Alzzak
purest_heart
Alzzak
would you allow muskets and pistols?
I have my own custom versions of firearms and they are fairly rare outside of the Republic as such weapons are their "thing". They function much like a mix between a wand and gun from our world. They can fire repeatedly and have small ammo clips. Shot to often they weapon my overload spectacularly. I have a custom Class known as Soldier which starts off proficient with such weapons and progresses much like a fighter, almost all Soldiers herald from the place the weapons come from as attaining one otherwise would be very difficult.
As for you, WeazelFanBoy, yes we are still in character generation if your interested. I am allowing for most books but I ask you avoid psionics.
May I see that class?
Certainly.
HD: D10
Level Base Attack Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Improved Cooldown -25%, Bonus feat
2nd +2 +3 +3 +0 Bonus feat, Firearm Trick
3rd +3 +3 +3 +1
4th +4 +4 +4 +1 Bonus Feat
5th +5 +4 +4 +1 Improved Cooldown -30%
6th +6/+1 +5 +5 +2 Evasion
7th +7/+2 +5 +5 +2 Bonus feat
8th +8/+3 +6 +6 +2 Firearm Trick
9th +9/+4 +6 +6 +3
10th +10/+5 +7 +7 +3 Improved Cooldown -35%, Bonus Feat
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +8 +8 +4
13th +13/+8/+3 +8 +8 +4 Bonus Feat
14th +14/+9/+4 +9 +9 +4 Firearm Trick
15th +15/+10/+5 +9 +9 +5 Improved Cooldown -40%
16th +16/+11/+6/+1 +10 +10 +5 Bonus Feat
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +11 +11 +6 Bonus Feat
20th +20/+15/+10/+5 +12 +12 +6 Improved Cooldown -45%, Firearm Trick
Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Climb, Swim, Use Magic Device.
Points: 2+Int mod, x4 at first level.
Weapon/armor Proficiencies: Soldiers are Proficient with all simple weapons, Military weapons. He is also Proficient with light armor and Military medium armor.
Improved cooldown(Ex): A Soldier understands that keeping his weapon from overloading is how he lives to shoot again. As such through proper usage and care of his military weapon and a slight, almost unnoticeable pause between shoots a solider can reduce the chance of accidental overload. At 1st level the Solder can reduce these chances by 25% and every 5 levels there after these chances decreases by 5%. So a 5th level Soldier chances of accidently overloading their firearm is reduced by 30% and a 10th level Soldier’s chances are reduced by 35% and so on.
Bonus Feat: At 1st, 2nd, 4th, and every 3 levels there after a Solider can choose a bonus feat. These feats are can be from the fighter bonus feat list.
Evasion (Ex): At 6th level a Solider learns to avoid magical and unusual attacks much like a rouge or ranger. From If he makes a successful reflex save he instead takes no damage. This ability stops functioning if the Soldier wears armor heavier than medium armor.
Firearm Trick (Ex): Starting at 2nd and every 6 levels there after the Solider learns a nifty little trick that lets him improve his shooting. Every time the soldier qualifies for a Firearm Trick he may choose from the list below or submit an idea for one to the DM.
Trap Sense (Ex): Functions like the Barbarian ability of the same name. Every time this ability is chosen as a trick the Solder gains an additional +1 bonus. This ability can be taken a total of 4 times.
Uncanny Dodge(Ex): Taking this trick allows the Soldier to react to danger before his senses would normally allow him to. He retains his Dex bonus to AC when caught Flatfooted or attacked by an invisible attacker. He still loses his Dex bonus if immobilized or otherwise made helpless. If the Solider would gain Uncanny dodge from another source he instead gains improved uncanny dodge.
Bonus Feat: The Solider can instead take a bonus feat.
I've never play tested this beyond 3rd level.