ZEITGEIST 5E: adapting Mad Shootist?

Frankie1969

Adventurer
We've been playing a homebrew 5E adaptation of Zeitgeist for a while, and have just reached book 2. (I'm pleased that the 5E Players Guide is pretty similar to the rules I came up with).

Our gunsmith PC wants to pursue some of the abilities from Mad S̶a̶m̶u̶s̶ Shootist (as in the PF Prestige Class). Whether I implement it as a base class, a prestige class, or feats (my current preference) I need to packetize the abilities into equal-strength sections worth 1 level each. Suggestions?

Inventive Gunnery: force blasts instead of bullets

Beam Shot: (3/day? 1/rest?) options: freeze ray, shrink ray, wave beam (ignores cover)

Rocket Launcher: (5/day? 1/rest? 2/rest?) load action, then explosive shot (radius damage)

Mobility Shot: 1/rest: grapple beam (movement)

Hyper Beam: 1/day: increasing wave beam for 3 rounds, then explodes

I was thinking the first level would be Inventive Gunnery plus Rocket Launcher, like in PF.
 

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The class has been converted. I'm not sure whether it's been published in EN5ider, or if it'll come out in one of the future ZEITGEIST adventure releases. Are you subscribed?
 



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