Gunpowder Maker (3.5e Class)

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Gunpowder Maker

You play with the formula of gunpowder and take it to new hight's.

Making a Gunpowder Maker

This is a crafting class for those who wish to create new and more powerful Renaissance type weapons.

Abilities: Dexterity for both range attacks and to avoid explosive accident's. Intelligence for crafting and for skills.

Races: Dwarves, Gnomes, and Humans love to make new weapons more than other races so here comes something loud and destructive that solves your biggest problems.

Alignment: Any.

Starting Gold: 6d8×10 gp or less if DM wants.

Starting Age: As Rogue.

Table: The Gunpowder Maker

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+0+2+2+0 Trap finding, Exotic Weapon Proficiency (firearms), Craft (Firearms), Craft Reserve 20
2nd+1+3+3+0 Craft Reserve 40, Evasion, Powder Formula 1d6
3rd+2+3+3+1 Craft Reserve 60, Trap Sense +1, Ball Bearing Alteration
4th+3+4+4+1 Craft Reserve 80, Powder Formula 2d6, Bonus Feat
5th+3+4+4+1 Craft Reserve 100, Scrap the old, Add Barrel
6th+4+5+5+2 Craft Reserve 150, Trap Sense +2, Powder Formula 3d6
7th+5+5+5+2 Craft Reserve 200, Add Scope, Bonus Feat
8th+6+6+6+2 Craft Reserve 250, Improved Evasion, Powder Formula 4d6
9th+6+6+6+3 Craft Reserve 300, Trap Sense +3, Rain Resistant
10th+7+7+7+3 Craft Reserve 400, Powder Formula 5d6, Slug, Bonus Feat
11th+8+7+7+3 Craft Reserve 500
12th+9+8+8+4 Craft Reserve 700, Trap Sense +4, Powder Formula 6d6
13th+9+8+8+4 Craft Reserve 900, Dragon Powder, Bonus Feat
14th+10+9+9+4 Craft Reserve 1200, Powder Formula 7d6
15th+11+9+9+5 Craft Reserve 1500, Trap Sense +5, Rending Slug
16th+12+10+10+5 Craft Reserve 2000, Powder Formula 8d6
17th+12+10+10+5 Craft Reserve 2500, Bonus Feat
18th+13+11+11+6 Craft Reserve 3000, Trap Sense +6, Powder Formula 9d6
19th+14+11+11+6 Craft Reserve 4000
20th+15+12+12+6 Craft Reserve 5000, Powder Formula 10d6, Shot off

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise, Bluff, Concentration, Craft any plus (Firearms), Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (architecture and engineering), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Spot, Tumble, Use Rope.

Class Features


Weapon and Armor Proficiency: Simple Weapons, Light Armor, All shields accept tower shields.

Class Features Craft Reserve: Same as Artificer's Craft Reserve only it's used for firearms and is separated from other Craft Reserve's.

Craft Firearms: You can make Renaissance type weapons such as Pistols, Muskets, Bombs, and Smoke Bombs. You can also make Gunpowder and Ball Bearings. You use your Craft Skill Firearms to make these items. You follow the same rules as Magic Arms & Armor when making your firearms. Making a firearm is not a magic weapon it is an ability that you as a Gunpowder Maker are Proficient to make.

Powder Formula: After working on gunpowder for so long you found away to alter the black powder to have more of a kick. Damage on future gunpowder that you make will be given an extra +1d6 every even level of gunpowder maker. Your gunpowder goes by the price of a magic arms & armor weapon for each 1d6 that counts as a +1 enchantment. As you level up the gunpowder you made before doesn't level with you must make new gunpowder to increase the power.

Ball Bearing Alteration: You can place different types of ball bearings to use at your targets. You can also add these effects to bombs. Some of the effects will take away the extra damage that this class adds to the gunpowder because of the materials used to make the different ball bearings. Poison: Replace Powder Formula damage. Your choose of Str, Dex, or Con damage 1d6 on both primary and secondary per 6 levels of your gunpowder make class. DC Fortitude Save (10+1/2 Gunpowder Maker Level+Int Modifier). Sonic: Fortitude save on all those hit by the bomb blast or shot or be defend for 1d6 rounds. DC (10+1/2 Gunpowder Maker Level+Int Modifier). Acid: Add +1d6 Acid Damage per 4 levels of Gunpowder Maker. Doesn't break objects instead acid eats them. Fire: Add +1d6 Fire Damage per 4 levels of Gunpowder Maker. Doesn't break objects instead burns them. Flash: Fortitude save or be blinded for 1d6 rounds (10+1/2 Gunpowder Maker levels+Int Modifier). Stink Bomb: Fortitude Save or be nauseated for 1d6 rounds (10+1/2 your Gunpowder Maker levels+Int Modifier). Stink Bombs DC save will go up by using all of your Gunpowder Maker Levels if target has scent ability and will add an extra 1d6 rounds of being nauseated. Shrapnel: Only bombs get this effect by adding peaces of metal, glass, or other fragments to inflict damage or maim enemies. Make 2 reflex saves to dodge shrapnel and bombs normal effects. DC (10+1/2 Gunpowder Maker Levels+Int Modifier). If you failed the save of Shrapnel then you take 1d6 damage per 4 levels of Gunpowder Maker every round until the shrapnel is taken out of your body with a heal check that will take an hour of surgery to remove it and sow you back up(you will not take any more damage from shrapnel while in surgery). If the one who does the heal check fails then damage will continue. Shrapnel only effects living creatures and is not effected by Damage Reduction.

Bonus Feat: Bonus Feat added on Levels 4, 7, 10, 13, 17.

Scrap the Old: Scrap the Old functions just like an Artificers Retain Essence ability except it only works on Firearms such as Pistols, Muskets, and Bombs. You take the Firearm or Bomb and disassemble the object to it's raw materials and get the XP and raw materials back. The XP goes to your Craft Reserve for Gunpowder Maker.

Add Barrel: You place a new Barrel on your firearm when you craft the weapon. You can add up to 3 barrels to your firearm and each barrel you add will increase the time, XP, and gold you spend to make the firearm by 25% for each new barrel.

Add Scope: You add a scope to you firearms that takes a few minutes during crafting your weapon. A scope gives you a +1 on attack rolls every 4 levels of Gunpowder Maker.

Rain Resistance: You finally did it, you now made it possible to fire a shot in the rain without getting your powder wet. Any firearms you make from here and later will no longer have trouble firing in the rain, however if the firearm goes underwater it still won't work underwater.

Slug: You can make gunpowder so powerful that any gunpowder you make has a chance you knock your enemies prone within 30FT or closer. Str or Dex check or be knocked prone DC (10+1/2Gunpowder Maker Level+Int Modifier).

Dragon Powder: Because of how hot your gunpowder makes the ball bearing when fired it makes the targets body burn by after effects. Any gunpowder you make after getting this ability allows you to add a lingering effect. For each +1d6 damage that this class adds damages your target for 1d4 rounds.

Rending Slug: Your Slug improves by tearing flesh or breaks armor and the bodies frame. Same as Slug with added effect. Target must make a Fortitude Save (DC 10+1/2Gunpowder Maker Levels +Int Modifier)if failed the DM will roll to see what body part you hit (Torso does not count)and that body part will take X2 the damage. If you made Critical then add the multipliers together (Critical Multiplier only stacks with this effect if target can be critical hit).

Shot Off: Same as Slug and Rending Slug with added effects. If target failed the Fortitude save from Rending Slug the target will also lose the body part that the firearm shot.

Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

LevelSpecial
21st<-any improvements to class features gained at this level, including any bonus feats->
22nd<-any improvements to class features gained at this level, including any bonus feats->
23rd<-any improvements to class features gained at this level, including any bonus feats->
24th<-any improvements to class features gained at this level, including any bonus feats->
25th<-any improvements to class features gained at this level, including any bonus feats->
26th<-any improvements to class features gained at this level, including any bonus feats->
27th<-any improvements to class features gained at this level, including any bonus feats->
28th<-any improvements to class features gained at this level, including any bonus feats->
29th<-any improvements to class features gained at this level, including any bonus feats->
30th<-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DCResult
5<-common knowledge->.
10<-not so common knowledge->.
15<-rare information->.
20<-very rare information->.

<-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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