Necromimesis
2008-01-02, 10:14 PM
BLACK POWDER MAGE
http://images.elfwood.com/fanq/r/a/randy78/rifleman.jpg
“That be a damn gud fireball there, laddie…but step ye aside. I’ve got sommat t’will rattle ‘is very bones.”
-Brak Fiedalbak, Black Powder Mage
Black Powder Mages are earthly mages, those without arcane power of any sort. Yet their skill with firearms is almost magical, and thus the name was born. In the hands of a Black Powder Mage a simple gun becomes an incredible instrument of death and destruction, and woe betide the one who makes an enemy of a mage.
MAKING A BLACK POWDER MAGE
Abilities: A high Dexterity score is crucial to making a good Black Powder Mage, as it not only controls their accuracy but their damage as well. A high Constitution is useful for survival, and a decent Wisdom score helps with seeking and finding targets.
Races: Dwarves and Gnomes, with their penchant for invention and their skill with things such as firearms and smokepowder, make up most of the Black Powder Mage population. Elves are possibly the least common, as the style is directly opposite the grace and majesty of the elves’ culture.
Alignment: Any. Black Powder Mages use their abilities as they see fit, and don’t let things like alignment stand in their way.
Starting Gold: 4d4x10. In addition, a Black Powder Mage beings play with a Blunderbuss (See below for details).
Starting Age: As Fighter.
Class Skills
The Black Powder Mage's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), and Tumble (Dex).
Skills Per Day at 1st Level : (4 + Int)x4
Skills Per Day at Each Additional Level : 4 + Int
Hit Dice: d8
Black Powder Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Breath o’ the Black Powder Dragon 1/encounter, Lucky Shot 1/encounter
2nd|
+2|
+3|
+3|
+0|Hit ‘em where it Hurts
3rd|
+3|
+3|
+3|
+1|Barrel Blast +1d10
4th|
+4|
+4|
+4|
+1|Quick Load I, Ain’t Gonna Hit Me
5th|
+5|
+4|
+4|
+1|Barrel Blast +2d10, Lucky Shot 2/encounter
6th|
+6/+1|
+5|
+5|
+2|Breath o’ the Black Powder Dragon 2/encounter, Knockback Shot
7th|
+7/+2|
+5|
+5|
+2|Barrel Blast +3d10, Ring o’ Fire I
8th|
+8/+3|
+6|
+6|
+2|Gotcha’ Covered, ‘Twixt the Eyes 1/day
9th|
+9/+4|
+6|
+6|
+3|Barrel Blast +4d10, Lucky Shot 3/encounter
10th|
+10/+5|
+7|
+7|
+3|Quick Load II
11th|
+11/+6/+1|
+7|
+7|
+3|Barrel Blast +5d10, Breath o’ the Black Powder
12th|
+12/+7/+2|
+8|
+8|
+4|Flingin' Lead, ‘Twixt the Eyes 2/day
13th|
+13/+8/+3|
+8|
+8|
+4|Barrel Blast +6d10, Lucky Shot 4/encounter
14th|
+14/+9/+4|
+9|
+9|
+4|Ring o’ Fire II
15th|
+15/+10/+5|
+9|
+9|
+5|Barrel Blast +7d10, Penetrating Shot
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Breath o’ the Black Powder Dragon 4/encounter, ‘Twixt the Eyes 3/day
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Barrel Blast +8d10, Lucky Shot 5/encounter
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Take ‘em Down
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Barrel Blast +9d10
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Black Powder Mage, ‘Twixt the Eyes 4/day
[/table]
Weapon Proficiencies: A Black Powder Mage is proficient with all simple weapons, all firearms, and light and medium armor.
Class Features
The following are all class features of the Black Powder Mage.
Breath o’ the Black Powder Dragon: Once per encounter, as a standard action, a Black Powder Mage may blanket an area in a rain of hot lead. All enemies within a 30ft cone must make a Reflex save (DC 10 + ˝ your class level + your Dex modifier) or take damage as if they had been shot by your firearm. A successful Reflex save results in half damage. This ability may only be used when the Black Powder Mage is wielding a Blunderbuss.
A Black Powder Mage may use this ability an additional time per encounter for every five class levels above 1st.
Lucky Shot: Once per encounter, as a swift action, a Black Powder Mage may re-roll any single attack roll made with a firearm. You must take the re-roll, even if it is worse than the original roll.
A Black Powder Mage may use this ability an additional time per encounter for every four class levels above 1st.
Hit ‘em where it Hurts: At second level a Black Powder Mages adds his Dexterity modifier to his firearm damage.
Barrel Blast: Beginning at third level a Black Powder Mage may add the listed die to the damage dealt whenever he fires his Blunderbuss. This extra damage is not multiplied on a critical hit. This applies to all class abilities unless otherwise specified.
Quick Load: At forth level a Black Powder Mage may load his Blunderbuss as a move equivalent action that does not draw an attack of opportunity. He may load a pistol as a free action. At tenth level you may load your blunderbuss as a free action.
Ain’t Gonna Hit Me: At forth level you do not provoke attacks op opportunity for firing from within a threatened area.
Knockback Shot: Beginning at sixth level, a Black Powder Mage may take a -4 penalty to his attack roll to knock his opponent flying. If your attack lands, your opponent must make a Reflex save (DC 10 +1/2 your class level + your Dex modifier). If your opponent fails the save, he is knocked 10ft away in the direction of your choice and falls prone in the square he ends up in. Barrel Blast damage applies to this attack. This abilities applies to all class features that require an attack roll and may only be used in conjunction with a Blunderbuss. The opponent does not provoke attacks of opportunity for moving in this manner.
Ring o’ Fire: Beginning at seventh level, a Black Powder Mage threatens all squares within 5ft of him with his firearm as if he were wielding a melee weapon. You may make attacks of opportunity with your firearm. At 14th level you threaten everything within 10ft of you.
Gotcha’ Covered: Beginning at eighth level, whenever an opponent within your first range increment attempts an attack of opportunity against an ally, you may sacrifice an attack of opportunity to make a ranged attack against that foe as a free action. If you hit, you deal normal ranged damage (do not apply Barrel Blast or Knockback Shot to this attack) and your opponent cannot make attacks of opportunity for the rest of the round.
‘Twixt the Eyes: Beginning at eighth level, a Black Powder Mage learns to strike with incredible accuracy. Once per day, as a full-round action, make an attack roll against a single opponent in range. The attack (if it hits) is considered to be a critical threat regardless of the number rolled.
A Black Powder Mage may use this ability an additional time per encounter for every four class levels above 8th.
Flingin' Lead At 12th level a Black Powder Mage learns to fire off a barrage. As a full-round action you may make two attacks with your firearm, applying Barrel Blast damage to each. You may use Knockback Shot or Breath o' the Black Powder Dragon in conjunction with this ability, but must either use it on every shot or on none.
Penetrating Shot: At 15th level a Black Powder Mage learns the art of puncturing wounds. As a standard action, you may choose to target every creature within a 60ft line with your firearm. Make a separate attack roll against each creature. If struck, creatures along this line take damage from your shot. Apply Barrel Blast damage only to the first creature struck in this fashion. You cannot combine Knockback Shot with this ability.
Take ‘em Down: Beginning at 18th level, any time you roll a natural 20 with your firearm and confirm the critical, your opponent must make a Fortitude save (DC 10 + 1/2 your class level + your Dex modifier) or die instantly. This ability also activates if you confirm a critical through ‘Twixt the Eyes.
Black Powder Mage: At 20th level a Black Powder Mage reaches the peak of his abilities. As a full-round action, you may make a ranged attack at your highest attack bonus against as many targets as you wish. You can attack each target just once with this attack, calculating range and cover penalties from your position on the battlefield. Apply your Barrel Blast damage to each attack. You may use Knockback Shot in conjunction with this ability, but must either use it on every shot or on none.
__________________________________________________ _____
Firearms:
Blunderbuss: Size-Large; Damage-Special (see below); Critical-x3; Range-30ft; Type-Piercing; Cost-250gp; Weight-15lbs
A Blunderbuss is an unusual weapon in that it's damage is dependent on the distance to the target. If the target is within the first range increment the weapon deals 3d10 damage, if the target is within second range increment the weapon deals 2d10 damage, and if the target is within the remaining range increments the weapon deals 1d10 damage. Loading a Blunderbuss is a full-round action that provokes an attack of opportunity. Additionally, a Blunderbuss is notoriously slow to fire. Firing a Blunderbuss is a standard action: no more than one shot may be fired per round unless an ability specifically states otherwise.
Pistol: Size-Small; Damage-2d6; Critical-x3; Range-30ft; Type-Piercing; Cost-75gp; Weight-4lbs
Loading a Pistol is a standard that provokes an attack of opportunity.
Designer's Note: It's a powerful class, but I felt that, as it's Warlock based and focused PURELY on damage, it could get a bit of a boost since it looses out on many good abilities from Invocations. At low levels the massive damage is balanced by a slow firing rate, and high levels the damage is about that of a well-built melee fighter.
Any and all comments/criticism is welcome. :smallbiggrin:
http://images.elfwood.com/fanq/r/a/randy78/rifleman.jpg
“That be a damn gud fireball there, laddie…but step ye aside. I’ve got sommat t’will rattle ‘is very bones.”
-Brak Fiedalbak, Black Powder Mage
Black Powder Mages are earthly mages, those without arcane power of any sort. Yet their skill with firearms is almost magical, and thus the name was born. In the hands of a Black Powder Mage a simple gun becomes an incredible instrument of death and destruction, and woe betide the one who makes an enemy of a mage.
MAKING A BLACK POWDER MAGE
Abilities: A high Dexterity score is crucial to making a good Black Powder Mage, as it not only controls their accuracy but their damage as well. A high Constitution is useful for survival, and a decent Wisdom score helps with seeking and finding targets.
Races: Dwarves and Gnomes, with their penchant for invention and their skill with things such as firearms and smokepowder, make up most of the Black Powder Mage population. Elves are possibly the least common, as the style is directly opposite the grace and majesty of the elves’ culture.
Alignment: Any. Black Powder Mages use their abilities as they see fit, and don’t let things like alignment stand in their way.
Starting Gold: 4d4x10. In addition, a Black Powder Mage beings play with a Blunderbuss (See below for details).
Starting Age: As Fighter.
Class Skills
The Black Powder Mage's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), and Tumble (Dex).
Skills Per Day at 1st Level : (4 + Int)x4
Skills Per Day at Each Additional Level : 4 + Int
Hit Dice: d8
Black Powder Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Breath o’ the Black Powder Dragon 1/encounter, Lucky Shot 1/encounter
2nd|
+2|
+3|
+3|
+0|Hit ‘em where it Hurts
3rd|
+3|
+3|
+3|
+1|Barrel Blast +1d10
4th|
+4|
+4|
+4|
+1|Quick Load I, Ain’t Gonna Hit Me
5th|
+5|
+4|
+4|
+1|Barrel Blast +2d10, Lucky Shot 2/encounter
6th|
+6/+1|
+5|
+5|
+2|Breath o’ the Black Powder Dragon 2/encounter, Knockback Shot
7th|
+7/+2|
+5|
+5|
+2|Barrel Blast +3d10, Ring o’ Fire I
8th|
+8/+3|
+6|
+6|
+2|Gotcha’ Covered, ‘Twixt the Eyes 1/day
9th|
+9/+4|
+6|
+6|
+3|Barrel Blast +4d10, Lucky Shot 3/encounter
10th|
+10/+5|
+7|
+7|
+3|Quick Load II
11th|
+11/+6/+1|
+7|
+7|
+3|Barrel Blast +5d10, Breath o’ the Black Powder
12th|
+12/+7/+2|
+8|
+8|
+4|Flingin' Lead, ‘Twixt the Eyes 2/day
13th|
+13/+8/+3|
+8|
+8|
+4|Barrel Blast +6d10, Lucky Shot 4/encounter
14th|
+14/+9/+4|
+9|
+9|
+4|Ring o’ Fire II
15th|
+15/+10/+5|
+9|
+9|
+5|Barrel Blast +7d10, Penetrating Shot
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Breath o’ the Black Powder Dragon 4/encounter, ‘Twixt the Eyes 3/day
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Barrel Blast +8d10, Lucky Shot 5/encounter
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Take ‘em Down
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Barrel Blast +9d10
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Black Powder Mage, ‘Twixt the Eyes 4/day
[/table]
Weapon Proficiencies: A Black Powder Mage is proficient with all simple weapons, all firearms, and light and medium armor.
Class Features
The following are all class features of the Black Powder Mage.
Breath o’ the Black Powder Dragon: Once per encounter, as a standard action, a Black Powder Mage may blanket an area in a rain of hot lead. All enemies within a 30ft cone must make a Reflex save (DC 10 + ˝ your class level + your Dex modifier) or take damage as if they had been shot by your firearm. A successful Reflex save results in half damage. This ability may only be used when the Black Powder Mage is wielding a Blunderbuss.
A Black Powder Mage may use this ability an additional time per encounter for every five class levels above 1st.
Lucky Shot: Once per encounter, as a swift action, a Black Powder Mage may re-roll any single attack roll made with a firearm. You must take the re-roll, even if it is worse than the original roll.
A Black Powder Mage may use this ability an additional time per encounter for every four class levels above 1st.
Hit ‘em where it Hurts: At second level a Black Powder Mages adds his Dexterity modifier to his firearm damage.
Barrel Blast: Beginning at third level a Black Powder Mage may add the listed die to the damage dealt whenever he fires his Blunderbuss. This extra damage is not multiplied on a critical hit. This applies to all class abilities unless otherwise specified.
Quick Load: At forth level a Black Powder Mage may load his Blunderbuss as a move equivalent action that does not draw an attack of opportunity. He may load a pistol as a free action. At tenth level you may load your blunderbuss as a free action.
Ain’t Gonna Hit Me: At forth level you do not provoke attacks op opportunity for firing from within a threatened area.
Knockback Shot: Beginning at sixth level, a Black Powder Mage may take a -4 penalty to his attack roll to knock his opponent flying. If your attack lands, your opponent must make a Reflex save (DC 10 +1/2 your class level + your Dex modifier). If your opponent fails the save, he is knocked 10ft away in the direction of your choice and falls prone in the square he ends up in. Barrel Blast damage applies to this attack. This abilities applies to all class features that require an attack roll and may only be used in conjunction with a Blunderbuss. The opponent does not provoke attacks of opportunity for moving in this manner.
Ring o’ Fire: Beginning at seventh level, a Black Powder Mage threatens all squares within 5ft of him with his firearm as if he were wielding a melee weapon. You may make attacks of opportunity with your firearm. At 14th level you threaten everything within 10ft of you.
Gotcha’ Covered: Beginning at eighth level, whenever an opponent within your first range increment attempts an attack of opportunity against an ally, you may sacrifice an attack of opportunity to make a ranged attack against that foe as a free action. If you hit, you deal normal ranged damage (do not apply Barrel Blast or Knockback Shot to this attack) and your opponent cannot make attacks of opportunity for the rest of the round.
‘Twixt the Eyes: Beginning at eighth level, a Black Powder Mage learns to strike with incredible accuracy. Once per day, as a full-round action, make an attack roll against a single opponent in range. The attack (if it hits) is considered to be a critical threat regardless of the number rolled.
A Black Powder Mage may use this ability an additional time per encounter for every four class levels above 8th.
Flingin' Lead At 12th level a Black Powder Mage learns to fire off a barrage. As a full-round action you may make two attacks with your firearm, applying Barrel Blast damage to each. You may use Knockback Shot or Breath o' the Black Powder Dragon in conjunction with this ability, but must either use it on every shot or on none.
Penetrating Shot: At 15th level a Black Powder Mage learns the art of puncturing wounds. As a standard action, you may choose to target every creature within a 60ft line with your firearm. Make a separate attack roll against each creature. If struck, creatures along this line take damage from your shot. Apply Barrel Blast damage only to the first creature struck in this fashion. You cannot combine Knockback Shot with this ability.
Take ‘em Down: Beginning at 18th level, any time you roll a natural 20 with your firearm and confirm the critical, your opponent must make a Fortitude save (DC 10 + 1/2 your class level + your Dex modifier) or die instantly. This ability also activates if you confirm a critical through ‘Twixt the Eyes.
Black Powder Mage: At 20th level a Black Powder Mage reaches the peak of his abilities. As a full-round action, you may make a ranged attack at your highest attack bonus against as many targets as you wish. You can attack each target just once with this attack, calculating range and cover penalties from your position on the battlefield. Apply your Barrel Blast damage to each attack. You may use Knockback Shot in conjunction with this ability, but must either use it on every shot or on none.
__________________________________________________ _____
Firearms:
Blunderbuss: Size-Large; Damage-Special (see below); Critical-x3; Range-30ft; Type-Piercing; Cost-250gp; Weight-15lbs
A Blunderbuss is an unusual weapon in that it's damage is dependent on the distance to the target. If the target is within the first range increment the weapon deals 3d10 damage, if the target is within second range increment the weapon deals 2d10 damage, and if the target is within the remaining range increments the weapon deals 1d10 damage. Loading a Blunderbuss is a full-round action that provokes an attack of opportunity. Additionally, a Blunderbuss is notoriously slow to fire. Firing a Blunderbuss is a standard action: no more than one shot may be fired per round unless an ability specifically states otherwise.
Pistol: Size-Small; Damage-2d6; Critical-x3; Range-30ft; Type-Piercing; Cost-75gp; Weight-4lbs
Loading a Pistol is a standard that provokes an attack of opportunity.
Designer's Note: It's a powerful class, but I felt that, as it's Warlock based and focused PURELY on damage, it could get a bit of a boost since it looses out on many good abilities from Invocations. At low levels the massive damage is balanced by a slow firing rate, and high levels the damage is about that of a well-built melee fighter.
Any and all comments/criticism is welcome. :smallbiggrin: