View Full Version : [D&D 3.5 PrC] Time-Lost Gunner

2014-02-02, 04:03 AM
[Work in Progress]
Time-lost Gunner

Hit Die: d4.

Skills: Knowledge (History) 4 ranks, Spellcraft 4 ranks
Feats: Point Blank Shot
Special: Must be able to cast a spell that influences the flow of time. Must also be able to cast at least one conjuration spell of 2nd level or higher.

A list of some spells that explicitly deal with time. Other spells may exist or maybe refluffed for this purpose but this is to DM discretion.

PHB: Haste, Slow, Temporal Stasis, Time Stop
Dragon Magazine 350 (Chronomancy): Aging Touch, Skillful Moment, Temporal Jolt, Temporal Repair, Time Shield

Class Skills
The time-lost gunner's class skills (and the key ability for each skill) are {not determined yet}

Table 1-1: The Time-Lost Gunner
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per day/Spells Known
1st|+0|+0|+2|+2|Time-lost Armory (Renaissance), Conjure Ammunition|-
2nd|+1|+0|+3|+3|Weapon Focus (Time-lost)|+1 level in existing spellcasting class
3rd|+2|+1|+3|+3|Spell-charged Shot (Touch)|-
4th|+3|+1|+4|+4|Time-Lost Armory (Modern)|+1 level in existing spellcasting class
5th|+3|+1|+4|+4|Conjure Ammunition (Explosives)|-
6th|+4|+2|+5|+5|Spell-charged Shot (Area of Effect)|+1 level in existing spellcasting class
7th|+5|+2|+5|+5|Time-lost Armory (Futuristic)|-

Class Features

Weapon and Armor Proficiencies: Time-lost gunners gain no proficiency with any weapon or armor.

Time-Lost Armory: Having acquired an understanding of the flow of time, a time-lost gunner learns how to reach forward in time to bring to bring back a weapon. At 1st level, this means any weapon classified as a renaissance weapon. At 4th level this extends to modern weapons, and finally at 7th level it extends to futuristic weapons. For information on such weapons, see the dungeon master's guide.
Conjuring a time-lost weapon takes 1 hour, and it only properly functions in the hands of a time-lost gunner. When a time-lost gunner summons a new weapon, their previous one is destroyed.

Conjure Ammunition: In addition to learning how to draw forth weaponry, a time-lost gunner learns how to create ammunition for their weapon. Using this ability uses up a 2nd level spell slot. Using this ability counts as a standard action. At 5th level, a time-lost gunner learns how to summon explosives. Conjuring one of these costs a 3rd level spell slot and also requires a standard action

Spells per Day: When an even-numbered time-lost gunner level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a time-lost gunner, he must decide to which class he adds the new level for purposes of determining spells per day.

Weapon Focus (Time-lost): Upon attaining 2nd level, a time-lost gunner gains weapon focus as a bonus feat. This feat counts towards all weapons a time-lost gunner can summon with their Time-lost Armory ability.

Spell-charged Shot: Starting at 3rd level, a time-lost gunner learns how to deliver touch spells through their shots. Delivering a spell-charged shot takes a full-round action. Starting at 6th level, this extends to area of effect spells.
Just reviving an old project of mine that I feel seriously needs work.