Furthermore, if a pistol is not used to fire or pistol-whip in a given round, it can be used to parry by making an opposed attack roll with an AC of the opponent's attack roll for the weapon the Gunslinger wishes to deflect. The intent to parry is declared after the opponent's attack roll, but before damage is assessed.
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