This class is kind of a modified Gunslinger/Battlemind cross. He uses semi-psychic powers to wield guns. I tried to make it cool without really stepping on other classes' toes. Kind of inspired by some magic guns from the defunct Rokugan 2000 series by Rich Wulf.
Hanged Man
Requirements:
BAB: +3
Feats: Personal Firearms Proficiency, Wild Talent
Skills: Concentration 3 ranks
Class Information:
Hit die: d10
Action Points: 7+1/2 character level per level
Class Skills: As Fast Hero, plus Concentration as class skill
BAB: 3/4 * Class level (Medium progression, as Fast Hero)
Fort Save: 1/3 * Class level (Poor progression)
Ref Save: 2 + 1/2 * Class level (Good progression)
Will Save: 1/3 * Class level (Poor progression)
Defense: Good (see Martial Artist p. 167)
Reputation: Poor (see Martial Artist p. 167)
Class Features:
1: Close Combat Shot
2: Weapon Focus
3: Chi Shot
4: Bonus Feat
5: Dodge Fire
6: Weapon Specialization
7: Soul Shot
8: Absorb Bullet
9: Bonus Feat
10: Ignore Cover
Close Combat Shot: See Gunslinger p. 169
Weapon Focus: See Gunslinger p. 169
Chi Shot: The Hanged Man may sacrifice his own life force to increase the destructive power of his bullets. If a bullet is chambered in the gun, he sacrifices 1 hp and adds an extra die of damage to his bullet. The bullet's damage also gains the same subtypes as any allegiances the Hanged Man possesses. If no bullet it chambered, the Hanged Man may sacrifice 2 hp to create a spirit bullet. This bullet does 2d10 damage (this damage has no type and cannot normally be resisted) and also has the Hanged Man's allegiances as subtypes.
Bonus Feat: At levels 4 and 9 the Hanged Man gets a bonus fear from the list: Advanced Firearms Proficiency, Dead Aim, Defensive Martial Arts, Double Tap, Elusive Target, Heroic Surge, Far Shot, Point-Blank Shot, Precise Shot, Quick Draw, Shot on the Run
Dodge Fire: Once per day, the Hanged Man may automatically avoid all ranged fire for one round. This is special full-round action during which he can make no attacks, but can move up to double his movement.
Weapon Specialization: See Soldier p. 165
Soul Shot: The Hanged Man's Chi Shot ability improves. To add his spirit energy to a normal bullet now costs no hit points, and firing a pure spirit bullet costs only 1 hp. An improved spirit bullet also ignores hits as a ranged touch attack, ignoring armor and natural armor bonuses.
Absorb Bullet: Once per day, the Hanged Man may absorb a single ballistic attack (one bullet or volley) and negate all damage from that attack. This requires no roll, but the Hanged Man must make a Fort Save DC 15 or be dazed by the exertion (and lose his next action).
Ignore Cover: The Hanged Man's insight improves once again, as he understands that his spirit bullets have no physical reality, and his normal bullets blur the lines between material and immaterial. Normal bullets gain +2 to hit against targets with any form of cover, and his spirit bullets ignore cover bonuses altogether.
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So there you go. Sorry about the sloppiness of the Class Information stuff, but I never got the hang of EN World's table system. So, what do you guys think?
Hanged Man
Requirements:
BAB: +3
Feats: Personal Firearms Proficiency, Wild Talent
Skills: Concentration 3 ranks
Class Information:
Hit die: d10
Action Points: 7+1/2 character level per level
Class Skills: As Fast Hero, plus Concentration as class skill
BAB: 3/4 * Class level (Medium progression, as Fast Hero)
Fort Save: 1/3 * Class level (Poor progression)
Ref Save: 2 + 1/2 * Class level (Good progression)
Will Save: 1/3 * Class level (Poor progression)
Defense: Good (see Martial Artist p. 167)
Reputation: Poor (see Martial Artist p. 167)
Class Features:
1: Close Combat Shot
2: Weapon Focus
3: Chi Shot
4: Bonus Feat
5: Dodge Fire
6: Weapon Specialization
7: Soul Shot
8: Absorb Bullet
9: Bonus Feat
10: Ignore Cover
Close Combat Shot: See Gunslinger p. 169
Weapon Focus: See Gunslinger p. 169
Chi Shot: The Hanged Man may sacrifice his own life force to increase the destructive power of his bullets. If a bullet is chambered in the gun, he sacrifices 1 hp and adds an extra die of damage to his bullet. The bullet's damage also gains the same subtypes as any allegiances the Hanged Man possesses. If no bullet it chambered, the Hanged Man may sacrifice 2 hp to create a spirit bullet. This bullet does 2d10 damage (this damage has no type and cannot normally be resisted) and also has the Hanged Man's allegiances as subtypes.
Bonus Feat: At levels 4 and 9 the Hanged Man gets a bonus fear from the list: Advanced Firearms Proficiency, Dead Aim, Defensive Martial Arts, Double Tap, Elusive Target, Heroic Surge, Far Shot, Point-Blank Shot, Precise Shot, Quick Draw, Shot on the Run
Dodge Fire: Once per day, the Hanged Man may automatically avoid all ranged fire for one round. This is special full-round action during which he can make no attacks, but can move up to double his movement.
Weapon Specialization: See Soldier p. 165
Soul Shot: The Hanged Man's Chi Shot ability improves. To add his spirit energy to a normal bullet now costs no hit points, and firing a pure spirit bullet costs only 1 hp. An improved spirit bullet also ignores hits as a ranged touch attack, ignoring armor and natural armor bonuses.
Absorb Bullet: Once per day, the Hanged Man may absorb a single ballistic attack (one bullet or volley) and negate all damage from that attack. This requires no roll, but the Hanged Man must make a Fort Save DC 15 or be dazed by the exertion (and lose his next action).
Ignore Cover: The Hanged Man's insight improves once again, as he understands that his spirit bullets have no physical reality, and his normal bullets blur the lines between material and immaterial. Normal bullets gain +2 to hit against targets with any form of cover, and his spirit bullets ignore cover bonuses altogether.
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So there you go. Sorry about the sloppiness of the Class Information stuff, but I never got the hang of EN World's table system. So, what do you guys think?