Homebrew Pathfinder Class--Need Feedback :D

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Hello everyone! Hopefully this is the right place to post something like this--I'm still kind of learning my way around the site ^^;

Anyway, one of my DMs during college was allowing his players to design homebrew classes to use during the very last session he'd be doing before graduation. He carefully monitored all of them to make sure they weren't too broken or overpowered, and in the end, everything worked out.

However, we didn't get to do a lot of critique on my submission due to time constraints (I was one of the last ones done), so I'd like to have you lovely ladies and gentlemen take a look at it and let me know what you honestly think! (I can handle critique very well, so please don't worry about hurting my feelings, lol.)

It should be noted that I took a slightly different route with my design than the others. Rather than building a class from the ground up, I decided to make a custom Archetype for the Gunslinger class that was specifically built for the character I was going to use it with. That is to say, rather than it being generalized for any player/race/etc. to use, it was made only with one character in mind--tailor made, if you will.

That being said, some aspects of the class might seem very specific or flavored in one direction rather than being all-encompassing. That's been done on purpose.

With that out of the way, here's the archetype. You may have to refer back to the gunslinger article in the link above for some of the "base" class features/stats that were used. Anything that I completely made up on my own/changed from normal is colored red.

Role
Inalynn is a versatile front-line fighter that specializes in dealing damage while staying on the move. She utilizes a unique breed of martial arts that allows her to wade into melee with firearms blazing, assaulting enemies with a barrage of both melee and ranged attacks in tandem. Many of her abilities work in combination with each other to set up devastating chain-attacks and disrupt enemy movements.

Hit Die: d10

*Class Skills
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge(engineering) (Int), Knowledge(arcana) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

*Skill Ranks per Level: 6 + WIS Modifier
((NOTE! The reason it's WIS instead of INT has to do with the character's flavor--having learned more from worldly experience than education. Honestly I'm indifferent whether or not it remains INT like normal or uses this extra bit of fluff mechanically, but I left it in just for fun. The DM I mentioned before thought it was a clever idea, so I ran with it x3))
This replaces the base Gunslinger's Class Skills


Levels

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1

1

2

2
 
Deeds, Grit, Gunsmith

2

2

3

3
 
Nimble +1

3

3

3

3

1

Deeds

4

4

4

4

1

Dual Wield

5

5

4

4

1

Pistol Mastery

6

6

5

5

2

Nimble +2

7

7

5

5

2

Deeds

8

8

6

6

2

Bonus Feat

9

9

6

6

3

Pistol Mastery 2

10

10

7

7

3

Nimble +3

11

11

7

7

3

Deeds

12

12

8

8

4

Bonus Feat

13

13

8

8

4

Pistol Mastery 3

14

14

9

9

4

Nimble +4

15

15

9

9

5

Deeds

16

16

10

10

5

Bonus Feat

17

17

10

10

5

Pistol Mastery 4

18

18

11

11

6

Nimble +5

19

19

11

11

6

Deeds

20

20

12

12

6

Bonus Feat, True Grit
The following are class features of the Gunslinger.

Weapon and Armor Proficiency:
Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with light armor.

LEVEL 1
Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex)A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.



Daring Act
Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.

Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what's considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.

Weapon Proficiency
Instead of proficiency with all firearms, Inalynn only gains proficiency with one-handed firearms. She must take Exotic Weapon Proficiency (firearm) to gain proficiency with two-handed firearms and firearm siege engines.

Gunsmith
Inalynn must take a pistol when she chooses a battered firearm at 1st level.


Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

*Dual Wield (Ex):
At 4th level, Inalynn can wield two pistols at once with deadly proficiency. She receives Two Weapon Fighting as a bonus feat even if she does not meet the requirements, and treats all one-handed firearms as being Light Weapons for the purposes of Two Weapon Fighting penalties and Weapon Finesse. If she already has access to the Two Weapon Fighting feat, she gains Improved Two Weapon Fighting instead. Inalynn also gains access to the Second Trigger deed.
This replaces the Bonus Feat gained at level 4.


*Pistol Mastery (Ex):
At 5th level, Inalynn's firearms and the rounds they fire become an extension of both her body and mind. Her ranged attacks now deal bonus damage equal to her dexterity modifier. Every four levels after 5th level, the bonus damage done this way increases by one past the amount done by Dexterity.
Additionally, Inalynn may wield her firearms as melee weapons without improvised weapon penalties. (Pistols used as melee weapons deal 1d6 bludgeoning damage and have a x2 critical). She may add her wisdom modifier to damage done when using pistols as melee weapons. Every four levels after this, the bonus damage done this way increases by one past the amount granted by her wisdom score.
This replaces Gun Training 1 – 4.


*Furious Assault (Ex):
At 11th level, Inalynn can chain melee attacks into brutal finishers with her firearms. Whenever she lands three melee attacks on the same enemy within a single round, she may make a firearm attack at her full Base Attack Bonus against them as a free action that does not provoke attacks of opportunity. If this shot lands, she may push the enemy away 5 feet in any direction for each firearm attack that hits. This movement causes the enemy to provoke attacks of opportunity from any creature other than Inalynn for each 5 feet it is moved.


LEVEL 1 DEEDS

Up Close and Deadly (Ex): ((NOTE! This is from the published Pistolero Gunslinger Archetype))
At 1st level, when Inalynn hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.
This deed replaces the Deadeye deed.

Quick Clear (Ex):
At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunslinger's Dodge (Ex):
At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

LEVEL 3 DEEDS

Gunslinger's Initiative (Ex):
At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

*Acrobatic Strike (Ex):
At 3rd level, Inalynn can attack from nearly any angle or position and doing so leaves her swift movements unhindered. So long as she has a hand (or both) free and is actually capable of firing her weapon, she may spend a grit point to make a weapon attack roll during a movement action, albeit at a -4 penalty. This can be used even while performing skill-checks such as climb, balance, jump, and tumble. This ability can only be used once per round.
This replaces Utility Shot.


*Double-Tap (Ex):
At 3rd level, Inalynn is adept at making sure that her fallen enemies stay down—permanently. Whenever she has at least 1 Grit point and drops an enemy below 0 HP with a ranged attack, she may, as a free action, make another attack at her full Base Attack Bonus against that enemy. Doing so does not award any additional Grit.
This replaces the Startling Shot deed.


LEVEL 7 DEEDS

*Ukemi Tumble (Ex):
At 7th level, even being knocked prone does not necessarily put Inalynn off balance. So long as she has 1 grit point, she may attempt to stand up from prone as a Swift Action rather than a Move Action. A Tumble check may be used during this action to prevent Attacks of Opportunity. Additionally, during a turn in which Inalynn is put into the prone condition, she may spend a grit point to attempt to stand up as an Immediate Action. A Tumble check may be used during this action to prevent Attacks of Opportunity.
This replaces the Pistol Whip deed.


*Second Trigger (Ex):
At 7th level, Inalynn's hand-eye coordination and battlefield awareness are flawlessly synched to her twitch reflexes. Any time that she could make a single attack roll, she may spend one Grit point to instead fire both of her weapons as part of the action. Both shots are rolled separately for both attack and damage rolls, but use the same bonuses as the roll that this deed was applied to. These two attacks may target different creatures/objects.
This replaces the Dead Shot deed.


*Momentum (Ex):
At 7th level, Inalynn's determination alone can allow her to transverse with quick bursts of speed. In any round in which she spends a Grit Point for another ability--or by spending one Grit Point to activate this ability--her movement speed increases by +10 feet, all movement-related skills receive a +2 Adrenaline bonus, and she receives a +2 Adrenaline bonus to her Reflex saves until the beginning of her next turn.
This replaces the Targeting deed.


LEVEL 11 DEEDS

Lightning Reload (Ex):
At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has theRapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

Twin Shot Knockdown (Ex): ((NOTE! This is from the published Pistolero Gunslinger Archetype))
At 11th level, when Inalynn hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 grit point to knock the target prone. She can choose to spend the grit point after the attacks are made.
This deed replaces the Bleeding Wound deed.

*Punish the Enemy (Ex):
At 11th level, Inalynn has seen enough injustice to know that to hesitate in delivering judgment could very well doom the world. Whenever a creature within Inalynn's threatened range is successfully struck by an attack that was not her own, she may spend a grit point to make an Attack of Opportunity against that creature. Inalynn must be receiving the benefits of the Snap Shot feat to use this deed.At 15th level, Inalynn no longer has to spend a Grit point to use this ability so long as she has at least 1 Grit Point.This replaces the Menacing Shot deed.


LEVEL 15 DEEDS

*Surge of Will (Ex):
At 15th level, Inalynn's gridiron nerves and keen intuition might as well be weapons in their own right. At the start of a combat sequence, Inalynn may spend a grit point to give herself a short Surprise Round that consists of one Standard Action. If a Surprise Round already exists, using this ability places her at the top of the initiative order—even if it is the opposing party's Surprise Round. Using this deed does not affect the results of Inalynn's initiative roll.
This replaces Expert Loading.


*Heightened Reflexes (Ex):
At 15th level, when Inalynn has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved evasion rogue class features.


Slinger's Luck (Ex):
At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. The deed's cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

LEVEL 19 DEEDS

*Make it Count (Ex):
At 19th level, Inalynn's ability to fire under immense pressure is extend to nearly supernatural levels. As a full-round action, Inalynn may spend a Grit point to fire a single shot with a ranged weapon at her highest Base Attack Bonus with a +2 Daring Bonus that negates all impediments--save for hard cover--and the penalties associated with them; ignores miss chance; and ignores range-increment penalties (Note: Projectile weapons can be fired to a maximum of 10 times their range increment). Additionally, a result of a natural 1 on the attack roll does not result in automatic failure. If a firearm is used during this attack, it cannot misfire. If this attack threatens a critical, it is automatically confirmed.
After the attack is rolled but before the results are determined, Inalynn may spend any number of additional Grit points, adding an additional +2 Daring Bonus for each Grit Point spent this way.
During a turn in which Inalynn is knocked unconscious, she may spend all of her grit points to use this ability as an immediate action before becoming incapacitated.
This replaces Stunning Shot.


Cheat Death (Ex):
At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.

*Final Revolver (Ex):
At 19th level, Inalynn's mind and body have become nearly inseparable in terms of speed, accuracy, and ability. She is able to slip into a focus that slows the world around her, allowing her to unleash a devastating barrage of attacks. When using this ability, Inalynn must spend all of her Grit points. For each Grit point used this way, she may make a full-round attack action as normal, effectively allowing her to make multiple full-round attacks in a single turn. Any action taken during this cannot restore grit points.
Additionally, within the duration of this deed Inalynn is granted the effects of any deed which requires at least 1 grit point to function, despite having none remaining.
The attack continues until the last full-round attack in the sequence resolves or she is unable to continue attacking for any reason (such as being out of ammunition or being knocked unconscious during the attack).
This replaces the Death's Shot deed.

As a closing note, I'd like to point out some interesting interactions among some of the class features. The archetype was designed to eventually allow several Deeds to interact with one another at the expense of additional Grit points.

For example:
At level 15, Inalynn faces an opponent in a one-on-one duel, starting off say 40ft. away. Initiatives are rolled (the results are irrelevant for this example).

She expends a grit point to make use of Surge of Will, giving herself her own Surprise Round that consists of a single Standard Action.
She uses this as a Move Action to close the distance with her target to allow her pistols to deal Touch Attacks.
During the move, she spends another grit point to use Acrobatic Strike, allowing her to make a single attack at a -4 penalty to hit during a Move Action.
Additionally, she spends a third grit point to use Second Trigger, which grants her the ability to fire with her off-hand firearm during any instance (where applicable) that she makes a single attack roll.
Let's assume that both attacks hit. Finally, she spends her fourth grit point to activate Twin Shot Knockdown, which immediately drops an enemy prone (no save) if they're struck with two consecutive firearm attacks made by Inalynn in the same round.

Then, initiative comes into play. Combat starts with Inalynn in an advantageous position and her enemy prone. :)

That was a fairly extreme example, but there are several interactions like that mixed in with all the deeds. See if you can find them ^^
 
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