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Three-Gun (Gun Bunny Archetype)

Three-guns are genetically modified individuals, with greatly enhanced reflexes and talent, able to shoot their firearms so fast, it’s like they’re wielding three guns.

Hit Dice and Base Attack: A three-gun’s Hit Die is d8, and her base attack is equal to 3/4 of her gun bunny level, as the rogue.

Saving Throws: Three-guns’ otherworldly modifications give them a good Will save progression (2 + half their dynamic sorcerer level).

Spellslinger: A three-gun gains spells per day, using the moderate spontaneous spell list. Her spellcasting ability modifier is Charisma, and she gains bonus spells per day for having a high Charisma score.

At 1st level, a three-gun learns fabricate bullets and truestrike.

At 4th level, a three-gun learns blur and haste, which she can only cast on herself as a 2nd-level three-gun spell.

At 7th level, a three-gun learns find fault and seek thoughts.

At 10th level, a three-gun learns named bullet and plant shape II as a 4th-level three-guns spell. She can choose to keep her firearms available for use if her plant form allows it.

At 13th level, a three-gun learns plant shape II and transformation as 5th-level three-gun spells. She can choose to keep her firearms available for use if her plant form allows it.

At 16th level, a three-gun learns blade barrier, which she can only cast centered on herself, and greater named bullet.

This replaces explosives and launcher.

Diving Shot (Ex): A three-gun doesn’t gain diving shot until 2nd level. This alters diving shot.