Gunman
Gunman is a D&D 3.5 character class from APG. Hit die d8.
Requirements
Affiliation: Any, though most are members of the Alliance. Base A ttack Bonus: +5. F eats: Exotic Weapon Proficiency (firearms), Quick Draw.
- Type
- Prestige
- Hit Die
- d8
Class Skills
Advancement
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +1 | +0 | +2 | +0 | Bonus feat, stunt shot |
| 2 | +2 | +0 | +3 | +0 | Special gun (+1) |
| 3 | +3 | +1 | +3 | +1 | Blunderbuss skill, improved cover |
| 4 | +4 | +1 | +4 | +1 | Bonus feat, special gun (+2) |
| 5 | +5 | +1 | +4 | +1 | Whites of their eyes |
| 6 | +6 | +2 | +5 | +2 | Pistol swap, special gun (+3) |
| 7 | +7 | +2 | +5 | +2 | Bonus feat |
| 8 | +9 | +2 | +6 | +2 | Hip shooting, special gun (+4) |
| 9 | +9 | +3 | +6 | +3 | Bayonet charge |
| 10 | +10 | +3 | +7 | +3 | Double-barreled blast, special gun (+5) |
The gunman is a knight on the cutting edge of weapons development. He takes the newest technological inventions, and through a combination of innate skill and careful study, pushes them beyond the limits their creators imagined. While some warriors favor the sword or the axe or the bow, the gunman favors guns - pistols, rifles, blunderbusses, he is adept at them all. He is capable of performing amazing stunts with his firearms that leave others staring with wide eyes. A typical gunman carries several weapons - almost all of them firearms. A long rifle and blunderbuss are slung across his back. Pistols rest in holsters on his hips, at his back, on his shins, and beneath his arms (and in
Armor Proficiency: The gunman gains no proficiency with weapons or armor.
Bonus Feats: At 1st, 4th and 8th level, the gunman gains a bonus feat, chosen from the following list. The gunman must meet all the prerequisites of the feat he chooses, as normal. Close Shot, Delay Malfunction, Emergency Repair, Far Shot, Firearm Knack, Greater T wo- Weapon Fighting, Improved Critical (firearm only), Improved Initiative, Improved Lightning Reload*, Improved Precise Shot, Improved T wo- Weapon Fighting, Lightning Reload, Mounted Archery, Pistol Whip, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Sniper Shot, T rick Shot, T wo-Weapon Fighting, Weapon Focus (firearm only) * See Chapter 2: Class Options. Stunt
Shot (Ex): Many gunmen are show-offs, prone to taking shots that are excessively difficult for no other reason than to display their skills. A stunt shot is such a shot. A stunt shot can take a variety of forms: behind the back, around the head, between the legs, while looking at the target in a mirror, while reading a book, tossing a pistol from hand to hand before the shot, spinning a rifle before the shot, dropping the firearm then kicking it back into one's hand, tossing a coin into the air before firing a shot that sends the coin spinning before it strikes the target, and similar displays of amazing marksmanship. A gunman can elect to make any attack with a firearm a stunt shot. He must decide to do this before he makes the attack roll. He takes a -4 penalty on the attack roll. If the attack hits, for 1 round the gunman gains a +1 morale bonus on attack and damage rolls when attacking with firearms. (The morale bonus on damage does not apply to the stunt shot that provided it.) Morale bonuses from stunt shots stack with each other. Therefore, if the gunman's next attack is also a stunt shot, and also hits the target, morale increases to +2. The can continue to make stunt shots and increase his morale bonus on attack and damage rolls; the morale bonuses last for 1 round from the last successful stunt shot or until the gunman misses with a firearm attack. For example, T oolhand Juke has a base attack bonus of +6, providing him with two attacks every round. He fights with a pistol in each hand and possesses the T wo-Weapon Fighting feat, for at total of three attacks per round. (Since he also has Improved Lightning Reload, he can load the pistols and shoot them in the same round.) T oolhand Juke declares his first attack (against a charging basilisk) to be a stunt shot. He spins in place before taking a shot. He takes a -4 penalty on the attack (actually a -6, since he's fighitng with two weapons), but he hits anyway. He declares his next attack to be a stunt shot as well; he twists his arms behind his head and fires his pistol. He takes a -4 penalty on the attack roll, but gains a +1 morale bonus on the attack and damage rolls, for a total of -3 to hit and +1 damage. If this attack hits, he gains a +2 morale bonus on his third shot - which he can also declare as a stunt shot, if he likes. T oolhand Juke retains the morale bonus until he misses with a firearm attack or for 1 round since his most recent stunt shot. The gunman can make an extremely difficult stunt shot instead of a normal stunt shot. Such a stunt shot imposes a -8 penalty on its attack roll, but provides a +2 morale bonus on attack and damage rolls. Special
Gun (Ex): Gunmen have the peculiar trait of creating deep, personal connections with their weapons. Some joke (or complain) that gunmen love their weapons more than their spouses or children - and this claim is not far from the truth. A t 2nd level, the gunman can have a special gun. Declaring a specific firearm to be a special gun involves an unofficial, hour-long ceremony in which the gunman cleans the gun and creates an attachment to it. The gunman can have only one special gun at a time. When the gunman makes a ranged attack with his special gun, he gains a +1 competence bonus on attack and damage rolls. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level. The gunman can change which gun is his special gun by undergoing a new ceremony, but he cannot change special guns more than once per week. Gunmen tend to give their special guns names, as if they were real people - names like "V era."
Blunderbuss Skill (Ex): At 3rd level, the gunman is adept at firing a blunderbuss in the most effective way, naturally loading the weapon and using the environment and angle to get the most effective blast possible. When he fires a blunderbuss, add his gunman level to the Reflex save DC for half damage. If the gunman spends a hero point while firing a blunderbuss, increase the DC by a further +10, and the blunderbuss also deals an extra +1d6 points of damage. Improved
Cover (Ex): The gunman knows that the best way to avoid getting shot is to take cover. At 4th level, when the gunman gains cover, double the bonus to AC and Reflex saves it provides. For example, if the gunman is behind cover that normally provides a +4 bonus to AC and a +2 bonus on Reflex saves, he gains a +8 bonus to AC and a +4 bonus on Reflex saves.
Whites of Their Eyes (Ex): At 5th level, the gunman is adept at making devastating shots at short range. When firing a gun at a target within 10 feet, the gunman gains a +1 bonus on attack rolls and a +2 bonus on damage rolls. These bonuses stack with those provided by Point Blank Shot (and all other bonuses).
Pistol Swap (Su): At 6th level, the gunman gains the supernatural ability to draw and fire pistols in rapid succession. He can draw, fire and reholster any number of pistols in a single round, up to the number of attacks he possesses. In addition, the magic of an enchanted pistol clings to the gunman's hands and empowers the other pistols he fires. Some claim this feat occurs because the gunman's hands move so fast that the enchantments do not have time to leave them, and indeed some gunman's hands glow with colored light as they trade pistols, the light increasing in intensity as the gunman draws more and more pistols. When the gunman performs a pistol swap, the first pistol he fires transfers its magic properties to his hand. All subsequent pistols he draws and fires with the same hand in the same round bear magical properties identical to the first pistol. The exception is any magical property that allows the wielder to make additional attacks, such as the speed property. Those properties apply only to the first pistol. For example, if the gunman fires a +2 flaming flintlock pistol, all subsequent pistols he draws and fires with that hand have a +2 enhancement bonus on attack and damage rolls and bear the flaming property. The magical properties of the first pistol replace those of subsequent pistols. Note that the magic clings only to the hand that fired the pistol. If the gunman fights with a pistol in each hand, each hand retains different magic. Hip
Shooting (Ex): The gunman is quick, and at 8th level he is quick enough to fire at vulnerable melee opponents by shooting from the hip. He can make attacks of opportunity with a firearm. (These are ranged attacks, not pistol whips or something similar.) The gunman takes a -4 penalty on the attack roll, and he might provoke an attack of opportunity himself for attacking with a ranged weapon in a threatened square. Bayonet
Charge (Ex): When all else fails, or when he really wants to worry his enemies, the gunman charges his enemies with his bayonet, shouting and firing as he closes the distance. At 9th level, when the gunman makes a charge attack with a bayonet (normal or miniature), he can make a single ranged attack with the weapon to which the bayonet is attached as he charges. This ranged attack must be against the target he charges, and he takes a -4 penalty on the attack roll. He can make the ranged attack at any point during his charge. If the ranged attack drops or otherwise incapacitates the target, the gunman completes his charge, stopping in the space from which he would have made his melee attacks, and ends his turn. He still takes a -2 penalty to his AC for charging, as normal. (He can still attack the fallen form of his enemy if he likes.)
Double-Barreled Blast (Ex): At 10th level, when the gunman is fighting with a firearm with two barrels or with a firearm in each hand, he can take a standard action to fire both barrels (or weapons) at the same time. He selects one Table 3 -5: The Gunman (Gun) Base Class Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +0 +2 +0 Bonus feat, stunt shot 2nd +2 +0 +3 +0 Special gun (+1) 3rd +3 +1 +3 +1 Blunderbuss skill, improved cover 4th +4 +1 +4 +1 Bonus feat, special gun (+2) 5th +5 +1 +4 +1 Whites of their eyes 6th +6 +2 +5 +2 Pistol swap, special gun (+3) 7th +7 +2 +5 +2 Bonus feat 8th +9 +2 +6 +2 Hip shooting, special gun (+4) 9th +9 +3 +6 +3 Bayonet charge 10th +10 +3 +7 +3 Double-barreled blast, special gun (+5) weapon (or barrel, if appropriate) as the primary weapon and makes a normal ranged attack with it. If the target is one range increment or more away from either of the gunman's weapons, the gunman takes the appropriate penalties for range on the attack roll. If the attack hits, it deals damage normally , plus two additional dice of damage, of the size appropriate to the primary weapon. For every barrel (or weapon, if the gunman has more than two hands) beyond two that the gunman fires with this attack, increase the bonus damage by another die. For example, T oolhand Juke makes a double-barreled blast with two flintlock pistols. His primary pistol is a +3 flintlock pistol, and it's also his special gun - since he's 10th level, he gains a +8 bonus on his attack roll, plus his base attack bonus and any feats or other abilities he has. If he hits, he deals 5d6+8 points of damage (3d6 base for a flintlock pistol, plus two dice for the double- barreled blast, +5 for his special gun, +3 for the magic enhancement bonus).