Balanced?: Kobold Gun-Toter (PLEASE HELP!) [Archive] - Wizards Community

Post/Author/DateTimePost
Gadren

07-25-07, 12:52 AM
Based on the input I've received on the WotC and Nifty boards, I have revised this class. I'm not sure if this went a little overboard or not... Please, PLEASE give me input on whether or not this prestige class is balanced. I really need feedback as soon as possible! Thanks in advance!

In this campaign I'm starting, kobolds are a bit different. They are very fond of guns and explosions. An excerpt from my house rules:
Campaign Note: When blackpowder was discovered in 722 CY, kobolds were greatly intrigued. They displayed an intense fascination with the stuff, and soon muskets were to the kobolds like bows were to the elves. They learned to fire guns built for larger races (indeed, many males obsess over who owns the biggest gun, sometimes carrying even larger weapons then they could ever practically use) and put many rescources into learning the art of gunsmithing. Now, kobolds are slightly more common and accepted in major cities, their race having earned some respect as gunsmiths.


This prestige class could be easily modified to suit other campaigns, and please feel free to use it in your an let me know what you think.

Kobold Gun-Toter
Hit Die: d8.
Requirements
To qualify to become a Kobold Gun Toter, a character must fulfill all the following criteria.
Race: Kobold
Base Attack Bonus: +5.
Feats: Point Blank Shot, Far Shot, Weapon Focus (any firearm).
Skills: Craft (Firearms) 5 ranks
Class Skills
The kobold gun-toter’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Concentration (Con), Disable Device (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Gun Smith), Search (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
http://fc03.deviantart.com/fs21/f/2007/234/a/9/WIP___Kobold__s_Got_a_Gun_by_gadren.jpg

http://fc03.deviantart.com/fs17/f/2007/213/7/3/Gun_Toter_by_gadren.jpg

Class Features
All of the following are Class Features of the kobold gun-toter prestige class.
Weapon and Armor Proficiency: A kobold gun-toter gains proficiency with all firearms, and with light and medium armor.
Quick on the Draw (Ex): Kobold gun-toters are known for their quick draw and twitchy trigger fingers. They gain Quick Draw as a bonus feat, and a bonus on their initiative rolls equal to 1/3 their class level, rounded up (+1 at first level, +2 at fourth, +3 at seventh, and +4 at 10th). This stacks with other initiative bonuses, such as the improved initiative feat.
Rapid Reload (Ex): A kobold gun-toter reloads his weapons at a frantic (almost humorous) pace. At 1st level, he only needs a move-action to reload a firearm, instead of the typical standard action.
Personalized Gun: At 2nd level, a kobold gun-toter chooses either a single musket or a pair of pistols as his signature weapon(s). He can thereafter personalize his signature gun(s) with special modifications. Each modification takes two days to add, and a personalized gun must receive a half-hour of maintenance from its owner after each day of use, or will cease to work entirely until properly serviced.
Modifications can be swapped out with other modifications of the same complexity (minor for minor, greater for greater, etc.), at the standard two day rate. A new gun can be designated as a signature weapon, but the normal restriction of one personalized musket or two personalized pistols remains, and the “old” gun falls into disrepair.
Note: Kobolds usually name their signature gun. “Veer-rah” and other female kobold names are most common.
Minor Modification: A kobold gun-toter of 2nd level or higher with 10 or more ranks in craft (firearms) can add one of the following modifications to each of his personalized guns:
“Shoots gooder!”: The firearm gains a +1 bonus to all attack rolls. This stacks with all other bonuses.
“Bigger BANG!”: The firearm gains a +2 bonus to all damage rolls. This stacks with all other bonuses.
“Sneaky, sneaky gun”: The firearm is muffled, lowering the volume of its shots to that of people talking.
“Hee hee hee! Double barrel”: The firearm has two barrels, allowing it to be fired twice before being reloaded, or twice in one shot as if the wielder was using the Manyshot feat at a -4 penalty.
In Your Face! (Ex): At 2nd level, a kobold gun-toter has gotten so used to firing with enemies up close and personal that he no longer provokes attack of opportunities for making ranged attacks while threatened by an opponent.
Bonus Feat (Ex): The kobold gun-toter gains a bonus feat at 3rd level and every three levels thereafter. The gun-toter must still meet the prerequisites for the feats, but its class levels count as levels in fighter for the purposes of qualifying for feats on the Weapon Focus “tree” (for firearms only).
The feats must be chosen from the following list: Improved Two-Weapon Fighting, Greater Weapon Focus, Greater Two-Weapon Fighting, Greater Weapon Specialization, Improved Precise Shot, Precise Shot, Rapid Shot, Shot On The Run, Two-Weapon Fighting, Weapon Specialization
Pistol Whip (Ex): At 3rd level, a kobold gun-toter has learned to use his pistol as a bludgeoning weapon when he runs out of ammo. The pistol butt does 1d4 damage as a small light weapon, with a critical threat of 20/x2, and has a throwing range of 10 ft. Any enchantment that the pistol has (that also works on melee weapons) also applies to these attacks.
It should be noted that if the kobold runs out of ammo with a musket, he typically uses a bayonet, which allows a musket to also be treated as a spear (with no throwing range), and costs the same price as a dagger.
Precision Shot: A 3rd level kobold gun-toter can deliver a precision shot as a standard action, dealing extra damage with a single bullet. This precision-based attack has a +4 to hit, and deals an additional 1d6 damage per class level. This extra damage does not affect targets immune to critical hits.
Evade Blast (Ex): Having worked with black powder so much, at 4th level a gun-toter becomes adept at sensing and taking cover from deadly blasts. This ability works almost identically to the rogue’s Evasion ability, however it only works against burst and spread effects, and can be used in light or medium armor.
Show Off (Ex): Any kobold loves to show off his gun, but at 4th level, a kobold gun-toter becomes a real show off. When wielding a firearm, he gains a bonus to intimidate checks equal to his class level. He can twirl and holster pistols as a free action up to twice per round. Finally, he can fake-out an opponent with a pointed gun, causing them to flinch. This works almost exactly like a feint, but is instead a move action that can only be performed while wielding a firearm. It denies the target’s dexterity bonus to its AC against the next attack you make within 30 ft.
Personalized Gun (Improved Modification): A kobold gun-toter of 5th level or higher with 13 or more ranks in craft (firearms) can add one of the following modifications to each of his personalized guns, (in addition to the minor modification already in place):
“Shoots much gooder!”: The firearm gains a +2 bonus to all attack rolls. This stacks with all other bonuses.
“Much bigger BANG!”: The firearm gains a +3 bonus to all damage rolls. This stacks with all other bonuses.
“Looky-looky thingy”: You attach a special scope that allows you to treat all targets as up to 60 feet closer for purposes of range penalties and precision-based attacks. This modification can only be added to muskets.
“Reloader-ma-jig”: This modification allows the firearm to be reloaded as a free action. Note that you still need a free hand to reload a weapon.
Bring out the Big Guns! (Ex): At 6th level, a kobold gun-toter learns to use even bigger guns the usual. He treats himself as an additional size category larger for the purpose of what size firearms he can wield.
More Powder Means More Power (Ex): At 7th level, the gun-toter learns how to use more powder without blowing his gun apart. He effectively gains a version of the Power-Attack feat that only works with his fire arms; allowing him to take a penalty to his attack rolls each round (that cannot exceed his base attack bonus), to gain an equal bonus on damage rolls in the same round.
Personalized Gun (Greater Modification): A kobold gun-toter of 8th level or higher with 16 or more ranks in craft (firearms) can add one of the following modifications to each of his personalized guns, (in addition to the minor and improved modifications already in place):
“Shoots WAY gooder!”: The firearm gains a +3 bonus to all attack rolls. This stacks with all other bonuses.
“WAY bigger BANG!”: The firearm gains a +5 bonus to all damage rolls. This stacks with all other bonuses.
“Hee hee hee! TRIPLE barrel”: The firearm has three barrels, allowing it to be fired three times before being reloaded, or thrice in one shot as if the wielder was using the Manyshot feat at a -6 penalty. If the weapon already has the double-barrel modification, this modification replaces it, opening up “space” for another minor modification.
“SURPRISE!”: This modification allows the option of shooting a handful of shrapnel instead of normal ammo. A shrapnel blast does normal weapon damage once to each target in a 15-foot cone, and is negated by a reflex save (DC = 10 + class level + the gun toter’s dexterity modifier).
Reflexive Shot (Ex): A kobold gun-toter of 9th level or higher that is wielding a loaded firearm threatens all squares within 10 ft., and can use his firearm to make attacks of opportunity.
Devastating Shot (Ex): At 10th level, the kobold gun-toter learns to perform a devastating shot. As a full-attack action, the gun-toter can make a single attack with his firearm. If the attack hits, it does its normal damage, plus an additional 1d6 piercing damage per point of base attack bonus (max +20d6), and stuns the target for 1d4 rounds. If the target succeeds on a fortitude save (DC = 20 + the gun toter’s dexterity modifier), the stun is negated, and if the target succeeds on a reflex save (Same DC), the additional damage is halved.
A kobold gun-toter can perform up to five devastating shots per day.

Original Version:

Kobold Gun-Toter
Hit Die: d8.
Requirements
To qualify to become a Kobold Gun Toter, a character must fulfill all the following criteria.
Race: Kobold
Base Attack Bonus: +5.
Feats: Point Blank Shot, Far Shot, Weapon Focus (any firearm).
Skills: Craft (Firearms) 5 ranks
Class Skills
The arcane archer’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Gun Smith), Search (Int), Spot (Wis), Survival (Wis), and Tumble (Dex), Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
http://fc04.deviantart.com/fs17/f/2007/205/e/9/Gun_Toter_by_gadren.jpg
Class Features
All of the following are Class Features of the kobold gun-toter prestige class.
Weapon and Armor Proficiency: A kobold gun-toter gains proficiency with all firearms, and with light and medium armor.
Quick on the Draw (Ex): Kobold gun-toters are known for their quick draw and twitchy trigger fingers. They gain Quick Draw as a bonus feat, and a bonus on their initiative rolls equal to 1/3 their class level, rounded up (+1 at first level, +2 at fourth, +3 at seventh, and +4 at 10th). This stacks with other initiative bonuses, such as the improved initiative feat.
Rapid Reload (Ex): A kobold gun-toter reloads his weapons at a frantic (almost humorous) pace. At 1st level, he only needs a move-action to reload a firearm, instead of the typical standard action.
Tweak Gun (Ex): Kobold gun-toters are known to make several adjustments to their personal weapons. A 2nd level gun-toter can make one “tweak” to any firearm, and another tweak for ever three levels beyond 2nd to the same firearm. (For example, a 5th level gun-toter could apply no more than two adjustments to any single gun.) These adjustments can be made to as many firearms as the gun-toter wishes, but only benefit the gun-toter who made them, since the tweaks are personalized to that kobold (and often require some additional “special finessing” to work). Each adjustment requires a craft (firearms) check, gold spent on raw materials and special tools, and time to successfully add it to the gun. You cannot add the same tweak to the same gun more than once. The available “tweaks” are:
- Aims “Gooder”: This tweak adds a +1 to a +3 bonus to attack rolls made with the gun. The craft DC is equal to 15 + (the bonus x 10). It requires 1 day to implement, and costs 2000 gold in raw materials.
- Extra “Oomph”: This tweak adds a +1 to a +3 bonus to the gun’s damage. The craft DC is equal to 10 + (the bonus x 10). It requires 2 days to implement, and costs 1500 gold in raw materials.
- Reloading “Thingy”: This tweak fits the gun with a special mechanism that makes reloading easier. The gun-toter can reload the adjusted firearm as a free action. The craft DC is 25. It requires 1 day and 2500 gold to implement.
- Silenced “Boom”: This tweak muffles the gun, reducing the gun’s damage by 2, but lowering the noise of its shots to the volume of people talking. The craft DC is 20. It requires 1 day and 1000 gold to implement.
Bonus Feat (Ex): The kobold gun-toter gains a bonus feat at 3rd level and every three levels thereafter. The gun-toter must still meet the prerequisites for the feats, but its class levels count as levels in fighter for the purposes of qualifying for feats on the Weapon Focus “tree” (for firearms only).
The feats must be chosen from the following list: Improved Two-Weapon Fighting, Greater Weapon Focus, Greater Two-Weapon Fighting, Greater Weapon Specialization, Improved Precise Shot, Precise Shot, Rapid Shot, Shot On The Run, Two-Weapon Fighting, Weapon Specialization
Pistol Whip (Ex): At 3rd level, a kobold gun-toter has learned to use his pistol as a melee weapon when he runs out of ammo. The pistol (whip) does 1d4 damage as a small light weapon, with a critical threat of 20/x2.
Evade Blast (Ex): Having worked with black powder so much, at 4th level a gun-toter becomes adept at sensing and taking cover from deadly blasts. This ability works almost identically to the rogue’s Evasion ability, however it only works against burst and spread effects, and can be used in light or medium armor.
In Your Face (Ex): At 5th level, a kobold gun toter has gotten so used to firing with enemies up close and personal that he no longer provokes attack of opportunities for making ranged attacks while threatened by an opponent.
More Powder Means More Power (Ex): At 7th level, the gun-toter learns how to use more powder without blowing his gun apart. When loading his next shot, the kobold gun-toter can add more powder, taking a penalty to his next attack roll (from the greater recoil), but gaining an equal bonus on the damage roll. This bonus cannot exceed the gun-toter’s class level.
Devastating Shot (Ex): At 10th level, the kobold gun-toter learns to use a special mix of powder and to take special care while aiming to deliver a single devastating shot. If the shot hits, it automatically does triple damage. Performing a devastating shot is a full-round action. If the gun-toter takes damage while aiming a devastating shot, he must make a concentration check equal to damage taken, or automatically miss.
Gadren

07-25-07, 03:05 PM
No one thinks its too powerful, or too underpowered?
I appreciate ANY feedback.
Tema69

07-26-07, 08:15 AM
I think it's real cool. It's nice to see some blackpowder oriented PrCs.. If you need any more inspiration, have a look at my Grenadier in my sig. I'd add a bit more abilities. I don't know if your PCs are keen on playing kobolds, if they are, fine, no problem, but if not, I'd maybe remove the Race Prerequesite and add :
Prerequesites
Race: Kobold, or trained by Kobold Gun-Toter.

Maybe add Weapon Specialization (Musket or Pistol) and/or Skill Focus (Craft (firearms)) to the Special Abilities.
I'm just being creative, feel free to ignore my comments.. :)
Thomas
wurwulf

07-26-07, 12:29 PM
Good concept, mostly balanced, but there are a few things that I think should be changed.

First of all, the first two "tweaks" should be given a flat bonus, rather than the rather ambiguous +1 to +3. I would say just make it +1 (for the attack bonus) and +2 (for the damage bonus) and let them be applied multiple times. You may also want to specify what kind of bonus it is to clarify how it stacks with other bonuses (enhancement bonuses, for example). I would also add a few more tweaks, just to give the class some versatility. Maybe a scope that increases the critical threat range? Or better yet, an option to add a magazine similar to a repeating crossbow (this would be the only way to take advantage of multiple attacks in one round, short of quick drawing multiple pistols).

For your list of bonus feats, I'm not sure that I see Two-Weapon Fighting and its derivatives as being logical choices. After all, it takes two hands to reload a firearm, even a one-handed one. Some kobolds may specialize in dual-pistol style, but I don't know that it makes sense on the list of bonus feats. I would add Improved Initiative (since they get a similar ability from the class), Lightning Reflexes (makes sense with evasion), Improved Critical (face it, the little buggers like to hit hard), and Dodge/Mobility (you have Shot on the Run, which requires both, on the list, and it makes sense for a ranged class to have abilities that will let it get out of melee).

For Pistol Whip, add a Rifle Butt option. Probably 1d6 with the same crit stats.

Devastating Shot needs to be limited to one time per day, and probably specify that targets immune to critical hits are immune to this extra damage. Alternatively, change it to "If the shot hits, it automatically threatens a critical hit" and forget the times per day limit.

The class skill list gives Profession (gunsmith) when everywhere else reads Craft (firearms). Just leave it as Profession, most classes have that option (for whatever reason.) Also, the class skills list reads as "The arcane archer's class skills..." :P

Critique aside, this is a really cool class. It's nice to see kobolds actually getting some love. I've always pictured kobolds loving blunderbusses.
jago668

07-26-07, 05:44 PM
Looks very interesting. I might have to convince/threaten/bully/beg my way into having firearms in the next game we play.

Little kobold running around with a battle harness, with pistols all over it. Or perhaps in a duster and Perform (whistling) so he can do that Clint Eastwood movie sound right before he draws.
Gadren

07-26-07, 06:15 PM
Looks very interesting. I might have to convince/threaten/bully/beg my way into having firearms in the next game we play.

Little kobold running around with a battle harness, with pistols all over it. Or perhaps in a duster and Perform (whistling) so he can do that Clint Eastwood movie sound right before he draws.

One of my players said that if he takes this class, he has to get a permanent magic-mouth item that sings "Click, Click, Boom" by Saliva every time he rolls initiative.

/sigh
jago668

07-26-07, 10:50 PM
Well if he doesn't bring a mp3 player or sing it, maybe it won't be so bad.
Khatoblepas

07-27-07, 11:15 AM
You definately need to give this guy a spreadshot type attack, like how a sawn-off shotgun works (the reason being, they're not often going to be hitting more than one target per round - they need an AoE). Maybe 15ft cone of piercing, slashing, and bludgeoning damage, using up a lot more ammunition, but automatically hitting (ref half, DC10+class level+Dex mod). That would be totally awesome, even if it were a breath-weapon type mechanic, 1d4 rounds, needs standard action to reload (as it puts a strain on the gun)? That would make this class perfect. Kobolds, Pistols, rifles, and BLASTING PEOPLE'S FACES OFF. Oh yeah.
wurwulf

07-27-07, 11:59 AM
Forget shotgun. What we need here is a flamethrower attachment. :D
Khatoblepas

07-27-07, 12:06 PM
A flamethrower would work more like a Lightning Bolt than a cone. It's still awesome, though. 30ft line of fire damage? I can just imagine a kobold with a bandoleer full of automatic pistols, two uzis on each hip, a shotgun, a sniper rifle, and a huge tank for his flamethrower.

"Damn the encumberence rules!"

Heheh. Yeah... this thing needs AoE, because it's just that awesome.
jago668

07-30-07, 02:29 AM
Actually I know a player that cringes of the thought of kobolds with uzi's.

Story involves kobolds, uzis, mirror shades, and berets. Group of the little sobs nearly one rounded his lvl 30 wizard. So well all laugh now, because his standard response for downtime is kobold hunting.
Gadren

08-01-07, 04:47 PM
Thanks for all your input. I put a revised version in the OP. The original version is in the spoiler box at the bottom, for comparison.
Not sure if all this input had lead me to overpower this class or not...

Let me know what you think!
Khatoblepas

08-01-07, 06:28 PM
HURRAY! YES! This is it! This is the perfect gun-toting class. Right down to the AoE.

The capstone ability should be 1/encounter, I think - they should always be able to pull it out of their hat at any moment, but shouldn't be limited if there's a lot of encounters at once. :D
Gadren

08-24-07, 11:24 AM
I drew an illustration to compliment this prestige class. :)
Inserted it in the OP.
Khatoblepas

08-24-07, 11:42 AM
Rockin' awesome! All that's left is to compile this into a proper PDF, for printing and ease of reading at the table! WOO!
Biolyticclod

08-24-07, 05:38 PM
I think that this is a really great PrC for starters but I think it maybe a little overpowered. I dig all of the special class abilities gained per level but you might want to consider maybe balabcing the save throw bonuses to the special abilities? High Reflex is great but stagger the fort save? Secondly I would consider loosing the bonus feats at 3rd, 6th, and 9th level if only to balance the abilities (many of which are feats one could take anyway).

Anyway thats only one guys opinion... I do like the thought of the little buggers having an AoE use maybe in place of the More powder/More Power instead of gaining the effect of power attack you gain an AoE attack threatens a 10' cone?

Pistol Whip is awesome but renaming it would allow you to use the rifle stock as well as mentioned by Wurwolf....

Anyway thats just some feedback...
buckshot69

03-09-08, 04:09 AM
Lol. This is an awesome class. Well balanced too. great work. I may use it in my next game :)
gullas

03-09-08, 08:48 AM
this has to be the coolest kobold prc I've ever seen:D
turalisj

03-11-08, 08:36 AM
One word: Cool. :D


Now to make a psionic variant to use with my mindbolds!
Soulless_Enigma

03-11-08, 04:32 PM
Looks pretty balanced to me, but then I'm not brilliant at such things.

My one bit of advice would be to change the name. To what, I don't know. The Kobold Dragon Cannoneer?
Heliomance

03-11-08, 04:59 PM
I like, and the picture is seven different kinds of awesome.
Isendir

03-11-08, 08:21 PM
To: Heliomance

Did you see this was almost 7 month or so old.....


But it is cool...(wants to make one and see what the Kobold paladin will due against a CE one)
DonThelonious

03-12-08, 04:21 AM
.....AWESOME.....

I just want to play one of these guys dual wielding two .22 automatic pistols. Little guys, little guns, lots and lots of holes...