2011-08-17, 11:59 AM (ISO 8601)
Re: [3.5, Base Class] The Magic Marksman (PEACH)
Mana Manipulation Techniques
Third Level Techniques
Bullet Shaper (A): By spending one mana point, you can alter the shape of your mana bullets to deal slashing, piercing, or bludgeoning damage for purposes of overcoming damage reduction. Switching from one type to another costs one mana point. Switching back to piercing damage is considered terminating the effect of this technique.
Burst of Speed (X): You focus your mana onto your feet, allowing you to move at insane speeds. By spending two mana points, you can move up to twice your speed. At ninth level, you can spend four mana points to move twice your speed (as a swift action), and at fifteenth, you can spend ten mana points to move thrice your speed (as a free action). You can select which effect to use by spending the appropriate mana points.
Float (X): By spending one mana point, you can reduce your fall speed, as the feather fall spell. This is an immediate action.
Mana Armor (A): You surround yourself with mana that blocks incoming damage. By spending one mana point, you gain +4 armor bonus to AC.
Mana Radar (X): By spending two mana points, you can expand your mana to a sixty foot radius and you are able to detect and pinpoint the location of any creature within this area in that round, even those with invisibility. You are unable to know if the invisible creature moves after using this technique unless you have other ways of detecting invisible creatures.
Phantom (A): By spending two mana points, you create a thin layer of mana around you that refracts light, shifting your image as seen by other observers. This grants you concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. At ninth level, you can expend five mana points to gain the effect of displacement (50% miss chance), and at fifteenth level, he can expend ten mana points to gain true concealment (20% miss chance) which cannot be foiled by the true seeing spell. You can select which one to activate.
Flashbang (X): As a standard action, you can target any square within your range. By spending two mana points, all creatures within a thirty-foot radius of the target point must make a Fortitude save against a DC of 10 + ˝ class level + Wisdom modifier or be blinded for one round.
Lockdown (A): By spending mana points up to his Wisdom modifier, the marksman can designate one enemy as his target. The marksman gains an unnamed bonus to attacks and damage rolls against that enemy equal to half his mana points spent on this ability. The marksman also gains the ability to know the target's location anywhere within 100 feet, but he does not gain the ability to see his target if he has invisibility, therefore he still suffers the normal penalties against fighting invisible creatures. Nor can he see them behind cover, you just know where he is. You must have line of sight to the target and can see him when using this technique, and this technique is usable only once per encounter.
Elemental Bullets (A): You can set your mana shots to a particular energy type. By expending two mana points, you can imbue your shots with any energy type to deal additional 1d6 of damage of that energy type. Changing from one energy type to another costs two mana points, as well as returning the bullet’s property to neutral.
At ninth level, you can spend instead four mana points to add an additional 1d6 of damage. At fifteenth level, you can instead spend ten mana points to have additional effects that are afflicted on the target if they fail a Fortitude save (DC = 10 + 1/2 class level + Wis mod). The added effects for each type are as follows:
- Acid: An enemy hit by an acid bullet must succeed a Fort save or have a penalty to his AC equal to the marksman's class level divided by four rounded down.
- Cold: An enemy hit by an cold bullet must succeed a Fort save or have a penalty to move speed equal to 5 feet times the marksman's class level divided by five rounded down.
- Electricity: An enemy hit by an electric bullet must succeed a Fort save or be stunned for a number of rounds equal to the marksman's class level divided by ten rounded down.
- Fire: An enemy hit by a fire bullet must succeed a Fort save or suffer the burning status for a number of rounds equal to the marksman's class level divided by four. A target with the burning status receives an additional 1d6 fire damage per round when he does nothing or an action equivalent to a move action, 2d6 for a standard action, and 3d6 for a full-round action.
- Sonic: An enemy hit by an sonic bullet must succeed a Fort save or be deafened for a number of rounds equal to the marksman's class level divided by four rounded down.
The effects can only be inflicted on the target once per round. Once the effect wears off or if the target succeeds his save, the effect can be inflicted on the same target when the marksman attacks him the next round. Effects from different energy types stack. You can choose which effect to add by using up the appropriate mana points.
Clarity(A): You focus mana into your eyes, enhancing your vision and guiding you to be wary of your surroundings. By spending two mana points, you gain an insight bonus to Spot checks equal to your Wisdom modifier. At ninth level, by spending five mana points, gain an insight bonus to Spot checks equal to your Wisdom modifier and you can also see invisible creatures as the See Invisibility spell. At level fifteen, by spending ten mana points, you gain an insight bonus to Spot checks equal to your Wisdom modifier and gain True Seeing as the spell. You can choose which effect to apply to you by spending the appropriate amount of mana points.
Elemental Resist (A): You form a layer around you that can absorb the damage from different kinds of energy. By spending two mana points, you gain energy resistance 10 to one type of energy of your choice. At level nine, by spending five mana points, you gain energy resistance 20 to one type of energy of your choice and energy resistance 10 to one other type of energy of your choice. At level fifteen, by spending ten mana points, you gain immunity to one type of energy of your choice and energy resistance 20 to two other types of energy of your choice. You can spend the appropriate amount of mana to switch into another type of energy resistance/immunity.
Ninth Level Techniques
Unstoppable (A): You channel your mana to surround your entire body, creating a layer that cancels out any effect that impedes movement, magic or otherwise. By spending five mana points, you gain freedom of movement.
Body Relocation (X): You manipulate the space around you, bending it to your will, allowing you to instantly move from one point in space to another. By spending five mana points, you can relocate to any point you can see, as the Dimension Door spell. At fifteenth level, by spending ten mana points, you can relocate yourself into any point on the same plane without failure, as the Greater Teleport Spell.
Flight (A): You use your mana to negate the effects of gravity around you. By spending five mana points, you gain the ability to fly, as the fly spell, except you fly at a speed equivalent to twice your base land speed and with an average maneuverability. At fifteenth level, you can pay double the cost to fly at thrice your base land speed and with perfect maneuverability. This effect stacks with other effects that provide flight speeds, if those effects indicate so.
Refresh (X): When inflicted by any status effect, you can use your mana to cleanse your body of these effects. By spending four mana points, you remove all negative effects inflicted on you. You cannot use this technique when under effects that inhibit you from doing any action, such as when under charm effects.
Vanish (A): By expending ten mana points, you vanish from sight. This effect does not end even when attacking as per effect of greater invisibility spell.
Scatter Shot (X): By spending five mana points, the marksman can shoot a blast that hits all enemies within a thirty-foot radius, with the center anywhere within your gun’s range. You make separate attack rolls for all creatures within the area.
Dimensional Bullets (X): No amount of protective covering, magical or mundane, can hide the marksman's target from his bullets. Using his knowledge of dimensional manipulation, he can overcome any walls or magical barriers. By spending five mana points, all attacks made by the marksman in that round overcomes any physical barrier such as walls. At level fifteen, by spending ten mana points, his attacks can pass through magical barriers such as forcecage. When a target is under the Lockdown technique, the marksman can automatically send his bullets to the square where the target is in, therefore ignoring any kind of barrier or effects such as severe wind.
Battlefield Deployment (X): By spending five mana points, the marksman can recall his supporter if it is within his range and redeploy it to any point within his range. This does not affect the actions of the supporter (ie if the supporter has already acted for that round, he cannot attack again, unless by some other ability).
Transmutation (A): By spending five mana points, the marksman can change the property of his mana bullets to that of any metal for the purpose of damage reduction. Switching from one type to another costs five mana points, as well as terminating this effect before the end of the encounter.
Mana Guard (A): You manipulate your mana to augment your overall defenses against physical or mental attacks. By spending five mana points, you gain an insight bonus to all saves equal to one fourth you marksman levels rounded down.
Fifteenth Level Techniques:
Recovery (A): The marksman can manipulate his mana to take on regenerative properties. He can spend mana points up to his Wisdom modifier to gain fast healing. He gains one hit point per round for every two points spent on this ability.
Armor Piercing Bullets (A): By spending ten mana points, you can augment your mana bullets to pierce through any type of damage reduction.
Augmented Defense (A): You manipulate mana to augment your defense. By spending mana points to a maximum equal to your Wisdom modifier, you gain damage reduction (DR/-). Every point of mana spent, you gain one point of damage reduction.
Mind Shield (A): You manipulate mana to augment your mental defenses. By spending ten mana points, you gain immunity to mind affecting magic and scrying effects, as the mind blank spell.
Resistance (A): The marksman gains the ability to protect himself from harmful magic effects. You can spend mana points up to your Wisdom modifier to gain spell resistance. For every point of mana spent, you gain three points of spell resistance.
Interdimensional Travel (X): By focusing your mana into manipulating dimensions and their boundaries, you can travel through these boundaries at your whim. By spending ten mana points, you can travel through planar boundaries, as the Plane Shift spell.
Advanced Marksman Techniques
Speed Shot: Once per encounter plus one per five levels after level six, as a swift action, when the marksman attacks with a full attack, he can use this ability to add one additional attack, but all shots take a -2 penalty to attack. This bonus attack stacks with extra attacks granted by Rapid Shot, haste, and other similar abilities.
Agility: Once per encounter plus one per five levels after level six, as a swift action, when the marksman activates this ability, he is not subject to attacks of opportunity caused by movement for the remainder of his turn. This may be initiated in the middle of a move.
Flanking Shot: Once per encounter plus one per five levels after level six, a magic marksman can designate one attack he makes as a flanking shot. When the attack hits, the opponent is considered flanked until the start of the marksman’s turn in the next round.
True Shot: Once per encounter plus one per five levels after level six, as a standard action, a magic marksman can make a single ranged attack. This attack is made at his highest attack bonus, and the attack receives a +20 insight bonus to hit. If this attack hits, he deals an additional 4d6 points of damage.
Bullet Parry: Once per encounter plus one per five levels after level six, as an immediate action, whenever an opponent makes an attack with a ranged or thrown weapon against you or an ally within 30 ft. of you, after they make their attack roll, you may use this technique to make a single attack roll with your mana guns. The target of the attack may use the higher of his AC or your attack roll as his effective AC against his attack.
Superior Marksman Techniques
Penetrating Strike: Once per encounter plus one per five levels after level eleven, as a swift action, during a round in which you initiate this technique, your ranged attacks are made as touch attacks with double their normal critical threat range, not stacking with any other effects to increase critical threat range. If you have another effect that equals or exceeds this, you instead do +2d6 damage on a critical hit.
Mutual Support: Once per encounter plus one per five levels after level eleven, as an immediate action, whenever an enemy attacks your supporter, you may use this technique to grant you an Attack of Opportunity against that enemy. This does not count against the number of attacks of opportunity that is granted to you for that round.
Pinpoint Shooting: Once per encounter plus one per five levels after level eleven, you can can use this technique on one attack you make on your turn. If the attack hits, the foe hit must make a Fortitude save, DC 16 + your highest mental ability score, or suffer one of the following effects, based on which body part you targets:
- Arms: Your bullet shreds the foe’s arm muscles, rendering it almost useless. They take 4 Strength damage, and temporarily lose the use of one of their arms, dropping whatever they are holding in it at the time.
- Legs: Your bullet scatters shrapnel throughout your foe’s legs, leaving them all but unable to stand. They take 4 Dexterity damage and suffer a -10 ft. penalty to all movement forms and a -10 penalty on all Balance, Climb, Jump, Swim, and Tumble checks.
- Vitals: Your bullet pulps your foe’s innards, leaving them a bleeding, haggard wreck. They take 2 Constitution damage and take 1d12 damage each subsequent round.
The additional effects last for five rounds. Healing the ability damage also ends the effects, but a Heal check or normal magical healing cannot end them. Some foes may not be affected by certain called shots. A creature lacking arms, tentacles, claws, or similar appendages cannot be affected by an arms shot; a creature lacking any legs, wings, fins, or similar appendages cannot be affected by a legs shot, and creature lacking a discernible anatomy (any creature immune to sneak attack damage) is immune to a vitals shot.
Trigger Happy: Once per encounter plus one per five levels after level eleven, as a swift action, the marksman can make an additional attack when making a full action. This stacks with other effects that grant additional attacks.
Master Marksman Techniques
Rending Shot: Once per day plus one per five levels after level sixteen, as a swift action, you can activate this technique. For a number of rounds equal to your Wisdom modifier, any ranged attack you make with a firearm ignores all damage reduction except for epic damage reduction. In addition, every firearm attack you make leaves a bleeding wound, causing the foe hit by it to take 2d6 damage each subsequent round. This bleeding damage do not stack with multiple hits. Neither magical healing nor normal Heal checks can stop their flow, though they can heal the damage after it has happened. The wound persists for a number of rounds equal to your Wisdom modifier, and the calculation for the duration uses the last attack that hits.
Mana Link: Once per day plus one per five levels after level sixteen, as a swift action, the magic marksman can grant his supporter the ability to use his mana manipulation techniques for the rest of the encounter. The supporter gains a temporary mana pool equal to that of the magic marksman.
Steady Hands: Once per day plus one per five levels after level sixteen, as a swift action, the magic marksman can activate this technique. For a number of rounds equal to your Wisdom modifier, any ranged attack you make with a firearm is made at your highest BAB.
Allotted Mana Points
There are some abilities that need allotted mana points like the Supporter ability. This means you have to set aside the number of mana points required which you may not use for other techniques. This is like expending mana points, except you can’t recover them until you deactivate the ability. All allotted mana points from different abilities stack.
For example, a level five magic marksman activates his Supporter Ability. This requires him to allot two mana points. At level five, the marksman’s mana pool is 5 x 2 + Wis mod. For a wis mod of 3, the maximum mana points of the marksman is at 13. Upon allotting 2 points for the Supporter ability, the effective maximum mana point becomes 11, which he can use for mana manipulation techniques and other abilities. When he uses up mana points, the mana points recovered only max out at 11.
Now, after activating Supporter he decides to use Mana Adjustment, choosing to allot 2 mana points. The new effective maximum mana points for the marksman is 9. Thereafter, if he activates other abilities that need allotment of mana points, all of these stack. When one of this abilities is ended, the allotted mana points for that ability is regained.
For purposes of Mana Blast, when using up all mana points, this means using up all mana points, allotted ones included.
Abilities that have minimum mana point requirements to function such as Mana Gun or active mana manipulation techniques are not considered allotment. You just have to have mana points equal to the minimum required by the ability/technique for it to remain active. Mana point requirements from different abilities do not stack.
Two-Weapon Fighting [Fighter, General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite: DEX 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Every time your base attack bonus grants you an extra attack, you also gain an extra attack with your off-hand weapon. You also reduce the penalty from attacking with two weapons by 1 starting at level 1 and every 5 levels thereafter, with a maximum reduction of zero at level 16.
Emergency Deployment [General]
You can send out your supporter again after it has been destroyed.
Prerequisite: BAB +8, Supporter ability
Benefit: Whenever you supporter is reduced to -10 hp or less and returns to your Dimensional Gallery, you can allot double the usual amount of mana points to redeploy your supporter for a number of rounds equal to half your wisdom modifier rounded down at 1/4 its maximum hit points.
Special: If you follow the command marksman style, you can instead redeploy your supporter at half its maximum hit points for a number of rounds equal to your wisdom modifier.
Normal: A marksman whose supporter is reduced to -10 hp or less cannot recall his supporter until he takes an extended rest.
You have gained much experience with all sort of enemies that you can find your target's weak point no matter what creature it is.
Prerequisite: BAB +12
Benefit: Whenever you apply precision damage to a target without discernible anatomy or is normally immune to precision damage, you instead deal half the damage.
You concentrate, making yourself more sensitive to collecting mana.
Prerequisite: Mana Surge ability
Benefit: You can gain additional mana depending on the type of action you use up. You gain mana equal to half your normal mana regeneration rate per round (including bonuses from Mana Surge, minimum 1) if you spend a move action, your normal mana regeneration rate per round if you spend a standard action, and double your normal mana regeneration rate per round if you spend a full round action. This stacks with the normal mana regeneration that you receive per round.
You can use the craft: gunsmithing skill to make and repair guns (DC 20). You can also use this skill to create normal bullets and gun implements (DC 15).
Scope – Rifle/Musket only. When attached to a rifle/musket, extend your range by twice the value. Stacks with feats such as Far Shot. Cost of raw materials: 75 gp.
Bayonet – Rifle/Musket only. When attached to a rifle/musket, allows melee attack dealing 1d4, 1d6, and 1d8 piercing damage for small, medium, and large creatures respectively. Cost of raw materials: 5 gp.
Gunblade – Pistol/Revolver only. When attached to a pistol/revolver, allows melee attack dealing 1d2, 1d4, and 1d6 slashing damage for small, medium, and large creatures respectively. Cost of raw materials: 5 gp.
Firearm Rules and Firearm Stats
Magic Marksman Epic Progression
Last edited by GuyFawkes; 2014-09-28 at 11:04 AM.