Gunman: This is my Rifle
Sept 14, 2018 17:55:36 GMT -6
Post by username on Sept 14, 2018 17:55:36 GMT -6
Homebrew Class: Gunman
Characteristics: Wisdom, Dexterity, Composure
Skills: Animal Ken, Acrobatics, Arcana, Athletics, Ballistics, Common Lore, Perception, Medicae, Scrutiny, Stealth
Sword Schools: Point Blank, Clay Pigeon, Tin Star
Bonus for Completion: +1 Initiative
Son of a Gun
Level: 1
Prerequisites: Ballistics 2, Acrobatics 1, Perception 1
Feats:
Quick Draw
Luck
Power Shot
Wholeness of Body
*Skill Focus (Ballistics)
Weapon Proficiency (Any)
Pistolero
Level: 2
Prerequisites: Ballistics 3, Acrobatics 2, Perception 2, Quick Draw, Luck
Feats:
Weapon Focus (Any one Ranged Weapon)
Gun Blessing
Moxie
Paranoia
Meditation
*Far Shot
Gunman
Level: 3
Prerequisites: Ballistics 3, Acrobatics 3, Perception 3, Gun Blessing, Moxie
Feats:
Weapon Specialization (Any one Ranged Weapon)
Diamond Body
*Hip Shooting
Warning Shot
Lead Fingers
Fast Reflexes
Cool Hand
Level: 4
Prerequisites: Ballistics 4, Acrobatics 4, Perception 4, Warning Shot
Feats:
Improved Weapon Focus (Any one Ranged Weapon)
Perfect Self
Combat Master
Crack Shot
*Wall of Steel
Danger Sense
Mysterious Stranger
Level: 5
Prerequisites: Ballistics 5, Acrobatics 5, Perception 5, Moxie, Crack Shot
Feats:
Improved Weapon Specialization (Any one Ranged Weapon)
*Counter Attack
Nerves of Steel
Killing Blow
Ballistic Mastery
Pinball Wizard
New Feats
Moxie
You draw first, and last. You gain a static bonus on attack rolls with weapons with which you are proficient equal to the difference between your initiative roll and the initiative roll of the target. If their initiative roll is higher then yours, this difference becomes a penalty to your attack roll instead.
Killing Blow
You gain a static bonus to damage against targets equal to half the amount your initiative roll is higher than the target's initiative roll. If the target is surprised or unaware, add a free raise to damage as well.
OLD NEW FEATS
Power Shot
If you hit, it hurts. IF you hit. When making a ranged weapon attack, you may choose to take -Xk0 to attack and gain +Xk0 to damage, where X is any number up to your Level. If you make Multiple attacks during a round you must decide to use this ability before making any attacks, and it applies to all your attacks that round.
Warning Shot
You can make a shot hurt, but not kill. When dealing Critical Damage with a ranged attack, you may instead opt to inflict an equal amount of Fatigue.
Ballistic Mastery
Your mastery of pulling triggers is unsurpassed and your shot always hits home. You may reroll a missed ranged attack once per round.
Characteristics: Wisdom, Dexterity, Composure
Skills: Animal Ken, Acrobatics, Arcana, Athletics, Ballistics, Common Lore, Perception, Medicae, Scrutiny, Stealth
Sword Schools: Point Blank, Clay Pigeon, Tin Star
Bonus for Completion: +1 Initiative
Son of a Gun
Level: 1
Prerequisites: Ballistics 2, Acrobatics 1, Perception 1
Feats:
Quick Draw
Luck
Power Shot
Wholeness of Body
*Skill Focus (Ballistics)
Weapon Proficiency (Any)
Pistolero
Level: 2
Prerequisites: Ballistics 3, Acrobatics 2, Perception 2, Quick Draw, Luck
Feats:
Weapon Focus (Any one Ranged Weapon)
Gun Blessing
Moxie
Paranoia
Meditation
*Far Shot
Gunman
Level: 3
Prerequisites: Ballistics 3, Acrobatics 3, Perception 3, Gun Blessing, Moxie
Feats:
Weapon Specialization (Any one Ranged Weapon)
Diamond Body
*Hip Shooting
Warning Shot
Lead Fingers
Fast Reflexes
Cool Hand
Level: 4
Prerequisites: Ballistics 4, Acrobatics 4, Perception 4, Warning Shot
Feats:
Improved Weapon Focus (Any one Ranged Weapon)
Perfect Self
Combat Master
Crack Shot
*Wall of Steel
Danger Sense
Mysterious Stranger
Level: 5
Prerequisites: Ballistics 5, Acrobatics 5, Perception 5, Moxie, Crack Shot
Feats:
Improved Weapon Specialization (Any one Ranged Weapon)
*Counter Attack
Nerves of Steel
Killing Blow
Ballistic Mastery
Pinball Wizard
New Feats
Moxie
You draw first, and last. You gain a static bonus on attack rolls with weapons with which you are proficient equal to the difference between your initiative roll and the initiative roll of the target. If their initiative roll is higher then yours, this difference becomes a penalty to your attack roll instead.
Killing Blow
You gain a static bonus to damage against targets equal to half the amount your initiative roll is higher than the target's initiative roll. If the target is surprised or unaware, add a free raise to damage as well.
OLD NEW FEATS
Power Shot
If you hit, it hurts. IF you hit. When making a ranged weapon attack, you may choose to take -Xk0 to attack and gain +Xk0 to damage, where X is any number up to your Level. If you make Multiple attacks during a round you must decide to use this ability before making any attacks, and it applies to all your attacks that round.
Warning Shot
You can make a shot hurt, but not kill. When dealing Critical Damage with a ranged attack, you may instead opt to inflict an equal amount of Fatigue.
Ballistic Mastery
Your mastery of pulling triggers is unsurpassed and your shot always hits home. You may reroll a missed ranged attack once per round.