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==The Classes== Aside from the Brands, which have their own unique interaction with the class system, there are only three classes in Spellslinger; the Gunfighter, the Maverick, and the Trailblazer. The setting also uses two unique mechanisms for D&D. Firstly, to encourage players not to run around in setting-inappropriate heavy armor, all classes receive a dodge bonus to their AC based on the class in question and the level of the class. Secondly, the concept of "core abilities"; each class provides a special ability that can only be gained if you take the class ''at first level''. [[Multiclassing]] in at a later point, or taking a Brand, prevents you from gaining this core ability. Spellslinger's classes also grant level & class-based bonuses to Initiative rolls and have some unusual save & BAB progressions compared to more traditional 3e classes. The '''Gunfighter''' is the Fighter analogue of the setting, a hired muscle who specializes in killing quick and fast with lethally accurate firearms. It keys predominantly off of Dexterity and Constitution, but given this was the era of [[MAD]], alas, Strength and Wisdom are also important for their skills. Their Core Ability is ''True Grit'': a Gunfighter with this trait is immune to fear effects and morale penalties, is immune to Intimidation unless the user is at least 4 levels/hit dice higher than they are, and can choose one of the three saves (Fort/Ref/Will): they gain a +2 class bonus to that chosen save and, when they make that kind of save, they get to roll two dice and keep the best result. The '''Maverick''' is the thinking man's class; whilst they have some elements of the [[Rogue]], mostly in that they're naturally good at stealing and conning, their primary use is as a [[Skill Monkey]] class, with lots and lots of Int, Dex and Charisma skills to fill in vital roles for the party. Indeed, their Core Ability is ''Jack of All Trades'', which gives them +8 skill points at 1st level, +2 skill points at each level thereafter, the ability to use any skill untrained, and a favored skill. This skill, chosen from the Maverick's class skills, gains a +3 class bonus and when it's checked, the Maverick rolls two dice and keeps the better result. The '''Trailblazer''' is an odd duck; this is the nature master class, closer to the [[Scout (D&D)|Scout]] than the [[Ranger]] in that it's focused on survival in the wilderness and killing people quick and stealthy. They're also minor tanks; at D10 hit dice, they're technically inferior to the D20 HD'd Gunfighter, but they've got class features to bolster their toughness. Aside from the ability to pick up universal damage reduction, their Core Ability is ''Clean Living'': a Trailblazer with this feature can always act during surprise rounds and when they gain new hit dice, they roll the die twice and take the better result, ensuring their maximum hit dice are always pushed up plenty high. You know, unless the dice gods really screw you over.
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