This is a test class of a gun mage. I wanted to try my hand at it but using my own angle.
-Gun Mages are people who forge ranged weapons out of the very fabric of there soul. These weapons are powerful tools that allow these mages to bring there own very unique form of magic to the battlefield in the shape of spell bullets.- If i used the gun mage class Id probably use the below or a varient. Currently my world would be capable of allowing gun mages in Alborine or Volasia, and perhaps Candomia.
Even if firearms exist in your fantasy world, the ones used here are of an entirely different make. They are forged out of the Gun Mages own essence, and thus have a unique set of rules applied to them.
Weapon and Armor proficiencies - Simple weapons and no armor proficiency
Hit Die - D6
BAB - as a priest
Saves - Good Reflex
Skills Points - 2+int mod.
Skills - Concentration / Craft / Intimidate / Knowledge Arcana / Knowledge Architect and Engineering / Spot / Spell Craft / Profession /
1st -Forge Weapon- Bonded Weapon - Gun Trick
2nd - Spell Savvy
3rd- Gun Trick
4th - Craft Spell Bullet - Copper
5th - +d6 to base gun damage
6th - Soul Charged Shot 1/day
7th - Gun Trick
8th - Craft Spell Bullet - Silver
9th - + 20' to maximum shot range / +d6 to base gun damage
10th - Soul Charged Shot 2/day
11th - Gun Trick
12th - Craft Spell Bullet - Gold
13th - + 2d6 to base gun damage
14th - Soul Charged Shot 3/day
15th - Gun Trick
16th - Craft Spell Bullet - Platinum
17th - +20' to maximum shot range / +d6 to base gun damage
18th - Soul Charged Shot 4/day
19th - Gun Trick
20th
The Guns -
All of the weapons here do the same damage. 2d6 points of damage with a crit multiplier of 2. A gun can fire one single shot, or put another way, do damage to only one target (note, this damage goes up gradualy as the character gains more levels, or invests gun tricks into damage). A character with twin sidearms for example, is focusing multiple attacks to do the damage as shown above. Gun Mages need 2 free hands at all times. One hand is for the weapon itself, and the other hand is to attune and shape the magic. So a gun mage with a rifle would be using his trigger hand to fire, and his steady hand to attune the weapons magic. Likewise, a dual pistol build would be using both pistols to simultaneously fire and steady the arcane energy. Firing a gun is a standard action. You cannot fire more than one shot per round from a gun unless specified as a class feature within this class.
The range on all guns is 60' with no range increment (This range goes up by as the gun mage gains levels or invests gun tricks into range). A guns bullets are shots from the Gun Mages soul itself, but have real, solid form. They are treated as normal weapons, and do not disapear or fade in antimagic rays or zones. Also, for the purpose of dmg reduction, treat the bullet damage as spell damage. Guns do not need to be reloaded, they have infinite ammo. See class features for variants on this rule.The Full Attack action does not apply to firing guns. They can only be fired as part of a standard action. Feats that affect range, multiple attacks or extra attacks do not apply to the Guns of Gun Mages, though they may apply to other firearms in your world. A gun is considered a medium size weapon for determing if it can be used within a grapple, etc.
Forge Weapon -
A gun mage starts his career by forging a weapon from his very soul. This process is similar to summoning a familiar, but shapes that energy into an inanimate object instead. The weapons cannot be damaged by normal means, but disapear when the caster is killed or the guns are removed from his person. The mage can create an identical copy of his weapon by taking a free action at the start of his turn. The weapons can appear in almost any shape the crafter can imagine, from a pair of sidearms, to a single large rifle or blunderbuss like weapon.
Bonded Weapon - A Gun Mages weapons are bonded to his very soul. They can be summoned as a free action and are relatively indestructable. While manifested the guns are considered real constructs, and thus dont disapear in antimagic rays or zones. A gun mage gains a competence bonus to his attack rolls with his bonded weapon as he advances in level. At every 3rd level he adds a +1 competence bonus to his attack roll, capping out at +6. This stacks with weapon focus, and offsets the fact that Gun Mages cannot get magical versions of there weapons.
Spell Savy-
Gun Mages can detect the presence of magic just as well as most arcane casters. At will they can detect magic as the spell with a caster level equal to there gun mage level. Gun Mages are savy to a particular type of magic. A gun mage choses that type of magic at this level. This choice effects the type of Spell Bullets he can fire. Schools of Magic are as stated under the specialization schools for a wizard. This choice cannot be changed.
Spell Bullet - A Gun Mage learns to craft special shells that contain magical energy very similar to spells. A gun mage can craft up to 10 shells in a single day assuming he has the resources available. A spell bullet gets its bonus to save DC's from intelligence.
Copper Shells cost 75g.p a shell.
Silver Shells cost 400 g.p a shell
Gold Shells cost 900 g.p. a shell
Platinum Shells cost 1400 g.p. a shell.
Spell Bullets allow a Gun Mage to channel the very essence of his soul into more shapeable forms.
(The spell bullet list will be on a seperate post)
Different Shells allow you to channell more refined powers, with platinum being the most refined and powerful of spell bullets. Most Gun Mages carry bandoleers containing many variants of spell bullets. A bandoleer holds 30 bullets. Loading a Spell Bullet requires a move action. Bandoleer's weigh 5 pounds and bullets weigh half a pound each.
Firing a spell bullet is similar to casting normal spells but also ignores some basic spell casting rules. First, all spell bullets are considered to be spells, they must overcome SR, wont enter an antimagic zone etc. Since they are fired projectiles however they dont require Verbal, Somantic, or Material components. The focus is considered the gun. Firing a spell bullet provokes attacks of oppurtunity for firing a ranged weapon, but not for spell casting. Firing a Spell Bullet is subject to arcane spell failure as per normal. The level equivelancy of the spell bullets is 2 per tier. Copper bullets are lvl 2, silver are level 4 etc. Save DC's are 10 + the spell level + intelligence modifier.
Spell Bullets that have added damage use the damage as special damage when resolving critical hits.
Spell Bullets will still do there base damage to creatures they hit that save v.s. SR. The spell simply fails, though the bullet itself is quite real.
Gun Tricks - As the character gains levels they get more proficient with there soul crafted guns. Most of these effect only there base shots, but may be varied depending on the trick. All bonuses derived here are considered Gun Trick bonuses and thus do not stack with the bonuses from other gun tricks unless specified below. This only applies to the modifiers.
1- Extra Damage - The Gun does +1d6 damage. This can be purchased 2 times for a max damage of +2d6 points of damage. (This simply modifies base damage and applies to all aspects of the class)
2- Ricochette - The attack can target a second creature within 20' of the primary target. A new attack roll is needed. (This applies only to the basic attack and must be declared before you fire. You can only ricochette off of one target.) You can take this trick a second time to add 40' to the range of the secondary target.
3 - Ranged Disarm - You can attempt to disarm from range. Treat your weapon as medium size for modifiers for this roll. You gain a +4 to this attempt. This attack does no damage. (This applies only to the basic attack and must be declared before the attack roll) You can take this trick a second time to allow the attack to do damage as well as attempting the disarm.
4 - Increased Range - You can add 30 to the shots basic range. You may take this twice. (This modifies the base range from this point and applies to all aspects of the class.)
5 - Covering Fire - Your shots create a -2 penalty from an opponents attack rolls for one round if you hit. This penalty applies to the creature struck as well as all creatures within 10' of it. (This applies only to the basic attack and must be declared before the attack roll) You can take this trick a second time to increase the penalty to -4 and the radius to 20'.
6 - Crafty Shots - You add your intelligence modifier to the damage of your shots. This damage is negated by creatures or abilities making them immune to critical hits or sneak attacks. (This simply modifies the base damage of your basic shots. This does not modifiy Spell Bullet or Soul Charged shots)
7 - Rolling Shots - So long as you move more than five feet before or after you fire you gain a +2 dodge bonus to your armor class and a +4 dodge bonus to your reflex saves until the start of your next round. (This simply modifies your base attacks and affects all applicable aspects of the class) You can take this trick again to also give you a +2 to your attack rolls so long as you move more than five feet before the attack.
8 - From the Hip - Although you are still flat footed you may make a basic attack during any suprise round in which you are conscious. You resolve this just after the enemies make there attacks. You roll for initiative normally on the following round. (This applies to the basic attacks only and has no bearing on any other function of your class abilities.)
9 - Close Quarter Gun Mage - You do not provoke attacks of oppurtunities for firing at point blank, and in fact gain a +2 to attack and +d6 to damage rolls while adjacent to a target. You can use your weapon even while being grappled or pinned. (This modifies the base attack and can be applied to most other aspects of your class.) You can gain this trick again to add an additional +2 to the attack rolls while adjacent to a target.
10 - Sniper - You gain a +2 bonus to your attack roll in any round in which you do not take a move action. You may not use a move action for any reason other than crouching, or laying down. While Sniping you threaten a critical hit on a 19-20. This new threat range is affected by improve critical as per normal ie, a snipe becomes 17-20 while the main shot is still 19-20. The bonus to attack rolls is in addition to any other you would recieve from laying down etc. (This modifies the base attack and modifies most other aspects of this class.) You can take this trick again to add an additional 2d6 points of damage on a succesful critical hit while using this trick. This damage is considered special damage.
SOUL CHARGED SHOTS -
These abilities are specialized abilities outside of the norm that go beyond the normal limitations of most gun mage attacks. When the Gun Mage first gets this ability he chooses one Shot that best compliments his abilities. This becomes useable once per day, though it can be used more often as the Gun Mage attains levels. This Soul Charged Shot is not a spell bullet, and is more like a basic shot in that it is created and forged from the Gun Mages very soul. Using a Soul Charged Shot is a full round attack action. All rules that apply to a Basic Shot apply to the Soul Charged Shot unless changed below.
1 - Overwhelming Cannon - The creates a massive line of energy that blasts out in front of him, enveloping and destroying his foes. Overwhelming Cannon does normal shot damage and an additional die of damage for each gun mage level achieved. The blast effects a single line 200 feet in length and all squares adjacent to it. Targets in the path of the Overwhelming Cannon do not get saves and no attack roll is needed. The attack can simply not be dodged. When ruling adjacent squares for diagonal lines, rule is that an adjacent square is one that shares a solid line with an square of the area effect.
2 - Everywhere Shot - In a flurry of gun fire you shoot at every available target within range. Each target is considered a basic attack and can have different gun tricks applied to individual targets. Everywhere shot does basic shot damage +3d6 + an additional die of damage per 4 caster levels you have achieved.
3 - Concentrated Fire - In a flurry of gun fire you shoot one individual target with a flurry of multiple attacks. The target must be within range and suffers the effects of your basic attack. In addition, the target suffers an additional 8D6 points of damage. After the initial blast which hits automatically, you may fire a number of regular basic attacks at the target (no special damage applies to these individual attacks) You may fire one additional attack at the target per 4 levels you have achieved. These basic attacks can have gun tricks applied as per normal, and if applicable.
4 - Eagle Eye Decimation - You fire a single, deadly shot at one opponent within line of sight. You do not need to roll, this attack automatically hits. Eagle Eye Decimation does basic shot damage + 4d6 + an additional die of damage per caster level. The target struck by Eagle Eye Decimation is also forced from moving more than 20' in a round (land or swim speed are the only options available for targets movement) for one minute and is automatically nauseated for his next round of combat.
5 - Flash Fire - For the next few moments your little more than a blur of motion and gunfire. You start off your attack by firing a basic attack at your opponent with a +4d6 modifier to the damage. Regardless of the hit or miss you instantly teleport to any square within 100'. Every round for the next 5 rounds following this one you can use an immiediate action once on your turn to teleport up to 50' away. Everytime you do this you can fire at one target within range with a basic attack as normal. The attack is resolved after the teleportation
6 - Blow Back Retaliation - This shot can only be used when adjacent to a creature. You focus all of your power and strength into a single concentrated blast. This does not provoke an attack of oppurtunity. The damage of the attack is standard shot damage plus an additional 2d6 damage, plus 1 additional die of damage per caster level of the gun mage. In addition you can force move a medium or smaller sized opponent away from you up to the range of your guns basic attack. A creature with a size category over medium takes 20' of forced movement away from the total for every category they are seperated from medium, though they will always take the damage, which hits automatically. Creatures striking solid objects take additional damage equal to the length they flew as if falling. Creatures are also automatically knocked prone if they strike a solid surface.
Once you choose your Soul Charged Shot it may not again be changed. This becomes your own, unique attack that you can use in times of great need.
Strengths of this class - it has the potential to be a high end damage dealer at a mid range level. Though it will lack the adaptability of true casters, the spell savvy/spell bullets will allow that this character at least has a small bag of tricks, while the Soul Charge Shots will mean that even those gun mages not specializing in damage will have a nice suprise for most beefier targets.
Weakness - Initially the class moves slow. For the first two levels you wont be much more than a mid range damage dealer with a decent ratio of damage. Once you get your core abilities such as Spell Bullets and Charge shots you should rely on your basic attacks most of the time, spell bullets for certain situations that arise, and Soul Charge Shots for boss fights or challenging fights. Another weakness is that this class pays for its base class feature. This balances the fact that many of these effects are basically spell like effects that do damage. This limits his overall potential while still allowing the gun mage to have some suprise attacks for his foes.
Friday, June 29, 2012
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment