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View Full Version : D&D 3.x Class Magitek Soldier [3.5] [Fluff In Progress]



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.
-
-

D4rkh0rus
2014-10-11, 07:09 PM
Craft (Magitek Weaponry) (Int, Trained Only)
Creating and Modifying Magitek Weapons requires special knowledge and insight. This skill lets a Character to Fabricate Magitek weaponry and allows a Magitek Soldier to Imbue his weaponry.

In the case of enchanting Magitek weaponry or ammunition, a Magitek Soldier must spend at least half of the time needed to Enchant the item aiding the one doing the enchanting. This represents the Magitek soldier taking care of any mechanical parts and systems in secrecy, so as to not reveal the blueprints. This time may be spent in any order, as long as the minimun quota is met (So if an enchantment takes 4 days, a Magitek Soldier can choose to spend 4 hours each day, or 8 hours for two days).

This Skill follows all the normal rules that apply to any Craft Skill.

Skill synergy: a Character with 5 or more ranks in Knowledge (Arcana) gains a +2 bonus on any Craft (Magitek Weaponry) Check.




Craft (Magitek)


Item
Craft DC


Enchant Magitek Weapon
10


Magitek Ammo
15



Bullet Chamber
20


Magitek Weapon
25


Magitek Scope
25


Imbue Bullet
15 + Caster Level





Enchant Magitek Weapon
Due to the nature of Magitek Weaponry. Any form of magical special ability placed upon a Magitek Weapon requires a DC 10 Craft (Magitek Weaponry) Check (Which is done at the end of the enchanting process). If failed, the Special Ability is lost to the magical circuitry of the weapon. This DC increases by 2 for every enhancement bonus worth of enchantment on the Magitek Weapon (Including the enchantments that would be applied). This caps at DC 30 for a +10 weapon.
You may not take 10 on this check.

Magitek Ammo
Crafting Magitek Ammo requires an Ammo Mold and a Source of Liquified Metal. It also requires a Magical Treatment. The metal to be used must be engraved and enchanted (For in-game purposes, this does not actually require the player to cast a spell).

A Magitek Bullet (Casing and all) is around 70mm long, with a 10mm diameter for Sniper rounds, 50mm long, with a 9mm diameter for Pistol Bullets, and 40mm long with a 7mm diameter for Carbine bullets. It has a slightly bigger rim on its base, and it decreases in diameter to form a penetrating tip.
When Crafting Bullets, The time taken to craft them is Halved (As if they were worth 1/2 their market price.)

Due to necessary magical processes required for creating a Magitek bullet, spells such as fabricate cannot be used to generate bullets.

Ammo Magazines: Ammo comes in Magazines of either 5 Rounds, 12 Rounds or 90 Rounds.

Bullet Chamber
A Magitek Soldier with Craft (Magitek weaponry) May add a Bullet chamber to his weapon for 300gp and a DC 20 Check (2 days of work). This allows him to store 1 imbued bullet, which he may at any time fire instead of a normal bullet. This chamber does not conflict with the actual magazine.

Magitek Weapon
To create a magitek weapon the Crafter must First succeed on a DC 25 Check. He must then calculate how long it will take to make one and how much it will cost, as per the normal Crafting Rules.

Magitek Scope
A Magitek Scope is an add-on for the Magitek Sniper's Rifle. It halves the Range penalty for Firing at longer ranges (the attacker suffers -1 to hit for every extra range increment instead of the usual -2). Market Price: 300 Gp.


Imbue Bullet
A Magitek Soldier May Imbue ammunition with spells. He must have a spell (scroll, wand, etc) in his possession or a caster willing to cast it.

He must make a Craft (Magitek Weaponry) Check with DC 15 + the Caster Level of the spell being stored. The caster level of the spell cannot exceed the Character's Magitek Soldier Level.
The process consumes 1 bullet and costs 100gp x the level of the spell. It takes 1 day per spell level to make. If the Imbue Check is double or triple the required DC, the time is 1/2 or 1/3 of its original respectively.
for all intents and purposes, Imbue counts as the Spell Storing enchantment (Removing the level cap) on the bullet imbued With the Exception that once discharged, the bullet (If salvaged) must be imbued once more. (this restricts the spells allowed).

A Magitek soldier May only have a maximun of imbued bullets equal to 1/3 his class level (rounding down) at any one time. (He may make more afterwards)
Anytime he reloads his Magitek weapon, he may load any number of Imbued bullets to it. the player must specify where it is located (Example, he loads a 12 round magazine, specifies the imbued bullet is 3rd from top. Thus, his first 2 shots are normal, and the 3rd is the imbued bullet). This can be Circumvented with a Bullet Chamber.


Special
Magitek weapon Crafting Requires knowledge of various mechanisms and triggers. A Character with Ranks in Craft (Magitek Weaponry) Treats himself as Trained in Craft (Engineering). He is also treated as having a number of ranks in Craft (Engineering) Equal to Half his Ranks (Rounding down) in Craft (Magitek Weaponry).

Extra Anchovies
2014-10-11, 08:30 PM
First off, this class is hella cool. If I'm ever in a 3.5 game with homebrew allowed, I'm totally going to try to play a Pistolier. A few critiques, though:

1. Sniper is awful, at least compared to the others. If I played a Sniper I'd pick up a bow, because there is no way to make a full attack with a Magitek Rifle. None. Not even at high levels. This means that Snipers are weak past level 6, and worthless past level 10. Let them full-attack with the rifle; perhaps only let their Breath abilities apply to the standard-action and full-round attacks, but let them make full-attacks.

2. The abilities granted by Precision are a bit weird. The DC 30 ability is, IIRC, made obsolete by Precise Shot and its improved version.. DC 40 is kind of not worth trying to hit without some sort of precision damage ability to benefit from the removed crit immunity. And Critical Shot is effing powerful, because auto-crits are effing powerful. Ignore Greater Concealment I'm not sure about.

3. Pistolier is pretty clearly the strongest of the three, because they get piles of attacks, each of which will be (with or without Breath) dealing more damage than the Knight's will be. Sure, they have a low ammo-cap of 12 per gun, but they can reload both as a single swift action, which completely removes that limitation. I recommend giving the Wild Trigger ability to the Knight instead of the Pistolier; the Knight seems to be the full-auto type anyways, so it makes sense.

3b. In addition, weapon damage should (IMO) be tweaked a bit. Pistols and Carbines shouldn't be as powerful, and the Rifle should be packing a punch. I recommend 1d6 for Pistols, 1d10 for Carbines, and 2d8 for Rifles.

4. At first glance it looks like the Breath ability DCs are way too high, it took me a while to realize that the checks get a bonus equal to class level. Bold that bit or something, so others don't miss it.

5. You don't actually ever specify that Breath needs to be expended to use any class abilities. It's kind of implied but not exactly there.

6. The skill bonus scaling is weird. I'd change it to +2 at 1st and +2 every three levels thereafter, but it's up to you.

D4rkh0rus
2014-10-11, 09:20 PM
First off, this class is hella cool. If I'm ever in a 3.5 game with homebrew allowed, I'm totally going to try to play a Pistolier. A few critiques, though:

Thanks :P and thanks for your feedback too.


1. Sniper is awful, at least compared to the others. If I played a Sniper I'd pick up a bow, because there is no way to make a full attack with a Magitek Rifle. None. Not even at high levels. This means that Snipers are weak past level 6, and worthless past level 10. Let them full-attack with the rifle; perhaps only let their Breath abilities apply to the standard-action and full-round attacks, but let them make full-attacks.

You're not seeing the whole picture. The sniper, combine with its breath ability and the +4 to crit multiplier can get a x8 crit multiplier on that 1 attack, making it deal as much damage as the other options, maybe a little less. To make it crit, you use its 5th level Breath Ability, which makes it auto crit AND makes the target lose its crit immunity. Since the class damage is unspecified, it multiplies from the crit.

I ran a few math calcs and they are around the same in damage as the others, also... 30+Int DC Death Attack...


2. The abilities granted by Precision are a bit weird. The DC 30 ability is, IIRC, made obsolete by Precise Shot and its improved version.. DC 40 is kind of not worth trying to hit without some sort of precision damage ability to benefit from the removed crit immunity. And Critical Shot is effing powerful, because auto-crits are effing powerful. Ignore Greater Concealment I'm not sure about.

The whole point of Precision are taking away crit immunity and having all attacks auto crit, but if you read it, only with the Magitek Rifle, which can only do 1 shot per attack/Full attack action, or two with Adrenaline Rush. It think it balances it out.


3. Pistolier is pretty clearly the strongest of the three, because they get piles of attacks, each of which will be (with or without Breath) dealing more damage than the Knight's will be. Sure, they have a low ammo-cap of 12 per gun, but they can reload both as a single swift action, which completely removes that limitation. I recommend giving the Wild Trigger ability to the Knight instead of the Pistolier; the Knight seems to be the full-auto type anyways, so it makes sense.

My Goal of the class was to make the Sniper a one shot, one kill type, The pistolier a highly mobile and powerful (Yes, I intended for the pistolier to deal the most raw damage) damage dealer. But thats just that, damage, and the Knight more of a slow moving but utility based character (Suppression fire I need to figure out what exactly to put, but basically, it would be somewhat of a Combat CC effect.)
Theres also the lvl 14 breath effect wich will further emphasize this.

Also, under normal circunstances, a Pistolier would get 12 shots. thats 2 rounds worth of firing. Using quick reload, takes away the 15 or so damage per shot you're getting, and it has a 10 round cooldown, so you have to spend breath to reload after that, I feel it balances it out considering it IS a high damage class.

The Knight gets "power Attack" up to x3 the damage. So, -20 attack roll + 60 damage per attack. given haste or similar, thats up to 5 attacks a round. Do I have to add in more attacks?

The Sniper has high accuracy, high damage and high set-up time and High ammo efficiency. The Pistolier has mid Accuracy, high damage, low set-up time, and Low ammo efficiency, and the Knight has Low accuracy, High damage, low Set-up time and Low efficiency.


3b. In addition, weapon damage should (IMO) be tweaked a bit. Pistols and Carbines shouldn't be as powerful, and the Rifle should be packing a punch. I recommend 1d6 for Pistols, 1d10 for Carbines, and 2d8 for Rifles.

The Rifle starts at 1d10 and ends up at 4d10, the others start at 1d8 and end up at 4d8, thats around 6 damage difference, Yea, maybe I should Up it.


4. At first glance it looks like the Breath ability DCs are way too high, it took me a while to realize that the checks get a bonus equal to class level. Bold that bit or something, so others don't miss it.

Yea, need to bolden it, It was meant to set back skill items and stuff to access that bonuses too early.


5. You don't actually ever specify that Breath needs to be expended to use any class abilities. It's kind of implied but not exactly there.

I think I did, abilities dont use breath, breath is to re-use abilities that are on cooldown.


6. The skill bonus scaling is weird. I'd change it to +2 at 1st and +2 every three levels thereafter, but it's up to you.

The scaling was merely to fill dead levels.

Amechra
2014-10-12, 06:20 AM
I kinda want to multiclass this with Bard, and use Undersong to substitute Perform checks for Concentration checks. Because a Sniper giving a rousing speech about how they will hit their mark is just too hilarious to me.

D4rkh0rus
2014-10-12, 08:36 AM
I kinda want to multiclass this with Bard, and use Undersong to substitute Perform checks for Concentration checks. Because a Sniper giving a rousing speech about how they will hit their mark is just too hilarious to me.

You just made my day X D.

Zalphon
2014-11-01, 10:23 AM
Honestly...I love the class concept, but I'd handle it like this.

Make the pistoleer be that dual-wielding gunslinger who specializes in cheap shots to win the fight.

Make the knight the one who fits the iconic soldier description (mobile, has abilities like suppressive Fire and three round burst, etc.)

And up the rifle's damage substantially if it's one shot per round. And really give abilities to make the player feel like a sniper. Beyond just a death Attack and high crit modifier.

Extra Anchovies
2014-11-01, 03:08 PM
Maybe the Sniper could have an ability similar to the (Pathfinder) Gunslinger's Dead Shot ability? Instead of a full attack, they make one attack roll for each attack they would get from a full attack (all against the same target), roll damage for each hit, total the damage, and then apply DR/etc. If one attack crits, all of them do, so you'd probably have to remove the auto-crit ability, but it lets them (essentially) make full attacks, and since they're making multiple rolls/round they aren't so swingy (otherwise their turn can be roll, miss, end turn). If this were implemented then the Sniper would leap to being my favorite. Maybe format it as follows:

Dead Shot (Ex): At 7th level, as a full-round action, the sniper can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the sniper's single attack is considered to have hit. For each additional successful attack roll beyond the first, the sniper increases the damage of the shot by the base damage dice of the firearm. If the sniper would gain bonus damage from Precision on this attack, they do not gain the normal bonus damage once for each successful hit; instead they add twice the normal bonus damage to the final damage total (before multipliers such as from critical hits). If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0).

D4rkh0rus
2014-11-29, 06:24 PM
After some time, I finished up its abilities, bolded a few things, etc. did a little bit of clean up. hopefully this isn't considered Necro D:

D4rkh0rus
2014-11-30, 10:49 PM
Updated stuff, bolded even more stuff. Added Craft (Magitek Weaponry).