Quickdraw Prestige Class by David Koon
Quickdraw
Game Rule Information:
Hit Points: d6
Class Skills: Acrobatics, Concentrate, Drive, Escape Artist, Forgery, Perception, Perform, Persuasion, Pilot, Ride, Sleight of Hand, and Stealth
Skill Points at Each Level: 3 + INT modifier
Weapon and Armour Proficiency: Quickdraws are proficient with all pistols and light armour.
Pre-Requisites: Maverick, DEX 18 or higher, Level 5, Quickdraw feat, Rapid Reload
Game Rule Information:
Hit Points: d6
Class Skills: Acrobatics, Concentrate, Drive, Escape Artist, Forgery, Perception, Perform, Persuasion, Pilot, Ride, Sleight of Hand, and Stealth
Skill Points at Each Level: 3 + INT modifier
Weapon and Armour Proficiency: Quickdraws are proficient with all pistols and light armour.
Pre-Requisites: Maverick, DEX 18 or higher, Level 5, Quickdraw feat, Rapid Reload
Special Abilities:
Marksman X: The Quickdraw is capable of lining up his shot with such precision and efficiency that his critical threat range is increased by X.
Keep it Loose: In order to pull off the numerous tricks and fast movements required of them, Quickdraws must wear the minimal amount of armour, travel light, and handle only certain weapons. Quickdraws may only wear non-layered Light Armour if they wish to use their abilities. They may also not exceed a light carrying load and still use their abilities, which will only work if the Quickdraw is wielding a pistol based weapon made for a human.
Be Quick or Be Dead X: The Quickdraw gains +X bonus to his initiative and his Defence bonus.
Showmanship: The Quickdraw may add his base attack bonus to any Perform or Intimidate check, provided he is capable of using his pistols during whatever demonstration he gives.
Blind Shot: Any and all automatic miss chances are reduced to 25% for a Quickdraw.
Ambidextrous: The Quickdraw takes no penalties with his off-hand, making attacks with either hand at the same base attack bonus as the highest one.
Lucky Shot: The Quickdraw may spend 1 Action Point to re-roll in order to confirm a critical hit.
Marksman X: The Quickdraw is capable of lining up his shot with such precision and efficiency that his critical threat range is increased by X.
Keep it Loose: In order to pull off the numerous tricks and fast movements required of them, Quickdraws must wear the minimal amount of armour, travel light, and handle only certain weapons. Quickdraws may only wear non-layered Light Armour if they wish to use their abilities. They may also not exceed a light carrying load and still use their abilities, which will only work if the Quickdraw is wielding a pistol based weapon made for a human.
Be Quick or Be Dead X: The Quickdraw gains +X bonus to his initiative and his Defence bonus.
Showmanship: The Quickdraw may add his base attack bonus to any Perform or Intimidate check, provided he is capable of using his pistols during whatever demonstration he gives.
Blind Shot: Any and all automatic miss chances are reduced to 25% for a Quickdraw.
Ambidextrous: The Quickdraw takes no penalties with his off-hand, making attacks with either hand at the same base attack bonus as the highest one.
Lucky Shot: The Quickdraw may spend 1 Action Point to re-roll in order to confirm a critical hit.