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Stormageddon
2014-09-17, 12:52 AM
Arcane Desperado

Requirerments:


BAB: +4

Feats: Gunsmith, Bloodline

Skills: 5 ranks Knowledge Arcane


HD: 1d10

Skills 4 + INT

Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcane) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day


1st

+1

+1

+1

+0
Arcane Gun, Blood of the Gun

-


2nd

+2

+1

+1

+1
Gunport

+1 level of existing class


3rd

+3

+2

+2

+1
Bloodline Feat

+1 level of existing class


4th

+4

+2

+2

+1
Deed

+1 level of existing class


5th

+5

+3

+3

+2
Seeking Bullet

-


6th

+6

+3

+3

+2
Bloodline Feat

+1 level of existing class


7th

+7

+4

+4

+2
Deed

+1 level of existing class


8th

+8

+4

+4

+3
Phase Bullet

+1 level of existing class


9th

+9

+5

+5

+3
Bloodline feat

-


10th

+10

+5

+5

+3
Arcane Grit

+1 level of existing class





Arcane Gun: An Arcane Desperado can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the Arcane Desperado’s space ( Arcane Desperado’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the Arcane Desperado can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.

An Arcane Desperado can attune his arcane guns at the start of each day. That attunement lasts until the Arcane Desperado attunes to a new gun, even if a formally attuned gun is destroyed.

Blood of the Gun: Arcane Desperado's level count as sorcerer levels for determining bloodline powers.

Gunport: As a swift action the Arcane Desperado may call his Arcane Gun to his hand so long as the Arcane Gun is within 100 feet.

Bloodline Feat: Arcane Desperado gains a feat available to the Arcane Desperado's bloodline.

Deeds: At 4th level Arcane Desperado gains Dead Shot (http://www.d20pfsrd.com/classes/base-classes/gunslinger#TOC-Deeds) as the Gunslinger deed.

Arcane Reload: At 7th level Arcane Desperado gains Arcane Reload as a Gunslinger deed. As long as the Arcane has atleast 1 Grit point her guns will automatically reload themselves.



Seeking Bullet: An Arcane Desperado can shoot a bullet at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An Arcane Desperado can use this ability once per day at 5th level, and one additional time per day for every two levels beyond 5th, to a maximum of three times per day at 9th level.

Phase Bullet: At 8th level, an Arcane Desperado can shot a bullet once per day at a target known to him within range, and the bullet travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An Arcane Desperado can use this ability once per day at 8th level, and twice at 10th level.

Arcane Grit: At ten level an Arcane Desperado learns to combine Grit and the arcane. An Arcane Desperado can spend two grit points to cast any arcane spell not on the Arcane Desperado's spells know. The Arcane Desperado must be able to cast the level of spell the Arcane Desperado is trying to cast using Arcane Grit.

Stormageddon
2014-09-17, 10:09 PM
Ready to be critically examined!