Arcane Pistoleer (3.5e Prestige Class)

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Arcane Pistoleer
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Status: In Progress
Editing: Constructive edits welcome


Hit Die: d8.


To qualify to become an Arcane Pistoleer, a character must fulfill all the following criteria.

  • Skills: Concentration 3 ranks, Craft (Firearms) 3 ranks, Knowledge (Arcana) 3 ranks, and Spellcraft 3 ranks.
  • Feats: Exotic Weapon Proficiency (Firearms), Point Blank Shot, Improved Initiative.
  • Spells: Able to cast 2nd level or higher arcane spells.

Class Skills[edit]

The Arcane Pistoleer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), (Int), Concentration (Con), Craft (any) (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Knowledge (Arcana) (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table : The Arcane Pistoleer
Fort Ref Will Special Spells per Day
1st +1 +0 +2 +2 Weapon Focus (Firearms), Magebond, Quickdraw +1 level of existing class
2nd +2 +0 +3 +3 Lightning Hands, Uncanny Dodge, Evasion +1 level of existing class
3rd +3 +1 +3 +3 Channel Spell, Extra-dimensional Holstering +1 level of existing class
4th +4 +1 +4 +4 Bonus Feat +1 level of existing class
5th +5 +1 +4 +4 Bonus Feat +1 level of existing class
6th +6 +2 +5 +5 Imbue Bullets +1 level of existing class
7th +7 +2 +5 +5 Bonus Feat +1 level of existing class
8th +8 +2 +6 +6 Bonus Feat +1 level of existing class
9th +9 +3 +6 +6 Hail of Fire +1 level of existing class
10th +10 +3 +7 +7 Bonus Feat +1 level of existing class

Class Features[edit]

All of the following are Class Features of the Arcane Pistoleer prestige class.

Weapon and Armor Proficiency: Arcane Pistoleers are proficient in light armor, and with simple weapons and firearms. As well, due to their specialized training, light armor provides no deficit to the casting of their spells. They may cast arcane spells with no chance of spell failure while wearing light or no armor.

Spells per Day/Spells Known: When a new level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Arcane Pistoleer to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Bonus Feat: At 1st level the Arcane Pistoleer gains Weapon Focus(Firearms) and Quickdraw as bonus feats and additional feats as they progress. The Arcane Pistoleer chooses one feat from the list below. Precise Shot, Improved Precise Shot, Improved Critical: Firearm, Rapid Shot, Improved Rapid Shot, Shot on the Run, Manyshot, Mobility, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, and Lightning Reflexes.

Magebond: At 1st level, an Arcane Pistoleer gains the ability to bind his firearms to his very essence. He may bind a number of firearms equal to the ability modifier used in his main spellcasting class. This ritual takes about 2 hours of focus. Any bullets fired from a magebonded firearm are considered rune bullets.

Uncanny Dodge: Starting at 2nd level, an arcane pistoleer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Evasion: At 2nd level and higher, an arcane pistoleer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the arcane pistoleer is wearing light armor or no armor. A helpless arcane pistoleer does not gain the benefit of evasion.

Lightning Hands: At 2nd level, an Arcane Pistoleer can reload her firearms as a free action.

Channel Spell: At 3rd level, an Arcane Pistoleer gains the ability to drop a spell as a free action to add +2d6 force damage per spell level when firing Rune cast bullets.

Extra-Dimensional Holstering: At 3rd level, an Arcane Pistoleer may place their magebonded firearms into an extra-dimensional space always located around themselves. As a free action, they may summon or unsummon their magebonded firearms at will.

Imbue Bullet: At 6th level, an Arcane Pistoleer can, as a free action cast any spell with an area of a line, cone, cylinder, or burst into a Rune cast bullet and then fire it.

Hail of Fire: At 9th level, an Arcane Pistoleer can, as a full round action fire one shot at every target within range. She must have a loaded firearm for each shot.

Class Level
HP Special
1st-2nd +1 2 Alertness, Share Spells, Empathic Link
3rd-4th +2 4 Deliver Touch Spells
5th-6th +3 8
7th-8th +4 16 Sighting Link
9th-10th +5 32 Call Pistol

Hardness Adj..: The number noted here is an improvement to the familiar’s existing hardness.

HP: The number noted here is an improvement upon the weapons existing hit points.

Alertness (Ex): While a Magebonded firearm is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Magebonded weapon takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his Magebonded firearm. The firearm must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the weapon if it moves farther than 5 feet away and will not affect the weapon again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his weapon (as a touch range spell) instead of on himself.

Empathic Link (Su): The master has an empathic link with his weapon out to a distance of up to 1 mile. The master cannot see through the weapon's sights, but they can communicate empathically. Because of the limited nature of the link, only general direction and distance can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his weapon does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a magebonded weapon can deliver touch and/or ranged touch spells for him when firing.. If the master and the weapon are in contact at the time the master casts a touch/ranged touch spell, he can designate his weapon as the “toucher.” The Arcane Pistoleer can then make the attack using the same attack bonus he would for his weapon. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Sighting Link: If the master is 7th level or higher, the bearer of a Magebonded firear may fire as if he was looking through the sights of the weapon even when he is averting his gaze or has his eyes closed. This allows for some amazing trick shots.

Call Weapon: If the master is 9th level or higher and his Magebonded firearm is within line of sight, he may call it to his hand as a free action.

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