Ranger
Base Class: Ranger

 Great bandits and thieves, the Hexagunners are a select group of specially trained outlaws skilled in the use of the Hexagun, an ingenious weapon that allows the user to fire off multiple shots – six to be exact – without the need to reload or refill the chamber with gunpowder. They are apt to terrorize local towns, lighten affluent purses and start ragtime bar brawls without reason, simply for the fun of a good biff. Known troublemakers, they are the bane of all this is ‘lawful’ and ‘just’. These brawlers can be bought as hired guns for a certain price, although it is wise to sleep with one eye open and to have that extra lock on your bag just in case…

Steady Aim

 

If a Hexagunner is granted the right conditions such as a clean shot of his target and a fraction more time, he is able to aim for vulnerable or exposed areas which will grant extra effectiveness to his attack.                        5 times a day 

Starting at 3st level, a Hexagunner may take a full-round action to gain extra damage as well as range upon his chosen ranged weapon. This damage starts firstly at an extra 1d6 per attack and then increases every two levels of Hexagun thereafter. Should the Hexagunner score a critical hit with his steadied aim, the extra damage included is not multiplied. Steady Aim is useable with two ranged weapons so long as the hexagunner is proficient with both weapons and takes into account the regular two-weapon fighting penalties.

Whilst taking Steady Aim the range increment of the weapon doubles, stacking with any effects such as the Far Shot feat or Distance magical weapon enhancement. A target must first be selected for the Hexagunner to use Steady Aim and be within sight of the Hexagunner. If the target is moving, this does not effect the accuracy of Hexagunner while using Steady Aim. However if the Hexagunner is on a surface which is either unstable or is himself moving, then he is unable to use the Steady Aim enhancement.               5 times a day

A Hexagunner may steady his aim even when mounted although must be stationary unless he has aquired the Ride-By Attack feat, which allow the Hexagunner to use Steady Aim even when his mount is moving. However this does not allow the Hexagunner to use Steady Aim when on foot.

Steady Aim does provoke an attack of opportunity. If an enemy is successful in scoring a direct hit on the Hexagunner while he attempting Steady Aim, then the Hexagunner must succeed a Concentration Check of DC 10 + Damage Dealt or else lose extra damage granted by Steady Aim.

Quick Draw

At 3st level, a Hexagunner gains the Quick Draw feat  A Hexagunner may now draw a weapon as a free action instead of as a move action. They may also now draw a hidden weapon (see the Sleight of Hand skill) as a move action as opposed to a standard action.

A Hexagunner with this selected feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Rapid Reload

At 3nd level, a Hexagunner gains the Rapid Reload feat as a Bonus Feat. The time required for a Hexagunner to reload his chosen type of firearm is reduced to a free action . Reloading a firearm still provokes an attack of opportunity as per regular.

Sidestep Speed Bonus

At 3rd level, a Hexagunner gains an enhancement bonus to his base land speed, as shown on Table: The Hexagunner. A Hexagunner in armor other than light armor or carrying a medium or heavy load loses this extra speed bonus.   +10 ft. every 3 levels (starts at +0 ft but at 3rd level it goes to +10 ft then at 6 it goes to +11)

Far Shot

At 3rd level, a Hexagunner gains the Far Shot feat as a Bonus Feat. When a Hexagunner uses a projectile weapon, such as a bow (or a Hexagun) its range is  doubled.

Showman ship

Take an action to do an impressive shot like shoot a cup in someones hand or shoot there hat off not harming the person.

Roll a d 20  if you roll less that player level than it works but if you roll higher it doesn't.

                                               3 times a day

Burst Shot

Starting at 3th level a Hexagunner can as a standard action usable once per round, unload an entire clip in a single burst, sending out a solid wall of lead. For every bullet still inside the Hexagun's clip, the Hexagun will deal 1d6 piercing and slashing damage in a cone-shaped area up to a maximum of 6d6 damage (if the Hexgun's magazine is full).

A Hexagunner may only fire the amount of shots from his Hexagun equal to the number indicated next to the Burst Shot ability (1 at 4th, 2 at 5th, 3 at 6th etc). The range of Burst Shot is 60 ft in total. Neither the range increment nor the damage of Burst Shot is affected by a Hexagunner's Steady Aim but the range may be increased with enhancements like the Far Shot feat or the Distance magical weapon enhancement.

                                         3 times a day

Fightin' Words

At 7th level, with a few choice words, a Hexagunner can either evoke startling courage and strength amongst his allies or belittle his enemies with curses a sailor would find distasteful. Starting at 5th level, a Hexagunner may select a single Fightin' Word and may select one more every four levels after (extra Fightin' Word at 9th, 13th and 17th).

                                        2 times a day

Fightin' Words are only effective for a 30 ft radius emanating from the Hexagunner, if an ally should move out of this radius, then they lose the granted bonuses. You may only have one aura active at any time. Changing an aura is a free action. All Fightin' Words are mind-affecting abilities.

The choices of Fightin' Words can be seen below:

Greenhorn (Ex): Brandishing his firearm, the Hexagunner jovially sledges those are him with a curt word or two, granting all allies within 30 ft including himself a bonus to ranged attack rolls equal to the Hexagunner's Charisma bonus. Greenhorn is a mind-affecting ability.

Lilly Liver (Ex): Spitting at his targets feet, the Hexagunner sneers agressively, granting all allies within 30 ft including himself a bonus to all saving throws equal to the Hexagunner's Charisma bonus. Lilly Liver is a mind-affecting ability.

Sonuva***** (Ex): Glaring wildly and barring his teeth, the Hexagunner grants all allies including himself within 30 ft the ability to at will use the barbarian rage class feature as if they were a barbarian of class level equal to half the Hexagunner's own class level. All allies must be within range of the Hexagunner aura to initiate the barbarian's rage but may leave the 30 ft radius after raging.

The amount of times allies able to use the barbarian rage class feature is limited to the number of uses/day a regular barbarian could (i.e. every usage of barbarian rage by either an ally of the Hexagunner himself counts against this total, he may not exceed this limit per day).

Yella Belly (Ex): With a gruff insult and provocative glare, the Hexagunner grants all allies within 30 ft including himself a bonus to all Intimidate and Bluff checks equal to the Hexagunners base attack bonus.Yella Belly is a mind-affecting ability.

Shot on the Run

At 7th level, a Hexagun gains the Shot on the Run feat as a Bonus Feat even if he does not meet the prerequisite. When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Blast Shot

At 7th level, once per round as a standard action a Hexagunner can place a shot so precise and powerful that it sends the target flying off the ground. When hit with a Blast Shot the targe acts as if blown away.

                                          4 times a day

Depending on its size, a creature can be blown away by winds of high velocity or by an almight thump. A creature on the ground that is blown away is knocked down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.

Initially the creature will take regular damage from the shot with the exception that this too is nonlethal. Blast Shot does not provoke an attack of opportunity

Slug Shot

At 11th level, usable once per encounter as a swift action, a Hexagunner is able to deal massive amounts of damage by lining up that perfect shot. As a standard action a Hexagunner can deal 10d6 piercing damage to the chosen target as a ranged touch attack. The damage of Slug Shot remains unaffected by Steady Aim or Burst Shot and may not be used in conjunction with either for the same attack. If the bullet should hit an inanimate object of hardness greater than the respective hardness of the ammunition, then the shot will bury itself in the surface of the object.

                              after move is used they cant shoot till after next turn

 

                                       1 time a day

Improved Burst Shot

At 11th level, a Hexagunner can pack that little bit more punch into his Burst Shot changing the former die sizes to d8's instead of d6's. This does not modify any other of the former rules for Burst Shot.

Deadeye

at 11th level, a Hexagunner can now add his Charisma bonus to all extra die when using the Steady Aim ability. For example a 7th level Hexagunner with a +2 Charisma modifier can now deal 4d6+8 extra damage as a pose to the regular +4d6.

Deadly Slug shot

At 15th level, whenever a Hexagunner uses the Slug Shot class feature, this now pierces the first target and goes on to hit an addition number of targets along the line of effect equal to the Hexagunners Dexterity modifier. If the bullet should hit an inanimate object of hardness greater than 10 + the enhancement bonus granted to the ammunition, then the shot will bury itself in the surface of the object, this ability also grants the hexagunner the last upgrade for the Slug Shot Feature, increasing to d10 this time.

Leeching Lead

At 15th level, a Hexagunner can now cause irreparable damage to his targets inner workings, causing them to bleed indefinitely both internally and externally. From now on every time a Hexagunner successfully shoots his target using Steady Aim he deals an extra 1d3 Constitution ability damage on top of the extra damage granted by the Steady Aim class feature.

Previous Versions

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