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| The_Confessor03-28-07, 03:10 AM | THE GUNFIGHTER: A New Prestige Class for D&D (Inspired by Stephen King’s The Dark Tower novels) The Wasted Empire In a time of myth and legend there was once a great empire was forged from stone and pride. Built upon fertile fields and ruled over by kindly kings, this empire prospered for countless eons. Darkness never touched this realm, for they knew the protection of an order of knights not seen before or since: the Gunfighters. The first Gunfighters made a sacred vow, swearing to the fates that bound even the gods themselves, that their fellowship would remain unbroken unto the end of the empire. This promise (known as the Kismet), combined with their own skill gave these mythic warriors unique talents that they combined with their deadly weaponry they used to great effect. Under their protection, no evil threatened the empire’s borders. But somewhere, somehow, the empire began to crumble. Some stories speak of corruption among the kings and rulers. Others talk of great hordes of demons rising from the fertile land to consume the citizens. There are even dark whispers that the Gunfighters, for reasons still unknown, turned their pistols upon those they had sworn to protect. In the end, a scant few Gunfighters walked from the ruins of the precious home and into the burning wilderness that now surrounded them. All that remains now are sand and regret, for where this utopian empire once stood are only endless horizons of unforgiving sand. It is the Wasteland, and the legendary society it once housed is known only as the Wasted Empire. Some say the Wasted Empire never really existed, that it’s only a myth conjured by fanciful bards. But those few who have traveled the sands of the Wasteland find ruins, signs, and remains of a society unlike any other in the world. Still others say that the Gunfighters exist still. From one side of the world to the other, stories are told of mysterious men who wield fantastic rods of iron that crack like thunder are heard. These men, clad in leather, appear and disappear into the horizon like ghosts. They leave only sorrow and tragedy in their wake, speaking cryptic remarks of a lost homeland and remembered ancestors. Though typically dismissed as myth and idle stories, how did so many common elements of these legendary folk make their way to the four corners of the world if there is at least some truth to the tale? Do Gunfighters still exist? Was the Wasted Empire real? If they do exist, how did they survive all these years and what do they want? Only the Gunfighters know… The Gunfighter The legends are true, and indeed the Wasteland once housed one of the greatest societies ever known to the world. But that society is gone, remembered by most as an easily dismissed myth. The Gunfighter is the last remaining legacy of the Wasted Empire. All Gunfighters claim ancestry to the original order of knights who served the Wasted Empire. Given the countless generations that have passed, this bond of heritage and blood is tenuous at best and in most cases remains forever unknown. Only when they encounter another Gunfighter does this legacy come to light. For the strength of the Kismet is undiminished before even the ravages of time, and both the untapped ancestor and the Gunfighter know that there is something special about each other. Once the truth has been revealed to the descendant of the Wasted Empire, most Gunfighters will ask this person to “Take up the Guns” and offer his services as an instructor to the potential Gunfighter. While the weight and truth of the Kismet causes most of these potential Gunfighters to accept this fate, they are not bound to it. Many “Turn away from the Guns” and abandon their heritage. Those who do take up the guns find out the truth of what the Gunfighters are in the modern world. They are Scions of the Wasted Empire, who now roam the world searching for a way to restore the ruins of their past to its former glory. Most who are touched by the Kismet have the occasional vivid dream of a beautiful land that surrounds an idyllic city. The grace and perfection of this kingdom is like none they will ever seen in the waking world. Yet, the dreams always end the same – destruction. Whether those touched by Kismet see the city consumed by flames, torn apart by locusts or demons, or see it simply vanish and fade to dust – all who are touched by Kismet, Gunfighter or not, have seen the truth and beauty of the Wasted Empire, and all of them long to see its beauty restored. This is the truth of the Gunfighter: a beauty restored. Before the Scion of Kismet ever picks up a weapon, the his Gunfighter instructor teaches him the two core beliefs of all Gunfighters: These are known as The Promise and The Code. The Promise is simply a single statement “I will always remember the Soul of my Kinsmen.” When a Gunfighter acts, he must always act in a way that honors the heritage from which he comes and he legacy is going to pass on. The second, and more complex part of the Gunfighter’s beliefs is the Gunfighter’s Code. The code itself is: "I do not craft with my hands; he who crafts with his hand has forgotten he soul of his kinsmen I craft with mind I do not search with my eyes; he who searches with his eyes has forgotten the soul of his kinsmen I search with my heart. I do not kill with my gun; he who kills with his gun has forgotten the soul of his kinsmen I kill with my soul." The Gunfighter’s Code is a re-enforcement of the Promise, and reminds a Gunfighter that he carries with him a legacy of extraordinary power and even more extraordinary responsibility. All Gunfighters craft their own gun. This task is not to be taken lightly and the depth and power of what the Gunfighter is creating should be remembered at all times. A Gunfighter’s first duty is to the Wasted Empire for which he searches. More important than friendship, more important than love, more important than his own life, the Wasted Empire must always be in his heart. Finally, when a Gunfighter is forced to use his weapon, he must commit to the deed completely. Taking a life is no small thing, and to do so without understand of this power, the Gunfighter could easily lose his soul to arrogance and pride. A secondary duty of all Gunfighters is to seek out more Scions of Kismet, the descendants of the original Gunfighters of the Wasted Empire. Because as long as one Gunfighter walks the world, there is hope for the Empire… Hit Dice: d12 Requirements: To become a Gunfighter, a character must fulfill the following criteria: Base Attack Bonus: +5 Racial: Human, Half-Elf, Half-Orc Skills: Craft (Gunsmith) 8 ranks Feats: Scion of Kismet, Iron Will, Toughness Alignment: Must be of Lawful alignment Special: Must have been accepted as an apprentice by a Gunfighter of no less than 3rd level and has successfully crafted his own pistol. Level Base Attack F R W Special 1st +1 +2 +0 +2 Fast Draw, Waste Lore 2nd +2 +3 +0 +3 A Feel For the Gun 3rd +3 +3 +1 +3 Quicker Than Lightning 4th +4 +4 +1 +4 Stare Down 5th +5 +4 +1 +4 Blessing of the Kismet 6th +6/+1 +5 +2 +5 Dead Eye 7th +7/+2 +5 +2 +5 Tough as Nails 8th +8/+3 +6 +2 +6 Craft with my Mind 9th +9/+4 +6 +3 +6 Search with my Heart 10th +10/+5 +7 +3 +7 Kill with my Soul Class Skills: The Gunfighter’s class skills (and key abilities for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis). Skill Points at Each Level: 2 + Intelligence Modifier Class Features: All of the following are features of the Gunfighter prestige classes. Weapon and Armor Proficiencies: A Gunfighter receives proficiency in the exotic weapon (pistol) as well as light armor, but not shields. Fast Draw: When wielding a pistol that the Gunfighter himself has crafted he is automatically considered to possess the Quickdraw feat. Waste Lore: When a Gunfighter is exposed to any information, historical text, ancient artifacts or written records that are directly from or directly related to the Wasteland or the Wasted Empire he may make an Intelligence check (DC 20) to decipher the exact nature and function of these objects. This would allow him to read a book written in the language of the Wasted Empire or use a magical item unique to the Wasteland or Wasted Empire. The Gunfighter receives a bonus to this Intelligence check equal to his class level. A Feel for the Gun: At 2nd level the Gunfighter receives the Weapon Focus (Pistol) and Weapon Specialization (pistol) feats for free. Quicker than Lightning: When wielding a pistol the Gunslinger himself has crafted he is automatically considered to possess the Improved Initiative feat. If he already possesses this feat, he may add his Wisdom modifier as an unnamed modifier to his initiative roll. Stare down: During the first round of a combat in which the Gunfighter has the initiative over foes which have not yet acted, he may as a free action, make an Intimidate check against a number of foes equal to his Gunfighter level. Blessing of the Kismet (Ex): By telling others of his visions and the beauty of his ancestral homeland, the Gunfighter can inspire allies. By spending a full-round action describing the beauty and majesty of his homeland the Gunfighter grants the following bonuses to all allies within 30’ of him: +5 Hit Points, +4 to all Fear-Based Saves, and a +1 dodge bonus to their AC. These bonuses last for a number of rounds equal to the Gunfighter’s Class Level + Charisma modifier. Dead Eye:At 6th level the Gunfighter receives Improved Critical (pistol) as a bonus feat. Tough as Nails: At 7th level, the Gunfighter gains the benefits of the Diehard feat, even if he does not meet the prerequisites. Craft with my Mind: At 8th level the Gunfighter may automatically Take 10 on all Craft (Gunsmith) skill checks. Search with my Heart: At 9th level the Gunfighter’s dedication to the Wasteland and the Wasted Empire has become so strong that even death itself may be cheated. When reduced to dying status the Gunfighter automatically stabilizes. He also no longer fails saving throws on the roll of a natural, unmodified one on the d20. Kill with my Soul: At 10th level the Gunfighter has become so deadly with his pistol that he may wound a foe grievously enough that they are unable to heal the wound. By spending a full-round action to make a single attack with his pistol, the Gunfighter’s pistol is considered to have the wounding property for all intents and purposes against any foe unlucky enough to be struck by his weapon. THE PISTOL (or Gun) The first Gunfighters of the Wasted Empire created this unique weapon. The techniques used to forge these weapons, called guns, was a deeply kept secret by the Gunfighters of the Wasted Empire and when the Empire crumbled and the Gunfighters vanished, the secret was believed to be lost. But through the power of the Kismet the secrets of forging the gun remain locked within the psyche of those few Scions who are scattered through out the world. The gun (often called a “Pistol” by gunfighters) itself is appears to the layman’s eye to be a metal rod with a cylinder and wooden handle at its base. This cylinder is able to house six pieces of ammunition, typically called “slugs.” Below the cylinder is a small trigger, similar to a crossbow. When the trigger is pulled, it causes the gun to be fired, hurtling one of the slugs forward with blinding speed and a thunderous crack. Most Gunfighters carry a single pistol, but there are perhaps one or two who have both the skill of arms and craftsmanship to wield a pair of pistols at the same time. NEW SKILL: Craft (Gunsmith) This skill is unique to those who possess the Scion of Kismet feat. It allows them to learn and develop the ability to craft the gun, a long lost weapon of the Wasted Empire. In addition, Scions of Kismet are also able to craft the necessary slugs to be fired from their gun. Item Craft DC Pistol 25 Slug 10 NEW ITEM: Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2 Ranged Weapons Pistol 500 gp 2d4 2d6 x4 30 ft 4 lb. Piercing Slugs 1gp - - - .0.1 lbs Piercing NEW FEAT: Scion of Kismet The blood of the Gunfighters flows through your veins and your ancient ancestors once helped defend the lost utopian society now known as the Wasted Empire. You have instinctive knowledge of how to craft their legendary guns and can sense other Scions. Unfortunately, you are also plagued by visions and nightmares of your ancestral homeland’s destruction. Requirements: Human, Half-Elf or Half-Orc, this feat may only be taken at 1st level. Benefit: Craft (Gunsmith) is always considered in-class for you. In addition whenever you come within 120 feet of another character who possesses the Scion of Kismet feat, you can automatically determine their exact location regardless of any mundane or magical attempts to conceal them, as per Locate Object spell. Unfortunately, your heritage comes with a price. Because of your constant and vivid dreams of your homeland there is a 5% chance each night (non-cumulative) that you will not rest properly and awaken the next morning fatigued for the remainder of that day. |
| Prince Indirian03-28-07, 08:56 AM | Awesome dude, this looks really cool and It think I need to pick up those books and really read them through. On e thing though. I think the pistol should have a longer "range", maybe 60-80 and you can decrease the Critical modifier to X3 in compensation. Looks awesome to play though |
| redgamer03-28-07, 01:08 PM | *double posted* |
| redgamer03-28-07, 01:10 PM | Very cool. Mechanically though you have an archer that uses an inferior weapon and doesn't get to use any of the cool archery feats. Go ahead give the gunslinger greater weapon focus and ranged weapon mastery. Gunslingers were also good with slingshot and bolas, had "touch", hypnotism, speak with dead, and other neat things. Know: Architecture, History, Geography, Nobility Royalty, Planes and Nature all fit as do move silent and hide heal and concentration. Go ahead and limit many of their abilities to light armor. Die heard means you never go unconscious so stabilization is unimportant. My view on guns is they should get bonus damage on things based on size (smaller =more damage) though not a lot: +1 per size under huge -2 per size over. The wounding thing might never be used as you have it. If you make magical enhancements on guns more expensive (and I think you should since unless they are prevalent in your campaign) you can give them wounding property 24/7. OoBI's Ranged precision may be worth stealing. I'd probably give them wisdom to reflex saves. Gunslingers always struck me as having better than a +6 reflex save (mid levels base+2 +4 dex) d10 HP and 4 SP per level make more sense. Maybe add a few more requirements like 2 ranks sense motive and 2 ranks knowledge history. This may sound powerful but I think you'll find if you take all my suggestions you'll find a archer with more HP but less damage output and a few minor tricks. |
| Hsien03-28-07, 01:56 PM | Really like this concept. Great job. Although not a new PrC you can make a viable "Gun-fighter" using the two-wand weilder feat, and assorted wand feats from Comp Arcane/Mage. Plus a few feats that are wand friendly...Residual Magic. I've got a "Wand-Fighter" for my next character, who can be as fun or as damage hardcore as the group needs to be. ( we have rotating DM's with a wide range of styles ) |
| LordPendragon03-28-07, 03:20 PM | Looks pretty good to me, but I think the HD is kinda high for the class' role. I'd say drop it down to a D10, maybe even a D8. |