New Spellslinger Classes

Byrons_Ghost

First Post
I know this sort of thing would normally go in the House Rules section, but Spellslinger isn't really standard D20. Anyway, I'm getting ready to start a campaign soon and wanted some more classes to offer my players. I already posted these on the Spellslinger Yahoo group last week, but there hasn't been any feedback there, and from what I can tell the group is pretty much dead.

These three classes are actually derived from Spycraft 1.0 classes, which seemed to me to be the closest to the original Spellslinger classes (core abilities, frequent bonus feats, similar ability progression, etc). The class below (Guardsman) is derived from the Pointman, for example. The others were derived from the Fixer (Outlaw) and Soldier/Wheelan (Wrangler).

What I'm hoping to get here is some feedback from those who own Spellslinger on how well these classes balance against the others, and how well everything would work together. I'm particularly concerned with the Pointman and Wrangler, as their abilities are pretty specific in nature and I don't want to them to be left out of too much in the game.

The Guardsman is below; the Outlaw and Wrangler will be in the next two posts. I hope the classes prove useful to people, and thanks in advance for any help!

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Guardsman

Guardsman is a generic term for anyone who makes their living guarding or protecting people or items, or enforcing the law. A Guardsman could be a stagecoach driver, railroad detective, military officer, or a town marshall. Guardsmen work best in groups, where they can use their abilities to aid those around them. Most Guardsmen have an innate respect for law and order; some, however, simply seek to use their position and skills to benefit themselves, or strike out on their own as mercenary “bodyguards” (who are often little better than hired guns).

Hit Dice: d10
Class Skills: Athletics, Chat, Creep, Heal, Intimidate, Knowledge (Politics or any geographical area), Profession, Ride, Senses, Sense Motive, Survival

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Level: 4 + Int modifier

Starting Feats:
Small Firearms Proficiency
Large Firearms Proficiency
Good Cover

Code:
 [b]
Level	BAB	AC	Init	Fort	Ref	Will	Special	   
[/b]								   
1	+0	+0	+1	+2	+1	+0	Starting feats, tactics, bonus feat	   
2	+1	+1	+2	+3	+2	+0	Bonus feat	   
3	+2	+1	+2	+3	+2	+1	Assistance (half time)	   
4	+3	+2	+3	+4	+2	+1	Bonus feat, medic +2	   
5	+3	+2	+4	+4	+3	+1	Tactics +1, once per day	   
6	+4	+2	+5	+5	+3	+2	Bonus feat	   
7	+5	+3	+5	+5	+4	+2	Sharp +2	   
8	+6	+3	+6	+6	+4	+2	Bonus feat, medic +4	   
9	+6	+4	+7	+6	+4	+3	Tactics +2, twice per day	   
10	+7	+4	+8	+7	+5	+3	Bonus feat	   
11	+8	+4	+8	+7	+5	+3	Assistance (1/4 time), sharp +4	   
12	+9	+5	+9	+8	+6	+4	Bonus feat, medic +6	   
13	+9	+5	+10	+8	+6	+4	Tactics +3, three times per day	   
14	+10	+6	+11	+9	+6	+4	Bonus feat	   
15	+11	+6	+11	+9	+7	+5	Sharp +6	   
16	+12	+6	+12	+10	+7	+5	Bonus feat, medic +8	   
17	+12	+7	+13	+10	+8	+5	Tactics +4, four times per day	   
18	+13	+7	+14	+11	+8	+6	Bonus feat	   
19	+14	+8	+14	+11	+8	+6	Assistance (1/10 time), sharp +8	   
20	+15	+8	+15	+12	+9	+6	Bonus feat, Strategy, medic +10

Protector: At any time, the Guardsman may choose an object or person to whom he is devoted to protecting. The object can be any size up to a single vehicle, such as a stagecoach or rail car. Any time the Guardsman’s charge takes damage, the Guardsman may opt to take this damage himself instead, provided that he is touching, or adjacent to, the charge. Additionally, any time it is appropriate, the Guardsman may share the results of a skill check or saving throw with his charge, who will gain the benefits as if they also had made the roll, provided that they are at least within thirty feet of the Guardsman. For example, a Guardsman prisoner being taken by a Guardsman past some bandits uses the Guardsman’s Creep roll instead of his own. For objects, this simply means that they use the Guardsman’s saving throws to resist attack even when not directly held by the Guardsman. This is the Guardsman’s core ability.

Assistance: Starting at second level, the guardsman may assist one of his allies with a class ability or skill check which takes an hour or longer. At 2nd level, the Guardsman’s assistance reduces the time required for the ability by half. At 11th level, this time is cut down to one-quarter, and at 19th level the time required is reduced to one-tenth.

Medic: Starting at 4th level, the guardsman gains a +2 bonus to all Heal checks. This bonus increased to +4 at 8th level, +6 at 12th level, +8 at 16th level, and +10 at 20th level.

Tactics: Once per day as a free action, the Guardsman may issue an order to a number of allies equal to his Charisma modifier. This order must by specific, such as “cover me while I go for that dynamite!” While the allies are following the order, they receive a +1 to all rolls related to carrying it out during the next round. This bonus increases by +1 at levels 9, 13, and 17, to a maximum of +4 at level 17. Each time it increases, the Guardsman also gains an additional use per day, to a maximum of 4 uses per day at level 17. Although the bonus lasts only one round, Guardsmen with multiple uses per day may choose to use another use on the next round to extend the bonus for the same set of orders.

Sharp: Upon reaching 7th level, the Guardsman receives +2 to any Senses or Sense Motive checks. This bonus increases to +4 at 11th level, +6 at 15th level, and +8 at 19th level.

Strategy: Once per day at 20th level, the Guardsman may activate this ability at the start of a round as a free action. All nearby allies who can hear the Guardsman’s voice (including the Guardsman himself) gain a free additional action for the round. Each ally may choose whether this is a move action or a standard action.

Bonus Feats: Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Exotic Weapon Proficiency, Far Shot, Good Shot, Great Fortitude, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Grapple, Improved Initiative, Improved Precise Shot, Improved Overrun, Improved Sunder, Improved Trip, Iron Will, Leadership, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Quick Draw, Quick Thinker, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Toughness, Track, Two-Weapon Fighting, Weapon Finesse, Weapon Focus
 

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Byrons_Ghost

First Post
Outlaw (orig. Fixer)

Outlaw

Outlaws are wandering thieves and bandits who rely on stealth, cunning, and force of arms to take what they want. Although some work alone, most often they work in small groups, often with varying specialties spread between different members. Outlaws like to focus on targets that provide large amounts of money and a quick getaway, such as banks and train cars. They enjoy the nomadic, carefree lifestyle, and usually don’t have the patience for long-term planning or complicated scams. Usually, once an outlaw is safely away from pursuit, they will spend their ill-gotten gains on extravagant living, and then begin planning their next robbery.

Hit Dice: d8
Class Skills: Athletics, Bargain, Build/Repair, Creep, Deceive, Heist, Intimidate, Knowledge (Nature or any geographical area), Profession, Ride

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Level: 6 + Int modifier

Starting Feats:
Small Firearms Proficiency
Large Firearms Proficiency
Improved Feint

Code:
 [b]
Level	BAB	AC	Init	Fort	Ref	Will	Special	   
[/b]								   
1	+0	+1	+0	+1	+2	+0	Starting feats, dexterous, bonus feat	   
2	+1	+2	+1	+2	+3	+0	Bonus feat	   
3	+2	+2	+1	+2	+3	+1	Defensive Roll 1/day	   
4	+3	+3	+2	+2	+4	+1	Bonus feat, stealthy +2	   
5	+3	+3	+2	+3	+4	+1	Sneak Attack +1d6	   
6	+4	+4	+3	+3	+5	+2	Bonus feat	   
7	+5	+4	+3	+4	+5	+2	Light-Fingered +2	   
8	+6	+5	+4	+4	+6	+2	Bonus feat, stealthy +4	   
9	+6	+5	+4	+4	+6	+3	Sneak Attack +2d6	   
10	+7	+6	+5	+5	+7	+3	Bonus feat	   
11	+8	+7	+5	+5	+7	+3	Defensive Roll 2/day, light-fingered +4	   
12	+9	+7	+6	+6	+8	+4	Bonus feat, stealthy +6	   
13	+9	+8	+6	+6	+8	+4	Sneak Attack +3d6	   
14	+10	+8	+7	+6	+9	+4	Bonus feat	   
15	+11	+9	+7	+7	+9	+5	Light-Fingered +6	   
16	+12	+9	+8	+7	+10	+5	Bonus feat, stealthy +8	   
17	+12	+10	+8	+8	+10	+5	Sneak Attack +4d6	   
18	+13	+10	+9	+8	+11	+6	Bonus feat	   
19	+14	+11	+9	+8	+11	+6	Defensive Roll 3/day, light-fingered +8	   
20	+15	+12	+10	+9	+12	+6	Bonus feat, like a shadow, stealthy +10

Dexterous: Outlaws gain the Evasion ability, as the rogue ability of the same name. Additionally, whenever they make a Dexterity-based skill check, they may roll two dice and keep the best result. This is the Outlaw’s core ability.

Defensive Roll: This acts exactly the same as the rogue ability of the same name. The Outlaw may use this ability once per day at level 2, twice per day at level 11, and three times per day at level 19.

Stealthy: Starting at 4th level, the Outlaw gains a +2 bonus to all Creep checks. This bonus increased to +4 at 8th level, +6 at 12th level, +8 at 16th level, and +10 at 20th level.

Sneak Attack: This works the same as the rogue ability. Extra sneak attack damage starts at +1d6 at 5th level, then increases to +2d6 at 9th level, +3d6 at 13th level, and +4d6 at 17th level.

Light-Fingered: Upon reaching 7th level, the Outlaw receives +2 to any Build/Repair or Heist checks. This bonus increases to +4 at 11th level, +6 at 15th level, and +8 at 19th level.
NOTE: This is the same as the Maverick's ability. IMC, the Maverick will be less of a thief class and more of a charismatic jack of all trades. Their replacement ability will be called Smooth Talker, and will add to Bargain and Chat rolls. IMO a Maverick could still pursue a criminal career fairly easily, thanks to their huge number of skill points.

Like A Shadow: Once an outlaw reaches 20th level, he has become a master of stealth and skullduggery. He may Hide in Plain Sight, allowing him to make a Creep check even while being observed, as long as he is within 10 feet of some shadow. Additionally, the Outlaw may move his full speed when Creeping without the usual –5 penalty to the check, and may make a double move with only a –5 penalty, or run with only a –10 penalty.

Bonus Feats: Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Endurance, Great Fortitude, Exotic Weapon Proficiency, Far Shot, Good Cover, Good Shot, Improved Bull Rush, Improved Critical, Improved Grapple, Improved Initiative, Improved Overrun, Improved Precise Shot, Improved Sunder, Improved Trip, Iron Gut, Leadership, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Run, Shot on the Run, Spring Attack, Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus, Under the Stars
 

Byrons_Ghost

First Post
Wranger (Soldier/Wheelman mix)

Wrangler

In a land where everyone has a horse, the wrangler seems to have been born on one. A wrangler on horseback is a formidible foe: fast, accurate, and hard to hit. Even without a mount, his travels and adventures have made him second only to the gunfighter in terms of marital skills. Wranglers are found in any profession that relies on horses: couriers, cowboys, cavalry soldiers, rodeo riders, tribal warriors, and those bandits that prefer speed to stealth.

Hit Dice:d12
Class Skills:Athletics, Handle Animal, Knowledge (Nature or any geographical area), Profession, Ride, Senses, Use Rope

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Level:2 + Int modifier

Starting Feats:
Brawling Proficiency
Large Firearms Proficiency
Mounted Combat

Code:
[b] 
Level	BAB	AC	Init	Fort	Ref	Will	Special	   
[/b]								   
1	+1	+1	+1	+2	+2	+0	Starting feats, rider, bonus feat	   
2	+2	+2	+2	+3	+3	+0	Bonus feat	   
3	+3	+2	+2	+3	+3	+1	Steady Aim +1	   
4	+4	+3	+3	+4	+4	+1	Bonus feat, Tall in the saddle +2	   
5	+5	+3	+4	+4	+4	+1	Mobile cover +1	   
6	+6	+4	+5	+5	+5	+2	Bonus feat	   
7	+7	+4	+5	+5	+5	+2	Rugged +2	   
8	+8	+5	+6	+6	+6	+2	Bonus feat, tall in the saddle +4	   
9	+9	+5	+7	+6	+6	+3	Mobile cover +2	   
10	+10	+6	+8	+7	+7	+3	Bonus feat	   
11	+11	+7	+8	+7	+7	+3	Steady Aim +2, rugged +4	   
12	+12	+7	+9	+8	+8	+4	Bonus feat, tall in the saddle +6	   
13	+13	+8	+10	+8	+8	+4	Mobile cover +3	   
14	+14	+8	+11	+9	+9	+4	Bonus feat	   
15	+15	+9	+11	+9	+9	+5	Rugged +6	   
16	+16	+9	+12	+10	+10	+5	Bonus feat, tall in the saddle +8	   
17	+17	+10	+13	+10	+10	+5	Mobile cover +4	   
18	+18	+10	+14	+11	+11	+6	Bonus feat	   
19	+19	+11	+14	+11	+11	+6	Steady Aim +3, rugged +8	   
20	+20	+12	+15	+12	+12	+6	Bonus feat, hit the dirt, tall in the saddle +10

Rider: The Wrangler may take 10 on any Ride or Handle Animal check, regardless of stressful conditions. Any mount ridden by the Wrangler moves an extra ten feet per round. Finally, the Wrangler may ignore any penalties due to attacking from horseback as if he had the Mounted Archery feat. This is the Wrangler’s core ability.

Steady Aim: The Wrangler gets progressively better at targetting moving foes. At 2nd level, he adds +1 to all damage rolls against anyone who is on horseback. This bonus increases to +2 and 11th level and +3 at 19th level.

Born in the Saddle: Starting at 4th level, the Wrangler gains a +2 bonus to all Ride checks. This bonus increased to +4 at 8th level, +6 at 12th level, +8 at 16th level, and +10 at 20th level.

Mobile Cover: The Wrangler learns the trick of using his mount for cover while moving. At 5th level, the Wrangler gains a +1 cover bonus to AC any time he is mounted. This bonus increases to +2 at level 9, +3 at level 13, and +4 at level 17. If this cover bonus causes an attack to miss that otherwise would have hit, then the attack has hit the mount instead. However, the Wrangler can make the usual Ride check to save the mount, as per the Mounted Combat feat.

Rugged: Upon reaching 7th level, the Wrangler receives +2 to any Athletics or Handle Animal checks. This bonus increases to +4 at 11th level, +6 at 15th level, and +8 at 19th level.

Hit the Dirt: Any time the Wrangler is mounted and would normally be hit by an attack, the Wrangler may instead opt to drop himself and his mount to the ground. The attack automatically misses; however, the Wrangler takes 1d4 damage from the fall. He is considered prone until he spends an action to rise; after that, it is a full-round action if he wishes to upright and remount his horse.

Bonus Feats: Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Exotic Weapon Proficiency, Far Shot, Good Cover, Good Shot, Great Fortitude, Improved Bullrush, Improved Critical, Improved Grapple, Improved Overrun, Improved Precise Shot, Improved Sunder, Improved Trip, Leadership, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Shot on the Run, Spirited Charge, Spring Attack, Trample, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Under the Stars
 


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