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Pramxnim
2009-05-16, 06:45 AM
Since the PrC contest has ended, I think I'm gonna post this here to get some public feedback (no one frequents the chat thread except for actual contestants it seems :P) and for future reference. Please evaluate and critique honestly.

CREDITS:

I would like to thank a razor1n for the name of the class and his numerous suggestions on this class' abilities and for spotting some glaring exploits.

I would like to thank Krimm Blackleaf for his numerous ToB-based PrCs that all have such nice and easy to understand formatting. I borrowed quite a bit from the maneuvers and stances progression he used (which may be directly from ToB, but I wouldn't know. I never read the PrC section). I also looked at his Warforged Armorlord PrC for some inspiration for the Component Mastery abilities. Credit to him for the naming and effect of Rigid Plating, which I blatantly "borrowed" and added to. If he isn't ok with it, I'll remove it at first notice.


Cybernetic Gunner

http://i38.photobucket.com/albums/e123/No_SushiVN/ROCKU_BUSTEEER_by_YAKUMOFUJII.jpg

"You... you MAVERICK!" A Cybernetic Gunner known only as X

Cybernetic Gunners are expert marksmen who have come to embrace an unusual approach to gunslinging. By making their weapon a part of themselves through the installation of a mechanical component (either directly if a Warforged or through a construct graft). These warriors sometimes find themselves changing even more of their own body through these “enhancements”, gradually becoming even more man than machine (if they're not already a Warforged).

BECOMING A CYBERNETIC GUNNER
Cybernetic Gunners are most often Warforged warriors who have taken up the role of marksmen but who would prefer to keep their weapon closer to their bodies. Other races also have members becoming one, but it is a costly process (as grafts don't come cheap). Martial adepts and non-martial adepts alike may take up this class, as the Black Rain (http://www.giantitp.com/forums/showthread.php?t=99529) discipline can be learned by those dedicated enough without spending their whole lives training in it (this translates to it having 2nd level maneuvers with no prerequisite maneuvers needed).

ENTRY REQUIREMENTS
BAB : +4
Feats: Point Blank Shot, Rapid Shot
Skills: Concentration 9 ranks, Craft (Gunmaking) 6 ranks
Maneuvers: Ability to use one 2nd level maneuver from the Black Rain discipline
Special: Must be a Warforged or have the Mighty Arms Construct Graft (Faiths of Eberron p158)

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (Architecture and Engineering), Listen (Wis), Move Silently (Dex), Spot (Wis), Tumble (Dex)

Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=“head”]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Arm Cannon, Charged Shot, Graft Dedication

2nd|
+2|
+3|
+0|
+0|Arm Cannon Upgrade

3rd|
+3|
+3|
+1|
+1|Component Mastery

4th|
+4|
+4|
+1|
+1|Arm Cannon Upgrade

5th|
+5|
+4|
+1|
+1|Component Mastery, Elemental Gunslinger Stance

6th|
+6|
+5|
+2|
+2|Arm Cannon Upgrade

7th|
+7|
+5|
+2|
+2|Component Mastery

8th|
+8|
+6|
+2|
+2|Arm Cannon Upgrade

9th|
+9|
+6|
+3|
+3|Component Mastery

10th|
+10|
+7|
+3|
+3|Arm Cannon Upgrade, Stance of the Cybernetic Lord
[/table]


{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|1|0
2nd|0|0|0
3rd|1|0|1
4th|0|1|0
5th|1|0|0
6th|0|0|0
7th|1|1|0
8th|0|0|1
9th|1|0|0
10th|1|1|0
[/table]

Weapon Proficiencies: The Cybernetic Gunner gains proficiency with his arm cannon but gain no other additional proficiencies.

Maneuvers: At every level except 2rd, 4th, 6th and 8th, a Cybernetic Gunner gains new maneuvers known from the Black Rain or Diamond Mind discipline. You must meet a maneuver's prerequisite to learn it. You add your full Cybernetic Gunner levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 1st, 4th, 7th and 10th levels, you gain additional maneuvers readied per day.
Special: If you did not belong to a martial adept class before entering this Prestige Class, you may recover all your maneuvers with a full round action. This benefit may also apply to Swordsages entering this class.

Stances Known: At 3rd level and again at 8th level, you learn a new martial stance from the Black Rain or Diamond Mind disciplines. You must meet the stance's prerequisites to learn it.

Arm Cannon (Ex): At 1st level, you craft an attached component to your arm (or arm graft) that acts like a gun (but with different stats, as shown below). The Arm Cannon is powered by a complicated mechanical drive that borders on the arcane (also known as a fusion drive). It is treated as a masterwork weapon and can be enhanced like any other weapons. The process has a varying cost depending on the type of firearm you wish to craft (add half the cost listed on the table below to half the cost of making a masterwork weapon [150gp] to get the final cost for crafting your Arm Cannon). They all require 2 days of work. You are treated as proficient with your arm cannon after a week of its crafting. Before that time has passed, you suffer the normal penalties (-4 to attack rolls) associated with using a weapon which you are not proficient with.
Your Arm Cannon, when first crafted, may be any of the following. You may change (or add to) this at a later date, but it requires a DC 25 craft check and you must pay the requisite cost in gp and time spent. You must also spend another week to get used to your new weapon.

Arm Cannon mundane properties


{table="head"]Weapons|Cost|Damage(M)|Critical|Range|Chamber capacity
Standard Issue Blaster|50gp|2d6|19-20/x3|80ft|8
Light Pistol*|30gp|1d10|19-20/x3|60ft|6
Rifle|75gp|2d10|18-20/x3|100ft|2
Sniper Rifle|100gp|4d6|18-20/x3|150ft|1
Bullets(50)|20gp|-|-|-|-
[/table]

The Arm Cannon's damage type is piercing. The chamber capacity refers to the number of shots that may be fired before the Arm Cannon needs to be reloaded.
Alternatively, you may install a concussion blaster, death ray, firewand or wandgun (http://www.giantitp.com/forums/showthread.php?p=5867363#post5867363) into your Arm Cannon. You may not take the Extra Capacity Cannon upgrade for these weapons.
Special: Treat the Light Pistol as a Light Weapon for the purpose of determining penalties for fighting with two weapons.
Special: Reloading your Arm Cannon is a standard action. The feat Rapid Reload will reduce this to a move action.
Special: When not in use, your Arm Cannon is just like a normal hand and may be used to perform delicate tasks (such as crafting) which requires digits and opposable thumbs. Switching between normal mode and cannon mode is a move action. It is a move action to switch both Arm Cannons. This effectively counts as drawing the weapon(s).
Special: Each type of Arm Cannon counts as a different type of weapon for the purposes of weapon-specific feats such as Weapon Focus, Weapon Specialization, Improved Critical etc.


Charged Shot (Su): The signature move of a Cybernetic Gunner. By infusing one bullet in the chamber with arcane energy, the he is capable of firing off devastating shots. To do this, the Cybernetic Gunner sacrifices actions in a round to fuel the charges. A Swift, Move or Standard Action is equivalent to 1 Charge. Any other actions or action equivalents (such as Full Round Actions, 5' steps, Attacks of Opportunity, Free Actions etc.) may not be sacrificed for this purpose. The Cybernetic Gunner deals extra Force damage according to the number of Charges he has accrued in his Arm Cannon:

1 Charge: The next shot deals 1/2 the Cybernetic Gunner's class level in d4s (rounded up)
2 Charges: The next shot deals the Cybernetic Gunner's class level in d4s
3 Charges: The next shot deals double the Cybernetic Gunner's class level in d6s

This extra damage is not multiplied on a critical hit.
Special: Unused Charges dissipate harmlessly after 5 rounds (or 30 seconds)

Graft Dedication (Ex): Due to the dedication and vitality needed to employ grafts as effectively as they do, Cybernetic Gunners no longer have to make any sacrifices related to the installation of construct grafts on their body. They gain the Construct Grafter Feat (Faiths of Eberron p145) as a bonus feat, and they do not need to have prerequisite spells to construct a graft.
Their body is still limited to a maximum of five grafts grown on it. They must still pay the gold and XP costs to create a construct graft.
Special: This applies only to non-Warforged Gunners.

Arm Cannon Upgrade (Ex): At 2nd level and every 2 levels thereafter, a Cybernetic Gunner improves the abilities of his signature weapon, the Arm Cannon, to new heights. He gains one of the special abilities listed below. Some of these abilities have prerequisites, such as a minimum Cybernetic Gunner level, skill ranks, feats or another Arm Cannon Upgrade ability.


Combined Shot (Su): You have synchronised both Arm Cannons to such a degree that you may unleash a devastating combined attack with both of them. As a full round action that does not provoke an attack of opportunity, you may make two attacks at your full attack bonus using each of your Arm Cannons (Only one Arm Cannon in each arm may be used). Both attacks gain the extra damage from your Charged Shot ability (but only if there are 2 charges or less stored. This ability does not function properly if you have 3 charges stored in your Charged Shot ability)
You may choose to have the two shots combine into a spread shot that targets multiple enemies or a barrage of charged shots that can devastate single foes. Before your attack, declare which option to use.

If you chose to use a spread shot, the two charged shots combine into a Cone Attack. Make a single Ranged Attack roll. Every target within a 30ft Cone whose AC you hit take damage equal to the sum of the damage of both of your attacks (including Charged Shot damage).

If both of your charged shots hit a single foe while using this ability, he must make a Fortitude save (DC 10 + Cybernetic Gunner class level + your highest mental ability modifier) or fall prone.

Prerequisite: Cybernetic Gunner 6th level, must have 2 Arm Cannons
Special: This may not be taken with the Split Shot or Quad Shot ability.

Deadly Precision (Ex): You've modified your Arm Cannon to be able to hit vital areas more easily. The threat range for one of your Arm Cannon increases by one. If you have two or more Arm Cannons, this only applies to one of them. This ability can be taken twice. Its effects stack.
Special: The threat range modifier stacks with Keen and Improved Critical, but is applied after the former two. (So a Cybernetic Gunner with Improved Critical (Sniper Rifle) and one instance of Deadly Precision has an Sniper Rifle-type Arm Cannon with a threat range of 14-20/x3).

Dual Cannon Mastery (Ex): You are skilled in the use of dual arm cannons.
At 2nd level, you may reload both your Arm Cannons with a single standard action. If you have the Rapid Reload feat, you may reload both your Arm Cannons with a single move action.
At 4th level, you gain the Improved Two-Weapon Fighting feat. If you already have that feat, the penalty for fighting with two weapons decreases by 1.
At 8th level, you gain the Greater Two-Weapon Fighting feat. If you already have that feat, the penalty for fighting with two weapons decreases by 1.
Prerequisites: Two-Weapon Fighting feat, must have 2 Arm Cannons

Extra Cannon (Ex): You may add an additional Arm Cannon to one arm. This still requires craft checks, and you must still pay the gold costs. You also need to spend one week getting used to the new weapon, even if it is a weapon you already have in your other arm. Only one Arm Cannon may be active on one arm at a time. Switching between Arm Cannons is a free action usable only once per round.

Extra Capacity (Ex): Your Arm Cannon's chamber capacity increases by 2. If you have two or more Arm Cannons, this only applies to one of them. This ability can be taken multiple times. Its effects stack.

Quad Shot (Su): You've modified the Charged Shot so that it focuses more on quantity than quality. Instead of the charges increasing the amount of damage done by your shot, every charge gives one of your next shot bonus force damage equal to half your Cybernetic Gunner class level in d4s (rounded up). For every additional charge, another attack gains this extra damage, up to four attacks.
Special: If you have two Arm Cannons, each charge applies to both cannons.
Special: This may not be taken with the Split Shot or Combined Shot ability.

Split Shot (Su): You have modified your Arm Cannon to be able to fire at multiple targets at the same time. Whenever you use a Charged Shot, you may choose to use a standard action to split the shot between 3 targets. Make separate attack rolls at your full attack bonus for each target. Choose one shot as the primary shot. That one deals weapon damage along with the extra damage granted by Charged Shot. The other two only deal extra damage (but not weapon damage). These smaller shots do modified Charged Shot damage, as shown below.

1 Charge: Each shot deals 1/4 Cybernetic Gunner class level in d4s (rounded up)
2 Charges: Each shot deals 1/2 Cybernetic Gunner class level in d4s (rounded up)
3 Charge: Each shot deals 3/4 Cybernetic Gunner class level in d6s (rounded up)

Prerequisite: Cybernetic Gunner 6th level
Special: This may not be taken with the Quad Shot or Combined Shot ability.


Component Mastery (Ex): At 3rd level and every 2 levels thereafter, a Cybernetic Gunner learns to modify his body components to increase his own capabilities. He gains one of the special abilities listed below. Some of these abilities have prerequisites, such as a minimum Cybernetic Gunner level, skill ranks, feats or another Component Mastery ability. Each ability has a location noted. No two abilities with the same location may be taken together (except for abilities with the Legs location).
Non-Warforged Cybernetic Gunners require a construct graft in the corresponding location as a prerequisite for taking a special ability of that location.


Air Dash (Ex, Legs): If you do not already have one, you may expend a swift action to gain a fly speed equal to your base land speed (poor maneuverability).
At 6th level, you may expend a swift action to hover in place. This may be done for 2 consecutive rounds at a time. After that, you are not allowed to hover until your feet have touched the ground. Your fly speed when using Air Dash increases by 5 ft and the maneuverability to Average.
At 8th level, your fly speed when using Air Dash increases by another 5 ft and the maneuverability to Good.
At 10th level, your fly speed when using Air Dash increases by another 10 ft and the maneuverability to Perfect. You may fly for 3 consecutive rounds and hover for 2 additional rounds.
Prerequisites: Cybernetic Gunner level 5.

Flux Capacitor (Ex, Head): You install a head component which increases the rate energy is gathered for your Charged Shot ability. You gain an extra swift action per round that may be used ONLY to exchange for charges for the Charged Shot ability. It also helps guard against assaults on your mental facilities. You gain a +4 Insight bonus to Will saves against mind-affecting abilities.
Prerequisite: Cybernetic Gunner level 7.

Improved Composite Plating (Ex, Body): You reinforce your plating with an Adamantine-Mithral alloy. This upgrade increases your Armor Bonus to AC by 3, adds 2 to your Maximum Dexterity bonus to AC and the Armor Check penalties are reduced by 2. This feat can be taken multiple times, its effects stacks with itself and with other similar feats (such as Mithral Fluidity). Every additional time this ability is taken, the bonuses granted by it decreases by 1 (to a minimum of 1).
Special: If taken twice, your plating is counted as one category lighter for purposes of movement and other effects.

Leg Upgrade (Ex, Legs): You install a less powerful version of the fusion drive found in your Arm Cannon. This allows you to Dash (expend a swift action to gain a burst of speed for one round). Effectively, you gain a 30-ft enhancements bonus to all movement speeds (except for burrow speed and climb speed) for one round.
At 4th level, you gain a climb speed equal to your base land speed. You also gain the Wall Jumper skill trick (Complete Scoundrel, page 91).
At 6th level, you gain a +10 enhancement bonus to Jump checks.
Prerequisites: Climb 5 ranks, Jump 5 ranks

Rigid Plating (Ex, Body): Your plating is even stiffer and more resilient than normal. The DR granted by your plating increases by 2 points for every time you take this ability. In addition, for every 10 points of damage you take (after DR is applied), your armour stores one charge for your Charged Shot ability. You may not have more than 6 charges stored at any time (not including the charges stored the normal way). This limit increases by 3 every additional time you take this ability.
The charges last for one hour and then dissipates harmlessly.

Scanner Systems (Ex, Head): You install a head component which contains innumerable data on almost any subject matter. You use a Knowledge (Architecture and Engineering) to access this wealth of knowledge. In essence, you are using your Knowledge (Architecture and Engineering) instead of any other kind of Knowledge check (as long as that knowledge can be feasibly found in books).
At 5th level, you gain the Knowledge Devotion feat (Complete Champion, page 60) as a bonus feat.
Prerequisite: Knowledge (Architecture and Engineering) 10 ranks
Special: The Collector of Stories skill trick does not work for this use of Knowledge (Architecture and Engineering), since you are not using your own knowledge, but rather accessing a database of knowledge.

Stealth Mastery (Ex, Legs): You install a stealth enhancer that increases your ability to move around unseen. It also boosts your reflexes. You gain a +4 equipment bonus to Hide and Move Silently, and a +2 equipment bonus to Reflex saves.
At 7th level, the bonus to Hide and Move Silently increases by 4 each. You also gain a +4 Dodge Bonus whenever you use the Dash ability.
At 9th level, the bonus to Reflex saves increases by 2. In addition, whenever you use the Dash ability, you may choose to temporarily increase your speed to previously unachievable levels. In the same round that you chose to do this, you gain total concealment (which gives enemies a 50% miss chance against you). This ability may only be used every 1d4 rounds and the concealment granted by it does not allow you to hide.
Prerequisites: Hide 7 ranks, Move Silently 7 ranks, Leg Upgrade Ability


Elemental Gunslinger Stance (Ex): At 5th level, you gain a stance that further modifies your Charged Shot ability. As a swift action, you may lose the benefit of any other stances to enter this stance. Choose an energy type (Fire, Cold, Electricity, Acid, Sonic) when you enter this stance. Your Charged Shot now deals damage of that energy type. If the energy type is Fire, Cold or Electricity, the damage die of your Charged Shot increases by one size (d4 to d6, d6 to d8). Furthermore, you gain Energy Resistance to the type of Energy you selected equal to 10 + Class Level. You may switch the energy type this stance is associated with with a move action.

Stance of the Cybernetic Lord (Ex): At 10th level, you acquire a stance that marks the final step in your training as a Cybernetic Gunner. You may use a swift action to lose the benefits of any other stance you were in and enter this one. This stance increases the power of your Charged Shot even further. You gain the benefits of the Elemental Gunslinger Stance (but you don't have to pick an energy type), and you gain the ability to perform a Plasma Shot (shown below). The critical modifier of all your Arm Cannons increase by 1 (to x4), and you gain additional benefits depending on which Arm Cannon Upgrades you selected.


Combined Shot: You may now charge your weapons over the limits to achieve an extraordinary attack at the cost of vitality. You may take 4 Constitution damage (this Constitution damage is not reducible by any means, even if you are immune to Con damage. The hp lost triggered by this does not trigger Rigid Plating) to use the Combined Shot ability with 3 charges (instead of the normal limit of 2). This increases the Cone range from 30 to 60ft, and increases the fortitude save DC for the focused shot option by 5. You are fatigued after using this ability, and both your Arm Cannons are non-functional for 1d4+4 rounds. You may still use another Arm Cannon (provided you have more than one on one arm) but you may not used Charged Shots until 1d4+4 rounds have passed.

Plasma Shot: You may now choose to fire your Charged Shot in a 90ft Line, using a single Ranged Attack Roll to determine which targets are hit. For every target that is hit, a 5-ft diameter sphere of plasma lingers and deals damage to the target equal to 1/2 the damage dealt by your Charged Shot's extra damage (i.e. 10d6 or 10d8) at the beginning of the target's next turn and to all those who enter the square where the sphere is located (if the target is Large, pick one the 4 squares it occupies as the location for the sphere. Otherwise the sphere is located in the center square of a target's space). This ability may not be used in conjunction with any of the other modifications to your Charged Shot such as Combined Shot.

Quad Shot: The extra damage for each of your charged shots deals damage of one die size larger (d4 to d6). In addition, if an opponent is hit by 3 or more charged shots in a given round, they must make a Fortitude save (DC 12 + Class Level + Highest mental ability modifier) or be dazed for 1 round (this affects even enemies immune to this condition).

Split Shot: Increase the damage for each of the split shot as shown below:

1 Charge: Each shot deals 1/2 Cybernetic Gunner class level in d4s (rounded up)
2 Charges: Each shot deals 3/4 Cybernetic Gunner class level in d4s (rounded up)
3 Charge: Each shot deals full Cybernetic Gunner class level in d6s

In addition, if you drop 2 or more enemies this round using Split Shot, all enemies who witnessed the act must make a Will save (DC = 10 + Class Level + Highest mental ability modifier) or be Shaken for 1d4 rounds. Even if they make the save, they are still shaken for 1 round. This is a mind-affecting ability.



PLAYING A CYBERNETIC GUNNER

A Cybernetic Gunner is not a front line warrior by any means, preferring to let his Arm Cannon do the talking. He uses his mobility to get to desirable positions, and may choose to handle single enemies or target multiple lesser ones with his Arm Cannon upgrades.
Combat: A Cybernetic Gunner's choice of what Cannon upgrade to use greatly affects his role in combat. Quad Shot and Combined Shot hearken to Two-Weapon Fighting specialists, while Split Shot is a crowd control option for those who want to focus on a single weapon. The normal Charged Shot is normally used for sniping tactics and to take down single powerful enemies. A Cybernetic Gunner only has access to 2 disciplines and has a limited number of maneuvers known and readied. His maneuvers supplement his abilities rather than being the main focus of it.
Advancement: A Cybernetic Gunner's versatility allows players to pick their own style of combat (and may even switch between them). Martial Adepts may choose to focus more on maneuvers, alternating between taking levels in this PrC and levels in a base class that grants maneuvers to acquire more diversity in their use. Others will focus more on the aspect of the PrC that allows the to be a gun-toting dual-wielder, an enigmatic sniper, a covert commando and many other archetypes that they wish to fit.
Resources: The Megaman X universe is prime material for resources on the Cybernetic Gunner. Mechanical sources include Faiths of Eberron, the Eberron campaign setting (for construct grafts and Warforged components).


CYBERNETIC GUNNERS IN THE WORLD

"Dream on, Zero! X KNOWS he cannot defeat me! My armored carrier is MORE than a match for his ancient weapons!" Vile, a young and upstart Cybernetic Gunner

Cybernetic Gunners are often lawful in nature, for it takes dedication and discipline to install the various components. It is believed that the arcane and technological fusion involved in the creation of Arm Cannons and various components that make up the members of this may cause them to go maverick and become a serious threat for others. This is especially true for Warforged Cybernetic Gunners. Cases of non-Warforged members of the class going maverick are much rarer, if not non-existent.
Daily Life: Many Cybernetic Gunners are part of peace-keeping forces in various locales. High level ones are also found in elite military regiments in a kingdom. The remaining Cybernetic Gunners are either Drifters or Mavericks, with most adventurers falling into the former case. Drifters wander from place to place, testing their skills and satiating their thirst for adventure.
Notables: The iconic Cybernetic Gunner, whose name is often associated with the class itself, goes only by the name of X. Believed to be one of the first non-Warforged members of the class, X has always fought to protect the good and innocent. Also known as the Blue Bomber due to the colour of his armour plating, X is hailed by many as the most powerful Cybernetic Gunner in existence. While not fighting mavericks and upholding peace, X likes to keep a low profile, enjoying a sip of Earl Grey tea, and partying with his Maverick Hunter buddies.
On the opposite side of the scale lies Vile, a young Cybernetic Gunner gone maverick. His face was disfigured beyond recognition due to the rejection of a construct graft, and he keeps it hidden behind a purple helmet. His arms also rejected the graft, which resulted in him using a shoulder-mounted Cannon with a rarely seen rapid fire mechanic. He considers himself X's rival, and boasts about his superiority over what he considers an “old model, B-ranked hunter”.
Organizations: The biggest organization employing Cybernetic Gunner is known as the Maverick Hunters, dedicated to tracking down and eliminating traces of maverick Gunners and Soldiers. Some Cybernetic Gunners are attracted to marksmen guilds or get hired by various organizations as mercenaries.


NPC Reaction

Cybernetic Gunners, if not already Warforged, are often shunned from society because of the amount of disfiguration they committed to their own bodies (the more grafts they have, the worse they are discriminated against). Warforged who become Cybernetic Gunners are also feared, for the threat of them becoming maverick is that much higher. Even those Cybernetic Gunners who belong to the Maverick Hunters are frowned upon, for there have been defections (one of the most serious ones involved a Cybernetic Gunner named Vile).


CYBERNETIC GUNNERS IN THE GAME

Cybernetic Gunners bring a more mechanical flavour to the game, and it thrives in low magic campaigns. The damage output it brings does not help it outshine other martial classes, and the unique abilities it gets can help it cover varying roles in a party.
Adaptation: For a low technology campaign, the Arm Cannon and component upgrades may be explained as being purely arcane in nature. The components may be replaced with permanent runes achieving the same effect.

An arcane version of the Cybernetic Gunner may be created. Replace the maneuver requirements and progression with the requirement of being able to cast 2nd level arcane spells. The class now advances spellcasting in one arcane spellcasting class prior to entry at each level except 1st, 5th and 10th. Reduce the BAB to 3/4 and move the good save progression to Will Save. You do not gain an Arm Cannon Upgrade at 2nd level nor do you gain a Component Mastery ability at 7th level. Instead, at 2nd level, you may channel one targeted spell with a range of touch or ranged touch into a Charged Shot. The spell affects only targets that it would affect if cast normally, regardless of how many targets are affected by the Charged Shot.

A non-ToB version of the Cybernetic Gunner may be created. Remove the maneuver requirement and replace the maneuver progression with Fighter bonus feats at 1st, 4th, 7th, and 10th levels. Your Cybernetic Gunner levels count as Fighter levels for the purpose of qualifying for feats requiring Fighter levels. In addition, starting from 2nd level, you may apply any weapon specific feats to ALL of your Arm Cannons (Weapon Focus(Arm Cannon) would apply to all of them, for example). This does not affect abilities gained by the class, such as Extra Capacity.

Some weapons may be fluffed so that it does not have to be the gun arm itself, but rather a weapon attached to it or weapons powered by the fusion drive in the arm (Light Pistols, Rifles and Sniper Rifles may be like this)

Encounters: Encounters with this class could happen anywhere, as Drifters are often found in the strangest places. In large cities with a mid to high-level technology level (or arcane level, if that is the fluff used), Cybernetic Gunners can be found as elite guards. Individual and organized mavericks may also feature as the antagonist(s) in an adventure.


Sample Encounter

EL 11: Axl is a former member of the mercernary syndicate Red Alert. He has sinced joined the Maverick Hunters and is fighting alongside X to protect people from the threat of mavericks (as well as any other threat found in a given campaign). The PCs may encounter him during one of his missions, or they may even get in a fight with him due to his impatient nature. Axl wields dual pistols and possesses a unique ability to copy another Cybernetic Gunner's (or Soldier's) appearances and abilities due to him possessing a rare artifact that fuses his innate Changeling abilities with the Warforged Components he uses.


Axl
CG Male Changeling Rogue 6 (Feat Rogue Variant)/Cybernetic Gunner 5
Size Medium
Init +10, Senses: Listen +15, Spot +15,
Languages Common, Elven
------------------------------------------------
AC 21, touch 16, flat-footed (15)
hp 61 (11 HD)
Fort + 11, Ref +12, Will +4
------------------------------------------------
Speed 30ft. (6 squares)
Melee Slam +12 (1d4+3)
Base Atk +9, Grp +12
Atk Options Quad Shot +14/+14/+9/+9 or +15/+15/+10/+10 if within 30ft (1d10+3d4 per hit), Full attack +14/+14/+9/+9 or +15/+15/+10/+10 (1d10 per hit)
Combat Gear 2 Mwk Arm Cannons (Light Pistols), +1 Mithral Chain Shirt
Supernatural Abilities Charged Shot, Minor Change Shape, Quad Shot
Maneuvers Known Smoking Steel Parry, Moment of Perfect Mind, Gather the Storm, Black Tempest, Elegant Execution
Maneuvers Readied Black Tempest, Gather the Storm, (Moment of Perfect Mind and Smoking Steel Parry is always readied but may not be recovered)
Stances Known Pearl of Black Doubt, Elemental Gunslinger Stance
-----------------------------------------------
Abilities Str 16, Dex 19 (23 w/ Gloves), Con 14, Int 12, Wis 13, Cha 14
SQ Evasion, Uncanny Dodge, Trapfinding, Trapsense +2, Dual Cannon Mastery, Leg Upgrade, Air Dash, Takes no penalties from being Fatigued, Immunity to Disease, Paralysis and Poison
Feats Two-Weapon Fighting, Precise Shot, Point Blank Shot, Rapid Shot, Martial Study (Smoking Steel Parry), Rapid Reload, Improved Initiative, Martial Study (Moment of Perfect Mind), Improved TWF (B)
Skills Balance +13, Bluff +9, Concentration +16, Craft (Gunmaking) +10, Diplomacy +9, Disguise +8 (+18 when using Minor Change Shape), Hide +11, Intimidate +6, Jump +14, Listen +15, Move Silently +11, Sense Motive +3, Spot +15, Tumble +22
Possessions Mighty Arms Graft, Heavy Legs Graft, Gloves of Dexterity +4, Heart of Steel Graft, Copy Chip
Gold spent 27980 gp

Copy Chip: This Warforged embedded component (requires a flesh graft) is a unique item (only one is known to exist at this point, as such its value is not determinable) that allows for a special attack called Copy Shot. The character with this component may make shoot a special type of bullet that copies the DNA of a living creature (no Undead or Constructs allowed, but Living Constructs are fine) whose size is the same as the character with a Copy Chip. Make a Ranged Touch Attack to hit with the Copy Shot. A creature hit by this attack must make a Will save (DC = 10 + 1/2 HD + Highest mental ability score modifier) or have its DNA copied.

The character with the component may then transform into the creature
whose DNA he copied for a number of rounds equal to his character level (including racial HD, if applicable). This ability functions just like Alternate Form, unless otherwise noted.

You assume the creature's form and inherit all its special qualities, supernatural abilities and spell-like abilities. Any ability that duplicates a spell that requires an XP and/or expensive material component must have the prerequisites provided by the character with a Copy Chip.
Any gear worn or carried by the character (including Warforged components and Construct Grafts) melds into the new form and becomes nonfunctional. When the character reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the character's feet.

The new form’s Hit Dice can’t exceed 1/2 the character’s level.
Only 1 full DNA sample (required to transform into a creature fully) may be stored in the Copy Chip at any one time. DNA stored last for 1 hour/Character level.

Pramxnim
2009-05-18, 09:03 PM
*Bump*
>140 views and no one bothers to leave a comment?
Do I really have no talent in making these things? Or are people just too lazy to read through the wall of text?

Kroy
2009-05-18, 09:16 PM
*Bump*
>140 views and no one bothers to leave a comment?
Do I really have no talent in making these things? Or are people just too lazy to read through the wall of text?

Ding ding ding! I only read about 1/3 of it, so I'm not ready to comment, but some spoilers would make it look less menacing.

Stormthorn
2009-05-18, 09:29 PM
Wait...no ability to take the powers of the things they kill?

Pramxnim
2009-05-18, 10:10 PM
@Kroy: A most wonderful suggestion. I will now implement it.
@Stormthon: I'm afraid not. A bit too complicated for my tastes, and could unbalance the game if played right. Perhaps I will implement a temporary ability of the sort later (notice the Copy Chip does a somewhat similar thing).

Roderick_BR
2009-05-19, 12:45 AM
As soon as I saw "Mav'ricks", I clicked the link. Can't give a good review now ( am here), but thus far, an interesting take on the game.
They'd be a bit out of place in most D&D scenarios (my old group promised to beat me up if I tried to mix medieval fantasy and sci-fi again...), but could work fine on something like d20 moderm as an advanced class or something.