Morgan_Scott82
2007-06-14, 06:23 PM
As you can see from my sig, I'm preparing to run a piratical type play-by-post adventure on the high seas (which I encourage anyone interested to submit a character for), and one of the potential players asked about this class (http://www.privateerpress.com/docs/Gun_Mage_PrivateerPress8-11.pdf) from Privateer Press's Iron Kingdom's setting, since my game will have magic and we're using firearms, I thought it would be a good concept, however I feel the concept is more narrowly focused and therefore better suited to a prestige class, so I submit to you the Arcane Pistoleer.
Arcane Pistoleer
Requirements
Feats: Exotic Weapon Proficiency (Firearms), Point Blank Shot, Weapon Focus Pistol
Skills: Craft (Firearms) 8 ranks
Spells: The ability to cast 2nd level arcane spells
HD: d6
Class Skills: , Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Listen, Perform, Profession, Spellcraft, Spot, and Swim.
Skill Points per level: 2+ Int modifier.
Arcane Pistoleer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+2|
+2|Pistolcast, Bonded Pistols|-
2nd|
+1|
+0|
+3|
+3|-|+1 level of existing spellcasting class
3rd|
+2|
+1|
+3|
+3|Pistoleer's Reserve|+1 level of existing spellcasting class
4th|
+3|
+1|
+4|
+4|Bonus Feat|+1 level of existing spellcasting class
5th|
+3|
+1|
+4|
+4|-|+1 level of existing spellcasting class
6th|
+4|
+2|
+5|
+5|Channel Spell 3/day|-
7th|
+5|
+2|
+5|
+5|Greater Reserve|+1 level of existing spellcasting class
8th|
+6|
+2|
+6|
+6|Bonus Feat|+1 level of existing spellcasting class
9th|
+6|
+3|
+6|
+6|Channel Spell 4/day|+1 level of existing spellcasting class
10th|
+7|
+3|
+7|
+7|???|+1 level of existing spellcasting class [/table]
Weapon and Armor Proficiency
Arcane pistoleer gain no proficiency with any weapon or armor.
Pistolcast (Ex)
Arcane pistoleer seamlessly blend the use of their pistols and powerful spellcasting abililities. An arcane pistoleer can cast a spell with somatic or material components even when holding a pistol in one or both hands. If an arcane pistoleer holds anything other than a pistol, he must still have at least one free hand to cast a spell with somatic or material components. Casting a spell in this ways still provokes an attack of opportunity normally.
Bonded Pistol (Su)
An arcane pistoleer forms a special bond with his pistols. Doing so requires an arcane rite which takes a full day and uses up alchemical materials costing 100 gp, during which the pistol is carved with arcane runes and other symbols of power. The bonded weapon becomes an extension of the arcane pistoleer and while many such mages carry a second, third or even fourth pistol, not all of them can bond to multiple pistols. An arcane pistoleer can only bond to a number of pistols equal to his Charisma ability modifer.
An arcane pistoleer learns to channel is mystic energies through his weapons of choice, and gain other abilities as he advances.
Spells
At each new level of arcane pistoleer, except first and sixth, an arcane pistoleer gains new spells per day (and spells known if he casts spontaneously) as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not however gain any other benefit a character of that class would have gained. If the character had more than one arcane spellcasting class before he became and arcane pistoleer, he must decide which class he adds each level of arcane pistoleer for the purpose of determining spells per day.
Bonus Feat
At fourth and eighth level, an arcane pistoleer gains a bonus feat. These feats must be chosen from the following list: any Metamagic feat, Combat Casting, Dodge, Mobility, Improved Initiative, Far Shot, Improved Precise Shot, Precise Shot, Shot on the Run, Quick Draw, Spell Focus (Greater Spell Focus), Spell Penetration (Greater Spell Penetration), Weapon Focus (pistol).
Pistoleer’s Reserve (Sp)
By holding back a portion of his arcane might and meting it out one shot at a time an arcane pistoleer can continue to fight on, even after most of his spells have been extended. As long as the arcane pistoleer has at least one prepared 2nd level spell or spell slot remaining, each attack he makes with his bonded pistols does an additional 1d6 damage. Upon reaching 8th level this extra damage increases to 2d6 as long as he has at least one 4th level spell slot remaining.
Channel Spell (Sp)
At 6th level an arcane pistoleer can channel any spell he can cast into his bonded pistol. Using this ability requires a move action and the arcane pistoleer uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the arcane pistoleer successfully attacks with his bonded pistol (saving throws and spell resistance still apply). Even if the spell normally effects an area or is a ray, it effects only the target. The spell is discharged from the pistol, which can then hold another spell. An arcane pistoleer can channel spells into only one bonded pistol at a time regardless of how many bonded pistol’s he has. Spells channeled into a pistol ar lost if not used in 8 hours.
???
I still need a capstone ability to close out the class. Any ideas?
The Arcane Pistoleer's Bonded Pistol
Bonded Pistols are more effective in the hands of the arcane pistoleer than they would be in the hands of others. They gain the following abilities as the arcane pistoleer levels up.
Level|Ability
1st-2nd | Arcane Shot: Ray
3rd-4th | Quickdraw
5th-6th | Arcane Shot: Touch
7th-8th | Sighting Link
9th-10th | Call Pistol
Arcane Shot: Ranged Touch
If the master is 3rd level or higher, the bonded pistol can be used to deliver ranged touch spells. When the master casts a ray or other ranged touch spell, the bullet "toucher." (The master must be holding the pistol at the time of casting.) The ranged touch spell can then be delivered as a ranged touch attack. If the attack would also succeed as a normal ranged melee attack, pistol damage is also applied to the attack. As normal, if the master casts another spell, the touch spell dissipates.
Quickdraw
At 3rd level while weilding his bonded pistol(s), the arcane pistoleer is treated to have the quickdraw feat.
Arcane Shot: Touch
If the master is 7th level or higher, the bonded pistol can be used to deliver touch spells at range. This is handled exactly as the Ranged Touch ability.
Sighting Link
Due to the magical nature of the bond that has been forged between the pistol and its master, with a successful Concentration check (DC 15), the master of 7th level or higher can see as if looking out from his pistol’s sights (or the end of the barrel if it has no sights), instead of using his own eyes. This enables the master to aim the pistol without looking, allowing for some spectacular trick shots.
Call Pistol
At 5th level, the arcane pistoleer gains the ability to summon his pistol to his hand. When separated from his pistol, with a successful Concentration check (DC 18) the master can cause his pistol to fly into his hand so long as it is not gripped by another and can be seen by its master. This ability is a free action.
Conclusion
So there it is, what do you think? It still needs a capstone ability and to me it feels abit too powerful, but then again I always err on the side of caution in balancing my own homebrew stuff. Let me know what you think?
Arcane Pistoleer
Requirements
Feats: Exotic Weapon Proficiency (Firearms), Point Blank Shot, Weapon Focus Pistol
Skills: Craft (Firearms) 8 ranks
Spells: The ability to cast 2nd level arcane spells
HD: d6
Class Skills: , Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Listen, Perform, Profession, Spellcraft, Spot, and Swim.
Skill Points per level: 2+ Int modifier.
Arcane Pistoleer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+2|
+2|Pistolcast, Bonded Pistols|-
2nd|
+1|
+0|
+3|
+3|-|+1 level of existing spellcasting class
3rd|
+2|
+1|
+3|
+3|Pistoleer's Reserve|+1 level of existing spellcasting class
4th|
+3|
+1|
+4|
+4|Bonus Feat|+1 level of existing spellcasting class
5th|
+3|
+1|
+4|
+4|-|+1 level of existing spellcasting class
6th|
+4|
+2|
+5|
+5|Channel Spell 3/day|-
7th|
+5|
+2|
+5|
+5|Greater Reserve|+1 level of existing spellcasting class
8th|
+6|
+2|
+6|
+6|Bonus Feat|+1 level of existing spellcasting class
9th|
+6|
+3|
+6|
+6|Channel Spell 4/day|+1 level of existing spellcasting class
10th|
+7|
+3|
+7|
+7|???|+1 level of existing spellcasting class [/table]
Weapon and Armor Proficiency
Arcane pistoleer gain no proficiency with any weapon or armor.
Pistolcast (Ex)
Arcane pistoleer seamlessly blend the use of their pistols and powerful spellcasting abililities. An arcane pistoleer can cast a spell with somatic or material components even when holding a pistol in one or both hands. If an arcane pistoleer holds anything other than a pistol, he must still have at least one free hand to cast a spell with somatic or material components. Casting a spell in this ways still provokes an attack of opportunity normally.
Bonded Pistol (Su)
An arcane pistoleer forms a special bond with his pistols. Doing so requires an arcane rite which takes a full day and uses up alchemical materials costing 100 gp, during which the pistol is carved with arcane runes and other symbols of power. The bonded weapon becomes an extension of the arcane pistoleer and while many such mages carry a second, third or even fourth pistol, not all of them can bond to multiple pistols. An arcane pistoleer can only bond to a number of pistols equal to his Charisma ability modifer.
An arcane pistoleer learns to channel is mystic energies through his weapons of choice, and gain other abilities as he advances.
Spells
At each new level of arcane pistoleer, except first and sixth, an arcane pistoleer gains new spells per day (and spells known if he casts spontaneously) as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not however gain any other benefit a character of that class would have gained. If the character had more than one arcane spellcasting class before he became and arcane pistoleer, he must decide which class he adds each level of arcane pistoleer for the purpose of determining spells per day.
Bonus Feat
At fourth and eighth level, an arcane pistoleer gains a bonus feat. These feats must be chosen from the following list: any Metamagic feat, Combat Casting, Dodge, Mobility, Improved Initiative, Far Shot, Improved Precise Shot, Precise Shot, Shot on the Run, Quick Draw, Spell Focus (Greater Spell Focus), Spell Penetration (Greater Spell Penetration), Weapon Focus (pistol).
Pistoleer’s Reserve (Sp)
By holding back a portion of his arcane might and meting it out one shot at a time an arcane pistoleer can continue to fight on, even after most of his spells have been extended. As long as the arcane pistoleer has at least one prepared 2nd level spell or spell slot remaining, each attack he makes with his bonded pistols does an additional 1d6 damage. Upon reaching 8th level this extra damage increases to 2d6 as long as he has at least one 4th level spell slot remaining.
Channel Spell (Sp)
At 6th level an arcane pistoleer can channel any spell he can cast into his bonded pistol. Using this ability requires a move action and the arcane pistoleer uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the arcane pistoleer successfully attacks with his bonded pistol (saving throws and spell resistance still apply). Even if the spell normally effects an area or is a ray, it effects only the target. The spell is discharged from the pistol, which can then hold another spell. An arcane pistoleer can channel spells into only one bonded pistol at a time regardless of how many bonded pistol’s he has. Spells channeled into a pistol ar lost if not used in 8 hours.
???
I still need a capstone ability to close out the class. Any ideas?
The Arcane Pistoleer's Bonded Pistol
Bonded Pistols are more effective in the hands of the arcane pistoleer than they would be in the hands of others. They gain the following abilities as the arcane pistoleer levels up.
Level|Ability
1st-2nd | Arcane Shot: Ray
3rd-4th | Quickdraw
5th-6th | Arcane Shot: Touch
7th-8th | Sighting Link
9th-10th | Call Pistol
Arcane Shot: Ranged Touch
If the master is 3rd level or higher, the bonded pistol can be used to deliver ranged touch spells. When the master casts a ray or other ranged touch spell, the bullet "toucher." (The master must be holding the pistol at the time of casting.) The ranged touch spell can then be delivered as a ranged touch attack. If the attack would also succeed as a normal ranged melee attack, pistol damage is also applied to the attack. As normal, if the master casts another spell, the touch spell dissipates.
Quickdraw
At 3rd level while weilding his bonded pistol(s), the arcane pistoleer is treated to have the quickdraw feat.
Arcane Shot: Touch
If the master is 7th level or higher, the bonded pistol can be used to deliver touch spells at range. This is handled exactly as the Ranged Touch ability.
Sighting Link
Due to the magical nature of the bond that has been forged between the pistol and its master, with a successful Concentration check (DC 15), the master of 7th level or higher can see as if looking out from his pistol’s sights (or the end of the barrel if it has no sights), instead of using his own eyes. This enables the master to aim the pistol without looking, allowing for some spectacular trick shots.
Call Pistol
At 5th level, the arcane pistoleer gains the ability to summon his pistol to his hand. When separated from his pistol, with a successful Concentration check (DC 18) the master can cause his pistol to fly into his hand so long as it is not gripped by another and can be seen by its master. This ability is a free action.
Conclusion
So there it is, what do you think? It still needs a capstone ability and to me it feels abit too powerful, but then again I always err on the side of caution in balancing my own homebrew stuff. Let me know what you think?