Arcane Gunslinger (3.5e Class)
From D&D Wiki
((This is a somewhat drastic modification to the Gunslinger class (which I love), for those who desire a more punchy, magical option.)) The Arcane Gunslinger is the paragon of magic's destructive potential, wielding a personally crafted Gunstave to direct arcane power into blasts, beams, and barrages of deadly power. Many Arcane Gunslingers take up the Gunstave in answer to the threat of war, or as mercenaries, or even thieves, lending them a wide range of personalities and vast potential. Their immense power comes with the unfortunate effect of being somewhat fragile at lower levels, Arcane Gunslingers are a source of mighty damage and invaluable support, and with care can become impressive main-combatants.
Making an Arcane Gunslinger
Arcane Gunslingers are an excellent source of damage, but can be just as deadly to their friends as their foes. Out of necessity, an Arcane Gunslinger learns a small number of ranged healing and bolstering spells to fire from their Gunstave.
Abilities: Dexterity is crucial to an Arcane Gunslinger's maneuverability and aim. Intelligence is an important aspect of the creation of their unique weapons, and the vast number of upgrades available to them. Charisma aids an Arcane Gunslinger in the use of their spells and various magical devices.
Races: Elves, Gnomes, and Humans are most likely to become Arcane Gunslingers, but they are found among many races.
Alignment: Any Chaotic
Starting Gold: 5d10×10 gp
Starting Age: Simple.
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Cast Rounds, Craft Gunstave, Gunbound, Magic Bullet||1||-||-||-|
|2nd||+1||+0||+0||+3||Dodge, Combat Casting, Mage's Speedload||2||-||-||-|
|3rd||+2||+1||+1||+3||Spell Rounds, Fast Movement,quick draw||3||-||-||-|
|4th||+3||+1||+1||+4||Dexterous Dodge, Healing Dart, Rapid Reload||5||1||-||-|
|5th||+3||+1||+1||+4||Shot in the Dark, Longbolt, Two-Weapon Fighting||5||2||-||-|
|6th||+4||+2||+2||+5||Transmute Load, Improved Two-Weapon Fighting||5||3||-||-|
|8th||+6/+1||+2||+2||+6||Purifying Dart, Concussive Shot, Enchant Gunstave||6||4||-||-|
|9th||+6/+1||+3||+3||+6||Uncanny Dodge, Gatling Bolt||6||5||-||-|
|10th||+7/+2||+3||+3||+7||Adrenaline Dart, Discern Weakpoint, Ambidexterity||6||5||1||-|
|11th||+8/+3||+3||+3||+7||Greater Two-Weapon Fighting||6||6||1||-|
|12th||+9/+4||+4||+4||+8||Improved Uncanny Dodge, Defensive Field||6||6||2||-|
|14th||+10/+5||+4||+4||+9||Greater Healing Dart||6||6||3||-|
|18th||+13/+8/+3||+6||+6||+11||Superior Healing Dart||6||6||4||-|
|20th||+15/+10/+5||+6||+6||+12||Unearthly Dodge, Black Bullet||7||6||6||1|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Arcane Gunslinger.
Weapon and Armor Proficiency: The Arcane Gunslinger is only proficient with their Gunstave. They are not proficient with any type of armor or shield.
Crafting Gunstaves: The very first thing an Arcane Gunslinger must do is learn to create their signature weapon. The Arcane Gunslinger may take Guncraft as a Profession, and Craft Rounds/Gunstave. The Arcane Gunslinger can add their Guncraft Bonus to all of these Crafting checks. Gunstaves are difficult to create requiring a Craft Rounds/Gunstave according to the chart below, over time the gunslinger will become skilled enough to craft more powerful weapons.
|Level||Craft DC||Bonus Damage||Attack Bonus||Additional Hardness||Additional Health||Cost|
|Scope||+2 Attack Bonus|
|1 Round||6 bullets|
Casting Rounds: Creating rounds is the second thing an Arcane Gunslinger must learn to do as it is hard to use guns without ammunition. The Arcane Gunslinger gains the ability to craft special rounds which, through advanced alchemical processes, store energy and explosive components that can cause great harm. There are 18 types of rounds, each varies in power and build components. Each round costs 2/3rds of an ounce of the associated material (Roughly the weight of 8 coins, or about 12 measures in a pound of material). Additionally, each round has a base cost of 3 silver worth of materials required by the casting process (this includes the led or other heavy metal). As the material each round is produced from improves, it improves the weapon bonus it receives in order to increase attack rolls as well as to bypass damage resistance. If a critical is made the extra damage is also multiplied.
Creating rounds is a very intensive process, requiring meticulous and detailed alchemical work. To create rounds requires a Craft Rounds/Gunstave skill check (24) and a molding kit (250gp). Every hour (6 bullets) spent consecutively working past the first requires a concentration check (DC: 20) or the crafter must pause in crafting for 24 hours to relax, the DC increases by 5 for each additional hour spent crafting. Additionally, each hour past the first causes a -1 penalty to all ranged attacks. These points are recovered at a rate of 1 per every 2 hours provided the Gunslinger is no longer crafting rounds.
Further, firing a round is a harsh process on the pistol or rifle. Each round (6 bullets) fired deals damage to the Arcane Gunslinger's Gunstave equal to it's type number. So, a Type 5 round would deal 5 damage to the pistol, and a type 18 round would deal 18 damage to the pistol. The Arcane Gunslinger can counteract this damage by modifying and enchanting his pistol. With up-to-date reinforcement, an Arcane Gunslinger can keep his guns in good condition, never taking damage when discharging rounds he made himself. This damage stacks with other damage dealt to the weapon that round, making firing two or more consecutive rounds a dangerous prospect.
|Level||Round Type||Craft DC||Bonus Damage||Extra Materials||Attack Bonus|
Gunbond: Arcane Gunslingers create a sort of bond with their weapons, much as a druid would have a bond with her animal companion, an Arcane Gunslinger can interact with his weapons on a deeper level then other characters. To achieve this bond the Arcane Gunslinger must have made the weapon he is bonding to and spend 24hours with his weapon. At the end of this period the Arcane Gunslinger must make a check 1d20+Gunslinger level (DC20) to successfully bond with the gun. This process will cost the gunslinger 250xp. The Arcane Gunslinger may bond with more then one weapon but the DC to do so increase by 5 with each successive gun and the experience cost increases by 50xp with each successive gun. When an Arcane Gunslinger has these bound weapons on him, he can achieve feats that he could not without, consult chart below.
|1-2||+1||+2||Alertness, Point Blank Shot|
|3-4||+2||+3||Weaponized Allure, Precise Shot|
|11-12||+6||+11||Bound Accuracy +2|
|17-18||+9||+16||Bound Accuracy +3|
Alertness: Whenever an Arcane Gunslinger is in physical contact with his bound pistol, touching it with his hand, he gains heightened senses and is treated as if having the Alertness feat.
Weaponized Allure: Whenever an Arcane Gunslinger attacks with his bound pistol he may add his Charisma modifier to his attack and damage rolls. The Gunslinger may draw two bound pistol's as a single move action. If he has the Quick Draw feat he may do so as a free action. If he draws only one bound pistol, he may do so as a free action.
Bound Accuracy: An Arcane Gunslinger slowly learns every detail and characteristic of their weapon. At fifth level an Arcane Gunslinger gains a +1 to his attack roll. This increases at level 11 to +2, and then to +3 at level 17.
Sighting Link: An Arcane Gunslinger's bond with his weapons is a unique and spiritual one, crossing over to the supernatural. By concentrating (DC 20), a gunslinger can instead see out of the sights of his weapon, as if looking right out of the barrel of the pistol. This ability allows the Gunslinger to preform some extremely impressive trick shots, such as shooting behind him or around corners with no loss of accuracy. Using this ability is a move action and negates all but 100% miss chance. It also allows the Arcane Gunslinger to fire around his own 100% cover as long as he is adjacent to a square with 0% cover.
Call Pistol: Upon reaching level 9, an Arcane Gunslinger can will his weapons to his hand. The Gunstave must not be gripped by anyone, so that it may fly free to it's master. Secondly, the Arcane Gunslinger must be able to see the bonded weapon or know its exact location to call it to him. This is a free action.
Scry Pistol: At level 13, an Arcane Gunslinger can scry (as the spell) on his weapons once per day per Int modifier. This is a spell-like ability requiring no material components or focus that allows the Arcane Gunslinger to see and hear his bonded weapons and their surroundings if they are ever separated. It has a casting time of 1 full round.