Allowing this Gunslinger Class in my campaign? [Archive] - Wizards Community

Post/Author/DateTimePost
XrP-Leon The Second

07-20-05, 03:37 AM
First off, the class (which can be found here: HarvestMoonCampaign.Com (http://www.harvestmooncampaign.com/rules.htm#top2)) is wanted to be played by a player of mine.

Or, you can see the class in this spoiler Alignment: Any Good

Hit Die: D8

Class skills: Alchemy, Craft, Diplomacy, Escape artist, Intimidate, Intuit Direction, Jump, Knowledge: nature, Listen, Ride, Search, Sense motive, Sleight of Hand, Spot, Survival. The Gunslinger gets 4 skill points plus her intelligence modifier every level. At first level, she gains 4(4+int mod) skill points)

Weapon and Armor Proficiencies: The Gunslinger is proficient with all simple weapons and all bows and crossbows. He is also proficient with one firearm. The Gunslinger is proficient with light armor.

Ex-Gunslingers: A gunslinger who performs an evil act must attone for his deeds before taking another level in Gunslinger. Although a character may be a multiclass Gunslinger, like a Paladin, anyone who takes a class level other than Gunslinger after taking a level in this class may not continue to take levels in Gunslinger.



Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Chosen Weapon, Quickdraw
2 +2 +3 +0 +3 Chosen Weapon Special Ability
3 +3 +3 +1 +3 Track, Uncanny Dodge (Dex bonus to AC)
4 +4 +4 +1 +4 Chosen Weapon Special Ability
5 +5 +4 +1 +4 Alertness
6 +6 +5 +2 +5 Endurance
7 +7 +5 +2 +5 Uncanny Dodge (Can't be Flanked)
8 +8 +6 +2 +6 Chosen Weapon Special Ability
9 +9 +6 +3 +6 -
10 +10 +7 +3 +7 Greater Weapon Focus
11 +11 +7 +3 +7 -
12 +12 +8 +4 +8 Chosen Weapon Special Ability
13 +13 +8 +4 +8 -
14 +14 +9 +4 +9 -
15 +15 +9 +5 +9 -
16 +16 +10 +5 +10 Chosen Weapon Special Ability
17 +17 +10 +5 +10 -
18 +18 +11 +6 +11 -
19 +19 +11 +6 +11 -
20 +20 +12 +6 +12 Chosen Weapon Special Ability
Class Features:

Chosen Weapon: He is also proficient with one firearm. This firearm is the Gunslinger's Chosen Weapon. He may only have one Chosen Weapon at any given time. He may take the fighter feats Weapon Specialization and Greater Weapon Specialization with his chosen weapon.

Gunslinger Feats: These feats are exactly as they are described in the Player's Handbook. If the Feat refers to a weapon (such as Improved Weapon Focus), it is to be used only with your Chosen Weapon. If the feat has a prerequisite, then you must posess that prerequisite before he gains the use of the bonus feat.

Chosen Weapon Special Ability: Certain guns allow for certain special abilities. When the Gunslinger reaches a certain level, he may take one of the special abilities listed next to his chosen weapon. These special abilities only pertain when the Gunslinger is using his Chosen Weapon.

Colt: Two-Weapon Gunfighting, Improved Two-Weapon Gunfighting, Greater Two-Weapon Gunfighting, Rapid Gunshot, Reload Trick, Crack Shot.
Eagle: Increased Weapon Damage, Reload Trick, Grappled Gunfighting.
Gnome Nose: Two-Weapon Gunfighting, Increased Weapon Damage, Reload Trick .
Rifle: Far Shot, Sneak Attack +2d6, Increased Weapon Damage.
Rattler Pistol: Acrobatics, Two-Weapon Gunfighting, Greater Two-Weapon Gunfighting, Improved Two-Weapon Gunfighting, Rapid Gunshot, Hands of Fire.
Python Pistol: Acrobatics, Rapid Gunshot, Grappled Gunfighting, Crack Shot.
Chosen Weapon Special Ability Descriptions:

Acrobatics: Once per combat, when the Gunslinger moves more than 10' in a round and fires his weapon, he may add 1d6 to his damage roll. He may take this ability as many times as he wishes, its effects stack. The character must have the Precise Shot feat to take this ability.

Crack Shot: Once per round as a full-round action, you may declare an attack you make with your chosen weapon a critical threat. After this, you roll to confirm the critical. If you hit the confirmation, you crit the target.

Far Shot: This ability duplicates the Far Shot feat, only it stacks with the feat. In addition, you may take this ability multiple times and its effects stack. Remember, when combining multipliers, you do not double the number multiple times, but increase the multiplier. For instance, a character with the Far Shot feat who takes the Far Shot Gunslinger ability twice will increase his range with his Chosen weapon by 4 times (x2+x1+x1).

Grappled Gunfighting: Although your weapon is one-handed, you may draw and use it while grappling without penalty.

Greater Two-Weapon Gunfighting: This ability duplicates the Greater Two-Weapion Fighting feat.

Hands of Fire: Once per round as a full-round action, you may lay down a hail of bullets that tears through enemies like a scythe through grass. You must be weilding two guns to use this ability. When you use this ability, you empty ten shots from each of your weapons. If you do not have ten rounds in both of your weapons, you cannot use this ability. You deal 1d6 piercing damage per level in a 30' cone in front of you. A reflex save equal to your base attack bonus +7 is allowed for your opponents (and allies) to take half damage.

Increased Weapon Damage: Increase the damage of your weapon as if it had increased in size one step. You may take this ability as many times as you want.

Improved Two-Weapon Gunfighting: This ability duplicates the Improved Two-Weapion Fighting feat.

Rapid Gunshot: This ability allows you to fire your revolver as many times as your feats or your base attack bonus allows. If you are using this ability along with a Pistol, it simply duplicates (but does not stack with) the Rapid Shot feat.

Reload Trick: This ability allows you to reload the entire magazine of your revolver as a move-based action from your gunbelt. If you have the Two-Weapon Gunfighting special ability, you may reload both weapons at once.

Sneak Attack +2d6: As the Rogue Ability. You may, of course only use this ability with your Chosen Weapon. In addition, you may use this ability from 60' away instead of the standard 30'. You may take this ability only four times.

Two-Weapon Gunfighting: This ability duplicates the Two-Weapion Fighting feat.
Anyways, he will be the only person with the colt revolver (in the sblock)
in my campaign, unless I make a BBEG.

Revolver: The revolver is a one-handed, small ranged weapon. It fires a metal slug propelled by the explosion of gunpowder to devastating effect. A revolver may only be fired once per round regardless of Rapid Shot or high base attack bonus. Reloading the entire magazine takes a full-round action, but one bullet may be loaded as a move-basedl action. The Colt Revolver has a six-round magazine and the Eagle Revolver has a five-round magazine. Special Gunsliner training allows those specialized warriors to use the weapon much more effectively. Revolvers have 15 HP. Repairing each point of Damage a Revolver takes requires two days and a Craft: Firearms check DC 20. A firearm that is reduced to 0 HP cannot be repaired. Although a Revolver may be enchanted with magic, its ammunition cannot. Ammunition may be Silvered or Adamantine. Anyone firing a revolver does not provoke an attack of opportunity for doing so.

Revolver (Colt) Light 2d6 x3 100' 4lb Piercing Exotic
Bullet (Colt Revolver) - - - - 1lb/100 - -
My player will be using a Colt Revolver (or two)

My question is this: can you make this class a little toned down in power?

My thoughts where pretty simple:
A) Limit ammo (he's one of VERY few gunslingers, his ammo won't be on the front shelves)
B) Roll a D% for each shot, and give him a 5% chance of a missfire (Which ruins the gun, and casues it 1 damage (read the gun info to see how to repair))
C)If ammo gets wet, give it a 90% chance of being ruined, and if it's submerged, give it a 100% chance of being ruined.

I think those alone might be good enough, imput please?
Manyfist

07-20-05, 04:37 AM
Hmm...Their was plenty of Evil Gunslingers out there. Does Eagle Revolver do the same damage? Is their going to be any other Guns Built? What about Marksmenship, as a Skill. It increases your chance of hitting, and Profession: Gunmanship you going to add them?
edit: To tone it down... like how?
Steelborn86

07-20-05, 10:11 AM
If you give him a 5% chance to misfire and ruin the pistol for the day and take two days to repair with each and every attack his character will be useless. If he uses two pistols it becomes even worse.

If a normal combat lasts 5-10 rounds his chance to misfire is 23%-41%.
That is ignoring if he takes the bonus to fire with iterative attacks or uses two pistols.

After a misfire he will be out of commision for two days repairing his pistol.

It seems he will already have a hard enough time finding ammunition if he doesn't try to make his own.

I wouldn't penalize the class in any of the ways you suggested. The class is on par with a ranger power-wise and not many people complain that a ranger is overpowered.



The only thing I would change about the class is switch the good fort and good will saves to a good reflex save. It just makes more sense that way.
Koga:The ninja trick

07-20-05, 12:07 PM
The Koga thinks that gunner class is fair, perhaps as you said rounds won't be a common commodity, so he should take ranks in craft inorder to craft himself some special bullets.Either that or use the bullets intended for a sling for the revolver. Sure those bullets were intended to be rocks, but hey, go with it.. :P

Perhaps your player may also want to consider this class The Koga loves to advertise. The Hyborian Ranger. (A spell-less ranger! *Kissy faces*)
http://hyboria.xoth.net/prestige-classes/hyborian_ranger.htm
Eyeless Blond

07-20-05, 01:26 PM
I find it amusing that the guy is proficient with all bows and simple weapons and such and only proficient with one firearm. Firearms are actually much easier to learn to shoot well than bows; it's one of the things that made them replace bows, back when they were far less accurate (before about 1860, in other words). I'd just make it all simple weapons and all firearms, as it fits the flavor better.

Those weapon special abilities are odd. Many are absurdly powerful for a lower-level character, but once you get to level 12 or so everyone else'll be doing about the same thing, and you won't be getting enough of them to compete. Rapid Gunshot is very poorly worded as well; what exactly does this feat do?

And I agree with the people who say to ditch the "Any good" requirement, and change the saves to Fort and Ref instead of Fort and Will.

Finally, update the skill list to 3.5, if that's what you're using. Survival instead of Intuit Direction, etc.
Kilrail

07-22-05, 06:36 AM
First off require him to make his own ammunition if they are uncommon in your campaign.

Second I dont really like a char getting Endurance, Alertness and Uncanny dodge all right there in a very close group. If he wants to get that then let him but dont give them to them. What I would do personally is this. Drop a bit, leave it the same as the ranger, but force him to start with +0. Move the quick draw feat to second Level. Track and Uncanny Dodge fourth Level. Alertness with Endurance at sixth Level. And Uncanny dodge to Eight. The rest looks good.

As for the feats that you are giving as special weapon feats, I would work them like this.

For the Acrobatics feat, add this, must be withing 30' just like the skimish feat for the Scout in Complete Adventurer.

For Farshot, I really dont like increasing the range over double. What you could do instead is that it only adds one half a range incremement after the first take. So instead of adding another full range incremement it would add only one half. (It is very very difficult even with a very good rifle and scope to make a long range shot, let along with open sights and not able to take in wind and such) So I would still require that he takes -1 over the first far shot'. So say the farshot the first time allows him to shoot an extra 100' and so he takes a shot at <300' then that is fine, but if he takes the farshot again and adds 50' to that and then takes a shot at 325' then require instead of the -2 normal, a -1.

Grapple attack, Off hand attack incurs all offhand penalties for two handed fighting, it doesnt affect your grapple check, but it doest affect your attack with your off hand. Half the penalty of course.

Drop increased weapon damage, no other class that I know of at all even has that beyond magical enhancements on their own weapons.

As for the sneak attack, cause that to be a full round action if you are going to have it 2d6 damage, if you chop it down to 1d6 at a time, just as the rogue and other classes then it can be a single action. As for the range it would prefer not to have it at 60 ft, that would overbalance your rogues and assassins in the game. But if you want to do it, its up to you. I personally would leave it at 30ft.

Thats what I see and would do to change it and balance it.
OracleYori

07-22-05, 10:47 AM
Why does he have a high Will save?
cmrscorpio

07-22-05, 07:29 PM
(My advice is assuming that the gunslinger is being made to duplicate those from The Dark Tower)

Gunslingers *should* have the good requirement.

They should be proficient with all firearms. They probably should also get Handle Animal and Knowledge (nobility and royalty) as a class skills.

I agree that the misfire/repair rules shouldn't be so severe. Possibly the amount of damage repaired in a *day* should be a factor of how much the craft DC is beaten by. For instance, if the DC to repair is 20, then for every 5 that you beat the DC, an additional hp of damage is repaired.

I also agree that the character should be able to create his own ammo, provided he has the proper materials. I would recommend that creating bullets be a Craft (alchemy) check. If there aren't many guns around, then the materials required for making gunpower for a single person shouldn't be too difficult to attain unless saltpeter or sulfur is exceedingly rare for some reason.

Ref saves should have a good progression. Fort and Will should have the poor progression

Lose the increasing damage.

I don't like having both Crack Shot and Sneak Attack. It should probably be Crack Shot. If you want to make them do more damage, then maybe an Improved Crack Shot (that can only be taken at a higher level) that increases the critical multiplier by one step.
Koga:The ninja trick

07-22-05, 09:09 PM
Gunslingers *should* have the good requirement.

When The Koga thinks gunslinger, he thinks..

Punisher:
Hardly good, maybe lawful neutral and obsessed with St. Curtbert..

Duke Nukem:
Chaotic good maybe, probably more like chaotic neutral..

Squall:
Unless "whatever" is an alignment type, The Koga is going to have to go with true neutral..

Ohnoes! The gunslinger is a spell-less druid! :P
Redmoon

07-24-05, 07:02 PM
i think i'd allow it. However, I think I like this (http://boards1.wizards.com/showthread.php?s=&threadid=150819) gunslinger much better. Excluding the whole showdown thing.

Don't punish him for playing a 'slinger. Just make bullets rare.. if he does find them, in a dungeon or in a store, i'd make them have say a 50% chance of being duds. But for the most part, he should have to make his own.

The Gunslinger advanced class from d20 modern isn't bad, either. Search for the Modern SRD, and find it. He might like that a bit better
XrP-Leon The Second

07-24-05, 10:43 PM
Thank you for all the replies and imput. I really apreciate it.