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Dumbledore lives
2011-03-06, 01:53 AM
This is my first attempt at homebrew so PEACH.

http://i290.photobucket.com/albums/ll278/Dumbledore13A/0edited.jpg
Not by me but by my friend I made this class for.

He looked to be unarmed so I approached, expecting a quick surrender. Suddenly I was hit by a cannonball, bowled over, and fried by lightning. That was not a good day. - Gara Nibbit, victim of an Arcane Gunner.

Arcane Gunners are lovers of magic and technology, they strive to bring the two seeming opposites together in a perfect form. They are wanderers at nature, not tied by the rules that restrict others, seeking to always become more powerful, and to create that which is beyond the mere craftsmen.

Adventures: An Arcane Gunner typically adventures to show the world his power, or to find new ways to shape it. They will often find a place amongst adventurers because of their natural penchant for destroying.

Characteristics: An Arcane Gunner uses a variety of different forms and spells to rain destruction upon his opponents. This can require being as close as 20 ft., or being able to fire from the next building over. The ability to use all energy types as he pleases, as well as different weapons depending upon the situation give the Arcane Gunner a large amount of flexibility.

Alignment: In general Arcane Gunners are chaotic, due to their wandering nature, and following the cowboy type of morality. There are still some that are lawful, sticking to their own rules above all else. They have no predisposition towards good or evil.

Religion: Many Arcane Gunners worship Fharlanghn, the god of roads, always looking to the sunset and the next day. There are also small groups that worship Boccob and Wee Jas.

Races: Many of the shorter lived races are drawn to the life of an Arcane Gunslinger, hoping to see as much of the world as they can. Some of the longer lived races also are drawn, as they love to see how technology may turn out in the future, as well as study the life of magic. It is most common amongst Humans, the half races, elves, and kobolds.

Role: An Arcane Gunner can fill several roles, though he can never be the party's primary arcanist, nor the front line fighter. He can assist from extremely far away with his long ranged forms, or can sneak around and use his shorter ranged pistol to hopefully end fights quickly.

Game Rule Information
Abilities: An arcane gunner uses Wisdom for spellcasting and the save for his forms of weaponry, making it the most important. Dexterity is important for ranged attack rolls in the early stages, and AC, and constitution is as important as it is for any character.
Alignment: Arcane gunner's can be of any alignment.
Hit Dice: d6
Class Skills: Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Skill points at each level: 4 + Int.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Forms|0lvl|1st|2nd|3rd|4th

1st|
+0|
+0|
+2|
+2|Early Forms, Eschew Materials|1|2

2nd|
+1|
+0|
+3|
+3|Arcane Boost +1d6, Zen Bombardment|2|3

3rd|
+2|
+1|
+3|
+3|Arcane Channeling|2|4|0

4th|
+3|
+1|
+4|
+4||3|5|1

5th|
+3|
+1|
+4|
+4|Arcane Boost +2d6, Arcane Weaponry +1|3|6|1

6th|
+4|
+2|
+5|
+5|Renaissance Forms|4|6|2

7th|
+5|
+2|
+5|
+5|Quick Attack|4|6|2|0

8th|
+6/+1|
+2|
+6|
+6||5|6|3|1

9th|
+6/+1|
+3|
+6|
+6|Arcane Boost +3d6, Arcane Weaponry +2, Mystic Ability +1|5|6|3|1

10th|
+7/+2|
+3|
+7|
+7||6|6|4|2

11th|
+8/+3|
+3|
+7|
+7|Industrial Forms|7|6|4|2|0

12th|
+9/+4|
+4|
+8|
+8|Arcane Boost +4d6|7|6|4|3|1

13th|
+9/+4|
+4|
+8|
+8|Arcane Channeling, Arcane Weaponry +3|8|6|4|3|1

14th|
+10/+5|
+4|
+9|
+9|Mystic Ability +2|8|6|4|4|2

15th|
+11/+6/+1|
+5|
+9|
+9|Arcane Boost +5d6|9|6|4|4|2|0

16th|
+12/+7/+2|
+5|
+10|
+10|Neo Forms|10|6|4|4|3|1

17th|
+12/+7/+2|
+5|
+10|
+10|Arcane Weaponry +4|10|6|4|4|3|1

18th|
+13/+8/+3|
+6|
+11|
+11|Arcane Boost +6d6|11|6|4|4|4|2

19th|
+14/+9/+4|
+6|
+11|
+11|Mystic Ability +3|11|6|4|4|4|3

20th|
+15/+10/+5|
+6|
+12|
+12|Maximum Assault|12|6|4|4|4|4[/table]


Weapons and Armor Proficiency: Arcane gunners are proficient with all simple weapons, any weapon created by his forms, and firearms. They are also proficient with light armor but not shields. An arcane gunner can cast arcane gunner spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an arcane gunner wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass arcane gunner still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: An arcane gunner casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the arcane gunner spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. To cast a spell, an arcane gunner must have a Wisdom score of 10 + the spell’s level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an arcane gunner’s spell is 10 + the spell’s level + the arcane gunner’s Wisdom modifier. Like other spellcasters, an arcane gunner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells for a high Wisdom score (see Table 1–1, page 8 of the Player’s Handbook). Unlike a cleric or wizard, a arcane gunner need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Forms: Similar to a warlock's invocations an arcane gunner knows a number of forms of weaponry that can be used at will to cause destruction to his enemies. These forms generally come in two types, weaponlike, and utility. When first selecting a form from a grade an arcane gunner must select a weaponlike form, but afterwards may choose freely. You may have up to one weaponlike form up at a time, but you may use as many utilities as you want. If a weaponlike form leaves a 5 ft area around you it disappears.

These Forms are either spell like abilities, or summon a weapon to the wielder as a supernatural ability. The save DC for a spell like form (if it allows a save) is 10 + equivalent spell level + the arcane gunner’s Wisdom modifier. In general these forms take a standard action to use, but may be dismissed as a free action.

The four grades of forms are Early, Renaissance, Industrial, and Neo. As an arcane gunner he learns more forms as he levels up, and gets progressively better forms and grades. At any level an arcane gunner gets a new form, he may replace an old one with another of the same or lesser grade. These forms are not subject to arcane spell failure chance.

Eschew Materials: An arcane gunner gains eschew materials as a bonus feat.

Arcane Boost (Su) : As long as he has a spell left an arcane gunner may imbue his weapon or weaponlike form with arcane energy adding the amount shown on the table as bonus damage, this is a move action. This damage is from magical energy, and is thus resisted by creatures with spell resistance or magic immunity.

Zen Bombardment: You gain zen archery as a bonus feat.

Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any spell you know and deliver the spell through your weapon or form with a ranged attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the ranged attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any spell you know as part of a full attack action, and the spell affects each target you hit in ranged combat that round.

Arcane Weaponry (Su): Any weaponry you create with your forms now gains an enhancement bonus equal to that shown on the table (+1 at level 5, +2 at level 9, +3 at level 13, and +4 at level 17).

Quick Attack (Ex): You may now use any weaponlike form as a move action, enabling you to fire it on the same turn you summon it.

Mystic Ability (Su): All weaponlike forms you create may now have ranged magical weapon properties equal to the amount indicated, (+1 at level 9, +2 at level 14, and +3 at level 19).

Maximum Assault (Su): As a full round action once per day an arcane gunner may unleash a maximum assault, firing off a number of forms equal to his wisdom modifier. This may be targeted at any number of different targets.


Spell List:
0 Level: acid splash, electric jolt, prestidigitation, ray of frost, sonic snap.
1st: lesser acid orb, lesser cold orb, lesser electric orb, lesser fire orb, hail of stone, ice shard, magic missile, ray of flame, sonic blast, lesser sonic orb, thunderhead, true strike.
2nd: acid arrow, arcane sight, battering ram, blast of force, chain missiles, combust, daze monster, fireball, hailstones, haste, ice knife, shatter.
3rd: blast of flame, confusion, enervation, force missiles, ice storm, lightning bolt, orb of acid, orb of cold, orb of electricity, orb of fire, orb of sound, shout.
4th: arc of lightning, ball lightning, cacophonic burst, cyclonic blast, dismissal, feeblemind, prismatic ray, vitrolic sphere.

Forms


9 mm [Weaponlike]
Neo, 8th
You create a small easily concealed firearm that still can deal a huge amount of damage. This functions as a ranged weapon dealing 1d8 damage, with a range increment of 40 ft. and a critical modifier of x4. Additionally this weapon automatically gets a critical hit if your target is not aware of you. This weapon also grants a +12 bonus on sleight of hand checks to conceal it.

Anti-tank Rifle [Weaponlike]
Neo, 8th
You summon an extremely large rifle, designed to be held by a small vehicle, but now held by you. This functions as a ranged weapon dealing 10d6 damage, with a range increment of 150 ft., and a critical modifier of x4. This takes a move action to reload. This also automatically penetrates hardness, though not damage reduction.

Artillery [Utility]
Industrial, 6th
This functions as a delayed blast fireball except it has a range of 1000 ft. and can only be used once every 5 turns.

Bayonet [Utility]
Renaissance, 3rd
When holding any firearm you have the ability to attack squares next to you dealing 1d8 damage plus the firearms damage, assuming it is reloaded. This includes attacks of opportunity.

Camouflage [Utility]
Early, 2nd
This form conjures up clothing that blends to your environment. You gain +6 to hide, +12 if you do not move in your turn. This lasts for a period of 24 hours.

Cannon [Weaponlike]
Early, 1st
You summon a large cannon inscribed with a number of runes. This functions as a ranged weapon dealing 3d6 damage, with a range increment of 70 ft., and a critical modifier of x4. This takes a full round action to reload. Dismissing this is a move action.

Cover [Utility]
Early, 2nd
You summon a small wall to hide behind, this grants partial cover.

Discerning Goggles [Utility]
Renaissance, 3rd
These mechanical eyes enable you to see further, and to see that which others do not. These double the range increment of any weapon you are using, as well as granting see invisibility. This lasts for a period of 24 hours.

Dueling Pistol [Weaponlike]
Renaissance, 3rd
You summon a small, easily concealed pistol. This functions as a ranged weapon dealing 1d6 damage, with a range increment of 20 ft., with a critical modifier of x4. This deals 2d6 more damage against flatfooted opponents and you gain +4 for sleight of hand checks to conceal this weapon.

Fire Lance [Utility]
Early, 1st
You cast burning hands as the spell, with caster level equal to your character level up to a maximum of 5.

Fireworks [Utility]
Early, 2nd
This form mimics a produce flame at a range of close, then a pyrotechnics spell.

Flashbang [Utility]
Neo, 8th
You toss a small object at the enemy and immediately look away. This is just like the spell blindness/deafness, only duration is instantaneous and it makes the target both deaf and blind, and it is a 20 foot radius area.

Grenade Launcher [Utility]
Neo, 9th
This creates a meteor swarm spell, except there is only one target, and that target takes 15d6, with no saving throw.

High Explosives [Utility]
Early, 2nd
You create explosives which create an effect similar to fireburst, with a caster level equal to your character level, however you take 1d6 damage when you use this.

Long Barreled Musket [Weaponlike]
Renaissance, 3rd
You create an extremely long rifle covered with mystical runes. This functions as a ranged weapon dealing 1d12 damage with a range increment of 100 ft., and a critical modifier of x4. This takes a move action to reload. By concentrating for 3 rounds you can create an effect like an assassin's death attack, with the DC equal to 10 + your wisdom modifier.

Machine Gun [Weaponlike]
Neo, 8th
You summon a large two handed rapid fire gun, capable of an enormous amount of damage in a small amount of time. This functions as a ranged weapon dealing 2d6 damage, with a range increment of 70 ft., and a critical modifier of 19-20/x4. This also grants an additional attack at your highest base attack whenever you make a full attack action. This weapon must be reloaded every ten shots, this takes a standard action.

Musket [Weaponlike]
Early, 1st
You summon an exquisitely designed long barreled rifle, coursing with magical energies. This functions as a ranged weapon dealing 1d12 damage, with a range increment of 40 ft., and a critical modifier of x4. This takes a move action to reload.

Pistol [Weaponlike]
Early, 1st
You create a beautiful pistol, engraved with runes and symbols. This functions as a ranged weapon dealing 1d6 damage, with a ranged increment of 20 ft., and a critical modifier of x4, this is a free action to reload.

Puckle Gun [Weaponlike]
Industrial, 5th
You create a tripod mounted flintlock gun, engraved with small runes all along the three foot barrel. This functions as a ranged weapon dealing 3d6 damage, with a range increment of 70 ft., and a critical modifier of x4. This does not need to be reloaded every turn, but does every 5 turns, which takes a full round action. This also can not be dismissed if it does not have a full clip.

Revolver [Weaponlike]
Industrial, 5th
You create a small six cylinder pistol, designed to kill quickly and efficiently. This functions as a ranged weapon dealing 1d8 damage, with a range increment of 20 ft., and a critical modifier of 19-20/x4. This deals a bonus 3d6 against flatfooted opponents. This weapon needs to be reloaded after 6 shots, this takes a standard action. This weapon also grants a +8 bonus on sleight of hand checks to conceal it.

Ribauldequin [Utility]
Renaissance, 4th
You create a huge seige engine which fires a swarm of missiles dealing 3d6 damage to all targets within a 30 ft. area.

Shotgun [Weaponlike]
Industrial, 5th
This functions like an extremely powerful musket, containing a single long metal barrel on the end of a wood stock. This functions as a ranged weapon dealing 1d12 damage with a range increment of 70 ft., and a critical modifier of x4. However this hits not only the square you were aiming at, but a 5 foot radius circle centered on the center of that square. You use your original attack roll to determine if you hit any creatures in that area. This weapon needs to be reloaded after 6 shots, which takes a move action per 2 shots.

Smoke Grenade [Utility]
Industrial, 5th
This functions like a solid fog spell, except that it starts with one square, and spreads out in a burst eventually growing to a 40 ft. burst, and it is not dispersed by wind.

Sniper Rifle [Utility]
Neo, 9th
You summon an enormous rifle designed to fire one bullet, and to keep the target down. This functions as finger of death, but targets who successfully save instead take 30 points of damage.

Supergun [Weaponlike]
Renaissance, 3rd
You summon a massive cannon, larger than a horse. This functions as a ranged weapon dealing 5d6 damage, a ranged increment of 150 ft., and a critical modifier of x4. This attack ignores hardness and damage reduction. This takes two full round actions to reload, this is also the time it takes to dismiss.

TNT [Utility]
Industrial, 7th
You place a small charge, which goes off in 5 rounds. This functions as a disintegrate spell, except it leaves behind not even dust if a creatures is caught and killed by it. If used on an object it destroys up to 5 10 ft. cubes instead of 1.

Early: Camouflage, Cover, Fireworks, Fire Lance, High Explosives, Musket, Pistol, Cannon.

Renaissance: Bayonet, Dueling Pistol, Discerning Goggles, Long barreled musket, Ribauldequin, Supergun.

Industrial: Artillery, Puckle Gun, Revolver, Shotgun, Smoke Grenade, TNT.

Neo:9 mm, Anti-tank gun, Flashbang, Grenade Launcher, Machine gun, Sniper.



I will try to post more completed forms later, for now I'd just like an opinion on the chassis. This class is designed to be a combination of the warlock, soulknife, and duskblade. I hope to add a soulknife like progression to the weapons, but I'm not sure quite how the levels should work, which is another thing I want opinions on. For a mental image the moogle gunners from the Final Fantasy Tactics series works quite well, shooting spells at people. And I know the spellcasting is weird, I tried to get a mix between the duskblade's and a ranger or druid's.

Change log: 1st Edit- changed primary stat from charisma to wisdom, added a few bonus feats, added a few forms, changed maximum assault to primary attribute as it was meant to be.

2nd Edit- adjusted a few more things, added all the Renaissance forms, and added a possible soulknife like progression.

3rd Edit- just about done, just got the fluff to do.

4th Edit- finished, or at least as finished as it is going to be for now.

Elfstone
2011-03-06, 10:49 AM
Nice. But you should read the swordmage as it works better than the soulknife at what it does. Over all, its quite good but mainly a magitech class and you should mention that.

EDIT:
Swordmage (http://www.giantitp.com/forums/showthread.php?t=149724)

Noblesse
2011-03-06, 12:20 PM
Might I direct you to The Gun Mage (http://files.meetup.com/47309/IK%20Gun%20Mage%20(as%20per%20character%20book).pd f)?

Morph Bark
2011-03-06, 12:49 PM
Allow me to be the first to not post a link to another class and simply support your attempt at homebrewing. Welcome to the club!

It'll be nice to see those forms worked out more, because right now it just looks a bit confusing where you want to go with those exactly. Might I also suggest making the casting Wis-based (though still spontaneous)? I think that might fit better with the whole "gunner" thing and taking aim and all.

unosarta
2011-03-06, 12:55 PM
Allow me to be the first to not post a link to another class and simply support your attempt at homebrewing. Welcome to the club!

It'll be nice to see those forms worked out more, because right now it just looks a bit confusing where you want to go with those exactly. Might I also suggest making the casting Wis-based (though still spontaneous)? I think that might fit better with the whole "gunner" thing and taking aim and all.

I agree, for a first homebrew, it looks very good!

If you are going "force of personality shot through a gun" maybe adding Charisma to the attack roll could be in order? It could probably go in Arcane Boost.

Nopraptor
2011-03-06, 01:15 PM
look, the fluff and stuff is good and the abilities are good in general

However, the stages of the forms don't really make sense and I don't get why maximum assualt gets it's boost from intellegence when the class it belongs to casts it's spells based on charisma

Dumbledore lives
2011-03-06, 07:37 PM
So looking through the responses I tried to change the class accordingly. The way forms work is that at various levels you get a new form, if it is your first form of the four grades then you must choose a weaponlike form, one of probably 3. After that any of them can be selected. You also have the ability to trade older forms for new ones of the same grade, helpful for getting rid of old weaponlikes that you have improved versions of.

I also changed the primary modifier to wisdom, and added a few bonus feats and features, as well as fixed the capstone. I have finished all the early forms I have planned out, though any other suggestions I would be open to.

Noblesse
2011-03-06, 11:52 PM
I'd actually throw Zen Bombardment to lvl 1 or 2 or at least give it a bonus feat option list like--- point blank shot, precise shot, zen archery, rapid-shot, etc as Zen Archery tends to be a low lvl/starting feat as that's when you tend to benefit the most from it (when your ability modifier provides more +hit than your BaB)

Maybe add a mechanic so that your forms weapons can be treated as a magic weapon (or is one, like the soulknife).
That or give him magic weapon and greater magic weapon as spells.
I just noticed you are already planning on doing this.

Questions:
Does arcane boost consume a spell?
-Does the spell level matter? Or does having only a lvl 0 spell give the same benefit as a lvl 4 spell?

Is there a duration limit to the [forms] weapons summonable?
-Can you summon multiple copies of these at once?
--Can you summon multiple form weapons of different types at a time?
---Can other people use the form weapons?
----Does the summon include ammunition?


typo:
forms still uses CHA as the DC mechanic

Dumbledore lives
2011-03-07, 12:24 AM
I'd actually throw Zen Bombardment to lvl 1 or 2 or at least give it a bonus feat option list like--- point blank shot, precise shot, zen archery, rapid-shot, etc as Zen Archery tends to be a low lvl/starting feat as that's when you tend to benefit the most from it (when your ability modifier provides more +hit than your BaB)

Maybe add a mechanic so that your forms weapons can be treated as a magic weapon (or is one, like the soulknife).
That or give him magic weapon and greater magic weapon as spells.
I just noticed you are already planning on doing this.

Questions:
Does arcane boost consume a spell?
-Does the spell level matter? Or does having only a lvl 0 spell give the same benefit as a lvl 4 spell?

Is there a duration limit to the [forms] weapons summonable?
-Can you summon multiple copies of these at once?
--Can you summon multiple form weapons of different types at a time?
---Can other people use the form weapons?
----Does the summon include ammunition?


typo:
forms still uses CHA as the DC mechanic

I think I will move zen bombardment up a couple of levels, level 2 sounds good. For the magic weapon I think I'll try to get that up by tonight, or in a couple of hours.

Questions: Well for the spell slot I was originally planning to have it do an amount of damage for the slot heald, ie 1d4 for 0, 1d6 for one, 2d6 for 2, but I ended up not using it, so that is the spell slot mention. I may go back to that, but I fear it is too weak.

No duration on the summons, you can have it pretty much all the time. I suppose there should be a limit of one weaponlike form and one utility.

The weapons can only be used by you, and the ammunition is created by magic, like Devil May Cry.

I'll fix that typo and other stuff now.

Noblesse
2011-03-07, 12:58 AM
I don't see a need to limit it to one utility. Utility forms are for all sake of argument invocations ala warlock or dragonfire adept. Numerous ones are 24 hour duration and it allows you to have them all active, no need to change it in this case.

The only reason I wanted to know about multiple weapon forms was to prevent the potential "I summon X Y's, then I sell them all" -- or to prevent equipping entire armies. -- Maybe just include a similar mechanic as the soulknife has when it comes to wielding it.

Dumbledore lives
2011-03-07, 01:57 AM
I don't see a need to limit it to one utility. Utility forms are for all sake of argument invocations ala warlock or dragonfire adept. Numerous ones are 24 hour duration and it allows you to have them all active, no need to change it in this case.

The only reason I wanted to know about multiple weapon forms was to prevent the potential "I summon X Y's, then I sell them all" -- or to prevent equipping entire armies. -- Maybe just include a similar mechanic as the soulknife has when it comes to wielding it.

Yeah, I see what you mean, I'll put it back to multiple utilities at once. I also added a a sentence about leaving your general area, because some things like cannons are not really meant to be handheld, but it should prevent selling them.

Dumbledore lives
2011-03-12, 05:25 AM
Sorry for the double post but I've added quite a bit to the class and wanted opinions on the changes, as well as the class in general, and any more ideas for forms.

Elfstone
2011-03-12, 09:33 AM
I like it. However your missing some of the forms listed and you dont have a few you made added to the list(supergun and others), so I would look at the forms section. However, its much better and I like it.

Kurtmuran
2011-03-12, 09:41 AM
i have a question, this class summon weapons only or can craft it?

Elfstone
2011-03-12, 10:33 AM
Summons. No crafting(that I can see)

Dumbledore lives
2011-03-16, 01:58 AM
So I've finished the class as much as I can hope to, and was wondering if anyone had any further comments on the forms, especially the higher level ones.