TEXT: D
  2
  0
   
  M
  o
  d
  e
  r
  n
   
  p
  r
  e
  s
  t
  i
  g
  e
   
  C
  l
  a
  s
  s
  w
  r
  i
  t
  t
  e
  n
   
  b
  y
   
  J
  a
  s
  o
  n
   
  J
  .
   
  M
  c
  C
  u
  i
  s
  t
  o
  n
  Background:
  You are the keen edge of the holy sword of justice;
  a member of a Secret Order of monastic warriors
  sworn to uphold and defend the sacred Law of
  Humanity. It is your task to seek out and punish
  the unjust, the wicked, and the evil. Your sect
  has existed for millennia, but has evolved in
  the last four centuries to adapt its warlike
  ways to incorporate the gun as its chosen
  weapon of retribution. By fusing ancient
  martial arts techniques with deadly marks-
  manship it has developed an unmatched
  close-quarters fighting style.
  The Gun Priest is a holy warrior. His is
  not the task of teaching and counsel-
  ing; he is the embodiment of punish-
  ment for those who violate the Law
  and harm the innocent. In order to
  carry out his sacred task, the
  Gun Priest leaves his for-
  mer life behind, eschew-
  ing worldly things in
  order to focus on the
  purity and perfection of
  his own soul; for, as goes
  the soul, so goes the body.
  When he has attained a
  certain level of spiritual
  enlightenment and physi-
  cal skill, he takes an oath
  of devotion and begins his
  holy work. For the rest of
  his life, he will walk a narrow path, strewn with vio-
  lence and bloodshed, in pursuit of perfection.
  Profile of a Gun
  Priest:
  Paul was bleeding like a stuck pig when the nuns had
  found him.
  He'd been hired by an anonymous client to assassinate a
  Ukrainian dignitary on vacation in Monte Carlo. He did-
  n't normally take jobs from anonymous clients, but this
  time, the money had been too good to turn down.
  Because of that, he'd had his suspicions that it was some
  government agency brokering the hit, and not an
  incensed individual. That hunch should have been his
  first warning.
  The second clue that this was more than it appeared was
  the mark's dossier. The target, Maxim Prokopenko had
  been KGB before the fall of the old Soviet Union. That
  meant that he, and his retinue of bodyguards would be
  trained professionals, and respond quickly as soon as
  Paul made his play.
  They did. He'd had to get closer than usual to get a good
  shot on Prokopenko; the man was wary even while
  "relaxing" at the casinos. When Paul took his shot,
  Prokopenko went down, but his men acted quickly and
  decisively. The assassin didn't remember the details of
  the ensuing running gun battle; all he knew was that he
  was hit at least twice, and that he'd run through all of
  the spare magazines for his twin Beretta 93Rs before
  they stopped chasing him. He'd managed to lose them
  by slipping into an ancient cemetery adjacent to an old
  LPJ9975
  Gun priest
  DEVIL’S WORKSHOP
  Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
  
  P a g e  2
  D e v i l ’ s  W o r k s h o p
  prototypes: Gun Priest
  cathedral. He'd made it almost to the alter before
  collapsing from the loss of blood.
  That was over two years ago. The nuns had tended
  to his wounds and kept him safe and secret for
  almost two months before turning him over to
  Brother John. The hulking monk had become
  Paul's mentor and guide into his new life. The for-
  mer-assassin still couldn't remember the details of
  his spiritual enlightenment and ensuing conver-
  sion; he could only assume that because he was
  spared from dying of his wounds, he was meant to
  atone for his life of murder and greed.
  Fortunately, that old life had given him the basic
  skills and instincts that he would need in his new
  one in The Order.
  Requirements
  To qualify to become a Gun Priest, a character
  must fulfill the following criteria:
  Base Attack Bonus: +5
  Skills: Sleight of Hand 10 ranks, Spot 10 ranks,
  Tumble 10 ranks.
  Feats: Combat Martial Arts, Personal Firearms
  Proficiency, and Weapon Focus (any handgun).
  Special: Additionally, the character must have the
  Close Combat Shot class ability.
  Class Information
  Hit Die: 1d10
  Action Points: 7 + one-half character level, round-
  ed down, every time the Gun Priest attains a new
  level in this class.
  Class Skills
  The Gun Priest's class skills (and the key ability
  for each skill) are: Bluff (Cha), Computer Use
  (Int), Drive (Dex), Escape Artist (Dex), Gather
  Information (Cha), Intimidate (Cha), Knowledge
  (Religion) (Int), Knowledge (Current Events) (Int),
  Knowledge (Streetwise) (Int), Listen (Wis),
  Profession (Wis), Read/Write Language (none),
  Research (Int), Search (Int), Sense Motive (Wis),
  Sleight of Hand (Dex), Speak Language (none), Spot
  (Wis), Tumble (Dex).
  Skill Points at Each Level: 7 + Intelligence
  Modifier.
  Class Features
  The following features pertain to the Gun Priest pres-
  tige class:
  Maximum Defense / Maximum Offense: At 1st
  Level, the Gun Priest has mastered the basic training
  techniques of how to be most effective in a gun bat-
  tle; specifically how not to get hit, and how to stay
  accurate under fire. From this time on, whenever the
  Priest is involved in any combat where firearms are
  being used, he is able to add his Class Level to his
  Defense and to all of his firearm attack rolls. The
  Priest loses this ability if he is flat-footed, or other-
  wise unable to apply his Dexterity Modifier to his
  Defense score.
  Bonus Feats: At 2nd, 4th, 6th, and 8th Levels, the
  Gun Priest's training grants him a bonus feat. The
  bonus feat must be selected from the following list,
  and the character must meet all prerequisites of the
  feat to select it.
  Acrobatic, Advanced Combat Martial Arts, Advanced
  Firearm Proficiency, Advanced Two-Weapon
  Fighting, Burst Fire, Combat Expertise, Combat
  Reflexes, Dead Aim, Double Tap, Elusive Target,
  Improved Disarm, Improved Two-Weapon Fighting,
  Quick Draw, Quick Reload, and Strafe.
  Custom Weapon: At 2nd Level, the Priest receives a
  customization to his preferred firearm. At 6th, and
  8th Levels, he gains additional modifications to this
  same weapon. These features are added to a single
  Gun Priest
  Base
  Class 
  Attack
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Bonus
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +0
  +0
  +1
  +1
  Maximum Defense /
  +1
  +0
  Maximum Offense
  2nd
  +1
  +0
  +2
  +2
  Bonus Feat, Custom Weapon
  +1
  +0
  3rd
  +2
  +1
  +2
  +2
  Intuition
  +1
  +1
  4th
  +3
  +1
  +2
  +2
  Bonus Feat, 
  +2
  +1
  Supreme Mobility
  5th
  +3
  +1
  +3
  +3
  Maelstrom Attack
  +2
  +1
  6th
  +4
  +2
  +3
  +3
  Bonus Feat, Custom Weapon
  +3
  +2
  7th
  +5
  +2
  +4
  +4
  Improved Intuition
  +3
  +2
  8th
  +6/+1
  +2
  +4
  +4
  Bonus Feat, Custom Weapon
  +4
  +2
  9th
  +6/+1
  +3
  +4
  +4
  Purity of Mind and Body
  +4
  +3
  10th
  +7/+2
  +3
  +5
  +5
  Improved Maelstrom Attack, 
  +5
  +3
  Intuitive Weapon
  There are only 10 levels to this class
  
  weapon by The Order. In the case where a Priest uses
  twin handguns, the character pays for the modifica-
  tions to the second weapon. Consult the chart below
  for modification options and their effects:
  Intuition: By 3rd Level, the Gun Priest's meditative
  focus and training have given him an insight into the
  world around him, making him more perceptive than
  most. This ability bestows a +3 bonus on all Listen,
  Search, Sense Motive, and Spot skill checks.
  Supreme Mobility: By 4th Level, the Gun Priest has
  mastered a fluidity of motion that makes him very
  difficult to draw a bead on in combat. This ability
  bestows a +5 dodge bonus to the Priest's Defense
  against attacks of opportunity provoked by moving
  into, out of, or through a threatened area. Any condi-
  tion that causes the character to lose his Dex bonus
  to Defense also causes the loss of this ability. If the
  Priest already has the Mobility feat, this ability
  stacks with it.
  Maelstrom Attack: At 5th Level, the Gun Priest has
  learned how to deliver the most formidable of close-
  quarter firearm attacks. For each personal firearm
  wielded by the Gun Priest, he may make a single
  attack roll, using his highest base attack bonus,
  against all targets within a 180-degree line-of-sight
  firing-arc (two weapons can have overlapping firing
  arcs). This is a full-round attack action, requiring that
  the character not take more than a 5-foot step in the
  same round. Also, the weapon(s) must have at least
  one more bullet in the magazine(s) than there are tar-
  gets within the designated firing arc(s) for this
  D e v i l ’ s  W o r k s h o p
  P a g e  3
  maneuver to be attempted. The rules for using two
  weapons still apply, as do penalties for range.
  Improved Intuition: At 7th Level, the Gun Priest's
  spiritual attunement has reached the level that he is
  able to see things that no one else can see, do things
  that no one else can do; especially in combat. This
  useful ability allows the Gun Priest to add his
  Wisdom modifier as a competence bonus to all sur-
  prise and initiative rolls.
  Bullseye: Also at 7th Level, the Gun Priest achieves
  an unparalleled level of lethality with personal
  firearms. Once per round, on a successful firearms
  attack, before rolling damage the Priest may spend
  an Action Point to deal +3d6 points of extra damage.
  When used with a Maelstrom Attack, or Burst Fire or
  Strafe, this extra damage may be divided up evenly
  amongst all hit targets; odd damage is lost. For
  example, a Gun Priest hits four of five enemy gun-
  men with a Maelstrom Attack; he then chooses to
  spend an Action Point to use the Bullseye ability. The
  extra damage roll results in a total of 17; this is then
  divided evenly between the four gunmen that were
  hit, inflicting an additional 4 points of damage to
  each ( 17 / 4 = 4 R1) with the seventeenth point
  being ignored.
  Purity of Mind and Body: At 9th Level, the Gun
  Priest has become so attuned with his body and his
  surroundings, that he is able to draw upon his inner
  spiritual nature to fuel his physical endeavors. This
  extraordinary ability allows the character to add his
  Wisdom modifier as a competence bonus on all rolls
  that use any of the physical Abilities (Strength,
  Dexterity, Constitution). This includes skill checks
  and saving throws, but does not add to rolls that
  are already affected by the Improved Intuition
  class ability.
  Improved Maelstrom Attack: At 10th Level, the
  Gun Priest has achieved the pinnacle of his abili-
  ties, combining spiritual attunement, physical
  training, and instinctive skill to become the ulti-
  mate weapon in close-quarter combat. He is now
  able to make a Maelstrom Attack (see above) as a
  standard attack action.
  Intuitive Weapon: Also at 10th Level, the Gun
  Priest's insight allows him to strike his opponents
  where he will cause the most damage. This
  extraordinary ability allows the Priest to use his
  Wisdom modifier as the damage multiplier on all
  critical hits made using personal firearms, rather
  than the weapon's listed multiplier. For example, a
  Gun Priest of 10th Level and with a Wisdom modi-
  fier of +4 would cause a critical hit from a hand-
  gun to do four-times the rolled damage, as opposed
  to the standard double damage.  
  Artwork: Jason J. McCuiston
  d20 Modern™ is a trademark of Wizards of the
  Coast, Inc., a subsidiary of Hasbro, Inc., and is
  used with permission. Wizards of the Coast® is a
  registered trademark of Wizards of the Coast, Inc.,
  a subsidiary of Hasbro, Inc., and is used with per-
  mission. ‘d20 System’ and the d20 System logo are
  prototypes: Gun Priest
  Customized Feature
  Effect
  Purchase DC / Restriction
  Increased Capacity
  Magazine capacity is increased 150%.
  +1 to weapon / Res (+1)
  Recoil Suppressor
  +2 Bonus to Burst-Fire and Double-Tap attacks.
  +1 to weapon / --
  Reinforced Buttplate
  Pistol Whip Damage +1d4.
  +1 to weapon / --
  Autofire/Selective Fire
  Semi-automatic weapon can now function as full-auto.
  +2 to weapon / Res (+2)
  Extended Range
  Range Increments increased by ½ .
  +2 to weapon / --
  Improved Concealment
  +5 Bonus on Hide and Sleight of Hand checks to conceal weapon.
  +2 to weapon / Res (+3)
  Fast Reloader
  As the feat, Quick Reload.
  +2 to weapon / Res (+1)
  Fast Draw
  As the feat, Quick Draw.
  +2 to weapon / Res (+2)
  Custom Ammunition
  Weapon's threat range is doubled.
  +3 to ammunition / Res (+3)
  
  P a g e  4
  D e v i l ’ s  W o r k s h o p
  prototypes: Gun Priest
  trademarks of Wizards of the Coast, Inc., a sub-
  sidiary of Hasbro, Inc., and are used with permis-
  sion.
  OPEN GAME LICENSE
  Version 1.0a
  The following text is the property of Wizards of
  the Coast, Inc. and is Copyright 2000 Wizards of
  the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copy-
  right and/or trademark owners who have con-
  tributed Open Game Content; (b)"Derivative
  Material" means copyrighted material including
  derivative works and translations (including into
  other computer languages), potation, modification,
  correction, addition, extension, upgrade, improve-
  ment, compilation, abridgment or other form in
  which an existing work may be recast, transformed
  or adapted; (c) "Distribute" means to reproduce,
  license, rent, lease, sell, broadcast, publicly dis-
  play, transmit or otherwise distribute; (d)"Open
  Game Content" means the game mechanic and
  includes the methods, procedures, processes and
  routines to the extent such content does not
  embody the Product Identity and is an enhance-
  ment over the prior art and any additional content
  clearly identified as Open Game Content by the
  Contributor, and means any work covered by this
  License, including translations and derivative
  works under copyright law, but specifically
  excludes Product Identity. (e) "Product Identity"
  means product and product line names, logos and
  identifying marks including trade dress; artifacts;
  creatures characters; stories, storylines, plots, the-
  matic elements, dialogue, incidents, language, art-
  work, symbols, designs, depictions, likenesses, for-
  mats, poses, concepts, themes and graphic, photo-
  graphic and other visual or audio representations;
  names and descriptions of characters, spells, enchant-
  ments, personalities, teams, personas, likenesses and
  special abilities; places, locations, environments,
  creatures, equipment, magical or supernatural abili-
  ties or effects, logos, symbols, or graphic designs;
  and any other trademark or registered trademark
  clearly identified as Product identity by the owner of
  the Product Identity, and which specifically excludes
  the Open Game Content; (f) "Trademark" means the
  logos, names, mark, sign, motto, designs that are
  used by a Contributor to identify itself or its products
  or the associated products contributed to the Open
  Game License by the Contributor (g) "Use", "Used"
  or "Using" means to use, Distribute, copy, edit, for-
  mat, modify, translate and otherwise create
  Derivative Material of Open Game Content. (h)
  "You" or "Your" means the licensee in terms of this
  agreement. 
  2. The License: This License applies to any Open
  Game Content that contains a notice indicating that
  the Open Game Content may only be Used under and
  in terms of this License. You must affix such a notice
  to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License
  except as described by the License itself. No other
  terms or conditions may be applied to any Open
  Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game
  Content You indicate Your acceptance of the terms of
  this License. 
  4. Grant and Consideration: In consideration for
  agreeing to use this License, the Contributors grant
  You a perpetual, worldwide, royalty-free, non-exclu-
  sive license with the exact terms of this License to
  Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You
  are contributing original material as Open Game
  Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modi-
  fying or distributing, and You must add the title, the
  copyright date, and the copyright holder's name to
  the COPYRIGHT NOTICE of any original Open
  Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any
  Product Identity, including as an indication as to
  compatibility, except as expressly licensed in anoth-
  er, independent Agreement with the owner of each
  element of that Product Identity. You agree not to
  indicate compatibility or co-adaptability with any
  Trademark or Registered Trademark in conjunction
  with a work containing Open Game Content except
  as expressly licensed in another, independent
  Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product
  Identity in Open Game Content does not constitute a
  challenge to the ownership of that Product Identity.
  The owner of any Product Identity used in Open
  Game Content shall retain all rights, title and interest
  in and to that Product Identity. 
  8. Identification: If you distribute Open Game
  Content You must clearly indicate which portions of
  the work that you are distributing are Open Game
  Content. 
  9. Updating the License: Wizards or its designated
  Agents may publish updated versions of this License.
  You may use any authorized version of this License
  to copy, modify and distribute any Open Game
  Content originally distributed under any version of
  this License. 
  10. Copy of this License: You MUST include a copy
  of this License with every copy of the Open Game
  Content You Distribute. 
  11. Use of Contributor Credits: You may not market
  or advertise the Open Game Content using the name
  of any Contributor unless You have written permis-
  All text on all pages is Open Game Content as
  defined by the Open Gaming License. See page 4 for
  more information.
  
  sion from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to
  comply with any of the terms of this License with
  respect to some or all of the Open Game Content due
  to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so
  affected. 
  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License. 
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards
  of the Coast, Inc. 
  Modern System Reference Document Copyright
  2002-2003, Wizards of the Coast, Inc.; Authors Bill
  Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan,
  Eric Cagle, David Noonan, Stan!, based on material
  by Jonathan Tweet, Monte Cook, Skip Williams,
  Richard Baker, Peter Adkison, Bruce R. Cordell,
  John Tynes, Andy Collins, and JD Wiker.
  Gun Priest, Copyright 2004, Louis Porter Jr. Design, Inc.
  D e v i l ’ s  W o r k s h o p
  P a g e  5
  prototypes: Gun Priest
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Devils Workshop/Prototype - Gun Priest.pdf