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View Full Version : D&D 3.x Class Pistolmind (3.5 Base class, Psionic/Guns, In Progress, PEACH)



NekoIncardine
2015-05-23, 09:38 PM
This homebrew started out as wanting to do a rogue fix that explicitly mixed in gunplay. Then I thought I'd roll in a bit of Psionics - an area already admittedly covered by the psychic rogue and lurk - with a little twist of full-list casting (well, manifesting) and a strange bit of factotum. And then, well, this strange thing happened instead, taking the psychic rogue and giving it guns, then remixing some other details.

One unusual element of this class, is that it does not get to choose its powers learned. Instead, once the list is developed, they will learn 1-3 specified powers each class level. The idea is meant to be kind of similar to full-list caster classes. The special 'Gunplay Tricks' are inspired by Lurk Augments, but aren't meant to cover the same terrain as them. Ideas for what powers should belong at which level, as well as for possible gunplay tricks, are appreciated.


Pistolmind

http://i.imgur.com/sOEAKJm.png
Image by Yinza (http://yinza.tumblr.com/)

"One shot, one lock, one escape at a time. Any plan beyond that just isn't gonna hold up."
- Daniella Dare, Human Pistolmind

Guns are a new development in the world, to say the least... But in the hands of skilled craftsmen and artificers, the technology has evolved rather rapidly. A few militaries have taken up firearms as tools of warfare, beginning to change the path of the world.

Every so often, a soldier or adventurer with latent psychic potential finds that a gun they've acquired seems to connect with them on some deeper level, not so much as a specific gun, but as a concept. The way of the gun begins to unlock a distinctive form of psionic power, tied intimately to their growing mastery of their weapon. These individuals are known as "gunminds", developing unique talents powered by a form of psionic power.

Pistolminds are currently the most common sort of gunmind, simply because pistols are the most common sort of gun out there. The psionic techniques they develop would remind most of the talents of a rogue, but with a distinct supernatural touch that helps them get through the situations their lives tend to put them in. In organized militaries, they tend to learn scouting and other techniques from rogues after that, while developing their psionic abilities on their own; some lucky few learn from another Pistolmind instead. Outside of militaries, their nascent techniques often land them in with thieves' guilds to develop their toolset, mundane or otherwise.

Adventures: Most pistolminds either are or were soldiers in the militaries of large nations, or were fairly rich - guns are still quite expensive, and the majority of them are in the hands of the few countries that have significant development of their gunning capability. Those who unlock the potential of the pistolmind and don't stay with a military nearly inevitably settle into the adventurer's lifestyle, because few other paths really make use of their talents. Even military pistolminds tend to end up as advance scouts and other roles that resemble the adventurer's trade more than the typical form.

Characteristics: A pistolmind has several tricks up their sleeve, but ultimately, fills a similar niche to the more traditional rogue. Stealth, traps, and sneak attacks remain their bread and butter. However, their mental powers provide abilities that they use to make up for a comparative lack of raw skill.

Alignment: Pistolmind slightly tend to be neutral on the law-versus-chaos line, as their path tends to guide them to mastery of the self over ethical conceits. However, examples of pistolmind of every alignment exist in the world.

Religion: Pistolminds tend to follow gods of travel or war, but are not particularly bound to follow any god (other than avoiding gods who reject guns for one or another reason).

Background: A pistolmind's first moment of potential always comes the first time they touch a pistol. In that instant, they recognize a fundamental power, not so much in the weapon, but in how they can use it. How they got there, though, can run the gamut. The most common ways to end up touching their first pistol are being a soldier in an advanced military, or being part of a thievery group of one or another sort who got their hands on one.

Races: Any race whose lands are advanced enough to potentially produce guns will produce the occasional pistolmind. Less civilized races produce them more rarely, by dint of having less access to the guns. Nonetheless, no race with a mind of its own is strictly incapable of producing a pistolmind.

Other Classes: Usually, a more typical rogue taught the pistolmind a lot of what they know. They rely on fighters, warlords, or crusaders to provide cover and keep their targets away from them - and in sight of their pistol and powers. Proper psions tend to find them unimpressive, but very good with the comparatively lesser powers they have. Spellcasters find their powers a bit unusual, but easy enough to team up with.

Role: If a rogue can do it, a pistolmind can do it, when you get right down to it - because a pistolmind relies on their training, same as a rogue, not only to handle any situation their gunplay isn't suited to, but to make good use of their gun. That said, they are naturally preferential towards ranged work - most pistolminds only go into melee as a backup option.

Adaptation: The pistolmind's power could be switched to being non-psionic relatively cleanly; perhaps the Azure Pistol uses incarnum abilities instead.

GAME RULE INFORMATION
Pistolminds have the following game statistics.
Abilities: A pistolmind's Intelligence score is their primary attribute, keying to their psionics and their skills. Dexterity, however, is equally important, not only being key to their ability to shoot, but to evade damage. Wisdom, Constitution, and Charisma all have their uses.
Alignment: Any, with some nonlawful and nonchaotic leanings.
Hit Die: d6
Starting Age: As bard.
Starting Gold: As rogue.

Class Skills
The Pistolmind's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

PISTOLMIND


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Power Points/Day
Maximum Power Level Known
Powers Learned
Gunplay Tricks


1st

+0

+0

+2

+2
Sneak Attack +1d6, Trapfinding, Basic Gunwork
1
1st
???
Switch Shot


2nd

+1

+0

+3

+3
Evasion, Psychic Rapid Reload
2
1st
???
Positioning Shot


3rd

+2

+1

+3

+3
Insightful Shot
3
1st
???
Focusing Shot


4th

+3

+1

+4

+4
Danger Sense
5
2nd
???
Cover to Cover


5th

+3

+1

+4

+4
Sneak Attack +2d6
7
2nd
???
Shock Shot


6th

+4

+2

+5

+5
Class Ability
11
2nd
???
Snipe the Unseen


7th

+5

+2

+5

+5
Danger Sense (uncanny dodge)
15
3rd
???
Curveshot


8th

+6/+1

+2

+6

+6
???
19
3rd
???
Escape To Cover


9th

+6/+1

+3

+6

+6
Sneak Attack +3d6
23
3rd
???
Shoot the Bullet


10th

+7/+2

+3

+7

+7
Danger Sense (improved uncanny dodge)
27
4th
???
Snipe The Undead


11th

+8/+3

+3

+7

+7
Special Ability
35
4th
???
Shoot Beyond


12th

+9/+4

+4

+8

+8
???
43
4th
???
Boom Shot


13th

+9/+4

+4

+8

+8
Sneak Attack +4d6
51
5th
Adapt Body
Fanfire


14th

+10/+5

+4

+9

+9
Special Ability
59
5th
Retrieve
Snipe the Stone


15th

+11/+6/+1

+5

+9

+9
???
67
5th
Feather Weight
Overwhelming Shot


16th

+12/+7/+2

+5

+10

+10
Swiftshot
79
5th
True Seeing, Psionic
???


17th

+12/+7/+2

+5

+10

+10
Sneak Attack +5d6, Special Ability
91
6th
???
Baneload


18th

+13/+8/+3

+6

+11

+11
???
103
6th
Mind Blank, Personal
???


19th

+14/+9/+4

+6

+11

+11
???
115
6th
Cloud Mind, Mass
???


20th

+15/+10/+5

+6

+12

+12
Bullet Time, Special Ability
127
6th
Temporal Acceleration
Fatal Shot



Class Features
All of the following are class features of the Pistolmind.

Weapon and Armor Proficiencies: Pistolminds are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and pistols. Pistolminds are proficient with light armor, but not with shields.

Power Points/Day: A pistolmind's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Pistolmind. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points, Expanded Psionics Handbook (or the SRD)). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic rogue gains no power points for his class level, but he gains bonus power points (if he is entitled to any) and can manifest the single power he knows with those power points.

Powers Known: Unlike most Psionic classes, the pistolmind does not choose the powers he learns. Instead, at each level, the Pistolmind learns one or two preset powers. The only way to learn powers besides the defined options is with the Expanded Knowledge or Epic Expanded Knowledge feats; even psychic reformation cannot change the powers they have as a result of class levels. If you have a power already from a different psionic class, and gain it from this class, then you ay retrain the power from the different psionic class immediately. A Pistolmind can manifest any power that that has a power point cost equal to or lower than his manifester level.

The total number of powers a pistolmind can manifest in a day is limited only by his daily power points.

A pistolmind simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against pistolmind powers is 10 + the power's level + the pistolmind's Intelligence modifier.

Sneak Attack: A Pistolmind who has the opportunity to hit a defenseless foe can deal significantly more damage with their shots. This works as the Rogue's Sneak Attack ability, except that the Pistolmind gains +1d6 damage at 1st level, then +1d6 at 5th level and every four levels after that.

Trapfinding: Pistolminds, like typical rogues, know their way around traps. They can locate traps when the task has a Difficulty Class higher than 20, and can detect magical traps. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Further, they can use the Disable Device skill to disarm magical traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A pistolmind who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Gunplay Tricks: Starting at 1st level, a pistolmind starts learning an array of tricks and techniques that blur the line between pure skill with their gun, and psychic power. They may activate any Gunplay trick as a swift action; unless specified otherwise, it either modifies their next attack with a pistol, or functions until the end of their current turn.

Each trick is detailed in the 'Gunplay Tricks' section, below.

Basic Gunwork: Given how many of a pistolmind's powers are tied to their gun, it kind of makes sense that they know the practicals of working with them, and, you know, have one to work with. A Pistolmind starts play with a single pistol (DMG 145); this does not count against their starting gold. However, this pistol's in poor shape; no one else, even if they have proficiency, can make reliable use of the gun, and it can only be sold for scrap for 10 GP.

In addition, the pistolmind knows how to work with guns, gaining the Gunsmithing Feat (Pathfinder Ultimate Combat, or http://www.d20pfsrd.com/feats/general-feats/gunsmithing ) and being able to upgrade their initial gun to a masterwork firearm of its type, as if they were a gunslinger.

If a player takes their first level of Pistolmind after 1st level, they find the same battered pistol and learn how to use it as part of their practice in between levels.

Evasion (Ex): At 2nd level, a Pistolmind's mental training begins to pay off, enhancing their reflexes to allow them to avoid magical and unusual attacks. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the pistolmind is wearing light armor or no armor. A helpless pistolmind does not gain the benefit of evasion.

Psychic Rapid Reload (Su): At 2nd level, a Pistolmind learns how to reload their pistol nigh-instantaneously using prepared ammo. Essentially, as long as they have taken time to prepare ammo cartridges and have them on their person, and they have psionic focus, they can switch the locations of a spent cartridge and an unspent cartridge as a free action, essentially reloading their pistol instantaneously. (They still have to pull the hammer back manually; this is considered part of making an attack with the gun, and does not require a special action.) This functions as the Rapid Reload feat, and counts as the Rapid Reload feat for feat prerequisites, except that it applies only to pistols. The cartridge must be on their person (usually in a special ammo pouch), and they still have to buy and prepare the cartridges. (magically-generated ammo doesn't count?)

If a Pistolmind of 2nd level or higher takes the Rapid Reload feat or already has the Rapid Reload feat, it counts for pistols (even though the feat normally does not), and the Pistolmind gains a bonus feat (that you meet the prerequisites for), replacing this power with mundane rapid-loading.

Insightful Shot: At third level, a Pistolmind's wits begin to guide their shots more precisely. They gain a bonus to their attack and damage rolls equal to half their Intelligence modifier.

Danger Sense (Su): At 4th level, a Pistolmind's mental training helps them learn a trick to hone their reflexes further. When they have psionic focus, they are always considered to be under the effect of the danger sense power, gaining a +4 insight bonus to Reflex saves made to avoid traps and a +4 insight bonus to AC against attacks made by traps so long as they maintain psionic focus.

At 7th level, their danger sense from this affect is considered to be augmented, granting them uncanny dodge (as the Rogue class ability). At 10th level, the augment enhances further, granting them improved uncanny dodge, adding their pistolmind level to their rogue level for the purposes of determining the minimum rogue level required to flank the pistolmind.

Special Abilties: At 11th level, and then every three levels after that, a Pistolmind can select one special ability from the array below.

Crippling Shot (Ex): A Pistolmind with this ability learns exactly where to shoot to bamboozle a target's muscles. Their sneak attacks can now, at their option, add 2 Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Improved Evasion (Ex): This ability works like evasion, except that while the pistolmind still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless pistolmind does not gain the benefit of improved evasion.

Opportunistic Shot (Ex): A Pistolmind who has line of sight and line of effect to a target who has just taken damage from another character, and who is wielding a loaded pistol, can use their Attack of Opportunity for the round to attack using their pistol. This ability only functions once per round, even if they have a feat or ability that would grant them additional Attacks of Opportunity.

Shadow Step (Su): A Pistolmind who has psionic focus can 'jump' from shadow to shadow, as if by means of the psionic dimension door power. This requires a standard action (or a move action if the Pistolmind expends psionic focus), and only works when both the origin and destination are in at least some shadow. Unlike psionic dimension door, you may take actions after using this ability. A Pistolmind may use this three times per day.

A Pistolmind may take this ability a second time; if they do, this ability may now be used at-will.

Skill Mastery: The pistolmind becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A pistolmind may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the pistolmindís ability to wriggle free from magical effects that would otherwise control or compel him. If a pistolmind with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Observed Space: A pistolmind with this talent, functionally, gains the abilty to see minds. They gain mindsight (Lords of Madness, page 126) with a range of 60'. This does not grant them telepathy.

Feat: Gain a bonus feat that you meet the prerequisites for.

Bullet Time (Su): A 20th-level pistolmind can, in short bursts, become as fast as the very bullets they carry. Three times per day, they can do any one of the following:

Take an additional standard or move action during the same turn.
Take a full-round action (such as a full attack) as a standard action.
Take three Swift actions this turn instead of one.

Only one may be activated per turn.

---


Gunplay Tricks

A pistolmind's gunplay tricks mix mobility enhancements with advanced gunfire techniques, most just shy of the unnatural but some crossing the line. These abilities are used as a swift action and last until the end of their current turn; some have additional benefits at the cost of either expending psionic focus, or spending one or more power points. Any such costs and augments are detailed with the ability.

Switch Shot: A pistolmind learns that wide aim changes can be better than narrow ones, keeping opponents from guessing who they're firing at. While this ability is active, the pistolmind gains a +2 bonus to attacks and +1 bonus to damage with pistols, against targets they have not shot at since the start of their last turn. At the cost of 3 PP, this ability instead applies to any target that isn't the immediately previous opponent attacked, as you quickly spin your gun to keep your targets guessing.

Positioning Shot: Making your opponents evade your shot the right way can be as deadly as a direct hit, sometimes. While this ability is active, your pistol attacks deal half damage (rounded down, minimum 1), but force the target to move five feet in a direction of your choice, provoking attacks of opportunity as if they were moving regularly. If you expend psionic focus, the attack deals full damage.

Focusing Shot: Psionic focus is a wonderful thing, but it's lost so easily. When you need it and you need it quick, nothing beats a prepared shot. While this ability is active, you gain psionic focus if you hit an opponent with a pistol shot. If you spend 1 PP while activating this trick, your first shot taken while this ability is active is at a +1 to hit and deals +1 damage.

Cover To Cover: Shooting while you run isn't the easiest thing - in fact, for most, it's downright stupid. However, by expending psionic focus, you can make it work, allowing you to make part of your move for the turn, take other actions you have, then make the rest of your move.

Shock Shot: Adding a little jolt of psionic energy to a shot can disable a foe for a few key seconds. The first shot you hit with while this ability is active will stun an opponent for 1 round (Will save DC 10+Intelligence+ 1/2 your pistolmind level negates). For every 2 PP you spend while activating this trick, raise the save DC by 1.

Snipe The Unseen: The little twitches of illusion can, with the right focus, be enough to know where to shoot, as long as you know where to look. While this ability is active, you ignore miss chances due to partial concealment, and treat total concealment as partial concealment. If you spend 2 PP while activating this ability, instead ignore miss chances due to total concealment as well. If you spend 4 PP while activating this ability, ignore miss chances due to displacement effects as well as total and partial concealment. In all cases, you must know where to shoot (i.e. which square your target is) for this ability to apply.

Curveshot: When an opponent takes cover, an ordinary gun-wielder can't hit them unless they can just blast through the cover. A 7th-level pistolmind, on the other hand, knows to just shoot around the cover, twisting their arm right as the bullet fires to make it curve around to strike a target. This ability modifies one pistol attack, and allows the pistolmind to ignore cover for a target if they can cleanly hit a square adjacent to the target. By expending psychic focus, the shot can take a more extreme curve, allowing the pistolmind to ignore cover for a target if they could cleanly hit a square within three squares of the target.

Escape To Cover: Sometimes, you just need to get the heck out of the line of fire - and the right bit of energy on your legs can help you get a quick move on. While this ability is active, your movement speed increases by 20 feet for the turn, and a DC 15 Tumble check lets you move at full speed without provoking Attacks of Opportunity. (Failure does not stop your movement, but means you still provoke an Attack of Opportunity) Check separately for each opponent you move past, in the order in which you pass them (playerís choice of order in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC. If you expend Psionic Focus, lower the Tumble DC to 10, and each additional enemy only increases the Tumble DC by 1.

Shoot the Bullet: Shooting someone where they've already been shot hurts. While this ability is active, if the pistolmind sneak attacks someone they've already sneak attacked on a previous turn within the last 24 hours, double the number of sneak attack dice rolled. For example, a 9th-level pistolmind flank-shoots someone who they previously surprise attacked. Rather than adding 3d6 Sneak Attack damage, they add 6d6.

Snipe the Undead: Even the unnatural lives of undead are far from devoid of vulnerabilities, to the right eyes. While this ability is active, undead immunity to sneak attacks does not prevent your sneak attacks from dealing +1d6 bonus damage to undead. (You still must meet other conditions.) For every 2 PP you spend, your sneak attacks deal +1d6 more sneak attack damage to undead, limited by how many sneak attack dice you normally have.

Shoot Beyond: You've learned how to pierce the veil between that which does and does not exist. While this ability is active, all shots you take are considered to have the Ghost Touch property.

Boom Shot: The right bit of psychic charge, and your bullet can explode into a storm of damage. While this ability is active, when you hit an opponent with an attack, you can spend 12 PP to cause the bullet to explode in a firey blast, dealing 10d6 fire damage to all creatures within 10' of the target (Reflex save halves). If you expend psionic focus, the target doesn't get a save.

Fanfire: With the right focus, you can get a ridiculous amount of lead into the air. When you activate this ability and then make a full attack, you get to make two attacks for each iterative, at a -2 penalty for each shot (minimum +0). For example, if your total BAB is +8/+3, your attack pattern becomes +6/+6/+1/+1 for the turn.

Snipe the Stone: Constructs, being typically made of solid materials and largely animated by magic, are difficult - but not impossible - to locate weak spots on. While this ability is active, construct immunity to sneak attacks does not prevent your sneak attacks from dealing +1d6 bonus damage to construct. (You still must meet other conditions.) For every 2 PP you spend, your sneak attacks deal +1d6 more sneak attack damage to construct, limited by how many sneak attack dice you normally have.

Overwhelming Shot: A powerful psionic jolt can knock someone right the hell out, done right. While this gunplay trick is active, when you hit someone with a bullet, you can expend psionic focus and take a move action to instantly deal an amount of nonlethal damage equal to their current hit points (Will save DC 10 + Intelligence modifier + 1/2 your Pistolmind level negates).

Swiftshot: An off-the-cuff shot can easily fit into another action. As part of the same swift action used to activate this ability, you may make one attack with your pistol. When you do this, you cannot use the pistol in your standard action for the turn.

Baneload: When dealing with extraplanar creatures, it helps to have bullets of their weakness. This gunplay trick requires a full-round action to activate, and lasts for one minute after activation. When you activate this ability, name a single alignment or elemental subtype. Your shots deal +3d6 damage to creatures of that type.

18th:

19th:

Fatal Shot: A perfect headshot can drop even the strongest of foes instantly... Potentially. The first shot taken while this ability is active forces your opponent to make a Fortitude save with a DC equal to the damage the shot deals. Failure means the shot hits something vital, instantly dropping them to -10 HP.

NekoIncardine
2015-05-23, 09:50 PM
One post reserved, just in case. Feel free to reply from here.

froncentrate
2015-06-29, 06:21 PM
Hey! A psychic gunner kind of class seems really fun and I'm more than considering playing as this instead of a rogue for your gestalt game. I haven't really thought about homebrew designs ever before, so being completely new at this, I'm hoping my shots in the dark can help somewhat, aha.

Maybe for the Pistolmind's 3rd level special or so, she can gain something like the swashbuckler's Insightful Strike except geared more toward ranged attacks. A psychic gunner adding her Int bonuses to her ranged attacks seems to fit well with the theme.