Gunslinger > Outlaw
Gunslinger
Req. 18 DEX and must own a gun.
1. Swift Reload: Passive
Third time’s the charm. Every third reload does not consume your action for that turn and every third shot you take has +1 to hit.
2. Sleight of Hand: Passive
Don’t spend a whole action dawdling around like some sort of goober. You can swap weapons as a free action. You can also perform parlour tricks with guns with advantage.
3. Firing from the Hip: Encounter Attack
Draw your weapon and fire off a shot without aiming. That shot has -3 AC but cannot critically fail or jam and cannot be blocked or countered.
4. My Calling Card: Daily^4 Action
When appropriate (typically something like pulling off a heist, a kill or a rescue in an impressive fashion) you can leave your calling card. Doing so earns you 3 EXP and a level of reputation that gives you +1 to CHA Checks and +10 DEX damage. You can have up to ten levels of reputation. (Does not stack with Bard 3: Reputation).
5. It’s Just What I Do: Passive
When someone rewards you with money for pulling off a heist, a kill or a rescue, you can double the amount received. When you critically strike with a gun, your attack is refreshed. This skill can refresh your attack up to 3 times a round.
6. Tough it Out: Passive
When you take damage from bleed, reduce the damage by 2 and reduce it by half when under 50% HP. Reduce damage you take from critical failures and explosions by your DEX.
7. Quickdraw: Encounter Action
Draw your weapon with great speed, adding +5 to your initiative until after your next attack. While quickdraw is active, you cannot critically fail ac checks with guns.
8. Pistol Whip: Encounter Interrupt
Lash out at a target in melee range with your gun, dealing STR + DEX + Weapon physical damage. This skill ignores armor and cannot be blocked. For one round, you add +3 to any DEX or CHA rolls you make against them.
9. Fan the Hammer: Daily Attack
Empty your clip on one or more unlucky bastards foolish enough to wander into your line of sight. Your gun won’t jam or explode during this attack. For damage calculation calculate the damage of your weapon+ bullets damage and multiply it by the amount of bullets currently in your clip. Before you roll accuracy, select your target(s) and roll a separate ac check for each different enemy target you selected.
Outlaw
Req. Completed Gunslinger and taken another CHA or DEX class
1. Bad Company: Passive
When you kill an enemy with a daily ability, you may choose to gain a level of reputation or a lucky break. Lucky breaks may be spent to restore the cooldown of one of your daily abilities. Whenever you intimidate someone, they are wavered.
2. Wanted Man: Passive
When you arrive in a town or location for the first time, roll a die corresponding to your level of reputation.1-4 a d4 5-6 a d6 7-8a d8 9-10 a d10. This is the amount of people in town who want you dead or alive for one reason or another. The first time you pass a charisma check against one of these people, you know if they’re one of them or not. Killing them or settling things with them in another way grants you [your Charisma+a d20] in local currency.
3. Do ‘em Dirty: Daily Interrupt
If your opponent has their back to you or is prone you may fire off an attack with your gun that deals [Charisma + Dexterity + your level] bonus armour piercing physical damage. Whenever someone isn’t at least trying to look you in the face, you have advantage on bluff
4. Draw!: Daily Action
Allow your opponent to draw their weapon and take the first strike/shot. You cannot block or counter that attack. If you survive the attack and remain conscious you may fire off a shot that’s guaranteed to critically strike and deal double damage if it lands.
5. Take Cover: EOT Action+Shift
Hide behind an object or ally in melee range, granting you advantage on dodge rolls you make until your next attack or movement. While in cover like this you can dodge without moving spaces. You also have [Your DEX mod] bonus armour rating.
6. Big Iron: Daily Action (S)
Choose your favorite gun, it gains [your level of reputation] bonus d8s as additional weapon damage. You can use this skill to have your favorite gun execute enemies under 15% of their max HP if they are within half your maximum range. If you use this skill on an enemy not within execute range, you instead roll intimidate against them and this cooldown is refunded. Choosing a new favorite gun costs a level of reputation and removes all bonus d8’s from your previous favorite.
7. Eat Lead: Daily Attack
If your clip is half empty or less, empty the remaining bullets into a target within half your maximum range and fully reload your gun. If the first bullet hits, it strips all of their temp HP and fully degrades the relevant armour piece or natural armour for that area before dealing damage and the rest of the bullets deal only their bullet damage to the target as additional damage. The target is inflicted with bleeding. Your gun won’t jam or explode during this attack.
8. Hell No: Daily Interrupt
Make two attacks with your guns that ignore cooldowns on a single target that’s bigger than you and in melee range. Then you may move back up to one space for every bullet fired. At the end of your shift, you will remain facing them. You may then make an action. Skip your next turn.
9. Red Dead Redemption: Once
Choose one:
Go Hard: You aren’t about to go soft, you always knew what you were about. You can now have unlimited levels of reputation, but past 10 they don’t grant any bonus to charisma checks. When you roll for wanted man with more than ten levels of reputation, roll a d20. You can spend lucky breaks to trigger a legendary encounter in the next 24 hours. Gain 25 experience.
Go Home: You decide to turn over a new leaf, ready to live like an honest person. Relinquish all your levels of reputation, and refund outlaw and another class you have and all of their feats to automatically recruit a non boss Npc. You gain access to one of your paragon feats, but you can never rebuy either of those two classes. For each level of reputation refunded in this way gain a stat point.
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