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View Full Version : Pathfinder Magic gunner apathfinder all spell-casting classes archetype (what do you guys think)



Anbu002
2018-08-13, 03:36 AM
Have Gun

At 1st level, the Magi Gunner gains the Amateur Gunslinger feat and Gunsmithing as a bonus feat. She also gains a battered gun identical to the one gained by the gunslinger.

Glass cannon
All class hit dies are replaced by a d4.

Gunsmith

At 1st level, a Magi Gunner gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is a magic gun, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The Magi Gunner also gains Gunsmithing as a bonus feat.

Runic Etching
At first lvl, the Magi Gunner gains the ability to upgrade regular guns into magi-guns through runic etching this process makes the weapon unusable by anybody but another Magi Gunner. It will take 1 hour per hundred gold worth of value to upgrade a regular gun to a magi-gun.

Runic bullet (Ex): You alter the form of all your spells(not 0th) including area spells into rays as you etch them into your bullets. The spell's level, components, and damage (if any) remain unchanged. Your spells now use your Magi-gun range modifiers, however, the spell's area entry is replaced by an effect entry of "ray." The spell acts in all ways as a ray and is considered a ray for the purpose of effects that modify or depend on rays (such as the other abilities of this class). For any spell that targets the caster such as mage armor, the caster must shoot herself with the bullet, in contrast, she can also use such a bullet on her allies. In the case of spells like entangle or grease the area forms around the impact of your ray. You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fortitude or Will save to reduce or negate the spell's effect, the save still applies. You must spend 2 hours and ten gold per lvl per spell for each bullet. I.e. a lvl 3 spell bullet would cost 30 gold and take 6 hours to complete the bullets last indefinitely till cast. However, you may only have up to double the bullets made as your att bonus and class allows. For example, a lvl 1 wizard with an 18 INT is normally allowed 3 first lvl spells as such he can have 6 bullets made at a time.
0th lvl spells and spell-like abilities function as normal.

Process
You create an orb of mana in front of you(the orb produces almost no light and cannot be used as such) Into this orb you input the energy required for the spell you need the spell components if any, and the necessary gold along with the bullet and any metamagic* if any. After the requisite amount of time, the bullet is finished.

*not all metamagic work as intended because of how the archetype changes spells in general if unsure of how a metamagic would work as your gm if he wants to change it to fit the archetype or prohibit your use of it.

Anbu002
2018-08-14, 10:29 PM
So no opinions on it I'll take both good and bad

exelsisxax
2018-08-17, 09:41 AM
This isn't a working archetype because it replaces no class features and has no integrated class features.

It is fiddly as hell, doesn't use existing mechanics or features for efficiency, requires huge bookeeping, and doesn't fill an empty niche. It is often unclear how this is supposed to actually work.

It's also wildly overpowered, because you basically double your spell slots, ignore reflex saves, and can turn any melee or non-touch spells into ranged touch.

FlameUser64
2018-08-17, 02:55 PM
This isn't a working archetype because it replaces no class features and has no integrated class features.

It is fiddly as hell, doesn't use existing mechanics or features for efficiency, requires huge bookeeping, and doesn't fill an empty niche. It is often unclear how this is supposed to actually work.

It's also wildly overpowered, because you basically double your spell slots, ignore reflex saves, and can turn any melee or non-touch spells into ranged touch.

You don't merely double your spell slots, if I'm reading this right. Effectively, with enough gold and prep time, you replace all of your spell slots with slots for your highest-level spells, in addition to doubling the number of spell slots. Of course, this all could have been cleared up if the author had chosen, say, 3rd level as an example, rather than 1st level.

Speaking of that, gold and prep time. This "archetype" requires way too much of both. This archetype cannot cast spells above 0th level without making them into runic bullets. This means you need ludicrous amounts of downtime and gold in order to be effective. In addition to 1.1 gp per shot fired from your gun (assuming you don't use paper cartridges, because if you do you're looking at 6 gp per shot instead), you have to pay 10 gp per spell level for every spell you fire. This means that, despite having an absurd amount of burst due to potentially having a number of spells of your highest level equal to the twice the total number of spell slots you should normally have, you want to really hoard spells because you're never sure whether you'll get the downtime you need to replace those spells. Firing off three 5th-level spells means 4 days of downtime down the drain. As such, you are broken whenever it comes time to actually unleash all that burst, and you don't contribute to the party at all the rest of the time since you're busy saving up your expensive, hard-to-craft spells for when they're really needed.

Oh, also, the d4 hit die is a bad idea and there's a reason Pathfinder never does those. (The reason is that at 1st level a character with a d4 hit die and 10 Con can be rendered staggered by a single punch from a level 1 commoner with 12 Str.) Furthermore, setting the hit die to d4 specifically makes this "archetype" more penalizing for classes such as magus or warpriest than for the likes of a wizard, sorcerer, or oracle.