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.
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.