The Gunner new prestige class [Archive] - Wizards Community

Post/Author/DateTimePost
frostwrath

03-21-07, 04:31 PM
This is the first class i made(and first time i posted a class, so srr if i mess up the table) and i think it's overpowerd.

We are curently playing in a high technological world so i tought why noy make a gunner. (based on FF X-2)


The Gunner

Requirements:
To qualify to become a gunner, a character must meet all the following criteria
Skills: Jump 8 ranks, tumble 8 ranks,
Balance 8 ranks
Feats: two gun shooting, shot on the run
Special: The gunner must have killed one enemy of her chalenge rating without using anything but her gunZ
Special: The gunner must have used up a total of 10 clips of bullets. (chooting in the air doesn't count)

Class skills:
The gunner’s class skills (and the key ability for each skill) are Balance (dex), Climb (str), escape artist (dex), jump (dex) and tumble (dex)
Skill points at each level: 2 + int
Hit dice: d6




LvL BaB Fort Ref Wil Special
1 0 0 2 0 Gunstyle, Gun trick
2 1 0 3 0 combo shot +d4, trigger happy 2/day
3 2 1 3 1 Gun trick
4 3 1 4 1 combo shot +2d4
5 3 1 4 1 Improved Gunstyle, trigger happy 3/day
6 4 2 5 2 Gun trick
7 5 2 5 2 combo shot +3d4
8 6 2 6 2 Trigger happy 4/day
9 6 3 6 3 Gun trick
10 7 3 7 3 combo shot +4d4, Gun trick




Class fearures:

Gunstyle: A Gunner is such a natural at weilding his guns, that speed and movement mean almost nothing to his aim. You can move at half speed while shooting without the penalties and a +2 on attack rolls against enemies within 20 ft. The gunnal can also aply her dex to her damage rolls within 20 ft.


----------------------------
Gun trick: A Gunner is bound to pick up a few fancy tricks during his career, either to show off or to some real use. At First Level she learns two trics. Evert level thereafter she learns anotherone. (At lvl 10 she know all the trics)

Extended gunning: increas the range of all your gunstyle, improved gunstyle, and combo shot abilities by 10 ft, also increas the range of all your light guns by 10 ft.

Improved trigger happy: reduce the miss chance of your trigger happy ability by 5%, increase the range by 5 ft, gain an aditional use of the trigger happy ability and gain one re-roll / day to one of the dice rolled during the ability
, you also gain +2 on damage rolls while using trigger happy

Guns-O-melee: you can use your guns as melee weapons (as light maces) and you are considerd to have the two weapon fighting and the weapon fitnesse feat with them, and only them.(except if you take the feats seperately)
Elemental shot: 3/day you can change the damage type of your guns to fire, cold, acid, shock, sonic or negative energy. You also deal an aditional d8 damage. Using this is a free action

Suprise Gunning:In any round in which a gunner makes his/her attacks against a single target, he/she may make a check(just like a Feign death check) against a target within rage, if she succeeds that target is flat footed to her attacks untill the end of her next round.

Power shot: as a full round action you can use your two guns as one. You make ONE ranged attack, if you hit you deal double damage + d6 /2 levels in gunner. This shot ignores 1 point of damage reduction for each lvl in the gunner class. This ability has a range of 50 ft.

Extra shot: the gunner can make one extra attack with a -5 on attack rolls.This applies only to attacks made outsid eof full-round actions, example: a shot while running.

Let them dance: the gunner can make a ranged trip or disarm attack with her guns. The enemy must succeed on a DC 10+1/ gunner lvl reflex save (you may use str instead os dex) or be tripped or disarmed.He/she is also dealt 1 damage.
Heavy guns: reduce the penalties for shooting with two material guns by two.( do note this doesn’t reduce the penalty for shooting with light guns)

Bullet time: once a day you can enter a bullet time, your base land speed is increased by 10 ft, you gain +2 on all attack and damage rolls and you gain a 40% dodge chance against enemy missile fire. The effect lasts for 2d3 rounds.

Improved combo shot: The d4 bonus damage of your combo shot ability changes to a d6 and if you hit with your combo shot the enemy must make a fortitude save (dc 10 + gunner lvl) or recieve a -2 to attack and damage rolls, and also a -4 to all skill cheks

Cheap Shot: 3 times a day you can attack with one gun as an imediate action.
-------------------------------


Combo shot: For every two hits you score on an enemy during the same attack with your guns you deal an aditionlal d4 damage (this increases at level 4, 7 and 10). You can only use this against enemys within 30 ft

---------------------------------------

Trigger happy: as a quick action you can decide to use a ‘trigger happy’ attack. Make your attack roll and deal damage, then roll a d6: on a 2+ you attack again(with your highest base attack bonus), then roll another d6 on a 3+ you can attack again, .... (and so on, it is possible to make attacks indefinitely if you keep throwing 6’s in the end... but good luck at that)every attack you make with trigger happy has a 25% miss chanse.
Abilitys like sneak attack ans sharp shooting only apply bonus damage to the first attack.
The ability olso ends if you run out of bullets)

----------------------------------------------
Improved gunstyle: you gain a +2 ctitical strike chance against enemies within 20 ft.
frostwrath

03-23-07, 02:15 AM
hello ?
Khatoblepas

03-23-07, 07:32 PM
=P FFX-2 indeed.

- It's an okay class, it just needs clarifying. For instance, the gun tricks are unnessessary in a prestige class this long. Just give them all the abilities once. =) Also, it assumes you're using infinite ammo guns, which is a big no-no in DnD. Adventurers have ammunition. =)

- This is a Dexterity based class, right? Where's Dex-to-Damage? I would think that within a certain distance they'd be able to apply their Dex modifier due to their awesome aim.

- Combo shot is a great ability for racking up the damage with Trigger Happy, and though it seems overpowered, it's not. I'd call it something like Rending Shot, and progress it like 1d4, 1d6, 1d8, 1d12. The less dice, the less bookkeeping. =).

- The Pistol Whipping ability is great. XD

- Trigger Happy is also too complicated as it is. As this is a d20 system, you should always try to I'd write it more like this :

Blazing Frenzy (Ex): Once per encounter (to a maximum number of times a day equal to half her class level) a Gunner may take a full round action to repeatedly pummel a single foe with bullets. She makes an attack roll at her full base attack bonus, and if it hits, she can make another attack at a -5 penalty. She can continue to make attacks (at successive -5 penalties) until she misses, at which point her blazing frenzy ends and she must spend a full round action on her next turn recovering.

Tenacious Blazing Frenzy (Ex): When a Gunner under a blazing frenzy misses an attack roll, she may reroll any missed attack by using up another usage of blazing frenzy as a swift action.


The beauty of prestige classes is to keep them simple and consistent. You're almost there - you just need to refine this prestige class so it is consistant and doesn't have too many wildly varying abilities. Base it around one thing, and give support abilities. (Trigger Happy is the one I focused on here)