Post by Iron Bonny Shades on Dec 5, 2003 17:27:28 GMT -5
The Shootist - Prestige Class
"Gentlemen, my time is short, so I'll be brief.
A while back, you boys came to me, with the grace and demeanor of a herd of jackasses.
Despite your inherent nature, I managed to show you a few of the tricks that I've learned over my interesting life, and somehow, they stuck.
My hats off to you gentlemen."
- Doc Holiday, speech, at a secret camp in the west, after teaching his "first class" of Shootist for the Confederacy.
For some, staring into the barrel of a gun is a truly magical experience. By literally having a shootout with the manitous, they are able to wrestle a bit of the magical energy that they themselves possess.
Background:
The man who brought this art to the west was non other then the Doctor of Death himself: John Henry "Doc Holiday." Struck with Consumption, not able to ply his trade of dentist, and knowing that his time on earth was short, he took up a new game: Poker. It wasn't too soon afterwards that he found out the secret of the cards. He was hoping that by moving on to supernatural players, maybe just maybe he'd find the cure that modern medicine could not.
Nobody's sure how he made the jump. All that we know that one day the Ol' Doc made the jump from cardplay to shootouts, and created a new way of "taking care of business." His new skills allowed him to take down the fierce gunman Johnny Ringo, and gave him an out time and time again.
It wasn't long until the powers that be found out about his unique abilities. Hank "One-Eye" Ketchum, pride of the Texas Rangers had come to bring law and order over the Arizona territory. When he met the old rascal, surprisingly, they it didn't take long before the two realized that they were on the same side. Later "One-Eye" found out about the Doc's Talents, and in true Texan fashion, made him an offer. Surprisingly, it wasn't the threats of death that made Doc an ally of the Confederacy. Rather it was an appeal to being "a southern gentlemen" and "southern pride" that brought him onboard.
It is only in the spring of 1879, that these Texas trained shootist's have made their way onto the west. They are often patriotic southerners who come from varied background.
Characteristics:
They often pass off their "special skills" as just some mad scientist's crazy invention. While this often let's them get away with things a Huckster would get hung for, it sure as hell ain't a cure all and those that find out (make a occultism roll of DC 25), often take it to heart.
There ain't a book such as Hoyle's Book of Games for the shootist. There was talk about using the Ranger's Bible, but the Head of the Texas Rangers, the Honorable General William H. King said "Hell No" to that. As a result, a would-be shootist must seek out a Old Shootist to be taught the trade. Which means most are Texas Rangers or affiliated with them.
Note: If you abandoned this prestige class, your pretty much on your own when it comes to learning these spells. Additionally, both the texas rangers and the ol' Doc usually end up taking a dim view of such "traitors" if you get my meaning.
Game Rule Information:
When your dueling against the Manitous, a high dexterity gives you a chance in hell. Surprisingly, the majority of these supernatural gunfights is mental, so a high Intelligence is pretty much mandatory. A high consitution might come in handy is some of the "backlashes" decide to make themselves known.
Hit Dice: d6
Requirements
Alignment: Any non-evil
Attributes: Dex and Int of 12 or higher
Base Attack Bonus: +5
Skills: Either Hexslinging of 8 or higher, Gunplay 5 or higher
Feats: Weapon focus (six shooter of choice), Quick Draw, Level Headed
Special: Must have made contact with either doc holiday or the texas rangers and have convinced them that your loyal to the south. If your sick and dying, but willing to go out with a bang, that's a plus.
The key skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gambling (Int), Gunplay (Dex), Hexslinging (Int), Holdout (Int), Knowledge (Arcana) (Int), Knowledge (Local)(Int), Knowledge (occult)(Int), Listen (Wis), Perform (Cha), Pick Pockets (Dex), Profession (Wis), Ride (Dex), Ridicule (Int), Sense Motive (Wis), Sleight of hand (Dex), Speed Load (Dex), Spot (Wis), Use Rope (Dex) See Chapter 4 skills in the Player's Handbook for skill descriptions.
Weapon and Armor Proficiency: The Shootist does not get any additional weapons or armor feats other then those gained originally.
Skill Points at Each Level: 4 + Int modifier.
Spells per Level: The Shootist adds half his level to her highest spellcasting class to determine the number of spells gained per level and of what level. For example, a 6th level hexslinger/4th level Shootist would be able to choose spells up to 4th level. She also gains spells and spell points based on her intelligence bonus Level every two levels.
The Shootist's Art: The Shootist uses the Skill Hexslinger, just like a Huckster, but sees the world in a much different way. They visualize their art as a gunfight at high noon. He draws against the manitou and if he succeeds, the manitou's grant him the spell he desires. This can only be used with a weapon that can be dueled with: Aka Sixshooter's and derringers. Longarms and those crazy Mad Scientist Gizmo's cannot be used when hexslinging.
Bonus feats: At levels , the Shootist gets a bonus feat, chosen from the following list: Alertness, Ambidexterity, Dodge, Fill your Hand, Grim Servant o' death, Improved Critical*, Improved Initiative, Level Headed, Marksman, Point Blank Shot (Fannin', Far Shot, Slip Shot, Precise Shot, Rapid Shot), Quick Draw (Special Draw), The Stare, Two Weapon Fighting (Improved Two Weapon Fighting) and Weapon Focus*. Feats listed in parentheses require the feats listed before them as prerequisites. Feats listed with an asterisk may be selected more than once, but if they apply to a weapon, they must be applied to a different weapon each time.
Greased Lightnin': A Shootist gets a +2 to his Quick Draw Rolls at third level, and an additional +1 at levels 6 and 9. Quick Draw doesn't normally require a roll except in duels (See Chapter Three of Deadlands d20). That's when this bonus applies.
My Gun ain't Special: The Shootist gets really good at bulling his way into convincing passerby's that his shooting iron is nothing more then a "product of Science". At 2nd Level, the Shootist gets +2 to bluff when attempting to rationalize why his gun fired an unusual projectile to fool the passersby's. This increase by +1 at level 5 and 8. Additionally, the bluff roll can be used against any knowledge: occult rolls to prevent the shootist's "little secret" from coming out.
"Gentlemen, my time is short, so I'll be brief.
A while back, you boys came to me, with the grace and demeanor of a herd of jackasses.
Despite your inherent nature, I managed to show you a few of the tricks that I've learned over my interesting life, and somehow, they stuck.
My hats off to you gentlemen."
- Doc Holiday, speech, at a secret camp in the west, after teaching his "first class" of Shootist for the Confederacy.
For some, staring into the barrel of a gun is a truly magical experience. By literally having a shootout with the manitous, they are able to wrestle a bit of the magical energy that they themselves possess.
Background:
The man who brought this art to the west was non other then the Doctor of Death himself: John Henry "Doc Holiday." Struck with Consumption, not able to ply his trade of dentist, and knowing that his time on earth was short, he took up a new game: Poker. It wasn't too soon afterwards that he found out the secret of the cards. He was hoping that by moving on to supernatural players, maybe just maybe he'd find the cure that modern medicine could not.
Nobody's sure how he made the jump. All that we know that one day the Ol' Doc made the jump from cardplay to shootouts, and created a new way of "taking care of business." His new skills allowed him to take down the fierce gunman Johnny Ringo, and gave him an out time and time again.
It wasn't long until the powers that be found out about his unique abilities. Hank "One-Eye" Ketchum, pride of the Texas Rangers had come to bring law and order over the Arizona territory. When he met the old rascal, surprisingly, they it didn't take long before the two realized that they were on the same side. Later "One-Eye" found out about the Doc's Talents, and in true Texan fashion, made him an offer. Surprisingly, it wasn't the threats of death that made Doc an ally of the Confederacy. Rather it was an appeal to being "a southern gentlemen" and "southern pride" that brought him onboard.
It is only in the spring of 1879, that these Texas trained shootist's have made their way onto the west. They are often patriotic southerners who come from varied background.
Characteristics:
They often pass off their "special skills" as just some mad scientist's crazy invention. While this often let's them get away with things a Huckster would get hung for, it sure as hell ain't a cure all and those that find out (make a occultism roll of DC 25), often take it to heart.
There ain't a book such as Hoyle's Book of Games for the shootist. There was talk about using the Ranger's Bible, but the Head of the Texas Rangers, the Honorable General William H. King said "Hell No" to that. As a result, a would-be shootist must seek out a Old Shootist to be taught the trade. Which means most are Texas Rangers or affiliated with them.
Note: If you abandoned this prestige class, your pretty much on your own when it comes to learning these spells. Additionally, both the texas rangers and the ol' Doc usually end up taking a dim view of such "traitors" if you get my meaning.
Game Rule Information:
When your dueling against the Manitous, a high dexterity gives you a chance in hell. Surprisingly, the majority of these supernatural gunfights is mental, so a high Intelligence is pretty much mandatory. A high consitution might come in handy is some of the "backlashes" decide to make themselves known.
Level BAB Fort Ref Will Special
1 +0 +0 +2 +2 Spells per Level, Bonus Feat
2 +1 +0 +3 +3 My Gun ain't Special +2
3 +2 +1 +3 +3
4 +3 +1 +4 +4 Bonus Feat
5 +3 +1 +4 +4 My Gun ain't Special +3
6 +4 +2 +5 +5
7 +5 +2 +5 +5 Bonus Feat
8 +6 +2 +6 +6 My Gun ain't Special +4
9 +6 +3 +6 +6
10 +7 +3 +7 +7 Bonus Feat
Hit Dice: d6
Requirements
Alignment: Any non-evil
Attributes: Dex and Int of 12 or higher
Base Attack Bonus: +5
Skills: Either Hexslinging of 8 or higher, Gunplay 5 or higher
Feats: Weapon focus (six shooter of choice), Quick Draw, Level Headed
Special: Must have made contact with either doc holiday or the texas rangers and have convinced them that your loyal to the south. If your sick and dying, but willing to go out with a bang, that's a plus.
The key skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gambling (Int), Gunplay (Dex), Hexslinging (Int), Holdout (Int), Knowledge (Arcana) (Int), Knowledge (Local)(Int), Knowledge (occult)(Int), Listen (Wis), Perform (Cha), Pick Pockets (Dex), Profession (Wis), Ride (Dex), Ridicule (Int), Sense Motive (Wis), Sleight of hand (Dex), Speed Load (Dex), Spot (Wis), Use Rope (Dex) See Chapter 4 skills in the Player's Handbook for skill descriptions.
Weapon and Armor Proficiency: The Shootist does not get any additional weapons or armor feats other then those gained originally.
Skill Points at Each Level: 4 + Int modifier.
Spells per Level: The Shootist adds half his level to her highest spellcasting class to determine the number of spells gained per level and of what level. For example, a 6th level hexslinger/4th level Shootist would be able to choose spells up to 4th level. She also gains spells and spell points based on her intelligence bonus Level every two levels.
The Shootist's Art: The Shootist uses the Skill Hexslinger, just like a Huckster, but sees the world in a much different way. They visualize their art as a gunfight at high noon. He draws against the manitou and if he succeeds, the manitou's grant him the spell he desires. This can only be used with a weapon that can be dueled with: Aka Sixshooter's and derringers. Longarms and those crazy Mad Scientist Gizmo's cannot be used when hexslinging.
Bonus feats: At levels , the Shootist gets a bonus feat, chosen from the following list: Alertness, Ambidexterity, Dodge, Fill your Hand, Grim Servant o' death, Improved Critical*, Improved Initiative, Level Headed, Marksman, Point Blank Shot (Fannin', Far Shot, Slip Shot, Precise Shot, Rapid Shot), Quick Draw (Special Draw), The Stare, Two Weapon Fighting (Improved Two Weapon Fighting) and Weapon Focus*. Feats listed in parentheses require the feats listed before them as prerequisites. Feats listed with an asterisk may be selected more than once, but if they apply to a weapon, they must be applied to a different weapon each time.
Greased Lightnin': A Shootist gets a +2 to his Quick Draw Rolls at third level, and an additional +1 at levels 6 and 9. Quick Draw doesn't normally require a roll except in duels (See Chapter Three of Deadlands d20). That's when this bonus applies.
My Gun ain't Special: The Shootist gets really good at bulling his way into convincing passerby's that his shooting iron is nothing more then a "product of Science". At 2nd Level, the Shootist gets +2 to bluff when attempting to rationalize why his gun fired an unusual projectile to fool the passersby's. This increase by +1 at level 5 and 8. Additionally, the bluff roll can be used against any knowledge: occult rolls to prevent the shootist's "little secret" from coming out.