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D4rkh0rus
2016-01-02, 06:30 PM
This is an updated version of my old homebrew idea, due to the time I had posted, I fear it would be counted as a Necro thus, I made a new thread.

The old version is Here (http://www.giantitp.com/forums/showthread.php?376416-Magitek-Soldier-3-5-Fluff-In-Progress&p=18244508#post18244508)

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 anything better ><.

This updated version, to my view at least, is weaker in terms of raw damage (which was too damn high to begin with), but has a bunch of new and funky extra abilities to play with.

As with all homebrew, Hopefully people will drop by and give their opinions. Thank you very much for reading.

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
Human, or human descended.

Hit Die
d8.

Class Skills
The Magitek's Class Skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), 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, Trapfinding, Tracking, Focus, Sprint, Acrobatic Dodge



2nd
+2
+3
+3
+0
Specialized Combat


3rd
+3
+3
+3
+1
Specialist Boon, Careful aim


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, Attribute Specialization


7th
+7/+2
+5
+5
+2
Path Specialty


8th
+8/+3
+6
+6
+2
Focus (Path Ability)


9th
+9/+4
+6
+6
+3
Improved Tracking, Specialist Skills (+3)


10th
+10/+5
+7
+7
+3
Focus (Hyperfocus)


11th
+11/+6/+1
+7
+7
+3
Path Mastery


12th
+12/+7/+2
+8
+8
+4
[Camouflage


13th
+13/+8/+3
+8
+8
+4
Focus (Path Ability)


14th
+14/+9/+4
+9
+9
+4
Specialist Skills (+4)


15th
+15/+10/+5
+9
+9
+5
Hide in Plain Sight


16th
+16/+11/+6/+1
+10
+10
+5



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 (+5)


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, 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, 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, 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 he 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 either gives a certain boon or modifies a Magitek weapon's normal attack. (See Below)

A Magitek Soldier gains a focus Pool Equal to His Key Ability Modifer. This cannot exceed 1/2 of his Magitek Soldier Level (Max 10 at level 20). To renew the pool, the Magitek Soldier must meditate (without any interruptions) for 5 minutes.

There are two types of Focus abilities: Those that have a cooldown, and those that do not.
Abilities that have cooldowns do not cost Focus, but become unavailable until a set time of rounds have elapsed, this timer begins on the round after the ability was used.
Abilites that do not have a cooldown require 1 Focus point to activate, unless stated otherwise.

At 1st level, a Magitek Soldier gains "Sprint", which is activated as a Swift Action (Cooldown: None (Always requires focus)).
While Sprinting, the Magitek Soldier may Immediately take a Move Action.

At 1st level, a Magitek Soldier gains "Acrobatic Dodge". As a Immediate Action, the Magitek Soldier may move 5 ft. This ability may be used after an enemy attacks the Magitek Soldier, but before the result of the attack is given, only if the Magitek Soldier is aware of the attack or spell. This movement provokes an Attack of Opportunity but the Magitek Soldier may roll a DC 20 Tumble Check to not provoke.

At 3rd level, a Magitek Soldier gains "Careful Aim". As a Swift Action, the Magitek Soldier gains for 1 Round the careful Aim ability, causing all his attacks done within the first range increment of the weapon to hit Touch AC.


At 5th level, a Magitek Soldier gains a path specific ability, These are activated as a Free Action that does not provoke attacks of opportunity. (This ability does not stack with itself) (Cooldown: 2 rounds):

A Sniper gains Precision, time seems to slow down as he takes careful aim on the target. The next time this round that the Magitek Sniper fires its rifle as a Full-round action, It gains the Benefits of Precision. The attack gains an Increased Critical Multiplier based on his Magitek level (consult table).

Precision is consumed when its bonuses are applied to an attack, if not consumed, it is lost at the end of the round.


A Pistolier Gains Wild Trigger, which allows him to gain extra attacks depending on his Magitek Level when performing a Full-Attack action while Two weapon Fighting with Magitek Pistols. He also gains a bonus on all damage rolls. (Consult the table below)

A Knight Gains Accurate Fire, which doubles the range on his Burst Fire ability and gives him a bonus to his Attack Roll depending on his Magitek Level. These effects last until the end of the round.



Path Ability


Level
Sniper (Precision)
Pistolier (Wild Trigger)
Knight (Accurate fire)


5
+1 Crit.
+1 Attack, +1 Damage
+1 To-hit



10
+2 Crit.
+2 Attacks, +2 Damage
+2 To-hit


15
+3 Crit.
+3 Attacks, +3 Damage
+3 To-hit


20
+4 Crit.
+4 Attacks, +4 Damage
+4 To-hit




At 8th level, a Magitek Soldier gains another Path specific Ability, This ability is activated as a Swift Action. (Cooldown: 5 rounds).

A Sniper Gains Penetrating Shot. A Magitek Sniper using this ability ignores the Racial/Type immunities to Critical hits and sneak attacks of the target for the next shot fired.

A Pistolier Gains Quick Reload. He may reload up to two Magitek Pistols as a swift action.

A Knight Gains Quick Reload. This is the same as the Pistolier's Ability. Except that he may reload his Magitek Carbine.

At 10th level, a Magitek Soldier gains Hyperfocus, which is activated as a Swift Action (Cooldown: None, Always requires Focus).

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.

A Magitek Soldier may activate this ability as an Immediate action by expending a Focus point in addition to any other costs it may have. (Ex. 1 Focus point, and 10 rounds of cooldown, or if used while on cooldown, 2 Focus points)

At 13th 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 (Using Dead Shot), 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 gains the Extraordinary Sniper ability, which reduces the penalty to hide after sniping by 10 (The penalty becomes -10 instead of -20)

A Magitek Pistolier gains the Rapid Reloading ability, allowing him reload faster, Reloading a Magitek Pistol is now a Standard Action that provokes attacks of Opportunity. A Pistolier may choose to Reload two Pistols as a full-round action that provokes Attacks of Opportunity.

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. Burst fire has a maximun range of one (1) range increment (For a un-enchanted Carbine, this would be 60ft.)

Specialist Boon (Ex):
At 3rd level, a Magitek Soldier gains an ability depending on his path.

While using a Full-Attack action, a Magitek Sniper increases the range increment of his Magitek Rifle by 10ft every two (2) Magitek Soldier Levels (+100ft at level 20).

A Magitek Pistolier Gains the Combat Firing Ability, This allows him to Fire his Magitek Pistols from melee range (And thus allows him to make attacks of opportunity with them). This does not provoke Attacks of Opportunity.

A Magitek Knight Gains the Fast Movement Ability, he increases he land speed by 10 feet. At level 5 and every five (5) levels thereafter, he increases the bonus by 10, capping at a +50 feet bonus at level 20. (Lvl 3: +10ft., Lvl 5: +20 Ft., Lvl 10: +30ft...)

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 9th level this bonus increases to +3
At 14th level this bonus increases to +4
At 19th level this bonus increases to +5

Wall-Breaker (Ex):
At 4th level, a Magitek Soldier firing his path weapon ignores any Wind Wall or similar effect in the way to his target.

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 consequently, as a ranged attack) 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 twice the Magitek's speed. If the Magitek Pistolier has or later obtains the Shot on the Run feat, He may instead choose to do a full attack when using Strafing Run, he may move any distance in between shoots, as long as the total distance moved is not greater than twice the Magitek's Speed.

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 until the end of their next turn. Any enemies passing through the area take damage as if hit once by the carbine and end their turn as soon as they finish moving. This ability consumes 20 Carbine Rounds.

Attribute Specialization (Ex):
At 6th 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.

Path Specialty (Ex):
At 7th level, a Magitek Soldier either gains a new ability, or improves an existing one gained from Specialized Combat:

A Magitek Sniper gains the Dead Shot Ability:
Dead Shot (Ex): As a full-round action, the sniper can take careful aim and pool all of his attack potential into a single, deadly shot. When he does this, he shoots his rifle at a single target, but makes as many attack rolls as he can, based on his base attack bonus. He makes the attack rolls in order from highest bonus to lowest, as if he 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, he confirms the critical once using his highest base attack bonus –5, if successful, the Entirety of the Dead Shot critically strikes.

A Magitek Pistolier gains the Acrobatic skill Mastery ability, allowing him to Take 10 on Tumble, Jump and Escape Artist checks even if stress and distractions would normally prevent him from doing so.

A Magitek Knight doubles the damage from Burst Fire (+2 damage per -1 Attack)

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.

Path Mastery (Ex):
At 11th level, a Magitek Soldier either gains a new ability, or further improves an existing one gained from Specialized Combat:

A Magitek Sniper gains Master Sniper, Reducing the Hide penalty for sniping by another 10 (Sniping now has no penalty)

A Magitek Pistolier gains the Blind Luck Ability. As a Full-round action, The Magitek Pistolier may fire twice as many shots as he would normally be able to on a full-attack, but accepts a 50% miss chance for all of them. This miss chance cannot be reduced, increased, or ignored or altered by anything. The Pistolier also receives a -2 penalty on all attack rolls.
The bonuses and penalties of this ability last for one round. During the duration of Blind Luck, a Pistolier is not affected by any other form of miss chance and ignores concealment.
Throughout the Flurry of blind shots, the Pistolier may Reload both pistols as a free action during any moment of this ability by spending a Focus point.

A Magitek Knight gains the Hunker Down ability. The Magitek Knight may spend a full-round action to Hunker down, gaining the benefits of Soft cover. If already benefitting from them, the benefits become that of Total cover.
If the Magitek Knights moves 5 feet or more from the location he Hunkered down from, he loses these benefits.

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

Magitek Weaponry is a revolutionary type of weaponry that adapts to the user's natural magical capabilities, allowing the user to bring out the powers of the weapon as he advances in Magitek Soldier levels.

Magitek Weaponry is never sold outside of the Magitek Organization HQ or one of its outposts.

A magitek soldier binds himself to a Magitek Weapon, this is a process that takes 1 Week during which the Magitek soldier may do anything except utilize -any- Magitek weapons, a Pair of Magitek Pistols count as 1 weapon for this process.

A Magitek Soldier shares a link with his weapon, This link provides the Magitek Soldier with increases awareness. As long as a character with levels of Magitek Soldier holds a Magitek Weapon (or has it holstered), He gains the benefits of the Alertness Feat.

Additionally, a Magitek Soldier always knows the general direction of his weapon should they be separated, And he can pin-point the location of his weapon if it is within 100ft. Per Magitek Level of the Character.
If the weapon is ever subject to an Anti-Magic Field or Dead Magic Zone, the Magitek Soldier knows and is Fatigued until the Weapon is removed from said place. IF the Magitek Soldier was already Fatigued or Later gains the Fatigued condition while under this Special fatigue, The effect evolves to Exhaustion. IT turns back to Fatigue when there is only one Fatigue in effect.
If a bound Magitek Weapon is ever destroyed, Its wielder is stunned for 2d4 Rounds.




Weapon
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
Type
Cartridge


Magitek Pistol
500gp
1d4
1d6
x2
30ft
2 lb.
Piercing
6 Rounds


Magitek Carbine
1000gp
1d6
1d8
x2
60ft
8 lb.
Piercing
60 rounds


Magitek Rifle
1000gp
1d10
2d8
18-20 / x2
100ft
10 lb.
Piercing
None



Magitek Pistol:
A Magitek Pistol is a Light Ranged Weapon. With a clip size of 6 rounds, much like a revolver. It can be dual wielded. Reloading this weapon is a Full-Round action that provokes attacks of opportunity. Due to the ease of use of these weapons, one can draw them as a free action, although doing so requires concentration, so it 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. In appearance it looks much like a Bolt-Action Rifle, this allows it to maximize its range and power, although it limits its ammo capacity to a single bullet.
Due to the size and functions of the weapon, it can be fired as a standard action, or as a full-round action. If fired as a standard action, the wielder takes a -4 penalty to the attack roll. Whichever mode is selected, the Magitek Rifle can only fire one (1) bullet at a time.

Reloading this weapon is a Move 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
Magitek ammo comes in bundles, a set number of specifically sized bullets are tied together in a certain pattern to make reloading a full cartridge much faster than doing so one by one.

Normally, Magitek Ammo is not available for purchase outside of the Magitek Organization HQ or one of its outposts.




Magazine
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
Type
Cartridge


12 rounds (Pistols)
5gp
-
-
-
-
1 lb.
-
-


60 Rounds (Carbine)
10gp
-
-
-
-
2 lb.
-
-


3 Rounds (Rifle)
5gp
-
-
-
-
1 lb.
-
-

D4rkh0rus
2016-01-02, 06:32 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


Carbine Bayonet
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 90mm long, with a 15mm diameter for Sniper rounds, 50mm long, with a 9mm diameter for Pistol Bullets, and 40mm long with a 5mm 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 6 (Pistol) or 60 (Carbine) Rounds. Magitek Rifles do one use Magazines, they have to be Manually reloaded.

Bullet Chamber
This augment to a Magitek Weapon allows the user to store 1 bullet (that may be imbued), which he may at any time fire instead of a normal bullet. This chamber does not conflict with the actual magazine.
Creating and adding a Bullet Chamber requires a DC 20 Craft (Magitek weaponry) Check. Market Price: 300 Gp.
A Magitek Weapon may only have a single Bullet chamber.

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.


Carbine Bayonet
Some Magitek Knights add a long, piercing blade on their Carbines. This allows them to function in close quarters fighting. The bayonet functions like a Spear for all purposes. This Bayonet is separate from the Magitek Weapon and thus must be enchanted as a melee weapon. Creating a Carbine Bayonet requires a DC 25 Craft (Magitek Weaponry) Check. Market Price: 50 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).


Enchanting Magitek Weapons

Magitek Weaponry is enchanted much like normal Weapons, although there are a few differences, including the Craft (Magitek Weaponry) Check. There are also [Magitek Exclusive] Enchants. To apply a [Magitek Exclusive] enchant, the target must be a Magitek Weapon and the Wielder must have at least 50% of his Class levels as a Magitek Soldier, otherwise the Enchant does not function.

For all intents and purposes, Magitek Weaponry does not count as neither bows nor Crossbow, They still are Ranged weapons.

For all intents and purposes, Magitek Ammo does not count as neither Arrows nor Bolts, They still are Ranged Ammunition.

Actual enchants will come as I think them up.

Allnightmask
2016-01-06, 08:24 PM
Well I found the class to be fun in concept and the mechanics aren't flaring any really alarm from me. I do feel as if the Carbine route feels rather plain but I can't think of anything to add that is as fun as the death shot or bullet spam attacks. Also I'm curious why you removed the cap on spell storing and also the hard limit on imbued ammo. got some fluff standpoint or something?

AuraTwilight
2016-01-07, 02:59 PM
Can you plug up the dead levels? As it is, there's no reason to take 20th level.

D4rkh0rus
2016-01-07, 03:12 PM
Well I found the class to be fun in concept and the mechanics aren't flaring any really alarm from me. I do feel as if the Carbine route feels rather plain but I can't think of anything to add that is as fun as the death shot or bullet spam attacks. Also I'm curious why you removed the cap on spell storing and also the hard limit on imbued ammo. got some fluff standpoint or something?

Thank you for you opinion :P I feel the Carbine route is a bit plain and I'm considering just cutting it off.

On the thing about Imbued Bullets, They're to essentially allow a Magitek Soldier to shoot some crazy spells, while limiting them in just what they can shoot. There is going to be a Magitek Exclusive Enchantment that will allow imbued bullets to store Area spells for example, so the Fireball (or some other spell) bullet is possible.

The Limit on Spell-Storing was placed because if not, you could just re-cast high level spells into the weapon and deliver them. I removed the limit because Imbued bullets can only be crafted, and they require a set of days to do so, so Exploiting them isn't any easier than just casting a good old scroll of X spell instead. In the same thought train, the Hard cap on the amount of bullets prevents a player from just spending 2 years crating 9th level spell bullets and going ham. The spell-storing ability is referenced because it more or less explains the effect on the ammunition, the lack of limit is mostly because Magitek Weapons are pretty potent things.

From a Fluff perspective, a Magitek Soldier has a small amount of magical energy, not enough to actually cast spells, but enough to link himself to his weapon, The very nature (and magecraft) of the weapon, protects the wielder's abilities and functions even when subject to anti-magic (although the link is weakened, and thus the Soldier is fatigued). This explains the reason all the abilities are (Ex).

A Magitek Soldier can use some of this magical energy to bind a spell to one of his bullets, this si done through the weapon, thus it is energy that is constantly expended to maintain that imbue effect, and a Magitek Soldier only has so much to spare.




Can you plug up the dead levels? As it is, there's no reason to take 20th level.

Thank you for reading :P

Theres a few reasons to take level 20, lets see. from 19-20 the Cap on Focus goes from 9 to 10, the last effect from the Path ability comes in at 20th level (+1 Crit multiplier, +1 Attack, +1 to hit depending on the Weapon). Depending on the weapon chosen, There's a few other abilities that scale.

Then again, most Campaigns usually either don't reach level 20, or they go way past and beyond. But I'll see what I can do to put something in those dead levels and make a proper Epic-worthy capstone.

Relecs
2016-01-07, 03:31 PM
First thing I noticed was that the pistolier uses dexterity as a secondary stat, this seems like a bad idea since dex is already the base stat for the class. I guess my suggestion would be charisma and go for a bit of a gunslinger feel. The other two options use intellect and wisdom, using charisma would also nicely balance this since each of the options would then require a mental stat in addition to dexterity.

EDIT: I also noticed that the pistolier will gain up to 4 additional attacks, with dual wielding this offers the pistolier up to 11 attacks a round prior to epic levels. This seems excessive I understand what you're going for but it just outpaces every other class (not to mention every option within this class). I would cap it at 2 additional attacks (1 at 10, 2 at 20) and make it not stack with haste or speed weapons.

FURTHER EDITS:
attribute specialization - don't get rid of dex, your making the class rely too much on a single attribute, you don't want MADS but martial classes should rely on at least 2-3 stats fairly heavily. I would suggest allowing their chosen attribute to apply the attribute bonus as damage to attacks made using the classes chosen weapon path.

Path Mastery - no sure I understand the pistolier's blind fury. With double attacks but as 50% miss chance on all of them this seems to be a non-ability simply requiring a large number of dice rolls (up to 22 attack rolls and 22 percentile rolls as the class stands right now!) My suggestion would be something like this... The gunslinger makes his normal attacks with a 50% miss chance, each hit results in an additional hit being scored. Same effect (still not sure I like the effect) but significantly less rolling.

Magitek Weapon Damage increase - seems excessive, no other martial class receives this much base weapon damage. The 6th level increase could be appropriate at 10th level and no additional increases.

D4rkh0rus
2016-01-07, 03:40 PM
First thing I noticed was that the pistolier uses dexterity as a secondary stat, this seems like a bad idea since dex is already the base stat for the class. I guess my suggestion would be charisma and go for a bit of a gunslinger feel. The other two options use intellect and wisdom, using charisma would also nicely balance this since each of the options would then require a mental stat in addition to dexterity.

EDIT: I also noticed that the pistolier will gain up to 4 additional attacks, with dual wielding this offers the pistolier up to 11 attacks a round prior to epic levels. This seems excessive I understand what you're going for but it just outpaces every other class (not to mention every option within this class). I would cap it at 2 additional attacks (1 at 10, 2 at 20) and make it not stack with haste or speed weapons.

Thanks for your input :P

Yeah, Im thinking of swapping Dexterity to Charisma for the Pistolier.

For the attacks, you have to remember that Pistols have a Limit of ammo, and Reloading them takes time or Focus points, not to mention to actual Focus spent on the abilities themselves and the Hard Cap on focus, thus yes, you can get a metric ton of attacks on 1 given round, but you're losing a lot of uses of Focus to do so.

Relecs
2016-01-07, 03:48 PM
Thanks for your input :P

Yeah, Im thinking of swapping Dexterity to Charisma for the Pistolier.

For the attacks, you have to remember that Pistols have a Limit of ammo, and Reloading them takes time or Focus points, not to mention to actual Focus spent on the abilities themselves and the Hard Cap on focus, thus yes, you can get a metric ton of attacks on 1 given round, but you're losing a lot of uses of Focus to do so.

The focus pool is a good limiter but it's still only limiting them per combat (since it's only a 5 minute rest to regain the whole pool)