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=====Pistoleer===== In the War of Monster's Fall, nearly every spellcaster in the world came to Lina's continent to try and defeat Lei-Shabranigdu, Hellmaster Phibrizzo, and Chaos Dragon Garv. Following Lei-Shabranigdu's deep freeze, the deaths of Hellmaster's retainers, Garv's imprisonment in a human soul, and Aqualord Regradia sinking into the sea, the remaining four subordinates of Shabranigdu constructed the Mazoku Barrier, preventing passage into and out of the continent. The surrounding area outside of the barrier became known as the Outer World, which suddenly found itself without access to greater magic as there were no more scholars readily available for research. This led to the advancement of technology, and to a new way of fighting. Pistoleers are fighters and craftsmen who have learned how to construct pistols, rifles, and explosives to fight with, much to the scorn of sorcerers who view such a method as the uneducated man's attempt at emulating magic. :'''Hit Die''': d8 :'''Requirements''': To become a pistoleer, a character must meet the following criteria. ::'''Base Attack Bonus''': +5 ::'''Skills'''': Craft(Gunsmithing) 9 ::'''Feats''': Exotic Weapon Proficiency (Firearms), Weapon Focus (any firearm), Weapon Specialization (any firearm) ::'''Special''': Character must have access gunpowder and either craft, or find someone able to craft for them, bombs and firearms. Gunpowder requires access to saltpeter, charcoal, and sulfur to craft. :'''Class Skills''': Balance(DEX), Bluff(CHA), Climb(STR), Craft(INT), Disable Device(INT), Gather Information(CHA), Intimidate(CHA), Jump(STR), Listen(WIS), Profession(WIS), Reputation(CHA), Search(INT), Sense Motive(WIS), Sleight of Hand(DEX), Spot(WIS), Swim(STR), Taunt(CHA), Use Rope(DEX) :'''Skill Points at Each Level''': 6+INT modifier :'''Class Features''': Pistoleers gain no proficiency with weapons or armor ::'''Bonus Feat''': At 1st level and every level thereafter, pistoleers gain a bonus feat from the following list that they meet the prerequisites for: Dodge (Mobility), Improved Critical, Improved Initiative, Mounted Archery, Point-Blank Shot (Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot-on-the-Run, Improved Precise Shot), Quick Draw, Rapid Reload, Weapon Focus (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization). ::'''Trick Shot''': Reduces any penalty a pistoleer makes to a ranged attack roll, regardless of circumstance, by one-half their class level (rounded down). At 2nd level, pistoleers no longer provoke an attack of opportunity from their target for making a ranged attack in a threatened area. Other enemies in the threatening area can make an attack of opportunity, and a pistoleer not making a ranged attack will suffer the event as usual. ::'''Style''': This is exactly like the warrior ability, however it only applies to ranged attack styles. ::'''Destructive Genius''': At 6th level, pistoleers can add their class level to any check made towards Craft(Gunsmithing). Craft(Gunsmithing) can also be used to make improvised weapons that imitate destructive spells, at the GM's discretion, such as requiring the Craft(Gunsmithing) check to meet the imitated spell's normal DC and needing a vast amount of materials to construct the weapon. This can also be used towards the design of mechanical devices, such as tanks, if the GM allows it. ::'''Portable Armory''': At 10th level, a pistoleer appears to have innumerable bombs and firearms tucked away in their clothing, rather than having to spend time reloading firing a single shot. The Portable Armory operates under the same rules as a Bag of Holding, only for bombs and firearms; this equipment does not slow the player's movement, nor are they visible for observation by other characters. Weapons inside of the Portable Armory do not need to be accounted for, except when it is time to craft more gunpowder and ammunition. Portable Armory can be used on Intimidate checks, at the GM's discretion. After extended periods of using Portable Armory, the GM may call for a Sleight of Hand check to see if the pistoleer's ammunition is finally expended. The DC for such a check can be as low as 20, or as high as 40, depending on the amount of time the Portable Armory has been used.
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