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| CyberWyld08-09-07, 01:07 AM | This is a class I'm going to play soon. It's a homebrewed class my DM and I created. Motivation for it was an old west gun fighter. But the more it evolved it became more like the "Grammaton" Cleric from Equilibrium. Anyways, give it a look and please feel free to constructively offer any opinions you like. Thanks in advance!!! “I couldn’t hear much for the ringing in my ears, but after the smoke settled I was able to make out a confident figure standing amongst the remains of the fallen. Two strange weapons held artistically at his side. He moved almost as if he was designated to do so, Very fluid and precise, and always with purpose. He bothered not to loot the dead, or even check for survivors, I am quite sure he knew there weren’t any. After an impressive display of spinning and twirling of his weapons, he pushed them into sheaths on his hips, pulled his cloak back into place…and walked off into the sunset” After the discovery of smokepowder on Faerun, certain weapons were created to utilize its effects in combat. One in particular was the smokepowder pistol. As the weapon grew in popularity certain individuals possessed an amazing talent with it and would go on to wield them in battle. After some time, the gods even began to take interest in these “new” warriors, melding fire and iron to lay down their foes. Not too long after, Kossuth saw fit to “Inspire” one of his most gifted subjects and grant him abilities to complement his unique talents on the battlefield. Thus was born “The Peacemaker” "Peacemaker" Peacemakers have the following game statistics: ABILITIES: Peacemakers benefit from high scores in Dexterity and Wisdom. Dexterity improves the chances of a Peacemaker when fighting with their primary weapon of choice, the smokepowder pistol, and also improves her armor class, a good thing for a character that cannot rely on heavy armor. A Wisdom score of 14 or higher is required to get access to the most powerful Peacemaker spells. A Wisdom score of 11 or higher is required to cast any Peacemaker spell at all. A high Constitution also improves a Peacemaker's hit points, as well as bolstering a possibly sub-par Fortitude save. ALIGNMENT: Any DIETY: Must Follow Kossuth or Gond HIT DIE: d8 STARTING GOLD: 6d4 x 10 gp (avg. 150) CLASS FEATURES: All of the following are class features of the Peacemaker. WEAPON AND ARMOR PROFICIENCIES: A Peacemaker is proficient with all simple and martial weapons (melee only) as well as their favored weapon, smokepowder pistols. They are NOT, however, proficient with any other ranged weapon. Additionally, Peacemakers are proficient with light and medium armor as well as bucklers. BONUS FEATS: At 1st level, a Peacemaker gets Point Blank Shot as a bonus feat. At 2nd level, they get Quick Draw. At 3rd level, they get Precise Shot. At 7th level, they get Weapon Focus (Smokepowder Pistol). At 11th level, they get Improved Precise Shot. IMBUE SHOT: At 4th level, a Peacemaker gains the ability to place an area spell on one shot. When the shot is fired, the spell's area is centered on were the shot impacts, even if the spell could normally be centered only on the caster. This ability allows the Peacemaker to use the pistol's range rather than the spell's. It takes a standard action to cast the spell and fire the shot. The shot must be fired in the round the spell is cast, or the spell is wasted. INSPIRED SHOT: At 5th level, a Peacemaker recieves +1d6 additional damage whenever he can catch an opponent unawares (as a rogue's sneak attack, see PHB, pg 50). This ability improves to +2d6 at 10th level and to +3d6 at 15th level. BLESSED SHOT: At 6th level, the Peacemaker may choose to fire one shot per day as if it is affected by the Bless Weapon spell. That means it's treated as a good weapon for the purpose of overcoming damage reduction, and a critical threat against an evil foe is automatically successful. A shot that already has an effect related to critical hits cannot benefit from this effect. A Peacemaker can use this ability twice per day at 12th level and three times a day at 18th level. "TWO GUN STYLE": At 8th level, a Peacemaker will be treated as having the Two Weapon Fighting feat for the purposes of fighting with his favored weapon only. BANE SHOT: At 9th level, the Peacemaker my choose to fire one shot per day as if it is affected by the Bane property of a foe designated by the Peacemaker at the time of use. Against the designated foe, its effective enhancement bonus is +2 better than normal. Additionally, it deals an extra 2d6 points of damage against the foe. This damage is not multiplied on a critical hit. A Peacemaker can use this ability twice per day at 19th level. "IMPROVED TWO GUN STYLE": At 13th level, a Peacemaker will be treated as having the Improved Two Weapon Fighting feat for the purposes of fighting with his favored weapon only. "BLAZE OF GLORY": In lieu of their regular attacks, once per day a Peacemaker of 13th level or higher can fire a shot at each and every target within range, to a maximum of one target for each Peacemaker level they have earned. Each attack uses the Peacemaker's primary attack bonus, and each enemy may only be targeted by a single shot. "WARNING SHOT": At 14th level, a Peacemaker may take an attack action to fire a "Warning Shot" across the nose of a designated foe, stunning them for 1d6 rounds. Will save negates. You must announce your intention of using this ability before the attack roll has been resolved. A miss uses up the daily application of this ability. This is a mind-affecting ability. "TWO GUN MASTERY": At 16th level, a Peacemaker will receive a third attack with his off-hand weapon. Additionally, all attacks (primary and off-hand) will be at the Peacemaker's full attack bonuses. This ability applies to the Peacemaker's favored weapons only. "GUT SHOT": At 17th level, a Peacemaker may take an attack action to fire a shot directly into the belly of a foe, causing intense pain. The affected foe takes a -4 penalty to all attack and damage rolls, skill checks and ability checks. The foe's movement speed(s) is halved, and they take a -2 to AC. Fort save reduces all penalties by half. You must announce your intention of using this ability before the attack roll has been resolved. A miss uses up the daily application of this ability. The designated enemy must have a clearly identifiable anatomy for this ability to be effective. "HEAD SHOT": At 20th level, a Peacemaker may take a full-round action to fire a shot directly at the head of a designated foe. If the affected foe fails their fortitude save, they are instantly slain. If they make their fortitude save, they still take 5d6+1 per class level points of damage (to a max of +20). You must announce your intention of using this ability before the attack roll has been resolved. A miss uses up the daily application of this ability. The designated enemy must have a clearly identifiable anatomy for this ability to be effective. Class Skills: The Peacemaker's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Profession (Int),Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Level Base Fort Ref Will Special Spells per day Attack Save Save Save 1st 2nd 3rd 4th Bonus 1 +0 +0 +2 +2 Point blank shot 2 +1 +0 +3 +3 Quick Draw 3 +2 +1 +3 +3 Precise Shot 4 +3 +1 +4 +4 Imbue Shot 0 5 +3 +1 +4 +4 Inspired +1d6 0 6 +4 +2 +5 +5 Blessed Shot 1/day 1 7 +5 +2 +5 +5 Weapon Focus 1 8 +6/+1 +2 +6 +6 "Two Gun Style" 1 0 9 +6/+1 +3 +6 +6 Bane Shot 1/day 2 0 10 +7/+2 +3 +7 +7 Inspired +2d6 2 1 11 +8/+3 +3 +7 +7 Improved Precise Shot 2 1 0 12 +9/+4 +4 +8 +8 Blessed Shot 2/day 2 2 1 13 +9/+4 +4 +8 +8 "Blaze of Glory" 3 2 1 14 +10/+5 +4 +9 +9 "Warning Shot" 3 2 1 0 15 +11/+6/+1 +5 +9 +9 Inspired +3d6 3 3 2 1 16 +12/+7/+2 +5 +10 +10 "Two Gun Mastery" 3 3 2 1 17 +12/+7/+2 +5 +10 +10 "Gut Shot" 1/day 4 3 3 2 18 +13/+8/+3 +6 +11 +11 Blessed Shot 3/day 4 4 3 2 19 +14/+9/+4 +6 +11 +11 Bane Shot 2/day 4 4 4 3 20 +15/+10/+5 +6 +12 +12 "Head Shot" 1/day 4 4 4 4 |
| TheAnthroDM08-09-07, 01:09 AM | Please get a table. |
| Ecureuil_Diabolique08-09-07, 01:21 AM | If you don't know how to, space out a chart in a word processor using courier new (any font will do, but that's the font that the tags will use) then place before the chart and after it. Example: Level Base Attack Fort Ref Will Special 1 +0 +0 +0 +2 Blah ... ... ... ... ... ... Also use the Bold tags to make things bold (Highlight and click the B on the tool bar or just Ctrl+B on the keyboard). It'll make it easier on the eyes and you'll get more people to critique your class. |
| The_Shaman08-09-07, 02:34 AM | A peacemaker that makes a living from shooting people? It should not be called "The Peacemaker" Homebrewed Core Class thread, but The "Peacemaker" Homebrewed Core Class thread. IMO this is a narrow concept, thus more suited to a PrC than a class. Furthermore, I see no reason it is limited to good alignments, RP-wise, and blessed shot is the only mechanical manifestation. I will wait until I see the spell and thus all progressions, though. |
| CyberWyld08-09-07, 03:20 AM | A peacemaker that makes a living from shooting people? It should not be called "The Peacemaker" Homebrewed Core Class thread, but The "Peacemaker" Homebrewed Core Class thread. IMO this is a narrow concept, thus more suited to a PrC than a class. Furthermore, I see no reason it is limited to good alignments, RP-wise, and blessed shot is the only mechanical manifestation. I will wait until I see the spell and thus all progressions, though. Trying to figure out the table...I have one done but when I post it here it looks all jacked up. If anyone wants to assist I can send you a copy of my table and someone could mail it back in the right format? But anyways, "peacemaker" comes from the name of the shotgun/gun that the barkeep used to keep under the bar in the old west. Good aligned could go either way I suppose. The spell list I'm looking at would follow something similar to the AA spell list and would look something like this...it's still being worked as well. 0th level: Guidance Light Mending Resistance Virtue 1st level: Bane Bless Cause Fear Divine Favor Entropic Shield Magic Stone Magic Weapon Obscuring Mist Protection from Chaos/Evil/Good/Law Sanctuary Shield of Faith 2nd level: Aid Align Weapon Darkness Hold Person Resist Energy Shatter Silence Sound Burst Spiritual Weapon 3rd level: Bestow Curse Continual Flame Daylight Magic Circle against Chaos/Evil/Good/Law Prayer Protection from Energy Searing Light Wind Wall 4th Level: Air Walk Divine Power Freedom of Movement Greater Magic Weapon |
| JulesCARV08-09-07, 03:41 AM | Okay. For now, you could just tell us whether the base attack bonus is high, medium, or low, and whether the fortitude, reflex, or will saves are high or low. Anyway, if you want to write out a table, use Your table stuff here code tags. To get the spacing right, write it out in notepad or somesuch and use tab to get things aligned. I also don't like the good alignment restriction. I mean, if they're the chosen of Kossuth (in a way), why would Kossuth insist on them being good when Kossuth isn't all that insistent about such matters? Also, the archetypal fantasy gunslinger is Roland Deschain, who is probably some shade of neutral. (Although I'm sure there are people around here ready to argue that he's good or evil) |
| CyberWyld08-09-07, 04:19 AM | Okay. For now, you could just tell us whether the base attack bonus is high, medium, or low, and whether the fortitude, reflex, or will saves are high or low. Anyway, if you want to write out a table, use Your table stuff here code tags. To get the spacing right, write it out in notepad or somesuch and use tab to get things aligned. I also don't like the good alignment restriction. I mean, if they're the chosen of Kossuth (in a way), why would Kossuth insist on them being good when Kossuth isn't all that insistent about such matters? Also, the archetypal fantasy gunslinger is Roland Deschain, who is probably some shade of neutral. (Although I'm sure there are people around here ready to argue that he's good or evil) I'll change the alignment to "any" and make it rather a restriction to follow Kossuth. That does make more sense I suppose. The attacks for this character follow that of a cleric. He doesn't get very many attacks per round. The entire concept and purpose relies on the guns. If he looses his weapons he's in BIG, BIG trouble. Once you start getting the 2 gun fighting you start getting good attacks per round. But I felt that giving him say...rogue BAB and attacks per round would've overpowered the class. My biggest fear usually is that I make a class overpowered. I'd much rather have one that's a little weak then one that outshines the party. No one likes to play D&D alone after all. :D Hasta |
| JulesCARV08-09-07, 04:29 AM | What? Rogues and clerics have the same base attack bonus and attacks per round (although rogues are more likely to take dexterity-dependent feats like manyshot, two-weapon fighting, etc, I admit). |
| CyberWyld08-09-07, 04:36 AM | added the table...it looks fine in Excel, word and even on another forum. I can't figure out how to make it work here. Here's a link to the one that's done correctly. http://www.giantitp.com/forums/showthread.php?t=51837 Hasta |
| JulesCARV08-09-07, 06:12 AM | Deleted. |
| CyberWyld08-09-07, 06:23 AM | Okay. Here's the table. You can quote, copy the source code, then edit it and insert it into your message if you want. After that, I'll delete this post. Thanks man. Hasta |
| CyberWyld08-09-07, 02:07 PM | bump |
| KoreKore08-09-07, 05:02 PM | Well the perfect twf seems oddly worded, does it mean that all 6 attacks would be a a +15 bab? or that it would be 15/15/10/10/5/5 if former broken if latter then it is fine. Other than that what are the stats for the guns? What are the saves for the abilites? and really this is somewhat of a specific concept for a base class it really seems more of a presteige class maybe for cleric, fighter or paladin. |