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View Full Version : D&D 3.x Class Spell-Slinger (Ranger/Sorcerer) hybrid for a custom world I have been building...



ContradictMe
2016-08-27, 03:11 PM
Spell-Slinger
Alignment Any.
Hit Die d6.
Class Skills
The Spell-Slinger’s class skills (and the key ability for each skill) Disable Device (Dex), are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level (6 + Int modifier).

Table: The Spell-Slinger

Lvl BAB Fort Ref Will Special------------------------------------0 1 2 3 4 5 6
1st 1 +0 +2 +2 Magical Empathy, Track (Special), Spell-Sling----1 - - - - - -
2nd 1 +0 +3 +2 Trapfinding, Sneak Attack 1D6------------------2 - - - - - -
3rd 2 +1 +3 +2 -----------------------------------------------3 1 - - - - -
4th 2 +1 +4 +3 Magical companion-----------------------------3 2 - - - - -
5th 3 +1 +4 +3 Hold Fire, Sneak Attack 2D6--------------------3 3 1 - - - -
6th 3 +2 +5 +4 Craft Caster Gun-------------------------------3 3 2 - - - -
7th 4 +2 +5 +4 Planeward Stride-------------------------------3 3 3 1 - - -
8th 4 +2 +6 +4 Sneak Attack 3D6------------------------------3 3 3 2 - - -
9th 5 +3 +6 +5 Evasion----------------------------------------3 3 3 3 1 - -
10th 5 +3 +7 +5 -----------------------------------------------3 3 3 3 2 - -
11th 6 +3 +7 +6 Relocate, Sneak Attack 4D6--------------------3 3 3 3 3 1 -
12th 6 +4 +8 +6 Improved Evasion------------------------------3 3 3 3 3 2 -
13th 7 +4 +8 +6 Planer Camouflage-----------------------------3 3 3 3 3 3 -
14th 7 +4 +9 +7 Sneak Attack 5D6-----------------------------3 3 3 3 3 3 1
15th 8 +5 +9 +7 Hold Fire 2------------------------------------3 3 3 3 3 3 2
16th 8 +5 +10 +8 ----------------------------------------------3 3 3 3 3 3 3
17th 9 +5 +10 +8 Hide in Plain Sight, Sneak Attack 6D6-----------4 4 4 4 4 4 4
18th 9 +6 +11 +8 ----------------------------------------------5 5 5 5 5 5 5
19th 10 +6 +11 +9 Overcharged Shot----------------------------6 6 6 6 6 6 6
20th 10 +6 +12 +9 Sneak Attack 7D6----------------------------7 7 7 7 7 7 7

Class Features
All of the following are class features of the Spell-Slinger.

Weapon and Armor Proficiency
A Spell-Slinger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Spell-Sling (Su):
A Spellslinger of first level may consume a spell slot of which he has not memorized a spell in order to add +1 to his next attack and +1D6 Force damage to his next attack with a ranged weapon for each level of the spell slot expended. The draw of the weave causes this class to split his focus in many ways so he/she is unable to attack more than a single time in a turn.

Track (Ex):
A Spell-Slinger gains Track as a bonus feat. This feat may only be used to Track Magical Beasts or Outsiders and may not be used for tracking anything else.

Magical Empathy (Ex):
A Spell-Slinger can improve the attitude of a Magical Beast. This ability functions just like a Diplomacy check to improve the attitude of a person. The Spell-slinger rolls 1d20 and adds his Spell-Slinger level and his Intelligence modifier to determine the Magical Empathy check result. The typical Magical Beast has a starting attitude of indifferent, while Magical Beasts of other planes are usually unfriendly.
To use Magical Empathy, the Spell-Slinger and the Beast must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing a Magical Beast in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The Spell-Slinger can also use this ability to influence an Magical with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Trapfinding (Ex):
A Spell-Slinger 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 Spell-Slinger class feature, page 50 of the Player’s Handbook.

Sneak Attack (Ex):
If a Spell-Slinger can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The Spell-Slinger’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Spell-Slinger flanks her target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every three Spell-Slinger levels thereafter. Should the Spell-Slinger score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Spell-Slinger can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A Spell-Slinger can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Spell-Slinger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Spell-Slinger cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Magical Companion (Ex):
At 4th level, a Spell-Slinger gains an Magical companion selected from the following list: Blink Dog, (Swarm) Cranium Rat Lesser Pack, Bloodsilk Spider, Death Dog, Greenspawn Leaper (Spawn of Tiamat), Grimalkin, Hippogriff, Jackalwere, Phase Wasp, Shocker Lizard, Tarlen, or Worg. This Magical Beast is a loyal companion that accompanies the Spell-Slinger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the Spell-Slinger’s effective druid level is one-half his Spell-Slinger level. A Spell-Slinger may select from the alternative list of magical companions just as a druid can (See Below), though again his effective druid level is half his Spel4l-Slinger level. Like a druid, a Spell-Slinger cannot select an alternative Magical Beast if the choice would reduce his effective druid level below 1st. The list below is charted as if for the effective druid level.

7th Level or Higher (Level –6)
Sea Cat, Senmurv, Spectral Panther, Unicorn, Unicorn, Black, Malaugrym, Monstrous Centipede Fiendish Huge, Owlbear, Pegasus, Pterafolk, Leucrotta, Cockatrice, Darkenbeast, Displacer Beast, Giant Eagle, Ethereal Marauder, Griffon, Hydra, 5-headed, Ankheg, Apocalypse Frog Swarm (Divine Wrath), Aranea, Asperi, Bluespawn Ambusher (Spawn of Tiamat).

10th Level or Higher (Level –9)
Avalancher, Banelar, Basilisk, Blood Ape, Bluespawn Stormlizard (Spawn of Tiamat), Cranium Rat Swarm Average Pack, Digester, Feral Yowler, Gambol, Ghaunadan, Girallon, Hieracosphinx, Hydra, 7-headed, Hydra cryo/pyro 5-headed, Lamia, Manticore, Parython, Phase Spider, Quanlos, Redspawn Firebelcher (Spawn of Tiamat), Spider Eater, Ti-Khana Deinonychus,Tomb Spider,
Varrangoin Lesser, Whitespawn Iceskidder (Spawn of Tiamat), Winter Wolf.

13th Level or Higher (Level –12)
Axiomatic Dragonne, Bearhound, Behir, Bulette, Chimera, Criosphinx, Dragonne, Elsewhale, Flame Snake Lesser, Frost Salamander, Gorgon, Gravorg, Gray Render,
Greenspawn Razorfiend (Spawn of Tiamat), Gynosphinx, Hydra, 8-headed, Hydra, cryo/pyro, 6-headed, Kuldurath, Lammasu, Leskylor, Monstrous Centipede Fiendish Gargantuan, Mudmaw,
Nethersight Mastiff, Pack Fiend, Remorhaz, Swamplight Lynx, Swarm Hellwasp.

16th Level or Higher (Level –15)
Androsphinx, Blackspawn Stalker (Spawn of Tiamat), Bluespawn Burrower (Spawn of Tiamat), Hydra 10-headed, Hydra cryo/pyro 8-headed, Ironclad Mauler, Yrthak.

Hold Fire (Ex):
Starting at 5th level the Spell-Slinger may spend 1 unused spell slot of the highest level known to belay his attack action for 1 full round. If he does so, his next attack is guarenteed to hit. If this is used 2 rounds consecutively the attack is also guarenteed to crit. At 15th level this ability adds an additional attack for each time Hold Fire is used consecutively up to 3 attacks. This is the only way to bypass the single attack rule set up by the "Spell-Sling" class ability.

Craft Caster Gun (Ex/Su):
At 6th level, a Spell-Slinger has spent enough time creating Clockwork gadgets and has an epiphany. He can craft a Caster Gun with a cost of 2125GP. This weapon is a 3 round revolver that can use special shell casings that can store spells for fireing. This weapon is capable of critcal hitting with spells which increases all damage dealt by the spell by 2.

Planeward Stride (Su):
Starting at 7th level, a Spell-Slinger may move through any sort of uniqe extra dimentional terrain (Terrain of other worlds) at his normal speed and without taking damage or suffering any other impairment. This functions as if he is affected by a permanent "Avoid Planar Effects" spell.

Evasion (Ex):
At 9th level, a Spell-Slinger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Spell-Slinger is wearing light armor or no armor. A helpless Spell-Slinger does not gain the benefit of evasion.

Relocate (Su):
At 11th level, a Spell-Slinger can expend an unused spell slot to enter a temporary invisibility which lasts 1 round or until he/she attacks as well as move 5Ft. per level of the spell slot expended instantly as if he/she had used Dimension Door. At 16th Level the invisibility becomes equivalent to Greater Invisibility.

Improved Evasion (Ex):
Improved evasion is like evasion, except that even on a failed saving throw the character takes only half damage.

Planer Camouflage (Su):
A Spell-Slinger of 13th level or higher can use the Hide skill in any sort of Extra-Dimentional terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex):
While in any sort of Extra Dimentional terrain, a Spell-Slinger of 17th level or higher can use the Hide skill even while being observed.

Overcharged Shot (Su):
Starting at 19th level, a Spell-Slinger may expend 4 unused spell slots of the highest spell level known to Overcharge his next ranged attack this turn. Overcharging his raged attack alters it to a 15 Ft. wide line attack travelling out 3x the weapons range. If a spell is fired from a Caster Gun using this ability, that spell will be affected by the metamagic feat Maximize Spell at no cost. However, the force of using this ability utterly destroy's the weapon in a blowback canceling any further attacks by the Spell-Slinger this turn.

Please keep in mind that Sneak attack is presicion damage and half my world is eclipsed with undead and eternal darkness. Tell me what you all think. How should I balance it?