Gunslinger

This class is stupid.

 

 

<u>Gunslinger:</u>
overview: GUNS ARE FUNS GUNS ARE FUNS GUNS ARE FUNS    DEX/WIS class {DARING-FUCKING-ACT}
Hit Dice at lvl1: 10 + CON mod
Hit Dice per lvl: 1d10
Hit Points at Higher lvl 1d10 or 6 + CON mod
Proficiencies:
    Armor: Light
    Weapons: Firearms (Pistols), Firearms (Two-Handed), Simple Weapons, Martial Weapons
    Tools: Tinker's Tools
Saving Throws: Dexterity and Wisdom
Skills: Choose three from the following list: Acrobatics, Stealth, Insight, Perception, Deception, Intimidation, Persuasion. 
Starting Equipment: One gun, either a blunderbuss, a pistol, a musket, a hand-blunderbuss, or a sniper air-rifle, {is there anything not on that list?}[field artillery piece and hypothetical combination weapons. I was iffy on letting gunslingers have the sniper rifle at 1st level tbh] as well as one martial weapon of choice and either a bayonet or a handaxe. Gunslingers start with a set of leather armor, a Dungeoneer's Pack OR an Explorer's Pack, a full powder horn, a full bullet pouch, and the equipment granted by your background.
Archetypes:
    Royal Guardsman ['Stereotypical' Gunslinger, ie professional]{When I hear "Gunslinger" I think "Cowboy Trickshooter", you mean this'd be a sniper?}
  • If Sniper:
  • Called shots?
  • Slightly increased range implements?
  • More damage?
  •  
    Quicksilver [Psuedo-Caster with limited time magic] {So… Multiple attacks, or what?}
  • So I have three ideas on how this might work:
  • 1. Half-Caster
  • Trait/thing to make all spells only target self, unless they're attack spells (So basically no "I haste a teammate" stuff) Adjust spell list so all spells have a target of self
  • Trait to make spells take a half/free action to cast, but lowers duration for them? Sorta like sorcerer's metamagic, except limited abilities and probably extended uses? {Basically? The idea's that only you can use these spells, but you're not an actual mage style mage, you just kind of blink in and out of moving hella fast.}
  • Spells from the following list (in no order, grabbed from various spell lists):
  • Water Walk {But shorter duration?} […possibly. Maybe.] {I like the monk movement thing better, but this is the closest spell to "I run so fast water forgets it's not solid"}
  • Freedom of Movement [Why didn't I think of this]
  • Expeditious Retreat [Yes]
  • Blur {?} […do you want to kill me? This is how you kill me. God I'm getting flashbacks.] {I admit nothing. Also it's semi-thematic.}
  • Haste {Self only?} [See Longstrider and Jump]
  • Time Stop [Class Feature]
  • 2. Steal a bunch of crap from Monk/Barbarian/Rogue??, replacing Ki with Grit, if/where applicable? MmmmmmmMMMMMMMM I really hate Ki as a cncept {It's only used here for 2 defensive things}
  • Unarmored Defense {Light armor, or just have them as squishies without? Dunno.}
  • {Ki} Patient Defense
  • {Ki} Step of the Wind
  • Unarmored Movement/Fast Movement {Monk/Barb, respectively}
  • Deflect Missiles {Possibly sans the Ki portion to catch/throw it back}
  • Extra attack {?}
  • Evasion
  • Danger Sense {Barbarian}
  • Feral Instint {Barbarian}
  • Cunning Action {Rogue}
  • Elusive {Rogue}
  • 3. Just make all the crap up to actually fit the theme, because there's strangely little "time magic" anywhere, probably not that complicated
  • Give them their own set of initiative steps so Quicksilver duels would/will be awesome. Might be boring for everyone else, tho.
    Trickshot (TO BE RENAMED{Deadeye}[deadeye is already an ability]{Where is it defined?}{Desperado}) [Moar Guns Moar Fun, does fun stuff with pistols] {Magic or just handwaves?}
 
Archetypes differ mostly in the Grit Deeds/Dares that they get, with Trickshot getting more dares than anything else.

Gunslinger

Decay alabastertempest OphidianCrusader