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    Default [3.5, Base Class] The Magic Marksman (PEACH)

    Ladies and Gentlecreatures, for your consideration…


    The Magic Marksman


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    “Bullets…bullets everywhere! We tried to run and hide, but the bullets, the bullets seemed to know where to find us!” - a highway robber after an encounter with a Magic Marksman


    The magic marksman incorporates the power of both technology and magic to deal terror upon any who dares to cross their path. By training both his martial prowess and their ability to manipulate a form of magic called mana, the magic marksman becomes a deadly weapon of the battlefield.

    Adventures: Magic marksmen take on any job that requires their specialty. They are usually members of organizations as enforcers or bodyguards, others may be part of a special military squad, and the marksman may venture out to fulfill their orders. Some venture out on their own, either because of certain personal reasons or just for the thrill of adventure.

    Characteristics: Like any gunsmen, the Magic Marksman relies on his guns in combat. But unlike other gun-wielding warriors, the marksman uses a unique type of firearm that does not need bullets and gunpowder. Rather, they wield mana guns, guns that shoot out bullets made out of pure mana. Depending on the combat style of the marksman, he could fight using stealth, taking out his enemies from distance, or use mobility to dance around and riddle his target with bullets at close range. The marksman also uses his mana to aid him in increasing his accuracy and the power of his shots.

    Alignment: Magic Marksmen can be of any alignment, and is usually dependent on the individual themselves rather than the class. Those in the military tend to be lawful ones. Those working for organizations may have joined if they see the cause of the organization matches that of their own. Chaotic marksmen cannot tolerate following orders and choose to venture out on their own.

    Religion: Magic Marksmen worship any gods, although they tend to worship the martial deities. Good marksmen worship gods like Heironeous (god of valor) or Kord (god of strength), or maybe St. Cuthbert (god of retribution). Evil marksmen may look to Hextor (god of tyranny), or Erythnul (god of slaughter) for guidance.

    Background: The Magic Marksman may come from a variety of backgrounds. The obvious common denominator between all of them is the ability to gather and manipulate mana. The other similarities would be the apparent preference to ranged rather than melee combat. Others may just find interest in the use of firearms. Other than those, each individual magic marksman may come from different statures in society and different nationality.

    Races: The affinity for mana can be found in almost any race, therefore as long as one can gather and manipulate mana, one can become a magic marksman regardless of race. Humans, with their adaptability, readily utilize anything they could see that will aid them, and as such, have no problems with using mana and firearms in combat. Gnomes, with their love for technology, may see magic marksman’s style as interesting. The nimble Elves may also see the magic marksman as a viable class, as well as Halflings, and any race that relies more on dexterity than brute force.

    Other Classes: With their ability to use both magic and martial powers, the magic marksman can relate with almost any class. Though they do not agree with the philosophy of melee classes, they certainly appreciate their role in combat, especially when working with them in a team.

    Role: The magic marksman’s primary role is offense, and depending on the fighting style, they may specialize in taking out those behind the front lines with their range, or controlling the battlefield with their opportunistic shooting. Those specializing in the use of their supporter can take on almost any role, depending on what class they choose for their supporter. Marksmen specializing in stealth can also serve as scouts.

    Adaptation: The magic marksman can exist in any setting that accommodates gunpowder, and those that don’t can easily explain firearms as magical devices.

    Game Rule Information
    Magic marksmen have the following game statistics.

    Abilities: While Magic Marksmen rely quite a lot on magic, he is primarily a gunslinger, and Dexterity allows him to hit his targets with pinpoint accuracy. Wisdom adds to a magic markman’s mana pool, as well as AC Bonus, and a number of his abilities depend on it. Constitution helps boost a low Fortitude save and extra HP is always a boon for an unarmored combatant.
    Alignment: Any.
    Hit Die: d8
    Starting Age: As Ranger.
    Starting Gold: As Ranger.

    Class Skills
    The Magic Marksman’s class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier


    Table: The Magic Marksman
    Level BAB Fort Ref Will Special AC Bonus
    1st +1 +0 +2 +2 AC Bonus, Mana Gun, Marksman +0
    2nd +2 +0 +3 +3 Dimensional Gallery +0
    3rd +3 +1 +3 +3 Mana Manipulation, Reflex Shooting +0
    4th +4 +1 +4 +4 Uncanny Dodge, Supporter +1
    5th +5 +1 +4 +4 Mana Adjustment +1
    6th +6/+1 +2 +5 +5 Advanced Marksman, Mana Surge +1 +1
    7th +7/+2 +2 +5 +5 Battle Field (30 ft) +1
    8th +8/+3 +2 +6 +6 Improved Uncanny Dodge +2
    9th +9/+4 +3 +6 +6 Mana Manipulation +2
    10th +10/+5 +3 +7 +7 Mana Blast +2
    11th +11/+6/+1 +3 +7 +7 Superior Marksman +2
    12th +12/+7/+2 +4 +8 +8 Mana Surge +2 +3
    13th +13/+8/+3 +4 +8 +8 Seize the Day +3
    14th +14/+9/+4 +4 +9 +9 Battle Field (60 ft) +3
    15th +15/+10/+5 +5 +9 +9 Mana Manipulation +4
    16th +16/+13/+10/+7 +5 +10 +10 Master Marksman +4
    17th +17/+14/+11/+8 +5 +10 +10 Adaptability +4
    18th +18/+15/+12/+9 +6 +11 +11 Mana Surge +3 +5
    19th +19/+16/+13/+10 +6 +11 +11 Versatility +5
    20th +20/+17/+14/+11 +6 +12 +12 Song of Moirae +6

    Class Features
    All of the following are class features of the Magic Marksman.

    Weapon and Armor Proficiencies
    A Magic Marksman is proficient with all simple weapons and with all firearms. Magic marksmen are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a heavy load, a magic marksman loses his AC bonus.


    Mana Pool

    What separates a magic marksman from other gunsmen is his innate ability to collect and store a form of magical energy called mana inside of him that he could use to augment his marksmanship. The magic marksman can store mana points equal to his twice his class level plus his Wisdom modifier [(2 x class level) + Wis mod] which he can expend to execute some of his abilities. He regains expended mana points at a rate of one point per round.


    AC Bonus (Ex)

    A magic marksman can add their Wisdom modifier as a bonus to their AC, so long as they are unarmored, are unencumbered, and are not using a shield. This bonus to AC applies even against touch attacks or when the marksman is flat-footed. They lose this bonus when they are immobilized or helpless. In addition, a magic marksman gains a +1 bonus to AC at certain intervals, as shown on Table: The Magic Marksman. The bonuses are not cumulative.


    Mana Gun (Su)

    The signature weapon of any magic marksman is his mana gun. At first level, the magic marksman can fire mana shots out of any firearm he chooses, doing away with other gunsmen's reliance on conventional gunpowder and bullets. To be able to use any firearm as a mana gun, the marksman must use it for a week to align his mana with the weapon. As long as the marksman has at least one point of mana in his mana pool, he can shoot unlimited mana bullets. The number of guns he can designate as mana guns is unlimited, as long as he meets the above requirement for each.

    At higher levels, the marksman becomes more adept at the process of aligning his mana with a gun and shortens the required time. At fifth level, the requirement is reduced to one hour, and at tenth level, the magic marksman can shoot mana bullets from any firearm he picks up. Mana guns do not need to be reloaded to fire shots.

    At fifth level, mana shots are considered magical for purposes of overcoming damage reduction.


    Marksman (Ex)

    Even without using mana, a magic marksman is still a force to be reckoned with. He is adept with any type of firearms and demonstrates unparalleled accuracy when using them. He may add his Dexterity modifier to his damage rolls when using firearms. He may also specialize in one of the following fighting styles:

    Assault: A magic marksman specializing in the assault style prefers taking the fight to his enemies, shooting down his foes at point-blank range. He relies on his lightning reflexes, wielding two guns simultaneously and reacting faster than the human eye can follow. A magic marksman who chooses this style gains the Two-Weapon Fighting and its benefits even if he could not ordinarily qualify for it and may add half his Dexterity modifier to his off-hand weapon damage rolls.

    Precision: The magic marksman who takes up precision fighting likes to take out his opponents from long range. He takes his time, aiming slowly and deliberately to deliver a single, fatal shot. You may add your Dexterity bonus to damage for ranged attacks. This ability stacks with the bonus from the Marksman ability. He also gains the Far Shot feat and its benefits even if he could not ordinarily qualify for it. These benefits only apply when using a single firearm.

    Command: Some magic marksman may opt to focus on letting their supporter do the fighting. Marksmen who take the path of the Command style do not benefit from the dexterity bonus to damage granted by the Marksman ability, even through feats, but gains the Supporter ability at level one instead of four, and without the requisite money and time needed to make one. This supporter is the same overall with the only difference is that it can take up any base class(PHB only), but spellcasting classes can only use up to level seven spells, and the supporter does not gain levels until the marksman reaches level four.


    Dimensional Gallery (Su)

    At second level, the magic marksman learns the ability to use his mana to manipulate space. He gains the ability to create an extradimensional space, his Dimensional Gallery, which he can access anytime and anywhere in a split second. All weapons he designates as his mana guns can be stored in his Dimensional Gallery and he is able to store and retrieve them from it as a free action.


    Reflex Shooting (Ex)

    The magic marksman’s credo is to strike first in every encounter. He learns to shoot as soon as he senses danger, and always strives to be faster than everyone else. At third level, he gains a +1 bonus to initiative, and an additional +1 every four levels after.


    Mana Manipulation (Su)

    At third level, the magic marksman gains enough knowledge in mana to be able to manipulate and use it, allowing him to perform incredible feats in combat. He learns the mana manipulation techniques listed below.

    There are two types of mana manipulation techniques: active(A) and expended(X). Expended techniques are one-time use techniques. In order to use it again, you have to expend mana points equal to the cost of the technique. Expended techniques can only be used once per round. Active techniques are techniques that persist until the end of the encounter unless otherwise noted. You must have at least one mana point to keep active techniques activated. A magic marksman can have a maximum number of active mana manipulation techniques equal to his Wisdom modifier. This can be any combination of techniques from any level. He can execute as many expended techniques as is allowed by his mana pool.

    Third level techniques are initiated as a move action at third level, swift action at ninth, and free action at fifteenth, unless noted otherwise. Ninth level techniques are initiated as a move action at ninth level and swift action at fifteenth, and fifteenth level techniques are initiated as a move action, unless noted otherwise.


    Supporter (Su)

    At fourth level, the marksman gains the ability to create his supporter. By spending an entire day a sentient puppet that aids him in battle. By spending a whole day and 2,000 gp worth of materials and components, the magic marksman can create his supporter.

    The supporter acts as a level one warforged fighter, gaining the abilities of both a warforged and a fighter, except that its size category is Small instead of Medium. For determining its ability scores, use the same method used for generating the marksman’s ability scores. The supporter requires the marksman to allot two mana points for it to operate. The supporter also gains levels at the same time as the marksman, and the allotted mana points required to operate it increases by one point per two levels it gains.

    The supporter cannot equip items other than weapons and shields, but it can benefit from armor enchantments like any warforged and other magical effects, as well as effects from the magic marksman’s mana manipulation techniques. The supporter can also be stored in the Dimension Gallery when not in use, and retrieving it and powering it up is a free action and a standard action respectively. When a supporter reaches 0 HP, it automatically returns to the marksman’s Dimensional Gallery and can only be used again after the marksman has taken an 8 hour rest.


    Uncanny Dodge (Ex)

    Starting at fourth level, a magic marksman can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.


    Mana Adjustment (Su)

    At fifth level, a magic marksman gains the ability to adjust the power of his mana shots. By allotting mana points to his guns, he can add damage to his shots. For every point allotted, the marksman gains a +1 bonus to damage rolls for one-handed firearms and +2 for two-handed firearms. At level five, the maximum allowable points that can be allotted to his guns is two. At level ten, the maximum is equal to his Wisdom modifier.


    Advanced Marksman (Ex)

    The magic marksman always seeks to improve his marksmanship, training his body to react to danger even without the aid of mana. A marksman of sixth level gains the Evasion ability, as well as other benefits depending on his chosen style. In addition, he gains one technique from the Advanced Marksman Techniques.

    Assault: The assault marksman is now used to fighting point-blank that he leaves no openings when making his ranged attacks and is able to capitalize on his opponents’ openings. Whenever making ranged attacks with his mana guns, he does not provoke attack of opportunities. He also threatens an area 30 feet in radius around him; any opponent within this range provokes attacks of opportunities from the marksman whenever he is dual wielding firearms.

    Precision: The precision marksman becomes an expert of dealing death from long distance. He gains the Sharpshooting ability. Any time he would be entitled to make multiple attacks against a single opponent, he may instead make a single attack at his full base attack bonus against that opponent. If the attack hits, it automatically threatens a critical. Furthermore, he adds the number of extra attacks to which he was otherwise entitled to his weapon's critical hit multiplier. When the marksman uses this ability, he must wait 1d4 rounds before he can use this ability again. These benefits only apply when using a single firearm.

    Command: The command marksman’s link with his supporter increases to a point where he can increase his mana allotted to his supporter. He now gains the ability to allot more mana points to his supporter to a maximum equal to his Wisdom modifier. For every point of mana allocated to his supporter, the supporter gains one temporary ability point. Multiple ability points granted by this can be assigned to one ability score only. This additional allotted mana point stacks with the required mana points needed to activate the supporter, and the effects granted by this ability is lost whenever the marksman’s mana points drop below this number.


    Mana Surge (Su)

    By sixth level, the magic marksman has become adept at gathering mana that can do so at an accelerated rate. He now gains additional one point of mana per round. This increases to two bonus mana points per round at level twelve, and three bonus mana points per round at level eighteen.


    Battle Field (Su)

    A seventh level, the magic marksman can apply his knowledge in using mana to manipulate a larger dimensional space. As a swift action, he can designate a thirty-foot radius space where the marksman can control his mana bullets to move in any direction as he pleases. This space exhibits a distinct visual change - black with little specks of light - from the surroundings and can be centered anywhere inside the markman's gun's range. This technique uses up five mana points and lasts for a number of rounds equal to his Wisdom modifier or until dismissed. Any enemy inside this space loses their Dexterity bonus to AC from attacks made by the marksman. The magic marksman also gains blindsense against any enemy inside his Battle Field.

    At fourteenth level, the space where the marksman can manipulate his bullets in expands to sixty feet. Magic Marksmen following the Assault style also gains the ability to target himself as the center of the Battle Field (in effect the Battle Field moves as he moves), those of the Command style can target their supporter as the center of the Battle Field, while those following the Precision style gain the ability to relocate the center of his Battle Field once per round to any point within the range of his mana gun as a swift action. In addition, the marksman gains blindsight against any enemy inside his Battle Field, and he ignores cover, unless the enemy is surrounded by a barrier in all directions.


    Improved Uncanny Dodge (Ex)

    At eighth level and higher, a magic marksman can no longer be flanked. This defense denies a rogue the ability to sneak attack the marksman by flanking him, unless the attacker has at least four more rogue levels than the target has magic marksman levels.


    Mana Blast (Su)

    At tenth level, the magic marksman may use up half his maximum mana points and focus it into one powerful shot. Once a day, as a full-round action, the marksman gathers up his mana and focuses it into one shot that damages anything in a straight line up to the markman’s range. The shot deals damage equal to the mana points spent multiplied by his Wisdom modifier. Any creature caught in the line of fire can make a Reflex save(DC 10 + ˝ Class level + Dex mod) to half the damage taken. Objects caught within the line of fire also receive damage in full. At level fifteen, the marksman can use up all his mana to fire this shot and can be fired twice per day.


    Superior Marksman (Ex)

    The magic marksman continues to improve on his marksmanship, as well as training his mind and body to withstand punishment. A marksman of eleventh level gains the ability to reroll a failed save once per encounter, as well as other benefits depending on his chosen style. He also learns an additional technique from the Advanced Marksman Techniques list, and one technique from the Superior Marksman Techniques.


    Assault: The assault marksman learns more tricks in close range combat and gains the Bullet Shower ability. When initiating a full attack, he can choose to target any enemy within thirty feet with each attack. While using this ability, each enemy hit twice is slowed, as per the slow spell for two rounds. Upon using this ability, the marksman must wait 1d3 rounds before he can this ability again.

    Precision: The lethality of the precision marksman from long range further increases with experience. The critical multiplier of his weapon is increased by one. You also gain the Power Critical feat and its benefits even if you could not ordinarily qualify for it. He also does not suffer the -20 penalty when hiding after taking a long ranged shot. These benefits only apply when using a single firearm.

    Command: The command marksman’s link with his supporter further increases. He can now allot more mana points to his supporter to a maximum equal to twice his Wisdom modifier. Multiple ability points granted by this can be assigned to any ability score as you see fit. This additional allotted mana point stacks with the required mana points needed to activate the supporter, and the effects granted by this ability is lost whenever the marksman’s mana points drop below this number.


    Seize the Day (Ex)

    At thirteenth level, the marksman’s awareness of danger is so keen he can act before everyone in combat. Once a day, at the start of any encounter, the magic marksman can activate this ability. When he does, he gains a surprise round regardless of his rolls or if the enemy notices him. If the enemy gains a surprise round, he can activate this to act in their surprise round.


    Master Marksman (Ex)

    At sixteenth level, the magic marksman becomes a master of his chosen style, and he becomes the epitome of accuracy when using firearms. Whenever he uses firearms to attack, the decrease between his iterative attacks becomes three instead of five. The marksman does not gain any additional attacks from this. Attacks made with other weapons have a penalty of -5 as normal. He also learns one additional technique from the Advanced Marksman Techniques and the Superior Marksman Techniques lists, as well as one technique from the Master Marksman Techniques. He also gains additional benefits depending on his chosen style.

    Assault: The master assault marksman gains the Bullet Storm ability. Whenever you make a full attack with two weapons you , if 2 or more of your attacks hit the same target, the target must make a Fortitude save with a DC of 12 + ˝ Class level + your Dexterity modifier. If the target fails its save suffers from effects depending on how many of your shots hit. If 2 attacks hit, the target is dazed. If 4 attacks hit, the target is stunned. If 6 attacks hit, the target is stunned and knocked down. If 8 attacks hit, the target is stunned, knocked prone, and paralyzed. These effects last for a number of rounds equal to your Wisdom modifier. If the target would be immune to an effect caused by this ability, they take 1d6 points of damage multiplied by your Wisdom modifier instead of that particular effect, and this applies only once, regardless of how many conditions the target is immune to. The other effects of this ability still apply. Upon using this ability, the marksman must wait 1d6 rounds before being able to use this again.

    Precision: The master precision marksman gains the One Shot, One Kill ability. Whenever you use the Sharpshooting ability, if you hit, the target of your attack must make a Fortitude save with a DC of 12 + ˝ Class level + your Dexterity modifier. If the target fails its save, it dies instantly. Otherwise it takes damage as normal from Sharpshooting. These benefits only apply when using a single firearm. This ability can only be used every other instance that the Sharpshooting ability is used.

    Command: The master Command marksman gains the Autonomy ability. Whenever using your supporter ability, you do not need to allot any mana points required to activate your supporter. Also, the supporter ability becomes an extraordinary ability, meaning the supporter can persist in an antimagic field among other benefits. Spells, supernatural, and spell-like abilities of the supporter however are still suppressed.


    Adaptability (Ex)

    At seventeenth level, the master marksman has complete mastery over all gun techniques. At the start of each day, by spending an hour in practice, he can change his techniques known.


    Versatility (Ex)

    At nineteenth level, the Magic Marksman has complete mastery over his chosen style that he can adapt other styles into his own. This ability allows the marksman to gain all the benefits granted by any one of the fighting styles he did not choose at level one, except those benefits granted by the Master Marksman ability. He also does not gain additional techniques granted by the secondary style. Thus, a marksman who chose Assault style at level one gains all benefits granted by the Precision style or Command style up until Superior Marksman, and a marksman who chose Precision style at level one gains all benefits granted by the Assault style or Command style up until Superior Marksman, and so on. Any marksman who takes the Command style as his second style also loses his ability to add Dexterity modifier to damage rolls from any source.


    Song of Moirae (Su)

    Upon reaching level twenty, the Magic Marksman has now gained mastery of mana manipulation. Once a day, as a standard action, he can activate Song of Moirae. This ability lasts until the end of the encounter or until dismissed. While this ability is active, the magic marksman gains access to unlimited amounts of mana. This ability however puts too much strain on the magic markman’s body, and he receives damage equal to ten percent of his maximum hit points rounded up each round the ability is active, and once the ability ends or is dismissed, the magic marksman’s mana points drop to zero and becomes exhausted.

    In addition, this ability affects some of the marksman’s other abilities. When Battle Field is active while the Song is active, the area of the magic marksman’s Battle Field is doubled, and it gains an added effect that suppresses any other use of magic aside from that of the marksman’s, similar to an antimagic field (only abilities using mana works, magic items used by the marksman do not, as well as magic effects from other sources) and lasts as long as the Song of Moirae is active. When Mana Blast is used during the Song of Moirae, the damage calculation uses the maximum mana points at the marksman’s class level. The marksman can also use Mana Blast unlimited times while the Song is active, but every shot he takes after three shots, he doubles the damage dealt by the Song in that round.


    Updates:
    (9/7/2011)
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    Added the following mana manipulation techniques:

    • Third Level Techniques - Lockdown
    • Ninth Level Techniques - Battlefield Deployment, Dimensional Bullets, Transmutation
    • Fifteenth Level Techniques - Recovery


    Edited the following abilities/techniques:

    • Changed Elemental Bullets from Ninth Level Technique to Third Level Technique; added additional effects
    • Edited Sharpshooting ability to apply to multiple attacks against a single target only
    • Swapped the Versatility and Adaptability abilities on what level they can be gained.
    • Edited Resistance to scale with Wisdom


    Removed:

    • Stunning Shots

    (11/26/2011)
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    • Added limitations to the uses of Sharpshooting, Bullet Shower, Bullet Storm, and One Shot One Kill abilities. They can now only be used every 1d3, 1d3, 1d6 rounds, and every instance of Sharpshooting, respectively.
    • Bullet Storm can only afflict extra damage once regardless of how many effects the target is immune to.
    • Changed most crit multipliers of firearms to x3.
    • Added the additional penalty for double-barreled firearms when using mana shots.
    • Modified the Master Marksman ability to not grant additional attacks through BAB.

    (01/14/2012)
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    Added the following Mana Manipulation Techniques:
    • Clarity
    • Elemental Resist
    • Mana Guard
    • Interdimensional Travel


    Added additional effects for Body Relocation.

    (09/28/14)
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    Modified the entries of Flashbang, Scatter Shot, and Mana Blast to target all creatures within range instead of enemies.

    Acknowledgments: Thanks to all who gave their comments on the class, especially to TraveLog.
    Last edited by GuyFawkes; 2014-09-28 at 11:21 AM.