• Welcome to Teara Adan Adventures.
 

News:

The Teara Adan campaign is using Polyhedral Fudge

Main Menu

Gunslinger (Prestige Class)

Started by Bynw, 22 May 2019, 11:21:05

Previous topic - Next topic

Bynw

GUNSLINGER

(An extrapolation of the character classes presented in the book "Sidewinder: Recoiled" by Dog House Rules and Citizen Games. This version using the material from said book is by Robert Allsbrook for the Teara Adan Game.)


The law of the land comes in the form of a pistol more often than a badge or noble title.
Those who know the proper way to use one typically rule the day. Because he holds the power of life and death in his hands, exercised with the slightest whim, the Gunslinger is one of the most feared individuals in the land. Possessing lightning quickness and deadly accuracy with a six-shooter, a Gunslinger practices his craft and builds a deadly reputation that will precede him no matter where he may go.


Requirements:
To qualify as a Gunslinger, a character must fulfill the following criteria.

Base Attack Bonus: +4.
Skill: Sleight of Hand 6 ranks.
Feats: Personal Firearms Proficiency, Quickdraw.
----------------------------------------------------
*Personal Firearms Proficiency
The character is trained in the use of personal firearms.
Benefit: The character can fire any personal firearm without suffering the -4 non-proficiency penalty.

Normal: Characters without this feat suffer a -4 penalty on attack rolls made with personal firearms.
----------------------------------------------------

Game Rule Information:

Hit Die: d10

Class Skills:

The Gunslinger's class skills (and the key ability for each skill) are: Balance (Dex), Escape Artist (Dex), Intimidate (Cha),Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Profession (Wis)Korvin, Ride (Dex), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex).

Class Features:

The following features pertain to the Gunslinger advanced class.

Greased Lightning:
Starting at 1st level, the Gunslinger becomes lightning quick in drawing his hoglegs. He or she gains a bonus to all initiative checks equal to one-half his Gunslinger level, rounded down, with a minimum of +1.

Weapon Focus:
At 2nd level, a Gunslinger gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Gunslinger must choose a specific personal firearm that is Medium-size or smaller. If the character already possesses the Weapon Focus feat or class feature, she must choose a different weapon than the one already selected. The Gunslinger adds +1 to all attack rolls made using the selected personal firearm.

Bonus Feats(#1):
At 3rd, 6th, and 9th level, the Gunslinger gains a bonus feat. The bonus feat must be selected from the following list, and the Gunslinger must meet all of the prerequisites of the feat to select it.

Advanced Two-Weapon Fighting
Blaze of Glory
Combat Loading
Dead Aim
Dodge
Double Tap
Far Shot
Gunplay
Hammer Down
Improved Initiative
Improved Two-Weapon Fighting
Precise Shot
Quick Reload
Shot on the Run
Sidewinder
Skip Shot
Slip Hammer
Two-Weapon Fighting

Close Combat Shot:
At 4th level, a Gunslinger gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity.

Lightning Shot:
Starting at 5th level, a Gunslinger can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Gunslinger may make one additional ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack and every other attack made in the round incur a -2 penalty. Since attacking more than once in a round requires that a character use a full-attack action, using Lightning Shot is a full-round action. The Gunslinger cannot take more than a 5-foot step and use Lightning Shot in the same round.

Steel-Eyed:
Any Gunslinger worth his salt has a certain aura surrounding him; people just know he's one bad hombre. At 7th level, the Gunslinger adds his Reputation bonus to Intimidate checks made during a Showdown(#2).


Greater Weapon Focus:
At 8th level, a Gunslinger receives a +1 competence bonus on attack rolls made with a single firearm for which he possesses the Weapon Focus feat or class feature. The Gunslinger must apply the Greater Weapon Focus to a single firearm even if he has Weapon Focus with more than one firearm. This bonus stacks with the bonus gained from Weapon Focus.

Bullseye
At 10th level, a Gunslinger becomes so adept at using the firearm to which he or she has applied Greater Weapon Focus, that the Gunslinger's attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the gunslinger can spend 1 action point to deal +3d6 points of damage.


Table - The Gunslinger
Level BAB Fort Ref Will Features
1st +0 +0 +1 +1 Greased lightning
2nd +1 +0 +2 +2 Weapon focus
3rd +2 +1 +2 +2 Bonus feat
4th +3 +1 +2 +2 Close combat shot
5th +3 +1 +3 +3 Lightning shot
6th +4 +2 +3 +3 Bonus feat
7th +5 +2 +4 +4 Steel-eyed
8th +6 +2 +4 +4 Greater weapon focus
9th +6 +3 +4 +4 Bonus feat
10th +7 +3 +5 +5 Bullseye






NOTES:

#1) FEATS:

--Advanced Two-Weapon Fighting
The character has mastered the art of attacking with two weapons. Iffin' the right hand don't git ya, the left one will.

Prerequisites: Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +11.

Benefit: A character may make a third attack with an off-hand weapon, albeit at a -10 penalty.


--Blaze of Glory
The character is skilled at delivering a massive barrage of pistol fire while on the move.

Prerequisites: Dexterity 15, Dodge, Mobility, Point Blank Shot, Shot on the Run, Two-Weapon Fighting.

Benefit: When wielding a pistol in each hand, the character may make one attack with each weapon as a single attack action. The character suffers a –4 penalty on each attack roll in addition to the normal penalties suffered for attacking with two weapons.

Normal: Attacking with two weapons is a full attack and requires a full-round action.

Special: This feat can be used only once per round as part of an attack action and not as part of a full-round action.


--Combat Loading
The character is cool under pressure when reloading a firearm.

Prerequisites: Quick Reload, base attack bonus +1

Benefit: When loading a firearm in combat, the character no longer provokes an attack of opportunity. Furthermore, if the character is forced to make a Concentration check while loading due to distractions or duress, the character receives a +4 bonus on that Concentration check.


--Dead Aim
The character has learned the patience required to line up a long shot for deadly accuracy.

Prerequisites: Wisdom 13, Far Shot.

Benefit: Before making a ranged attack, a character may take a full-round action to line up a shot. This grants the character a +2 circumstance bonus on the next attack roll. Once a character begins aiming, the character cannot move, even to take a 5-foot step, until after his next attack, or the benefit of the feat is lost. Likewise, if the character's concentration is disrupted or the character is attacked before his next action, the character loses the benefit of aiming.

--Dodge
The character has a natural adeptness at avoiding attacks.

Prerequisite: Dexterity 13.

Benefit: During the character's action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent the next round.

Special: Any condition that causes the character to lose his Dexterity bonus to Defense also makes the character lose any dodge bonuses. In addition, unlike most other bonus types, dodge bonuses stack.


--Double Tap
The character can quickly fire off two shots in a single attack.

Prerequisites: Dexterity 13, Point Blank Shot.

Benefit: When using a double-action revolver with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character suffers a -2 penalty on this attack, but deals +1 die of damage with a successful hit. For example, a pistol that normally inflicted 2d6 damage on a successful attack would inflict 3d6 when utilizing the Double Tap feat.

Special: This feat can be used only with double-action revolvers (and for time-travelers with semi-automatic firearms).


--Far Shot
The character has an exceptional talent at coaxing extra distance from a ranged weapon.

Benefit: When the character uses a firearm or archaic ranged weapon, the range increment of the weapon increases by one-half (multiply by 1.5). When the character throws a weapon that is meant to be thrown (such as an acid flask or a throwing axe), the weapon's range increment is doubled.


--Gunplay
The character is truly skilled in fancy displays with firearms.

Prerequisite: Sleight of Hand 4 ranks.

Benefit: The character can use the Sleight of Hand skill to attempt fancy tricks with hoglegs and longarms.

Gunplay Tricks and DC

DC Trick
-------------------------------------
10 Pistol Spin
15 Quick Holster
15 Rifle Spin
20 Road Agent Spin (1 pistol)
25 Road Agent Spin (2 pistols)
25 Border Shift

*Pistol Spin (DC 10): As a move equivalent action, the character can holster his pistol with a spinning flourish. Under the right circumstances, the Judge may grant the gunfighter that successfully performs this maneuver a +2 circumstance bonus on Intimidate checks (see the Intimidate skill).

*Quick Holster (DC 15): As a free action, a character may attempt to holster a firearm without provoking an attack of opportunity. A successful DC 15 Sleight of Hand check is required. The size of the weapon provides a modifier to this check. Use the Sleight of Hand size modifiers listed in the Table Concealing Weapons and Objects.

Concealing Weapons and Objects
ConditionSleight of Hand Modifier
Size of weapon or object
Fine +12
Diminutive +8
Tiny +4
Small +0
Medium-size -4
Large-8
Huge or larger cannot conceal
Clothing is tight or small -4
Clothing is especially loose or bulky +2
Clothing is specifically modified for +2
concealing object
Weapon is carried in concealed carry +4
holster
Weapon can be drawn normally -2
Weapon can be drawn as free action -4
with Quick Draw feat

If the Sleight of Hand check fails,
the character fails to successfully holster the weapon. If
the check fails by 5 or more, the character drops the
weapon.
With a successful DC 20 Sleight of Hand check, the
character can combine a Quick Holster with a Pistol Spin
maneuver. If the maneuver succeeds, (and if the Judge
allows), increase the circumstance bonus on Intimidate
checks to +3.

*Rifle Spin (DC 15): Cocking a lever-action rifle is
normally a free action that requires the use of two hands.
With the maneuver known as a Rifle Spin, a character
can attempt to cock a lever-action rifle as a free action
with only one hand. A Rifle Spin requires a DC 15 Sleight
of Hand skill check. If the character fails, a new round is
not chambered but the character may retry a Rifle Spin
without penalty. However, if the skill check fails by more
than 5, the character drops the rifle.


*Road Agent Spin (DC 20 or 25): This is a favorite
maneuver among the black-hat-wearing crowd. The
character holds his pistol or pistols out butt-first, as
though surrendering to his opponent. Then, assuming
his Sleight of Hand check is successful, he quickly spins
and flips the smokewagons, turning them on his
opponent as a free action. The character can immediately
make a Bluff check with a +4 circumstance modifier
(opposed by his opponent's Sense Motive skill); if he wins
the contest, the opponent is surprised and caught flatfooted.
Of course, if the character fails the initial Sleight
of Hand check, he is left with his guns tangled up in his
fingers looking mighty foolish. If he fails the Sleight of
Hand check by 5, he drops one gun; if he fails by 10 or
more, he drops both guns (if spinning both guns).

*Border Shift (DC 25): This maneuver is a favorite
among cowpokes who carry two guns but do not fight
two-fisted. To use this maneuver, the character must
have both guns drawn, one in each hand. When the
primary weapon runs out of ammunition, a character
can attempt, as a free action, a Sleight of Hand skill
check to make a Border Shift. A Border Shift consists of
tossing the two guns from hand to hand, moving the fully
loaded pistol to the shooting hand and the empty one to
the off hand. The character can continue firing in that
round without pause, up to his full number of attacks.
If he fails the roll, the swap takes place, but the
character spends the rest of the turn bobbling for his
pistols. The character cannot make any further attacks,
nor can the character spend a move action. The only
action available is a 5-foot step, provided the character
has not previously moved in the round. Should the
Sleight of Hand check fail by 5 or more, the character
bobbles for his pistols, loses all subsequent actions
(except perhaps for a 5-foot step), and drops both
weapons.


--Hammer Down
As a single attack action, the character can hold down
the trigger of a single-action revolver while rapidly
fanning the hammer with his palm, emptying the revolver
for one devastating attack.

Prerequisites: Dexterity 13, Point Blank Shot, Slip
Hammer, base attack bonus +6.

Benefit: When using a single-action revolver with at
least five bullets loaded, the character may fire five
bullets as a full attack against a single target. The
character suffers a -4 penalty on this attack, but deals +2
dice of damage with a successful hit. For example, a
weapon that normally deals 2d6 points of damage does
4d6 instead.

Special: In order to use this feat, the character must
have both hands free and must be firing a single-action
revolver.


--Improved Initiative
The character has preternatural instincts and reacts
in combat quicker than the average person.

Benefit: The character receives a +4 circumstance
bonus on initiative checks.


--Improved Two-Weapon Fighting
The character is highly trained at two-weapon
combat. The character has become so skilled at fighting
with both hands that he or she may even use disparate
types of weapons. As an example, the character could use
a bowie knife or cavalry saber (melee weapons) in one
hand while still firing a revolver or pepperbox (ranged
weapons) with the other.

Prerequisites: Dexterity 13, Two-Weapon Fighting,
base attack bonus +6.

Benefit: The character receives a second attack with
an off-hand weapon, albeit at a -5 penalty. In addition,
this feat now allows a character to treat both ranged
weapons and melee weapons the same for purposes of
two-weapon fighting.

Normal: Without this feat, a character can make only a single extra attack with an off-hand weapon, and both weapons must be of the same type (either both ranged weapons or both melee weapons).


--Precise Shot
The character knows how to precisely line up shots against a target involved in melee or surrounded by a crowd of people.

Prerequisite: Point Blank Shot.

Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the usual -4 penalty.

Normal: A character takes a -4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat.


--Quick Reload
The character has become so skilled at reloading firearms that it has now become almost second nature.

Prerequisite: Base attack bonus +1.

Benefit: The character can reload his firearm in half the normal time.


--Shot on the Run
The character is exceptionally trained in the "move and fire" skirmish tactic.

Prerequisites: Dexterity 13, Point Blank Shot, Dodge, Mobility.

Benefit: When using an attack action with a ranged weapon, a character can move both before and after the attack, provided that the total distance covered doesn't exceed the character's speed. Moving in this way doesn't provoke an attack of opportunity from the defender.

Special: The character may still provoke attacks of opportunity from opponents other than the defender.

--Sidewinder
The character is adept at dodging attacks from ranged weapons.

Prerequisites: Dexterity 13+, Dodge.

Benefit: The character receives a +1 dodge bonus to Defense when being attacked by ranged weapons.

Special: Any condition that causes the character to lose his Dexterity bonus to Defense also makes the character lose any dodge bonuses. In addition, unlike most other bonus types, dodge bonuses stack.

--Skip Shot
The character knows how to make trick shots, bouncing the bullets around cover.

Prerequisites: Point Blank Shot, Precise Shot.

Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a cobbled street or a stone wall), and a target is within 10 feet of that surface, the character may ignore any cover between the character and the target. However, the character suffers a -2 penalty on the attack roll, and the character's attack deals -1 die of damage.

Special: The surface doesn't have to be perfectly smooth and level; a brick wall or an iron-bound barrel will suffice. A character cannot attempt a skip shot against a target under full-cover.


--Slip Hammer
The character can make two quick shots as a single attack action by thumbing the hammer of a single-action revolver while holding the trigger down.

Prerequisites: Dexterity 13, Point Blank Shot, base attack bonus +1.

Benefit: When using a single-action revolver with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character suffers a -2 penalty on this attack, but deals +1 die of damage with a successful hit. For example, a weapon that normally deals 2d6 points of damage does 3d6 instead.

Special: The character must have both hands free and be using a single-action revolver to fire in this fashion.


--Two-Weapon Fighting
The character has training in fighting with two weapons simultaneously, one in each hand. The character can use the second weapon to make one extra attack each round.

Prerequisite: Dexterity 13.

Benefit: The character's penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand.

Two-Weapon Fighting Penalties
Circumstances Primary Off
Hand Hand
Normal penalties -6 -10
Off-hand weapon is light -4 -8
Two-Weapon Fighting feat -4 -4
Off-hand weapon is light and -2 -2
Two-Weapon Fighting feat

Special: The weapons used must be of the same type (i.e. either melee or ranged); the character cannot mix the types.




#2) SHOWDOWN

Two steely-eyed hombres staring each other down at 60 paces on Main Street at high noon - the classic Western showdown. A showdown is more than simply drawing a sidearm and firing; your gunfighter's courage must also be taken into account.

No showdown starts without a test of wills. The gunfighters stand and stare at each other, trying to frighten, distract, or otherwise unnerve their opponent. This attempt to impress and size-up the opponent is simulated by an opposed Intimidate check occurring before the fast-draw round that initiates combat. Each participant makes an Intimidate check, and once the bullets start flying, the loser suffers a -2 penalty to the upcoming initiative check. If a participant loses by five or more, the penalty is increased to -4. Remember that an Intimidate check can be performed untrained; thus, any cowpoke can participate in a showdown.

If more than two gunfighters face off, all participants must make Intimidate checks. Each gunfighter compares his or her check with the Intimidate checks of all opponents. If a gunfighter's check is less than any opponent's Intimidate check, then the gunfighter receives a -2 penalty to Initiative. If the gunfighter's Intimidate check loses to any opposing check by five or more, the penalty increases to -4.

Combatants in a showdown are prepared for combat and aware of their opponents. Each gunfighter is considered to have a readied action that triggers on either a mutually agreed event (e.g. the ringing of the mission bell) or perhaps on an implicitly understood occurrence (e.g. whenever someone draws). As with all readied actions, the player must fully describe to the Judge what that action will be. For example, in a shootout involving multiple cowpokes on both sides, each fighter must specify at whom he will fire once the fight begins.
Bynw da GM
The World of Teara Adan
Founding Four Member