D4rkh0rus
2014-10-11, 01:09 AM
This is the Old Version, Please refer to the new one Right here. (http://www.giantitp.com/forums/showthread.php?450843-Magitek-Soldier-3-5-Fluff-still-in-Progress&p=19951738#post19951738)
Well, Hello GitP, I've wanted to make a Magical Gun marksman for 3.5 for quite some time. Finally decided to get to it and give it a try.
Im pretty sure its powerful, I was intending a high tier 3 class/Tier 2, more of a physical approach... Well, without further ado, I hope you guys can tell me which stupid mistakes I made/Incredibly exploitable loopholes I overlooked :P
Its missing a lot of fluff, since all I did for now was the crunch... But I'm planning on adding it at a later date. And yea, I know, The name sucks... But I can't come up with anythign better ><.
http://animephproject.files.wordpress.com/2013/07/07112013_hitsugi-no-chaika-_1.jpg http://36.media.tumblr.com/bc319a95925adf4577d658d6917b9b1e/tumblr_mgcedd3BrQ1qff9quo1_1280.jpg http://fc01.deviantart.net/fs70/f/2012/048/6/5/65fb2b8537352b3655f788e1b7641092-d4q1qon.jpg
Game Rule Information
Magitek Soldier
Magitek Soldier have the following game statistics.
Abilities:
A Magitek Soldier Relies on Dexterity and/or a Certain Key ability that depends on which path he takes.
Alignment
Any.
Race
Humanoid.
Hit Die
d8.
Class Skills
The Magitek's Class Skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcane) (Int), Knowledge (Religion) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Skill Points at 1st Level: (6 + Int Modifier) x4.
Skill Points at Each Additional Level: 6 + Int Modifier
Magitek Soldier
Saves
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+2
+0
Path Initiate, Tracking, Focus (Ex), Sprint
2nd
+2
+3
+3
+0
Specialized Combat
3rd
+3
+3
+3
+1
Proximity/Range
4th
+4
+4
+4
+1
Specialist Skills (+2), Wall-Breaker
5th
+5
+4
+4
+1
Focus (Path Ability)
6th
+6/+1
+5
+5
+2
Path Doctrine, Improved Specialized Combat
7th
+7/+2
+5
+5
+2
Path Focus, Specialist Skills (+4)
8th
+8/+3
+6
+6
+2
Focus (Path Ability)
9th
+9/+4
+6
+6
+3
Improved Tracking
10th
+10/+5
+7
+7
+3
Specialist Skills (+5)
11th
+11/+6/+1
+7
+7
+3
Specialist Combat Master, Focus (Hyperfocus)
12th
+12/+7/+2
+8
+8
+4
[Camouflage
13th
+13/+8/+3
+8
+8
+4
Specialist Skills (+6)
14th
+14/+9/+4
+9
+9
+4
Focus (Path Ability)
15th
+15/+10/+5
+9
+9
+5
Hide in Plain Sight
16th
+16/+11/+6/+1
+10
+10
+5
Specialist Skills (+8)
17th
+17/+12/+7/+2
+10
+10
+5
Focus (Adrenaline Rush)
18th
+18/+13/+8/+3
+11
+11
+6
19th
+19/+14/+9/+4
+11
+11
+6
Specialist Skills (+10)
20th
+20/+15/+10/+5
+12
+12
+6
Class Features
All of the following are class features of the Magitek Soldier.
Weapon and Armor Proficiency
A Magitek Soldier is proficient with all simple and martial weapons. Magitek Soldiers are proficient with light armor, but not with shields.
Path Initiate:
At 1st level, a Magitek Soldier must select one of three paths of arms to pursue: Sniper, Pistolier or Knight. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. For the purpose of class features, a Magitek Soldier may use his class features and abilities only when he is unencumbered and wearing light or no armor.
If the Magitek Soldier Selects Sniper, He obtains a Magitek Rifle (Along with the Exotic Weapon Proficiency (Magitek Rifle) Feat) and gains a +1 Bonus on Both Hide and Move Silently, those two become his specialization skills. Furthermore, He may add his Intellect Modifier to the Concentration skill instead of Constitution. In addition, Intellect becomes a key ability for some class features.
If the Magitek Soldier Selects Pistolier, He obtains a pair of Magitek Pistols (Along with the Exotic Weapon Proficiency (Magitek Pistol) Feat) and gains a +1 Bonus on both Tumble and Escape Artist, those two become his specialization skills. Furthermore, He may add his Dexterity Modifier to the Concentration skill instead of Constitution. In addition, Dexterity becomes a key ability for some class features.
If the Magitek Soldier Selects Knight, He obtains a Magitek Carbine (Along with the Exotic Weapon Proficiency (Magitek Carbine) Feat) and gains a +1 Bonus on both Spot and Listen, those two become his specialization skills. He also gains Medium Armor proficiency and may use medium armor in Conjunction with his class features. Furthermore, He may add his Wisdom Modifier to the Concentration skill instead of Constitution. In addition, Wisdom becomes a key ability for some class features.
Tracking: At 1st level, a Magitek Soldier must select one of two Tracking options: Natural or Urban.
If the Magitek Soldier selects Natural, He obtains the Track feat and adds Knowledge (Nature), Handle Animal and Survival to his class skills.
If the Magitek Soldier selects Urban, he obtains the Urban Tracking Feat and adds Knowledge (local), Diplomacy and Gather Information to his class skills.
Trapfinding (Ex):
A Magitek Soldier can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
Focus (Ex):
A Magitek Soldier can still his heart and mind in order to achieve feats of skill normally impossible to normal people.
A focus ability Normally consumes a Free Action and sometimes the Magitek Soldier will have to make a Concentration Check. He adds his Magitek Soldier Level to said check. Certain abilities have a fixed DC, while others scale with the result. This does not consume from his focus Pool (See Below)
A Magitek Soldier gains a focus Pool Equal to His Key Ability Modifer. This cannot exceed 3/4 his Magitek Soldier Level (Max 15 at level 20). To renew the pool, the Magitek Soldier must meditate (without any interruptions) for 5 minutes.
Normally, each ability Is activated without consuming any resources, but incurs a Cooldown (cannot be used for a few rounds after it was used), but by expending a focus point, a Magitek Soldier may reuse an ability still on cooldown. although it renews said cooldown. After using an ability, the cooldown period is measured in rounds, Starting from the round after the ability was used.
At 1st level, a Magitek Soldier gains "Sprint", which is activated as a Free Action (Cooldown: 5 Rounds).
While Sprinting, the Magitek Soldier may Immediately take a Move Action.
At 5th level, a Magitek Soldier gains a path specific ability, These are activated as a Free action. These do not stack. (Cooldown: 2 rounds):
A Sniper gains Precision, which increases (for this round) the damage done with his Magitek Rifle (Consult with Table), it also confers certain abilites when certain DCs are surpassed:
(DC 30) Ignore Lesser Concealment: For the Rest of the Round, any attacks from the Magitek Rifle ignore up to 20% concealment. If its higher, it is reduced (Example, 50% would be reduced to 30%)
(DC 40) Penetrating Bullet: For the Rest of the Round, any attacks from the Magitek Rifle ignore any immunities to critical hits the target may have.
(DC 50) Critical Shot: For the Rest of the Round, any attacks from the Magitek Rifle automatically Threaten a Critical Hit. (A threat roll is still required.)
(DC 70) Ignore Greater Concealment: Change the amount ignored from Ignore Lesser Concealment from 20% to 50%.
A Pistolier Gains Reckless Trigger, which increases (for this round) the damage done by his Magitek Pistols (Consult with Table), it also confers extra attacks when certain DCs are surpassed, these extra attacks only take place when used with a full attack.
A Knight Gains Accurate Fire, which increases (for this round) the damage done by his Magitek Carbine and also adds a bonus to his Attack roll(s) (Consult the Table)
Concentration Check
Check Result
Sniper (Damage)
Pistolier (Damage)
Knight (Damage and Attack)
10-15
+1
+1
+1
16-21
+2
+2
+1
22-27
+4
+3
+2
28-33
+6
+5
+3
34-39
+8
+6
+4
40-45
+10
+8
+5
46-51
+12
+9
+6
52-57
+14
+11
+7
58-63
+16
+12
+8
64-69
+18
+14
+9
70+
+20
+15
+10
Concentration Check
DC
Precision Ability
30
Ignore Lesser Concealment
40
Penetrating Bullet
50
Critical Shot
70
Ignore Greater Concealment
Concentration Check
DC
Wild Trigger
25-39
+1 Extra Attack
40-54
+2 Extra Attacks
55-69
+3 Extra Attacks
70+
+4 Extra Attacks
At 8th level, a Magitek Soldier gains another Path specific Ability, This ability is activated as a Free Action. (Cooldown: 5 rounds).
A Sniper Gains Swift Setup. This Ability does not require a Concentration check. As a swift action, he may set-up his Rifle for combat.
A Pistolier Gains Quick Reload. This Ability does not require a Concentration Check. As a swift action, he may reload his Magitek Pistols.
A Knight Gains Quick Reload. This is the same as the Pistolier's Ability. Except that he may reload his Magitek Carbine.
At 11th level, a Magitek Soldier gains Hyperfocus, which is activated as a Swift Action (Cooldown: 10 rounds).
Upon activating this ability, a Magitek Soldier gains an insight bonus equal to half his class level to one of the following skills for 2 rounds, this effect dissipates once a skill check involving that skills is done. In addition, The Magitek Soldier may, as a Free Action, make use of said skill to perform an action that requires less than full round.
A Magitek Soldier may use Hyperfocus on any Knowledge skill in which he has spent at least 1 rank, Disable Device, Escape Artist, Heal, Listen, Open Lock, Search, and Spot.
This ability can be activated as an Immediate Action instead of a Swift Action by Succeeding a DC 50 Concentration Check (Adding your Magitek soldier level)
If the Check is failed , this ability is counted as consumed, without granting any effects.
At 14th level, a Magitek Soldier gains their Last Path Specific Ability. It is activated as a Full Round Action. (Cooldown: 5 rounds) You may not Spend Focus Points to Re-use this Ability.
A Magitek Sniper Gains the Horizon Shot ability: The Magitek Sniper May make 1 attack as normal (Including any modifiers from other focus abilities and counting as if firing his sniper as a full round action (x4 base multiplier), This attack is made with no penalty for range, though it still has the same maximum range as a normal attack by the Magitek Sniper. This ability can be used in conjunction with any ability that extends the range of a projectile weapon, such as the Far Shot feat or the Magitek Sniper's Proximity/Range.
A Magitek Pistolier Gains Bullet storm: The Magitek Pistolier Immediately Fires at every enemy he can see and has line of sight to within 30ft. while using this ability, a Magitek Pistolier may expend a Focus Point to Reload once during this ability as a free action. (An enemy may only be hit once each time this ability is used). Roll to hit and damage as normal (You may add bonuses from other focus abilities as well).
A Magitek Knight Gains Focused Barrage: The Magitek Knight may make a full attack. for each Hit that he scores, he may make another attack at his highest attack bonus with cumulative -5 on the roll (the first extra attack is at Highest Atk -5, the second is at -10, the third is at -15,-20,-25, etc...) These Extra attacks trigger extra attacks. If at any moment, a Natural 1 is rolled, no more attack rolls may be done.
At 17th level, a Magitek Soldier gains Adrenaline Rush, Which is activated as a Free Action (Cooldown: 5 minutes).
A Magitek Soldier who activates Adrenaline Rush gains an extra swift, move and standard action during this turn. You may not spend Focus points to re-use this ability.
Specialized Combat (Ex):
At 2nd level, a Magitek Soldier gains an ability when using his path weapon.
A Magitek Sniper Increases his Magitek Rifle's Critical Multiplier by 1 (so it goes from x4 to x5)
A Magitek Pistolier gains the Two Weapon Fighting Feat.
A Magitek Knight gains the Burst fire ability. This ability has the same effect as Power attack. (Your weapon is treated as a one handed weapon for the bonus damage) Using this ability consumes 3 times as many bullets.
Proximity/Range (Ex):
At 3rd level, a Magitek Soldier gains an ability depending on his path.
A Magitek Sniper increases the range increment of his Magitek Rifle by 10ft per Magitek Level (+200ft at level 20)
A Magitek Pistolier Gains the Combat Firing Ability, This allows him to Fire his Magitek Pistols from melee range. This does not provoke Attacks of Opportunity.
A Magitek Knight Gains the Combat Firing Ability, This is the same as the one the Pistolier gets, only with the Magitek Carbine.
Specialist Skills (Ex):
At 4th level, a Magitek Soldier increases the bonus from his specialization skills from +1 to +2. This Bonus is considered an "Untyped Bonus".
At 7th level this bonus increases to +4
At 10th level this bonus increases to +5
At 13th level this bonus increases to +6
At 16th level this bonus increases to +8
at 19th level this bonus increases to +10
Wall-Breaker (Ex):
At 4th level, a Magitek Soldier firing his path weapon ignores the effect of any Wind Wall in the way to his target.
Improved Specialized Combat (Ex):
At 6th level, a Magitek Soldier Improves the abilities gained from Specialized Combat:
A Magitek Sniper Increases his Critical Multiplier by an additional 1
A Magitek Pistolier gains the Improved Two Weapon Fighting Feat.
A Magitek Knight doubles the damage from Burst Fire (+2 damage per -1 Attack)
Path Doctrine (Ex):
At 6th level, a Magitek Soldier gains a special ability depending on the path he has chosen.
A Magitek Sniper gains the Death Attack ability to make a death attack as the Assassin ability (DMG) with the exeptions that it can also be used with the Magitek Rifle and the Magitek Soldier only needs to make an attack while hiding (Sneak attack is not required) (the 3 rounds to study the target are still required).
A Magitek Pistolier gains the Strafing Run ability. As a Full round action a Magitek Pistolier fires a single shot, he may move both before and after the attack, provided that the total distance moved is not greater than the Magitek's speed. If the Magitek Pistolier has or later obtains the Shot on the Run feat, Hey may instead choose to do a full attack when using Strafing Run.
A Magitek Knight Gains the Suppression Fire ability. As a Full round action, The Magitek Knight Fires in a 60ft. Cone shaped Burst for 1 round. Any enemies beginning their turn inside the area Take damage as if hit once by the carbine and are considered staggered while inside the area. Any enemies passing through the area take damage as if hit once by the carbine and end their turn. This ability consumes 20 Rounds.
Path focus (Ex):
At 7th level, a Magitek Soldier may Use his Key ability modifier instead of his dexterity modifier for attack rolls. He may add his Key ability modifier to all damage rolls with his Magitek Weapon.
Improved Tracking (Ex):
At 9th level, a Magitek Soldier gains a bonus ability depending on which tracking the Magitek Soldier chose:
If he Chose Natural Tracking, he gains Trackless Step: The Magitek Soldier leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
If he chose Urban Tracking he gains Go to Ground: When the Magitek Soldier chooses to "lay low," he becomes all but impossible to find without magical means. All attempts to find him with Urban Tracking (Cityscape 64) simply fail outright.
Specialist Combat Mastery (Ex):
At 11th level, a Magitek Soldier improves the abilities gained from Specialized Combat:
A Magitek Sniper Increases his Critical Multiplier by an Additional 2 (He now increases is base Critical by 4)
A Magitek Pistolier Gains the Greater Two Weapon Fighting Feat.
A Magitek Knight May Triple the damage from Burst Fire (+3 damage per -1 Attack)
Camouflage (Ex):
At 12th level, a Magitek Soldier may use the Hide skill in any sort of natural terrain (If he took Natural Tracking) or Urban terrain (if he took the urban tracking), even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex):
While in any sort of Natural Terrain (If he took Natural Tracking) or Urban Terrain (If he took Urban Tracking), a Magitek Soldier of 15th level or higher can use the Hide skill even while being observed.
Magitek Weapons
Weapon
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
Type
Cartridge
Magitek Pistol
500gp
1d4
1d6
x1.5
40ft
4 lb.
Piercing
12 Rounds
Magitek Carbine
1000gp
1d6
1d8
x2
60ft
8 lb.
Piercing
60 rounds
Magitek Rifle
1000gp
1d10
2d8
x2/x4
100ft
10 lb.
Piercing
5 Rounds
Magitek Pistol:
A Magitek Pistol is a Light Ranged Weapon. With a clip size of 12 rounds. It can be dual wielded. Reloading this weapon is a Full-Round action that provokes attacks of opportunity. Due to the ease of use and weight of these weapons, one can draw them as a free action that provokes Attacks of Opportunity.
Magitek Carbine:
A Magitek Carbine is a slightly heavy projectile weapon, it is capable of firing a great amount of rounds with its clip size of 60 Magitek Bullets. Reloading this weapon is a Full-Round action that provokes Attacks of Opportunity.
Magitek Rifle:
One would be surprised at how this weapon doesn't weight as much as it should, With a 5 round clip, it doesn't fire many shots. Due to the size and functions of the weapon, it must be set-up as a move action that provokes attacks of opportunity before use. The wielder may pivot in the area it's set up, but moving requires re-setting the Rifle.
This weapon may be fired as a standard action with a critical multiplier of x2 or as a full round action with a critical multiplier of x4. Either way, it can only fire 1 bullet at a time.
Reloading this weapon is a Full-Round Action that provokes Attacks of Opportunity.
Magitek Weapon Proficiency
A Character may only have proficiency with one Magitek Weapon.
Magitek Weapons and Magitek Soldiers
If a Magitek Soldier Wields a Magitek Weapon of his path, the damage with said weapon increases at the Magitek Soldier's 6th, 11th and 16th level. (Consult Table).
Additionally, if a Magitek Weapon is targeted by a spell while in the possession of a Magitek Soldier, it may replace the Caster level of the spell with the Magitek soldier's class level.
A Magitek Soldier may Imbue bullets with spells. This is described in the Craft (Magitek Weapon) Part.
Magitek Weapon Damage Increase (Medium Sized Weapon))
Weapon
6th level
11th level
16th level
Magitek Pistol
1d8
2d6
3d6
Magitek Carbine
2d6
3d6
4d6
Magitek Rifle
3d8
4d8
5d8
Magitek Ammo
Magazine
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
Type
Cartridge
12 rounds (Pistols)
5gp
-
-
-
-
1 lb.
-
-
60 Rounds (Carbine)
10gp
-
-
-
-
2 lb.
-
-
5 Rounds (Rifle)
5gp
-
-
-
-
1 lb.
-
-
Well, Hello GitP, I've wanted to make a Magical Gun marksman for 3.5 for quite some time. Finally decided to get to it and give it a try.
Im pretty sure its powerful, I was intending a high tier 3 class/Tier 2, more of a physical approach... Well, without further ado, I hope you guys can tell me which stupid mistakes I made/Incredibly exploitable loopholes I overlooked :P
Its missing a lot of fluff, since all I did for now was the crunch... But I'm planning on adding it at a later date. And yea, I know, The name sucks... But I can't come up with anythign better ><.
http://animephproject.files.wordpress.com/2013/07/07112013_hitsugi-no-chaika-_1.jpg http://36.media.tumblr.com/bc319a95925adf4577d658d6917b9b1e/tumblr_mgcedd3BrQ1qff9quo1_1280.jpg http://fc01.deviantart.net/fs70/f/2012/048/6/5/65fb2b8537352b3655f788e1b7641092-d4q1qon.jpg
Game Rule Information
Magitek Soldier
Magitek Soldier have the following game statistics.
Abilities:
A Magitek Soldier Relies on Dexterity and/or a Certain Key ability that depends on which path he takes.
Alignment
Any.
Race
Humanoid.
Hit Die
d8.
Class Skills
The Magitek's Class Skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcane) (Int), Knowledge (Religion) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Skill Points at 1st Level: (6 + Int Modifier) x4.
Skill Points at Each Additional Level: 6 + Int Modifier
Magitek Soldier
Saves
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+2
+0
Path Initiate, Tracking, Focus (Ex), Sprint
2nd
+2
+3
+3
+0
Specialized Combat
3rd
+3
+3
+3
+1
Proximity/Range
4th
+4
+4
+4
+1
Specialist Skills (+2), Wall-Breaker
5th
+5
+4
+4
+1
Focus (Path Ability)
6th
+6/+1
+5
+5
+2
Path Doctrine, Improved Specialized Combat
7th
+7/+2
+5
+5
+2
Path Focus, Specialist Skills (+4)
8th
+8/+3
+6
+6
+2
Focus (Path Ability)
9th
+9/+4
+6
+6
+3
Improved Tracking
10th
+10/+5
+7
+7
+3
Specialist Skills (+5)
11th
+11/+6/+1
+7
+7
+3
Specialist Combat Master, Focus (Hyperfocus)
12th
+12/+7/+2
+8
+8
+4
[Camouflage
13th
+13/+8/+3
+8
+8
+4
Specialist Skills (+6)
14th
+14/+9/+4
+9
+9
+4
Focus (Path Ability)
15th
+15/+10/+5
+9
+9
+5
Hide in Plain Sight
16th
+16/+11/+6/+1
+10
+10
+5
Specialist Skills (+8)
17th
+17/+12/+7/+2
+10
+10
+5
Focus (Adrenaline Rush)
18th
+18/+13/+8/+3
+11
+11
+6
19th
+19/+14/+9/+4
+11
+11
+6
Specialist Skills (+10)
20th
+20/+15/+10/+5
+12
+12
+6
Class Features
All of the following are class features of the Magitek Soldier.
Weapon and Armor Proficiency
A Magitek Soldier is proficient with all simple and martial weapons. Magitek Soldiers are proficient with light armor, but not with shields.
Path Initiate:
At 1st level, a Magitek Soldier must select one of three paths of arms to pursue: Sniper, Pistolier or Knight. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. For the purpose of class features, a Magitek Soldier may use his class features and abilities only when he is unencumbered and wearing light or no armor.
If the Magitek Soldier Selects Sniper, He obtains a Magitek Rifle (Along with the Exotic Weapon Proficiency (Magitek Rifle) Feat) and gains a +1 Bonus on Both Hide and Move Silently, those two become his specialization skills. Furthermore, He may add his Intellect Modifier to the Concentration skill instead of Constitution. In addition, Intellect becomes a key ability for some class features.
If the Magitek Soldier Selects Pistolier, He obtains a pair of Magitek Pistols (Along with the Exotic Weapon Proficiency (Magitek Pistol) Feat) and gains a +1 Bonus on both Tumble and Escape Artist, those two become his specialization skills. Furthermore, He may add his Dexterity Modifier to the Concentration skill instead of Constitution. In addition, Dexterity becomes a key ability for some class features.
If the Magitek Soldier Selects Knight, He obtains a Magitek Carbine (Along with the Exotic Weapon Proficiency (Magitek Carbine) Feat) and gains a +1 Bonus on both Spot and Listen, those two become his specialization skills. He also gains Medium Armor proficiency and may use medium armor in Conjunction with his class features. Furthermore, He may add his Wisdom Modifier to the Concentration skill instead of Constitution. In addition, Wisdom becomes a key ability for some class features.
Tracking: At 1st level, a Magitek Soldier must select one of two Tracking options: Natural or Urban.
If the Magitek Soldier selects Natural, He obtains the Track feat and adds Knowledge (Nature), Handle Animal and Survival to his class skills.
If the Magitek Soldier selects Urban, he obtains the Urban Tracking Feat and adds Knowledge (local), Diplomacy and Gather Information to his class skills.
Trapfinding (Ex):
A Magitek Soldier can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
Focus (Ex):
A Magitek Soldier can still his heart and mind in order to achieve feats of skill normally impossible to normal people.
A focus ability Normally consumes a Free Action and sometimes the Magitek Soldier will have to make a Concentration Check. He adds his Magitek Soldier Level to said check. Certain abilities have a fixed DC, while others scale with the result. This does not consume from his focus Pool (See Below)
A Magitek Soldier gains a focus Pool Equal to His Key Ability Modifer. This cannot exceed 3/4 his Magitek Soldier Level (Max 15 at level 20). To renew the pool, the Magitek Soldier must meditate (without any interruptions) for 5 minutes.
Normally, each ability Is activated without consuming any resources, but incurs a Cooldown (cannot be used for a few rounds after it was used), but by expending a focus point, a Magitek Soldier may reuse an ability still on cooldown. although it renews said cooldown. After using an ability, the cooldown period is measured in rounds, Starting from the round after the ability was used.
At 1st level, a Magitek Soldier gains "Sprint", which is activated as a Free Action (Cooldown: 5 Rounds).
While Sprinting, the Magitek Soldier may Immediately take a Move Action.
At 5th level, a Magitek Soldier gains a path specific ability, These are activated as a Free action. These do not stack. (Cooldown: 2 rounds):
A Sniper gains Precision, which increases (for this round) the damage done with his Magitek Rifle (Consult with Table), it also confers certain abilites when certain DCs are surpassed:
(DC 30) Ignore Lesser Concealment: For the Rest of the Round, any attacks from the Magitek Rifle ignore up to 20% concealment. If its higher, it is reduced (Example, 50% would be reduced to 30%)
(DC 40) Penetrating Bullet: For the Rest of the Round, any attacks from the Magitek Rifle ignore any immunities to critical hits the target may have.
(DC 50) Critical Shot: For the Rest of the Round, any attacks from the Magitek Rifle automatically Threaten a Critical Hit. (A threat roll is still required.)
(DC 70) Ignore Greater Concealment: Change the amount ignored from Ignore Lesser Concealment from 20% to 50%.
A Pistolier Gains Reckless Trigger, which increases (for this round) the damage done by his Magitek Pistols (Consult with Table), it also confers extra attacks when certain DCs are surpassed, these extra attacks only take place when used with a full attack.
A Knight Gains Accurate Fire, which increases (for this round) the damage done by his Magitek Carbine and also adds a bonus to his Attack roll(s) (Consult the Table)
Concentration Check
Check Result
Sniper (Damage)
Pistolier (Damage)
Knight (Damage and Attack)
10-15
+1
+1
+1
16-21
+2
+2
+1
22-27
+4
+3
+2
28-33
+6
+5
+3
34-39
+8
+6
+4
40-45
+10
+8
+5
46-51
+12
+9
+6
52-57
+14
+11
+7
58-63
+16
+12
+8
64-69
+18
+14
+9
70+
+20
+15
+10
Concentration Check
DC
Precision Ability
30
Ignore Lesser Concealment
40
Penetrating Bullet
50
Critical Shot
70
Ignore Greater Concealment
Concentration Check
DC
Wild Trigger
25-39
+1 Extra Attack
40-54
+2 Extra Attacks
55-69
+3 Extra Attacks
70+
+4 Extra Attacks
At 8th level, a Magitek Soldier gains another Path specific Ability, This ability is activated as a Free Action. (Cooldown: 5 rounds).
A Sniper Gains Swift Setup. This Ability does not require a Concentration check. As a swift action, he may set-up his Rifle for combat.
A Pistolier Gains Quick Reload. This Ability does not require a Concentration Check. As a swift action, he may reload his Magitek Pistols.
A Knight Gains Quick Reload. This is the same as the Pistolier's Ability. Except that he may reload his Magitek Carbine.
At 11th level, a Magitek Soldier gains Hyperfocus, which is activated as a Swift Action (Cooldown: 10 rounds).
Upon activating this ability, a Magitek Soldier gains an insight bonus equal to half his class level to one of the following skills for 2 rounds, this effect dissipates once a skill check involving that skills is done. In addition, The Magitek Soldier may, as a Free Action, make use of said skill to perform an action that requires less than full round.
A Magitek Soldier may use Hyperfocus on any Knowledge skill in which he has spent at least 1 rank, Disable Device, Escape Artist, Heal, Listen, Open Lock, Search, and Spot.
This ability can be activated as an Immediate Action instead of a Swift Action by Succeeding a DC 50 Concentration Check (Adding your Magitek soldier level)
If the Check is failed , this ability is counted as consumed, without granting any effects.
At 14th level, a Magitek Soldier gains their Last Path Specific Ability. It is activated as a Full Round Action. (Cooldown: 5 rounds) You may not Spend Focus Points to Re-use this Ability.
A Magitek Sniper Gains the Horizon Shot ability: The Magitek Sniper May make 1 attack as normal (Including any modifiers from other focus abilities and counting as if firing his sniper as a full round action (x4 base multiplier), This attack is made with no penalty for range, though it still has the same maximum range as a normal attack by the Magitek Sniper. This ability can be used in conjunction with any ability that extends the range of a projectile weapon, such as the Far Shot feat or the Magitek Sniper's Proximity/Range.
A Magitek Pistolier Gains Bullet storm: The Magitek Pistolier Immediately Fires at every enemy he can see and has line of sight to within 30ft. while using this ability, a Magitek Pistolier may expend a Focus Point to Reload once during this ability as a free action. (An enemy may only be hit once each time this ability is used). Roll to hit and damage as normal (You may add bonuses from other focus abilities as well).
A Magitek Knight Gains Focused Barrage: The Magitek Knight may make a full attack. for each Hit that he scores, he may make another attack at his highest attack bonus with cumulative -5 on the roll (the first extra attack is at Highest Atk -5, the second is at -10, the third is at -15,-20,-25, etc...) These Extra attacks trigger extra attacks. If at any moment, a Natural 1 is rolled, no more attack rolls may be done.
At 17th level, a Magitek Soldier gains Adrenaline Rush, Which is activated as a Free Action (Cooldown: 5 minutes).
A Magitek Soldier who activates Adrenaline Rush gains an extra swift, move and standard action during this turn. You may not spend Focus points to re-use this ability.
Specialized Combat (Ex):
At 2nd level, a Magitek Soldier gains an ability when using his path weapon.
A Magitek Sniper Increases his Magitek Rifle's Critical Multiplier by 1 (so it goes from x4 to x5)
A Magitek Pistolier gains the Two Weapon Fighting Feat.
A Magitek Knight gains the Burst fire ability. This ability has the same effect as Power attack. (Your weapon is treated as a one handed weapon for the bonus damage) Using this ability consumes 3 times as many bullets.
Proximity/Range (Ex):
At 3rd level, a Magitek Soldier gains an ability depending on his path.
A Magitek Sniper increases the range increment of his Magitek Rifle by 10ft per Magitek Level (+200ft at level 20)
A Magitek Pistolier Gains the Combat Firing Ability, This allows him to Fire his Magitek Pistols from melee range. This does not provoke Attacks of Opportunity.
A Magitek Knight Gains the Combat Firing Ability, This is the same as the one the Pistolier gets, only with the Magitek Carbine.
Specialist Skills (Ex):
At 4th level, a Magitek Soldier increases the bonus from his specialization skills from +1 to +2. This Bonus is considered an "Untyped Bonus".
At 7th level this bonus increases to +4
At 10th level this bonus increases to +5
At 13th level this bonus increases to +6
At 16th level this bonus increases to +8
at 19th level this bonus increases to +10
Wall-Breaker (Ex):
At 4th level, a Magitek Soldier firing his path weapon ignores the effect of any Wind Wall in the way to his target.
Improved Specialized Combat (Ex):
At 6th level, a Magitek Soldier Improves the abilities gained from Specialized Combat:
A Magitek Sniper Increases his Critical Multiplier by an additional 1
A Magitek Pistolier gains the Improved Two Weapon Fighting Feat.
A Magitek Knight doubles the damage from Burst Fire (+2 damage per -1 Attack)
Path Doctrine (Ex):
At 6th level, a Magitek Soldier gains a special ability depending on the path he has chosen.
A Magitek Sniper gains the Death Attack ability to make a death attack as the Assassin ability (DMG) with the exeptions that it can also be used with the Magitek Rifle and the Magitek Soldier only needs to make an attack while hiding (Sneak attack is not required) (the 3 rounds to study the target are still required).
A Magitek Pistolier gains the Strafing Run ability. As a Full round action a Magitek Pistolier fires a single shot, he may move both before and after the attack, provided that the total distance moved is not greater than the Magitek's speed. If the Magitek Pistolier has or later obtains the Shot on the Run feat, Hey may instead choose to do a full attack when using Strafing Run.
A Magitek Knight Gains the Suppression Fire ability. As a Full round action, The Magitek Knight Fires in a 60ft. Cone shaped Burst for 1 round. Any enemies beginning their turn inside the area Take damage as if hit once by the carbine and are considered staggered while inside the area. Any enemies passing through the area take damage as if hit once by the carbine and end their turn. This ability consumes 20 Rounds.
Path focus (Ex):
At 7th level, a Magitek Soldier may Use his Key ability modifier instead of his dexterity modifier for attack rolls. He may add his Key ability modifier to all damage rolls with his Magitek Weapon.
Improved Tracking (Ex):
At 9th level, a Magitek Soldier gains a bonus ability depending on which tracking the Magitek Soldier chose:
If he Chose Natural Tracking, he gains Trackless Step: The Magitek Soldier leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
If he chose Urban Tracking he gains Go to Ground: When the Magitek Soldier chooses to "lay low," he becomes all but impossible to find without magical means. All attempts to find him with Urban Tracking (Cityscape 64) simply fail outright.
Specialist Combat Mastery (Ex):
At 11th level, a Magitek Soldier improves the abilities gained from Specialized Combat:
A Magitek Sniper Increases his Critical Multiplier by an Additional 2 (He now increases is base Critical by 4)
A Magitek Pistolier Gains the Greater Two Weapon Fighting Feat.
A Magitek Knight May Triple the damage from Burst Fire (+3 damage per -1 Attack)
Camouflage (Ex):
At 12th level, a Magitek Soldier may use the Hide skill in any sort of natural terrain (If he took Natural Tracking) or Urban terrain (if he took the urban tracking), even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex):
While in any sort of Natural Terrain (If he took Natural Tracking) or Urban Terrain (If he took Urban Tracking), a Magitek Soldier of 15th level or higher can use the Hide skill even while being observed.
Magitek Weapons
Weapon
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
Type
Cartridge
Magitek Pistol
500gp
1d4
1d6
x1.5
40ft
4 lb.
Piercing
12 Rounds
Magitek Carbine
1000gp
1d6
1d8
x2
60ft
8 lb.
Piercing
60 rounds
Magitek Rifle
1000gp
1d10
2d8
x2/x4
100ft
10 lb.
Piercing
5 Rounds
Magitek Pistol:
A Magitek Pistol is a Light Ranged Weapon. With a clip size of 12 rounds. It can be dual wielded. Reloading this weapon is a Full-Round action that provokes attacks of opportunity. Due to the ease of use and weight of these weapons, one can draw them as a free action that provokes Attacks of Opportunity.
Magitek Carbine:
A Magitek Carbine is a slightly heavy projectile weapon, it is capable of firing a great amount of rounds with its clip size of 60 Magitek Bullets. Reloading this weapon is a Full-Round action that provokes Attacks of Opportunity.
Magitek Rifle:
One would be surprised at how this weapon doesn't weight as much as it should, With a 5 round clip, it doesn't fire many shots. Due to the size and functions of the weapon, it must be set-up as a move action that provokes attacks of opportunity before use. The wielder may pivot in the area it's set up, but moving requires re-setting the Rifle.
This weapon may be fired as a standard action with a critical multiplier of x2 or as a full round action with a critical multiplier of x4. Either way, it can only fire 1 bullet at a time.
Reloading this weapon is a Full-Round Action that provokes Attacks of Opportunity.
Magitek Weapon Proficiency
A Character may only have proficiency with one Magitek Weapon.
Magitek Weapons and Magitek Soldiers
If a Magitek Soldier Wields a Magitek Weapon of his path, the damage with said weapon increases at the Magitek Soldier's 6th, 11th and 16th level. (Consult Table).
Additionally, if a Magitek Weapon is targeted by a spell while in the possession of a Magitek Soldier, it may replace the Caster level of the spell with the Magitek soldier's class level.
A Magitek Soldier may Imbue bullets with spells. This is described in the Craft (Magitek Weapon) Part.
Magitek Weapon Damage Increase (Medium Sized Weapon))
Weapon
6th level
11th level
16th level
Magitek Pistol
1d8
2d6
3d6
Magitek Carbine
2d6
3d6
4d6
Magitek Rifle
3d8
4d8
5d8
Magitek Ammo
Magazine
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
Type
Cartridge
12 rounds (Pistols)
5gp
-
-
-
-
1 lb.
-
-
60 Rounds (Carbine)
10gp
-
-
-
-
2 lb.
-
-
5 Rounds (Rifle)
5gp
-
-
-
-
1 lb.
-
-