Psionic Gunslinger (3.5e Class)

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Psionic Gunslinger

A Psionic Gunslinger is a psion who has transcended the mortal realm. This legendary being has become a master of the oft ridiculed bodacious art of Finger-gunning. While for normal mortals it is merely a tool for pointing out "The man" for a powerful psion like the Psionic Gunslinger it is so much more.

Making a Psionic Gunslinger

A Psionic Gunslinger is a ranged damage dealer. They can provide some support with Psionic powers and they are useful in diplomatic situations but they are primarily combat oriented.

Abilities: The two most important attributes are Intelligence, as this is the casting modifier, and Dexterity as this will help the Psionic Gunslinger hit more often. The tertiary attribute is Charisma as this will add to damage as well as benefit them in social situations.

Races: Any psionically inclined race is likely to become a Psionic Gunslinger but any race can become a Psionic Gunslinger.

Alignment: Any, but only Good or Neutral aligned Psionic Gunslingers truly feel the bodaciousness of the finger-gun way.

Starting Gold: As Gunslinger

Starting Age: Simple

Table: The Psionic Gunslinger

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
FortRefWill
1st+1+0+0+2 Finger-gun damage 1d6, Range 30ft, Bonus feat 241st
2nd+2+0+0+3 651st
3rd+3+1+1+3 Weapon focus (Finger-gun) 1151st
4th+4+1+1+4 Range 50ft., Finger-gun Modification 1762nd
5th+5+2+2+5 Finger-gun damage 2d6, Add Cha mod to damage 2562nd
6th+6/+1+2+2+5 Finger-gun crit range 19-20 3562nd
7th+7/+2+2+2+5 Bonus feat 4673rd
8th+8/+3+2+2+6 Greater Weapon Focus (Finger-guns) 5873rd
9th+9/+4+2+2+6 Finger-gun damage 3d6 7273rd
10th+10/+5+3+3+6 Add Cha mod to-hit, 8884th
11th+11/+6/+1+3+3+7 Crit range of Finger-gun 18-20 10694th
12th+12/+7/+2+4+4+8 Finger-gun range 70ft 12694th
13th+13/+8/+3+4+4+8 Finger-gun damage 4d6 147105th
14th+14/+9/+4+4+4+9 Finger-gun Modification 170115th
15th+15/+10/+5+5+5+9 Bonus feat 195115th
16th+16/+11/+6/+1+5+5+10 221126th
17th+17/+12/+7/+2+5+5+10 Finger-gun damage 5d6 250126th
18th+18/+12/+8/+3+6+6+11 280136th
19th+19/+13/+9/+4+6+6+11 Finger-gun range 90ft., Finger-gun modification 311136th
20th+20/+15/+10/+5+6+6+12 Finger-gun damage 6d6 343146th

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Class Skills: Auto-hypnosis, Balance, Bluff, Concentration, Diplomacy, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (Local), Knowledge (Planes), Knowledge (Psionics), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope.

Class Features


Power points/Day: A Psionic Gunslinger’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Gunslinger.

In addition, she receives bonus power points per day if she has a high Intelligence score. Her race may also provide bonus power points per day, as may certain feats and items.


Powers Known: A Psionic Gunslinger begins play knowing 4 powers taken from the Marksman Psionic class from Pathfinder until 5th and 6th, then take from Psionic Warrior in 3.5. (although she can manifest powers from power completion or power trigger items as normal). At each level indicated on Table: The Psionic Gunslinger, she unlocks the knowledge of a new power.

Choose the powers known from the marksman power list. (Exception: The feat Expanded Knowledge does allow a Psionic Gunslinger to learn powers from the lists of other classes.) A Psionic Gunslinger can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a Psionic Gunslinger can manifest in a day is limited only by her daily power points.

A Psionic Gunslinger simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Psionic Gunslinger powers is 10 + the power’s level + the Psionic Gunslinger’s Intelligence modifier.

Finger-gun: Finger-gun is the Psionic Gunslinger’s greatest tool in their arsenal. Finger-guns can be fired once a round normally. If the user has a way of attacking multiple times a round each subsequent blast will require an amount of power points based on the amount of shots fired during the round. Finger-guns are considered light weapons for purposes of dual wielding. The damage dealt by the bolt of energy is Force damage. The energies are visible and make audible blasting noises as loud as gunshots. They are still under the normal restrictions and penalties of ranged attacks, such as cover. The range, damage dice, and crit range increase as indicated above on the leveling chart.

Table: Psi points expended per Finger-gun blast
BlastPsi Points
1st0
2nd1
3rd2
4th4
5th6
6th9
7th11
8th15
9th19
10th24
11th29

Finger-Gun Modifications: This list of modifications can be taken and applied to the finger-gun. They change how the finger-gun works as listed by the modification. These can be applied to individual attacks or entire round attacks.

Scatter: Instead of functioning as a bolt, attacks now function as a cone in front of the user. Instead of making attack rolls, the enemy now makes reflex saves equal to 10+ Psionic Gunslinger level+ Int Mod. Cone size increases when range increment increases starting at 15ft, 30ft, 60ft.

Grenade: Instead of functioning as a bolt, attacks now function as a blast. The enemy now makes reflex saves equal to 10+1/2Psionic Gunslinger level+ Int mod. Range is equal to bolt range and blast range is 10ft, 20ft, 30ft.

Beam: Instead of functioning like a bolt, the user now makes one attack on everyone within a straight line dealing x3 damage of normal bolt. The enemy makes reflex saves equal to 10+Psionic Gunslinger level+ Int mod. Range is equal to bolt range. Seeking Shot: The bolts of the finger-gun sacrifice damage for intense accuracy psionically guided accuracy. Each bolt now deals d4 damage instead of d6, and are individually tracked and can target multiple enemies as well as automatically hit as magic missile. For example instead of dealing 2d6 to one enemy you could deal 2d4 to one enemy, or 1d4 to two enemies. (These will not add Cha to damage at higher levels). As magic missile these can be warded off by the shield spell or other methods of dealing with Magic Missile.


Weapon and Armor Proficiency: Simple weapon and armor proficiency


Maximum Power Level Known: Maximum Power Level Known is Sixth.

To learn or manifest a power, a Psionic Gunslinger must have an Intelligence score of at least 10 + the power’s level.


Epic Psionic Gunslinger

Table: The Epic Psionic Gunslinger

Hit Die: d8

LevelSpecial
21stBonus Feat
22ndFinger-gun damage 7d6
23rdBonus feat
24thPsionic Power
25thFinger-gun Range 110ft
26thFinger-gun damage 8d6
27thBonus feat
28thPsionic Power
29thFinger-gun Modification
30thFinger-gun damage 9d6

4 + Int modifier skill points per level.


Playing a Psionic Gunslinger

Religion: Psionic Gunslingers are not bound to any particular type of deity nor need they be particularly religious. This is up to the player.

Other Classes: The Psionic Gunslinger tend to get viewed at as crude by most other psionic classes and races, but they take it in stride. Lawful aligned classes will find them annoying Chaotic aligned classes will find them chill.

Combat: Since they are ranged combatants they tend to stay within 30-60ft of their targets.

Advancement: Multi-classing is rarely beneficial for the Psionic Gunslinger, but going with another psionic class could beef up their powers.


DCResult
5Psionic Gunslingers like to point at people.
10Psionic Gunslingers manipulate the world with their mind.
15Psionic Gunslingers blast their not-so-bodacious enemies away with finger-guns
20Psionic Gunslingers are capable of doing more than simple telekinetic blasts with their finger-guns.



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