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<blockquote data-quote="SuperJosh" data-source="post: 4178600" data-attributes="member: 60854"><p><span style="font-size: 15px">Gunslinger</span></p><p><em>You live by your wits and your reflexes. You know the only two things you can trust in this world are strapped to your hips.</em></p><p></p><p><strong>Role:</strong> Striker/controller.</p><p><strong>Power Source:</strong> Martial</p><p><strong>Key Abilities:</strong> Dex, Con</p><p></p><p><strong>Armor Prof:</strong> Cloth, Leather</p><p><strong>Weapon Prof:</strong> Simple melee, Simple Ranged, Military Ranged</p><p><strong>Bonus to Defense:</strong> +1 Ref, +1 will</p><p></p><p><strong>HP at 1st:</strong> 12+Con Score</p><p><strong>HP per level gained:</strong> 5</p><p><strong>Healing surges per day:</strong> 6 plus con mod</p><p></p><p><strong>Trained skills:</strong> Choose 4 of the following</p><p>Acrobatics, Athletics, History, Insight, Perception, Stealth, Streetwise.</p><p></p><p><u>Class Features:</u></p><p><strong>Rapid Reloader: </strong>As a move action you can reload both your pistols, at level 11 reloading becomes a minor action, at level 21 a free action.</p><p><strong>Pistol Whip:</strong> You can use your pistols as rudimentary clubs without damaging them: </p><p>Gunslinger Feature</p><p>You can use your pistols as rudimentary clubs without damaging them</p><p>At-Will*Martial, Weapon</p><p>Standard Action pistol</p><p>Target: One creature</p><p>Attack: Str vs AC</p><p>Hit: 1d4 +str</p><p><strong></strong></p><p><strong>Powers:</strong></p><p><u>At-Will(Choose 2)</u></p><p><strong>Deadly Volley Gunslinger Attack 1</strong></p><p><em>The old adage “Accuracy by volume” takes on new meaning as you pepper the area with bullets.</em></p><p><strong>At-Will*Martial,</strong> Weapon</p><p><strong>Standard Action</strong> Area burst 1 within 20 squares</p><p><strong>Target:</strong> Each creature in burst</p><p><strong>Special:</strong> both your pistols must be fully loaded (a minor action) to use this skill.</p><p><strong>Attack: </strong>Dex vs Reflex</p><p><strong>Hit:</strong> 1d8 +dex damage.</p><p></p><p><strong>Run ‘n Gun Gunslinger Attack 1</strong></p><p><em>only a sucker stands there waiting to be hit by a sword or worse, you prefer to move along.</em></p><p><strong>At-Will*Martial</strong>, Weapon</p><p><strong>Standard Action</strong> Ranged Weapon</p><p><strong>Target:</strong> One Creature</p><p><strong>Special:</strong> Shift 1 square before or after you attack</p><p><strong>Attack:</strong>Dex+weapon vs AC</p><p><strong>Hit: </strong>[wep]+dex damage</p><p></p><p><strong>Deadly Partners Gunslinger Attack 1</strong></p><p><em>Two bulets means you get to hit twice as often</em></p><p><strong>At-Will*Martial</strong>, Weapon</p><p><strong>Standard Action</strong> Ranged Weapon</p><p><strong>Target:</strong> One Creature</p><p><strong>Attack:</strong>Dex*2+weapon vs AC</p><p><strong>Hit:</strong> [wep] damage</p><p></p><p></p><p><u>Encounter(Choose 1)</u></p><p><strong>Hail of Bullets Gunslinger Attack 1</strong></p><p><em>You fire a series of shots at your foe… even if you do not kill him, he will not be walking right afterwards.</em></p><p><strong>Encounter*martian</strong>, weapon</p><p><strong>Standard Action</strong> Ranged Weapon</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Weapon+dex vs Reflex</p><p><strong>Hit:</strong> 2[wep]+dex damage, and the target takes a -dex penalty to attack until the end of your next turn.</p><p><strong></strong></p><p><strong>Make 'em Dance Gunslinger Attack 1</strong></p><p><em>Firing at the ground you make your foes dance to your tune... opps, was that your foot?</em></p><p><strong>Encounter*martial</strong>, weapon</p><p><strong>Standard Action</strong> Area burst 1 within 20 squares</p><p><strong>Target:</strong> Each creature in burst</p><p><strong>Attack:</strong> Dex vs Ref</p><p><strong>Hit:</strong> [Wep]+dex and targets are slowed until the end of your next turn</p><p></p><p></p><p><u>Daily(Choose 1)</u></p><p><strong>Two Shots, Two kills</strong></p><p><em>Calling on your innate ability to predict your enemies actions as well as your familiarity with your weapons, you fire off 2 rounds with eerie accuracy.</em></p><p><strong>Daily*Martial</strong>, weapon</p><p><strong>Standard action</strong> Ranged Weapon</p><p><strong>Targets:</strong> Two creatures within 3 squares of each other</p><p><strong>Attack: </strong>Dex+weapon vs. AC. Make two attack rolls, take the better result and apply it to both targets.</p><p><strong>Hit:</strong> 2[wep]+dex damage. </p><p></p><p><strong>Smoking the Aces</strong></p><p><em>A slight of hand or a flick of your foot is enough to throw your opponent off balance.</em></p><p><strong>Daily*martial</strong>, weapon</p><p><strong>Standard Action</strong> Close Burst 2</p><p><strong>Target:</strong> Each creature in burst</p><p><strong>Attack:</strong> Dex vs Will</p><p><strong>Hit:</strong> Targets are Dazed until the end of your next turn. If target fails it's saving throw against this power it becomes slowed until it saves.</p><p><strong>Miss:</strong> Slowed, save ends.</p><p></p><p><strong>Ye Ole Pistol</strong></p><p>Exotic Ranged weapon</p><p><strong>Prof:</strong> +1</p><p><strong>Range:</strong> 20</p><p><strong>Damage:</strong> 1d12 +dex</p><p></p><p>Random thoughts:</p><p>*I upped the range and damage on "Deadly Volley" from it's wizard counterpart because it requires 2 loaded weapons, where as "Scortching Burst" has no requirements. </p><p>*I gave "Smoking the Aces" a lingering effect (slowed) and made it a daily since it has a burst 2 and the only other spell I saw with that AoE was a daily.</p><p>*I changed "Deadly Partners" to basically be a "Careful Attack" Clone... not sure I am happy with that, but I think adding dex*2 to hit instead of a straight +4 is more in keeping with 4e. So then I had to take out the dex to damage or it would have overpowered the Ranger class.</p><p>*I could probably just use the "understood 'I'" rule, but I like refering to myself.</p><p>*Ye Ole Pistol is my 1st attempt, I gave it a higher base damage in part because this class has no "hunters quarry" so this will help a bit in making up that damage difference.</p></blockquote><p></p>
[QUOTE="SuperJosh, post: 4178600, member: 60854"] [size=4]Gunslinger[/size] [i]You live by your wits and your reflexes. You know the only two things you can trust in this world are strapped to your hips.[/i] [b]Role:[/b] Striker/controller. [b]Power Source:[/b] Martial [b]Key Abilities:[/b] Dex, Con [b]Armor Prof:[/b] Cloth, Leather [b]Weapon Prof:[/b] Simple melee, Simple Ranged, Military Ranged [b]Bonus to Defense:[/b] +1 Ref, +1 will [b]HP at 1st:[/b] 12+Con Score [b]HP per level gained:[/b] 5 [b]Healing surges per day:[/b] 6 plus con mod [b]Trained skills:[/b] Choose 4 of the following Acrobatics, Athletics, History, Insight, Perception, Stealth, Streetwise. [u]Class Features:[/u] [b]Rapid Reloader: [/b]As a move action you can reload both your pistols, at level 11 reloading becomes a minor action, at level 21 a free action. [b]Pistol Whip:[/b] You can use your pistols as rudimentary clubs without damaging them: Gunslinger Feature You can use your pistols as rudimentary clubs without damaging them At-Will*Martial, Weapon Standard Action pistol Target: One creature Attack: Str vs AC Hit: 1d4 +str [b] Powers:[/b] [u]At-Will(Choose 2)[/u] [b]Deadly Volley Gunslinger Attack 1[/b] [i]The old adage “Accuracy by volume” takes on new meaning as you pepper the area with bullets.[/i] [b]At-Will*Martial,[/b] Weapon [b]Standard Action[/b] Area burst 1 within 20 squares [b]Target:[/b] Each creature in burst [b]Special:[/b] both your pistols must be fully loaded (a minor action) to use this skill. [b]Attack: [/b]Dex vs Reflex [b]Hit:[/b] 1d8 +dex damage. [b]Run ‘n Gun Gunslinger Attack 1[/b] [i]only a sucker stands there waiting to be hit by a sword or worse, you prefer to move along.[/i] [b]At-Will*Martial[/b], Weapon [b]Standard Action[/b] Ranged Weapon [b]Target:[/b] One Creature [b]Special:[/b] Shift 1 square before or after you attack [b]Attack:[/b]Dex+weapon vs AC [b]Hit: [/b][wep]+dex damage [b]Deadly Partners Gunslinger Attack 1[/b] [i]Two bulets means you get to hit twice as often[/i] [b]At-Will*Martial[/b], Weapon [b]Standard Action[/b] Ranged Weapon [b]Target:[/b] One Creature [b]Attack:[/b]Dex*2+weapon vs AC [b]Hit:[/b] [wep] damage [u]Encounter(Choose 1)[/u] [b]Hail of Bullets Gunslinger Attack 1[/b] [i]You fire a series of shots at your foe… even if you do not kill him, he will not be walking right afterwards.[/i] [b]Encounter*martian[/b], weapon [b]Standard Action[/b] Ranged Weapon [b]Target:[/b] One creature [b]Attack:[/b] Weapon+dex vs Reflex [b]Hit:[/b] 2[wep]+dex damage, and the target takes a -dex penalty to attack until the end of your next turn. [b] Make 'em Dance Gunslinger Attack 1[/b] [i]Firing at the ground you make your foes dance to your tune... opps, was that your foot?[/i] [b]Encounter*martial[/b], weapon [b]Standard Action[/b] Area burst 1 within 20 squares [b]Target:[/b] Each creature in burst [b]Attack:[/b] Dex vs Ref [b]Hit:[/b] [Wep]+dex and targets are slowed until the end of your next turn [u]Daily(Choose 1)[/u] [b]Two Shots, Two kills[/b] [i]Calling on your innate ability to predict your enemies actions as well as your familiarity with your weapons, you fire off 2 rounds with eerie accuracy.[/i] [b]Daily*Martial[/b], weapon [b]Standard action[/b] Ranged Weapon [b]Targets:[/b] Two creatures within 3 squares of each other [b]Attack: [/b]Dex+weapon vs. AC. Make two attack rolls, take the better result and apply it to both targets. [b]Hit:[/b] 2[wep]+dex damage. [b]Smoking the Aces[/b] [i]A slight of hand or a flick of your foot is enough to throw your opponent off balance.[/i] [b]Daily*martial[/b], weapon [b]Standard Action[/b] Close Burst 2 [b]Target:[/b] Each creature in burst [b]Attack:[/b] Dex vs Will [b]Hit:[/b] Targets are Dazed until the end of your next turn. If target fails it's saving throw against this power it becomes slowed until it saves. [b]Miss:[/b] Slowed, save ends. [b]Ye Ole Pistol[/b] Exotic Ranged weapon [b]Prof:[/b] +1 [b]Range:[/b] 20 [b]Damage:[/b] 1d12 +dex Random thoughts: *I upped the range and damage on "Deadly Volley" from it's wizard counterpart because it requires 2 loaded weapons, where as "Scortching Burst" has no requirements. *I gave "Smoking the Aces" a lingering effect (slowed) and made it a daily since it has a burst 2 and the only other spell I saw with that AoE was a daily. *I changed "Deadly Partners" to basically be a "Careful Attack" Clone... not sure I am happy with that, but I think adding dex*2 to hit instead of a straight +4 is more in keeping with 4e. So then I had to take out the dex to damage or it would have overpowered the Ranger class. *I could probably just use the "understood 'I'" rule, but I like refering to myself. *Ye Ole Pistol is my 1st attempt, I gave it a higher base damage in part because this class has no "hunters quarry" so this will help a bit in making up that damage difference. [/QUOTE]
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