Insane Gun Men – Prestige ClassSometimes a situation calls for a mad man with a gun. Be they the point man for a tactical team or just a gun wielding nut job, the insane gun men can silence a room with raging boom of his little friend and cause the most stoic foe into fits of rage with is razor tongue.
Hit dice: d10
Skills: 4+int mod
Prerequisites:6 ranks of Intimidation, Charisma score of 14, Constitution score of 16
Base Attack bonus of +5, Weapon Proficient in at least 1 ranged weapon
Weapon Focus in either shot gun or automatic rifle of choice. This weapon becomes the signature weapon for the Insane Gun Men.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Defense Bonus | Special |
1 | +1 | +2 | +2 | +0 | +1 | A strong offense is the best defense, In Your Face! |
2 | +2 | +3 | +2 | +1 | +2 | Rapid reload, Come get some, Bonus Feat. |
3 | +3 | +4 | +3 | +2 | +3 | Say hello to my little friend |
4 | +4 | +5 | +3 | +2 | +4 | Mass intimidation, Bonus Feat |
5 | +5 | +6 | +4 | +3 | +5 | Holly Wood Magazine, Never let them see you bleed. |
Class Features:A Strong offense is the best defense: As long as the insane Gun men (IGM) is moving forward and attacking with his Signature weapon the IGM can add his IGM level to his defense.
In Your Face!: The IGM gains a butt stroke attack as a free action that deals 1d6 +STR+ IGM level. The IGM can perform this attack as often as he wish but only perform it as a free action a number of times per encounter equal to his IGM level.
Rapid Reload: Reloading his signature weapon becomes a free action.
Come get some: The IGM can make use of his skills at intimidation and to incite a foe to anger. The IGM intimidation check versus the targets will save. If the target fails they are forced to attack the IGM for 1d6 + IGM levels rounds but at a -2 to all attacks.
Say hello to my little friend: The IGM can take up a defensive stance to meet a rushing enemy. If the IGM takes up a defensive stance all bonus granted by the stances apply until he has moved 10 feet from where he began the stance. While in this Defensive stance the IGM is at a -4 to his defensive but able to withstand normal damage he would normally take. Gaining his level of IGM as a Damage Reduction. He also cannot be moved from the spot he has planets feet unless killed. All attacks made by the IGM gain a bonus equal the IGM level. This ability can only be used one time per encounter.
Mass Intimidation: The IGM can cow a room of foes with just his presence and smart ass swagger. IGM Intimidation versus all foes will save. Those that fail will not attack the IGM unless pressed; those that do attack will attack at a -4 to all attacks for 1d6+ IGM levels.
Holly Wood Magazine: The IGM always seems to have more ammo for his signature weapon. Where does it all come from? Charisma check + IGM levels DC 10 to find extra ammo for his signature weapon.
Never let them see you bleed: The IGM can use his intimidation skills to hide his pain and injuries looking to be his peak of health while he is near death. - The IGM intimidation check versus the targets will save.