February 27, 2017

Gunslinger

Base Class
Comments from the Finger: If you like this, check out the WEIRD WEST UPDATE, which is out on Patreon! It's got all sorts of awesome stuff to start your own campaign of swords, sorcery, and six-shooters.

This class makes use of our Firearm Rules.

Gunslinger

A glass falls, clattering to the floor, and the tavern grows silent. A dwarf with a deep scowl, dripping with freshly spilled beer, leers at a drunken nearby orc and fingers for a pair of revolvers at his waist.
     High on a hillside, carefully concealed beneath foliage and stones, a rifleman steadies his breathing and adjusts his scope, acquiring his target and patiently awaiting his moment to strike.
     Risk is in a gunslinger’s blood. They are bold renegades, bucking tradition and forging a new path with dangerous and inelegant firearms. Gunslingers are infamous for surviving by their wits, relying on split-second timing and a considerable amount of luck to survive.

Guts and Gunpowder
Black powder is not for the faint of heart. Its thunderous applause is volatile and imprecise; a barely-controlled explosion directed at an enemy. Only the truly fearless seek to master it, for one must be mad or have nerves of steel to weather the risk of its use. But those who call themselves gunslingers are fearless combatants, hurling death from their guns in a roaring cacophony. Adapted for shootouts, gunslingers are mobile and daring, knowing that life or death hangs on snap decision making and one’s own mettle.

Dangerous Outsiders
A gunslinger’s explosive lifestyle lends well to wandering and adventuring. Gunslingers will often shoot first and ask questions later, an attitude which earns them few friends and bountiful enemies. In their travels, most gunslingers are secretive and take lengths go unnoticed, lest they be spotted by old foes with scores to settle.
     Yet, their skills are not unneeded. Anyone requiring protection or revenge of their own can count on a gunslinger to be in need of an odd job when they roll into town. After all, skill with a gun is always in demand somewhere.

Creating a Gunslinger
When creating your gunslinger, consider where firearms fit in the world and the common perceptions of those who use them. If firearms are the norm, gunslingers might be mercenaries or militiamen. If firearms are rare, your gunslinger might be one of a kind, a trailblazer in new types of warfare.
     It’s also not unusual for a gunslinger to be haunted by their past. Did some event drive you to the gun and motivate you to travel? Is there a bounty on your head in one or more areas? Do you have any old enemies that seek you for revenge?

Quick Build
To make a gunslinger quickly, follow these suggestions. Make Dexterity and Constitution your highest ability scores. If you plan to choose the Pistolero creed, make Constitution higher, or if you plan to choose the Sharpshooter, make Dexterity higher.

The Gunslinger
Level  Proficiency Bonus  Features  Risk Dice
1st+2Fighting Style, Quick Draw-
2nd+2Critical Shot, Poker Face, Risk  4d8
3rd+2Gunslinger’s Creed 4d8
4th+2Ability Score Improvement4d8
5th+3Extra Attack4d8
6th+3Gut Shot5d8
7th+3Creed Feature, Evasion5d8
8th+3Ability Score Improvement5d8
9th+4Critical Shot improvement5d8
10th+4Creed Feature5d10
11th+4Mankiller5d10
12th+4Ability Score Improvement5d10
13th+5Desperado5d10
14th+5Creed Feature6d10
15th+5Cheat Death6d10
16th+5Ability Score Improvement6d10
17th+6Critical Shot improvement6d10
18th+6Maverick 6d12
19th+6Ability Score Improvement6d12
20th+6Head Shot6d12

Class Features
As a gunslinger, you gain the following class features.

Hit Points
Hit Dice: 1d8 per Gunslinger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gunslinger level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons, non-heavy firearms, lassos
Tools: Gunsmithing kit, one type of gaming set
Saving Throws: Dexterity, Charisma
Skills: Two from: Animal Handling, Athletics, Acrobatics, Insight, Intimidation, Deception, Perception, Persuasion, and Sleight of Hand

Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
  • Leather armor with a duster longcoat
  • A dagger and (a) a lasso or (b) any simple weapon. 
  • (a) a light revolver and 20 bullets or (b) a revolver and 10 bullets
  • Any two-handed firearm that isn’t heavy and 30 bullets or shells
  • An explorer's pack or (b) one kit you're proficient with

Fighting Style
You adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
     Akimbo. When you engage in two-weapon fighting with firearms, you do not take a penalty to the damage of the second attack.
     Bullseye. You gain a +2 bonus to attack rolls you make using rifles. This effect does not stack with the Archery fighting style.
     Duelist. When you are wielding a firearm in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
     Shotgunner. When you roll a 1 or a 2 on a damage die for an attack you make with a scatter firearm, you can reroll that die and you must use the new roll, even if the new roll is a 1 or a 2.

Quick Draw
Gunslingers have twitch reflexes, and can pull a gun in the blink of an eye. You have advantage on initiative rolls. Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.

Critical Shot
At 2nd level, your firearm attacks score a critical hit on a roll of 19 or 20.
     Starting at 9th level, your firearm attacks score a critical hit on a roll of 18 to 20, and at 18th your firearm attacks score a critical hit on a roll of 17 to 20.

Poker Face
Starting at 2nd level, you have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts

Risk
By 2nd level, you can perform incredible feats of daring that are fueled by special dice called risk dice.
     Risk Dice. You have four risk dice, which are d8s. You gain additional risk dice, and your risk dice change as you gain levels in this class, as shown in the Risk Dice column of the Gunslinger table. You regain all expended risk dice when you take a short or long rest.
     Using Risk Dice. Once on each of your turns, you can expend a risk die to perform a Deed of your choice. Your deed options are detailed at the end of the class description.
     Saving Throws. Some of your deeds require your target to make a saving throw to resist the deed’s effects. The saving throw DC is calculated as follows:

Deed save DC = 8 + your proficiency bonus + your Dexterity modifier

Gunslinger’s Creed
By the time gunslingers reach 3rd level, they embrace a way of living known as their creed, which guides their judgments and their unique brand of gunslinging. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Gut Shot
Starting at 6th level, whenever you score a critical hit on a Large or smaller creature using a firearm, the target of that attack is incapacitated until the beginning of your next turn. Elementals, oozes, and undead are immune to this effect.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Mankiller
At 11th level, when you take the Attack action on your turn, you can add your ability score modifier to firearm damage rolls.

Desperado
Starting at 13th level, whenever you score a critical hit, you regain one expended risk die.

Cheat Death
By 15th level, you have a knack for escaping the reaper. When you would be reduced to 0 hit points, you can use your reaction and expend one risk die to avoid being incapacitated and instead be reduced to a number of hit points equal to the number rolled on the die.
     Once you use this ability, you must finish a short or long rest before using it again.

Maverick
By at 18th level, you are unshakable. You have advantage on Constitution checks and saving throws.

Head Shot
At 20th level, when you score a critical hit against a creature using a firearm, you can choose for this shot to be a head shot. If the creature has less than 100 hit points, it dies. Otherwise, it takes 10d10 additional damage. Elementals, oozes, and creatures which lack nervous systems or vital organs take no additional damage from this ability.
     Once you use this ability, you must finish a short or long rest before using it again.

Gunslinger’s Creed
Gunslingers have many features in common, but each of them walks their own path and follows their own code. This code, which gunslingers call a creed, embodies their core beliefs and informs their unique combat style.

Pistolero

Bullets are power, and you have long believed that more bullets equal more power. Your expertise is in delivering a hail of deadly fire to pulverize your enemies. Not every bullet needs to be accurate to make a difference.

Point Blank Shot
Starting at 3rd level, you don't suffer disadvantage from attacking with a firearm while you are within 5 feet of a hostile creature.

Fan the Hammer
At 3rd level, when you take the Attack action on your turn to attack with a one-handed firearm, you can use your bonus action to make two additional firearm attacks with disadvantage. These additional attacks always have disadvantage, regardless of circumstance.
     The number of bonus attacks you can make with disadvantage increases as you gain levels in this class. At 10th level, you can make 3 additional attacks and at 14th level you can make 4 additional attacks.

Speed Loader
Starting at 7th level, you have mastered the art of quickly reloading your weapon. On your turn, you can reload a single one-handed firearm without using an action or bonus action.

Bullet Time
At 10th level, when you make a firearm attack with a one-handed firearm on your turn, you can use your bonus action to gain advantage on the attack roll. Once you use this ability, you must complete a short or long rest before using it again

Swift Vengeance
At 14th level, when you take damage from a creature within 15 feet of you, you can use your reaction to make a firearm attack targeting that creature.

Sharpshooter

A well-placed bullet is more powerful than a sword, arrow, or spell. Indeed, you believe that every violent conflict should sound like a single loud crack followed by a long silence. Such shots need to be delivered perfectly, even at range, for when they are done right, they are as deadly for the target as they are stupendous for the audience.

Aim
Starting at 3rd level, as a bonus action on your turn, you can take the Aim action. When you take this action, your next firearm attack suffers no penalty for long range, and ignores half and three-quarters cover.

Eagle Eye
At 3rd level, you can see better from far away. You gain proficiency in in the Perception skill, if you did not have it already, and you can add twice your proficiency modifier to Wisdom (Perception) checks you make that rely on sight.

Camouflage
By 7th level, you’ve learned to expertly conceal yourself with foliage and leaves. You can spend one minute to prepare camouflage for yourself. Until you move, you have advantage on Dexterity (Stealth) checks you make to hide among vegetation.

Utility Shot
At 10th level, you can quickly and precisely shoot objects. As an action, you can make a firearm attack targeting a Tiny object within the firearm’s range which isn’t being worn or carried, such as a rope, chain, belt, wooden rod, candle, bottle, or lock. This object is considered to have an AC of 10. On a hit, a nonmagical object is destroyed instantly and a magical object is flung 15 feet away.

Focus
Starting at 14th level, whenever you take the Aim action on your turn followed by the Attack action, you can choose to make only one firearm attack. This attack is made with advantage and deals critical damage on a hit.

Deeds
These deeds are listed in alphabetical order.

Bite the Bullet
As a bonus action on your turn, you can expend one risk die to gain temporary hit points equal the number rolled on the die + your Constitution modifier.

Bleeding Wound
When you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action to give the target a bleeding wound. At the start of each of the wounded creature's turns, it takes 1d8 piercing damage for each time you've wounded it, and it can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Constructs, elementals, oozes, and undead are immune to bleeding wounds and automatically succeed this saving throw.
     Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check (DC equals your deed save DC), ending the effect of such wounds on it on a success.

Covering Fire
When you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action to cower the creature. You add the risk die to the attack’s damage roll. The next attack roll the creature makes before the start of your next turn is made at disadvantage.

Crippling Shot
When you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action and aim for its legs, slowing it to a crawl. You add the risk die to the attack’s damage roll, and the target’s movement speed is halved until the start of your next turn.

Dodge Roll
You can expend one risk die as a bonus action to move up to 15 feet and reload any firearm you are holding. This movement does not provoke Opportunity Attacks, ignores difficult terrain, and can move you through hostile creature’s spaces, as long as you do not end your movement there.

Limb Shot
When you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action and aim for one of its limbs, forcing it to drop one item of your choice that it’s holding. You add the risk die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Skin of Your Teeth
When an attacker you can see makes an attack roll against you, you can expend a risk die as a reaction to dodge out of harm’s way at the last second. You add the risk die to your AC against this attack, potentially causing it to miss.

Steady Aim
On your turn, you can use a bonus action and expend one risk die to double the normal and maximum range for the next ranged weapon attack you make. If the attack hits, add the risk die to the attack’s damage roll.



Changelog: 2/27/17: Proficiencies: Slight of Hand added to skill proficiencies
Fighting Styles: Bullseye: Clarified not to stack with Archery fighting style
Gut Shot: Only incapacitates; elementals, oozes, and undead are immune
Sharpshooter: Focus: Deals critical damage on a hit
Dodge Roll: Uses a risk die
Headshot: Undead are immune
Camouflage: Advantage, rather than +10
2/28/17: Utility Shot: Wording fixed
3/19/17: Quick Build: Reference to background removed
4/2/17: Equipment: Traveler's pack should be explorer's pack

35 comments:

  1. Wow. I am not personally a fan of guns in D&D, but this class really feels western, is incredibly well balanced, and seems very fun and full of interesting features.

    I like the focus on critical hits, but Gut Shot seems like it might be too powerful. It affects way more monsters than a monk's Stunning Fist (due to incapacitation instead of stun), and requires no resources.
    A level 14 Pistolero, when using Fan the hammer, has 34.1% to make a critical hit on each turn (39% with bullet time).
    I think it should have a saving throw, or at least not apply to creature which do not feel pain. I'd say damage over time, but bleeding wound does that.

    Fan the Hammer is really cool. I'm not sure whether it's too powerful or not (in combination with bullseye/duelist), but since mankiller doesn't add damage to those attacks, and they have very low chance to crit, it seems ok.

    Focus is useless most of the time- two attacks are almost always better than one with advantage. It's only useful when your opponent is in long range or behind cover, and is not really that good even then. I think focus can just give advantage on the first attack without the 1-attack limit.

    Aim should specify it applies to the next attack during the same turn. RAW it makes no sense.

    Bleeding wound does not have to specify once per turn- the description of risk dice does that already.

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    1. Well, Aim by itself ignores long range, remember? Unless I'm just reading it wrong.

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    2. Thanks for your thoughts!

      Gut Shot is an interesting feature because it's powerful, but highly unpredictable, which is why I didn't give it a saving throw. Giving it an extra level of uncertainty would make it borderline unusable. In playtesting, this feature hasn't been an issue, but I'm willing to tone down the status effect to just Incapacitated if you think it will balance things better.

      Also, I'm using the qualifier Large or smaller right now on the target of Gut Shot. Should this instead be made into 'humanoids' or should I specify that certain creatures are immune? What makes sense in terms of balance to you?

      The math on Fan the Hammer is exactly as I want it. It's risky, but rewarding, and it shifts between being very useful to detrimental depending on the target AC.

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    3. About gut shot- I think the same limitation as bleeding wound (constructs, elementals, oozes, and undead) makes sense, but as most high-CR creatures are huge or colossal, I guess large or smaller (which I didn't notice before) is enough, but maybe there's a better option.

      Right now gut shot incapacitates targets. If it will stun instead it would be more powerful, but more creatures will be immune to it. I think the upgrade to stun, while keeping the Large or smaller limit, is exactly what this feature needs- keeping it powerful most of the time, but limited to the relevant cases.

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    4. I think Stunning will be too powerful at higher levels, since it gives the party an opportunity to gank most enemies in one round. I'll probably start with just reducing this effect to just Incapacitated and also make a few types of creatures (elementals, oozes, and undead) immune

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  2. I agree with Idan bhk that Focus needs a buff, as its a disappointing capstone otherwise.

    I'm also on Patreon, and saw a few minor concerns that may or may not still present an issue, including:
    -Not having Slight of Hand as a skill proficiency.
    -Archery stacking with the Gunslinger Fighting Styles.
    -Camouflage stacking with Hide in Plain Sight.
    -Dodge Roll not interacting with Risk Dice.

    But aside from those and the current discussion on Gut Shot, this is a really cool class and one of the cleanest Gunslingers I've seen for 5e!

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    1. I've got solutions to a few of these things, which I'll do very soon. Still don't know how to keep camouflage from interacting with Hide in Plain Sight, however

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    2. Wow, I think that takes care of everything! That I can tell at least.

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    3. I can't imagine we'll run into anything super extreme from here on out -- we've playtested it for a few sessions already and it's been a blast. Most fun I've had with a character since the Binder (and this didn't require a deck of custom cards to play.)

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  3. I'm not entirely certain why, maybe I'm missing something, but Sharpshooter seems a little weak compared to Pistolero.

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    1. I think it's really situational. Pistolero is better in a straight firefight, but Sharpshooter is good if you're playing a more stealth-based or intrigue-based campaign, or if you have time and creativity to use the environment to your advantage. I can see Sharpshooter multiclassing real well with Rogue.

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    2. Particularly Assassin, so you can benefit from the advantage and instant crit you get from Assassinate, the incap/0 speed from Gut Shot, sneak attack dice, the Steady Aim deed, and the Aim feature.

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    3. Pistolero is a lot better against mobs or low ac giants, but against anything seriously armored (and in many non-combat situations) Sharpshooter is significantly better.
      Also keep in mind that the Pistolero's Fan the Hammer would hit less than it seems- if you need 11+ to hit, only 1 out of 4 attacks would connect. Even if you need 6+, You'd hit on about half (56.25%) of the attacks.

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    4. Plus, there's something to be said for the fact that sharpshooters use rifles (2d10 damage), whereas Pistoleros typically use light revolvers (2d6) or normal revolvers (2d8).

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    5. I think i'm seeing it now. the change to Focus is nice

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  4. What happens if you roll a natural 20 while using the focus ability? How many times do you multiply the damage?

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    1. I might need to massage the wording there, but the intent is that, since you're already dealing critical damage, a critical hit shouldn't stack for more damage (although you still auto-hit and get the benefit of Gut Shot.)

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  5. is it the intention that utility shot is guaranteed to hit except for critical fails?

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    1. Well it wouldn't provide much utility if it didn't work half the time, eh? *nudge*

      Joking aside, as far as I'm concerned, making attacks against objects is RAW; the DMG already provides AC figures for different materials. Most small objects don't have much HP, so the 'instantly destroyed' clause isn't that impactful, especially for firearms. Really, this ability gives you only a slight edge over other characters attempting the same thing.

      Also the object could be in cover or something, which moves it away from auto-hit territory for a while.

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    2. what about if the object is held by a creature? As it's worded, it doesn't specify any difference, wich say spells like firebolt do

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    3. Good point. It looks to me like utility shot should only apply to 'objects not being worn or carried,' given that limb shot is a deed.

      Finger? What do you think?

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    4. Correct -- this feature is all about cutting a rope with a bullet or lighting a fuse. Classic trickshot stuff. I'll chance it to specify 'not being worn or carried.'

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  6. I know this has been already discussed to death but I have some issues with the Creeds.

    First more generally, I'm not sure I'm a fan of how they interact with fighting styles.
    Because they have so much bonus action utility, Akimbo doesn't get very much value at all out of either fighting style. You either have to abandon TWFing altogether or ignore some of your primary Creed features.

    Shotgunner to a lesser extent has similar problems. Yeah, you can definitely benefit from Sharpshooter, but fully utilizing aim requires you to effectively just turn your shotgun into a crappier rifle. I guess my biggest issue here is more thematic, taking a sniper specialization with a scattergun seems kind of incongruous.

    Admittedly I'm not a fan of the Shotgunner fighting style in general. It's the only option that can actually decrease your damage by using it (it can also sometimes provide no benefit at all). It'll happen rarely but the fact that it's a possibility is still irksome. Beyond that it's just in general noticeably weaker than the other options, on average being worth less than 1 damage per attack if my math is right.

    Back to Creeds. I think my biggest issue is that Pistolero is too specific. It's built around one character concept and only one of the fighting styles can fully leverage it. Heck, two of them literally can't use most of Pistolero's core features at all. There's nothing wrong with having specialized archetypes, of course. But when you only have two total it really hamstrings build diversity to have one of them be so specific.

    As for the Creeds themselves, a couple thoughts on their abilities:

    Bullet Time - So I guess the idea here is that against hard to hit enemies you use Bullet Time instead of Fan to increase your accuracy, right? The trouble is that Advantage itself loses value the higher the enemy's AC, which makes the breakpoint for this ability really high. It's only really worth using if the enemy is nearly impossible to hit and even then it doesn't increase your chances by all that much. Might be okay for taking potshots at enemies outside your normal range though.

    Camouflage - I have no problem with this ability but the foliage requirement strikes me as mildly odd given the prototypical Western environment.

    Focus - Am I missing something or is this going to trigger desperado and gut shot every time you use it? I'm guessing "critical damage" is meant to suggest that it's not a real crit and therefore doesn't, but I think the wording could be slightly more clear here.

    I'm admittedly also not sure because without at least some of that the skill feels a bit underwhelming. Less damage than two shots, but more reliable? Eh. As a use for your bonus action it's generally going to be a lot less appealing than just using a Deed. I know Deeds are a limited resource, but for Pistoleros there's a real decision to be made between Fanning and using a Deed, whereas here the Deed is almost always better unless you really need to save your Risk.

    Honestly the ability seems best designed for blowing up squishy weak enemies and I'm just not sure that's all that exciting for level 14.

    Despite all the criticisms I do find it to be a very cool class. Very cool, so good job overall.

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    1. So I've playtested this class a lot and I have quite a bit to say on the pistolero and the fighting styles.

      I used a pistolero with Akimbo fighting style, and the two have very different uses. I used TWF most of the time and had to switch to from my main revolver to a pair of light revolvers. This ended up being my default loadout, as I only started to employ my main revolver when I knew a Fan the Hammer would work out (like against a bunch of mooks, or a low AC enemy.) Fan the Hammer was an option, but it wasn't always optimal.

      If I had picked shotgunner or bullseye, I would've needed to change weapons as well, so the difference wouldn't have been drastic. In fact, I /should/ have picked Bullseye, since I switched to a rifle when my targets got out of range.

      In fact, that's the reason I thought the pistolero worked so well -- I carried a variety of weapons to cover different ranges, and Fan the Hammer just provided another option. I didn't really feel like my character was built around it. I also didn't end up using my Risk dice all that often. They were nice to have for when I needed a special shot, but they're not game-changers.

      Skipping around a bit -- Focus is powerful because free advantage is just a useful thing to have sometimes. Good for very long shots, and also just improbable ones. It's also probably not going to be an every-round choice for the player, but it definitely has its uses.

      The intent for Focus's damage boost is that it should deal damage like a critical hit, even though it isn't (and doesn't get Gut Shot like a critical hit would.) If you /do/ score a critical hit, you don't deal additional damage, since you're already dealing critical damage (but you do get Gut Shot.)

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    2. Plus, you know, there will be more than two gunslinger creeds soon. :)

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  7. ok, just to make sure on this..Pistolero's Fan the Hammer has the "disadvantage by any means" clause...but what if Lucky?

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    1. Weirdly enough, that's the only exception. The Lucky feat doesn't give you advantage, it just allows you to roll one more die. So this is a weird situation that allows you to roll an additional d20, choosing two out of the three to take with disadvantage.

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  8. Out of curiosity, would you be able to TWF with a light one handed firearm and a light melee weapon? An example would be a light revolver and a dagger.

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    1. The RAW don't currently account for it (because the penalties for TWF using firearms and melee weapons are different and that was probably too complicated to spell out), but as long as you choose the appropriate penalty for the weapon that is in your offhand, it's fine.

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  9. Just a thought, I was going to make a gunslinger, but in the equipment list it recommends a "traveler's pack"? Is that one of the backpacks with gear in the PHB that I missed, or is that something from you guys?

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    1. It's a mistake on my part: should be an 'Explorer's Pack'.

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  10. I am eigther stupid or blind possibly both. i can not find where and when i get deeds and how many off them - i can not possible get all off them a 3?!? thx

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    1. Deeds are listed under Risk. You do have access to all of them -- their list is not amazingly long and the list is balanced around the fact that they're all available. Hope that helps!

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  11. Wow that is great. it thought i get maybe half off it (like Battlemaster). okay great. thx!

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