Arcane Pistoleer (3.5e Prestige Class)

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Arcane Pistoleer
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Arcane Pistoleer[edit]

'No such thing as a 'magic' bullet?'
—Grouchy Potato, Human Arcane Pistoleer, A retort to an incredulous observer

Requirements[edit]

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

Entry Requirements
Base Attack Bonus: +1
Skills: Concentration 4 ranks, Knowledge (Arcana) 4 ranks, and Spellcraft 4 ranks
Feats: Exotic Weapon Proficiency (Firearms) and Quickdraw
Spells: Able to cast 2nd level or higher arcane spells.

Table: The Arcane Pistoleer
Hit Die: d6

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

Class Skills[edit]

Skill Points at Each Level: 4 + Int modifier.

The Arcane Pistoleer's class skills (and the key ability for each skill) are Craft (any) (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Knowledge (Arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Rope (Dex).

Class Features[edit]

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

Weapon and Armor Proficiency: Arcane Pistoleers are proficient with all firearms.

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.


Channel Spell: At 1st level, an Arcane Pistoleer may attempt to enhance one of her normal ranged attacks with a firearm. Before the attack roll, she must declare she is using this ability and sacrifice a spell slot. The next bullet she fires that turn, she adds her relevant spellcasting modifier (if any) to her attack roll and if the Rune Bullet hits, it deals an additional +2d6 force damage/spell slot level sacrificed.

Weapon Focus(Firearms): At 1st level the Arcane Pistoleer gains Weapon Focus(Firearms) as a bonus feat.

Bonus Feat: At 2nd level and every even level afterwards, the Arcane Pistoleer gains additional feats, chosen from the feat list below:

  • Point Blank Shot, Precise Shot, Improved Precise Shot, Improved Initiative, 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.

Lightning Hands: At 2nd level, an Arcane Pistoleer can reload a firearm as a swift action.

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.

Extra-Dimensional Holstering: At 3rd level, an Arcane Pistoleer may place their firearms into an extra-dimensional. As a swift action, they may summon or dismiss their firearms.

Uncanny Dodge: Starting at 4th 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.

Imbue Bullet: At 5th level, as a standard action, an Arcane Pistoleer can cast any known spell that has a casting time of one standard action or less with an area of a line, cone, cylinder, or burst into a bullet and then fire it. The spell effect emanates from the place where the bullet strikes, resolve saves as normal.

Hail of Fire: At 10th level, once per day, as a full round action, an Arcane Pistoleer may sacrifice a spellslot to fire one enhanced shot at every target within range. She must have a loaded firearm for each shot, each shot deals additional force damage equal to 2d6/spell slot level sacrificed.


Master
Class Level
Hardness
Adj.
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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