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    Default [3.5, Base Class] The Magic Marksman (PEACH)

    Ladies and Gentlecreatures, for your consideration…


    The Magic Marksman


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    “Bullets…bullets everywhere! We tried to run and hide, but the bullets, the bullets seemed to know where to find us!” - a highway robber after an encounter with a Magic Marksman


    The magic marksman incorporates the power of both technology and magic to deal terror upon any who dares to cross their path. By training both his martial prowess and their ability to manipulate a form of magic called mana, the magic marksman becomes a deadly weapon of the battlefield.

    Adventures: Magic marksmen take on any job that requires their specialty. They are usually members of organizations as enforcers or bodyguards, others may be part of a special military squad, and the marksman may venture out to fulfill their orders. Some venture out on their own, either because of certain personal reasons or just for the thrill of adventure.

    Characteristics: Like any gunsmen, the Magic Marksman relies on his guns in combat. But unlike other gun-wielding warriors, the marksman uses a unique type of firearm that does not need bullets and gunpowder. Rather, they wield mana guns, guns that shoot out bullets made out of pure mana. Depending on the combat style of the marksman, he could fight using stealth, taking out his enemies from distance, or use mobility to dance around and riddle his target with bullets at close range. The marksman also uses his mana to aid him in increasing his accuracy and the power of his shots.

    Alignment: Magic Marksmen can be of any alignment, and is usually dependent on the individual themselves rather than the class. Those in the military tend to be lawful ones. Those working for organizations may have joined if they see the cause of the organization matches that of their own. Chaotic marksmen cannot tolerate following orders and choose to venture out on their own.

    Religion: Magic Marksmen worship any gods, although they tend to worship the martial deities. Good marksmen worship gods like Heironeous (god of valor) or Kord (god of strength), or maybe St. Cuthbert (god of retribution). Evil marksmen may look to Hextor (god of tyranny), or Erythnul (god of slaughter) for guidance.

    Background: The Magic Marksman may come from a variety of backgrounds. The obvious common denominator between all of them is the ability to gather and manipulate mana. The other similarities would be the apparent preference to ranged rather than melee combat. Others may just find interest in the use of firearms. Other than those, each individual magic marksman may come from different statures in society and different nationality.

    Races: The affinity for mana can be found in almost any race, therefore as long as one can gather and manipulate mana, one can become a magic marksman regardless of race. Humans, with their adaptability, readily utilize anything they could see that will aid them, and as such, have no problems with using mana and firearms in combat. Gnomes, with their love for technology, may see magic marksman’s style as interesting. The nimble Elves may also see the magic marksman as a viable class, as well as Halflings, and any race that relies more on dexterity than brute force.

    Other Classes: With their ability to use both magic and martial powers, the magic marksman can relate with almost any class. Though they do not agree with the philosophy of melee classes, they certainly appreciate their role in combat, especially when working with them in a team.

    Role: The magic marksman’s primary role is offense, and depending on the fighting style, they may specialize in taking out those behind the front lines with their range, or controlling the battlefield with their opportunistic shooting. Those specializing in the use of their supporter can take on almost any role, depending on what class they choose for their supporter. Marksmen specializing in stealth can also serve as scouts.

    Adaptation: The magic marksman can exist in any setting that accommodates gunpowder, and those that don’t can easily explain firearms as magical devices.

    Game Rule Information
    Magic marksmen have the following game statistics.

    Abilities: While Magic Marksmen rely quite a lot on magic, he is primarily a gunslinger, and Dexterity allows him to hit his targets with pinpoint accuracy. Wisdom adds to a magic markman’s mana pool, as well as AC Bonus, and a number of his abilities depend on it. Constitution helps boost a low Fortitude save and extra HP is always a boon for an unarmored combatant.
    Alignment: Any.
    Hit Die: d8
    Starting Age: As Ranger.
    Starting Gold: As Ranger.

    Class Skills
    The Magic Marksman’s class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier


    Table: The Magic Marksman
    Level BAB Fort Ref Will Special AC Bonus
    1st +1 +0 +2 +2 AC Bonus, Mana Gun, Marksman +0
    2nd +2 +0 +3 +3 Dimensional Gallery +0
    3rd +3 +1 +3 +3 Mana Manipulation, Reflex Shooting +0
    4th +4 +1 +4 +4 Uncanny Dodge, Supporter +1
    5th +5 +1 +4 +4 Mana Adjustment +1
    6th +6/+1 +2 +5 +5 Advanced Marksman, Mana Surge +1 +1
    7th +7/+2 +2 +5 +5 Battle Field (30 ft) +1
    8th +8/+3 +2 +6 +6 Improved Uncanny Dodge +2
    9th +9/+4 +3 +6 +6 Mana Manipulation +2
    10th +10/+5 +3 +7 +7 Mana Blast +2
    11th +11/+6/+1 +3 +7 +7 Superior Marksman +2
    12th +12/+7/+2 +4 +8 +8 Mana Surge +2 +3
    13th +13/+8/+3 +4 +8 +8 Seize the Day +3
    14th +14/+9/+4 +4 +9 +9 Battle Field (60 ft) +3
    15th +15/+10/+5 +5 +9 +9 Mana Manipulation +4
    16th +16/+13/+10/+7 +5 +10 +10 Master Marksman +4
    17th +17/+14/+11/+8 +5 +10 +10 Adaptability +4
    18th +18/+15/+12/+9 +6 +11 +11 Mana Surge +3 +5
    19th +19/+16/+13/+10 +6 +11 +11 Versatility +5
    20th +20/+17/+14/+11 +6 +12 +12 Song of Moirae +6

    Class Features
    All of the following are class features of the Magic Marksman.

    Weapon and Armor Proficiencies
    A Magic Marksman is proficient with all simple weapons and with all firearms. Magic marksmen are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a heavy load, a magic marksman loses his AC bonus.


    Mana Pool

    What separates a magic marksman from other gunsmen is his innate ability to collect and store a form of magical energy called mana inside of him that he could use to augment his marksmanship. The magic marksman can store mana points equal to his twice his class level plus his Wisdom modifier [(2 x class level) + Wis mod] which he can expend to execute some of his abilities. He regains expended mana points at a rate of one point per round.


    AC Bonus (Ex)

    A magic marksman can add their Wisdom modifier as a bonus to their AC, so long as they are unarmored, are unencumbered, and are not using a shield. This bonus to AC applies even against touch attacks or when the marksman is flat-footed. They lose this bonus when they are immobilized or helpless. In addition, a magic marksman gains a +1 bonus to AC at certain intervals, as shown on Table: The Magic Marksman. The bonuses are not cumulative.


    Mana Gun (Su)

    The signature weapon of any magic marksman is his mana gun. At first level, the magic marksman can fire mana shots out of any firearm he chooses, doing away with other gunsmen's reliance on conventional gunpowder and bullets. To be able to use any firearm as a mana gun, the marksman must use it for a week to align his mana with the weapon. As long as the marksman has at least one point of mana in his mana pool, he can shoot unlimited mana bullets. The number of guns he can designate as mana guns is unlimited, as long as he meets the above requirement for each.

    At higher levels, the marksman becomes more adept at the process of aligning his mana with a gun and shortens the required time. At fifth level, the requirement is reduced to one hour, and at tenth level, the magic marksman can shoot mana bullets from any firearm he picks up. Mana guns do not need to be reloaded to fire shots.

    At fifth level, mana shots are considered magical for purposes of overcoming damage reduction.


    Marksman (Ex)

    Even without using mana, a magic marksman is still a force to be reckoned with. He is adept with any type of firearms and demonstrates unparalleled accuracy when using them. He may add his Dexterity modifier to his damage rolls when using firearms. He may also specialize in one of the following fighting styles:

    Assault: A magic marksman specializing in the assault style prefers taking the fight to his enemies, shooting down his foes at point-blank range. He relies on his lightning reflexes, wielding two guns simultaneously and reacting faster than the human eye can follow. A magic marksman who chooses this style gains the Two-Weapon Fighting and its benefits even if he could not ordinarily qualify for it and may add half his Dexterity modifier to his off-hand weapon damage rolls.

    Precision: The magic marksman who takes up precision fighting likes to take out his opponents from long range. He takes his time, aiming slowly and deliberately to deliver a single, fatal shot. You may add your Dexterity bonus to damage for ranged attacks. This ability stacks with the bonus from the Marksman ability. He also gains the Far Shot feat and its benefits even if he could not ordinarily qualify for it. These benefits only apply when using a single firearm.

    Command: Some magic marksman may opt to focus on letting their supporter do the fighting. Marksmen who take the path of the Command style do not benefit from the dexterity bonus to damage granted by the Marksman ability, even through feats, but gains the Supporter ability at level one instead of four, and without the requisite money and time needed to make one. This supporter is the same overall with the only difference is that it can take up any base class(PHB only), but spellcasting classes can only use up to level seven spells, and the supporter does not gain levels until the marksman reaches level four.


    Dimensional Gallery (Su)

    At second level, the magic marksman learns the ability to use his mana to manipulate space. He gains the ability to create an extradimensional space, his Dimensional Gallery, which he can access anytime and anywhere in a split second. All weapons he designates as his mana guns can be stored in his Dimensional Gallery and he is able to store and retrieve them from it as a free action.


    Reflex Shooting (Ex)

    The magic marksman’s credo is to strike first in every encounter. He learns to shoot as soon as he senses danger, and always strives to be faster than everyone else. At third level, he gains a +1 bonus to initiative, and an additional +1 every four levels after.


    Mana Manipulation (Su)

    At third level, the magic marksman gains enough knowledge in mana to be able to manipulate and use it, allowing him to perform incredible feats in combat. He learns the mana manipulation techniques listed below.

    There are two types of mana manipulation techniques: active(A) and expended(X). Expended techniques are one-time use techniques. In order to use it again, you have to expend mana points equal to the cost of the technique. Expended techniques can only be used once per round. Active techniques are techniques that persist until the end of the encounter unless otherwise noted. You must have at least one mana point to keep active techniques activated. A magic marksman can have a maximum number of active mana manipulation techniques equal to his Wisdom modifier. This can be any combination of techniques from any level. He can execute as many expended techniques as is allowed by his mana pool.

    Third level techniques are initiated as a move action at third level, swift action at ninth, and free action at fifteenth, unless noted otherwise. Ninth level techniques are initiated as a move action at ninth level and swift action at fifteenth, and fifteenth level techniques are initiated as a move action, unless noted otherwise.


    Supporter (Su)

    At fourth level, the marksman gains the ability to create his supporter. By spending an entire day a sentient puppet that aids him in battle. By spending a whole day and 2,000 gp worth of materials and components, the magic marksman can create his supporter.

    The supporter acts as a level one warforged fighter, gaining the abilities of both a warforged and a fighter, except that its size category is Small instead of Medium. For determining its ability scores, use the same method used for generating the marksman’s ability scores. The supporter requires the marksman to allot two mana points for it to operate. The supporter also gains levels at the same time as the marksman, and the allotted mana points required to operate it increases by one point per two levels it gains.

    The supporter cannot equip items other than weapons and shields, but it can benefit from armor enchantments like any warforged and other magical effects, as well as effects from the magic marksman’s mana manipulation techniques. The supporter can also be stored in the Dimension Gallery when not in use, and retrieving it and powering it up is a free action and a standard action respectively. When a supporter reaches 0 HP, it automatically returns to the marksman’s Dimensional Gallery and can only be used again after the marksman has taken an 8 hour rest.


    Uncanny Dodge (Ex)

    Starting at fourth level, a magic marksman can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.


    Mana Adjustment (Su)

    At fifth level, a magic marksman gains the ability to adjust the power of his mana shots. By allotting mana points to his guns, he can add damage to his shots. For every point allotted, the marksman gains a +1 bonus to damage rolls for one-handed firearms and +2 for two-handed firearms. At level five, the maximum allowable points that can be allotted to his guns is two. At level ten, the maximum is equal to his Wisdom modifier.


    Advanced Marksman (Ex)

    The magic marksman always seeks to improve his marksmanship, training his body to react to danger even without the aid of mana. A marksman of sixth level gains the Evasion ability, as well as other benefits depending on his chosen style. In addition, he gains one technique from the Advanced Marksman Techniques.

    Assault: The assault marksman is now used to fighting point-blank that he leaves no openings when making his ranged attacks and is able to capitalize on his opponents’ openings. Whenever making ranged attacks with his mana guns, he does not provoke attack of opportunities. He also threatens an area 30 feet in radius around him; any opponent within this range provokes attacks of opportunities from the marksman whenever he is dual wielding firearms.

    Precision: The precision marksman becomes an expert of dealing death from long distance. He gains the Sharpshooting ability. Any time he would be entitled to make multiple attacks against a single opponent, he may instead make a single attack at his full base attack bonus against that opponent. If the attack hits, it automatically threatens a critical. Furthermore, he adds the number of extra attacks to which he was otherwise entitled to his weapon's critical hit multiplier. When the marksman uses this ability, he must wait 1d4 rounds before he can use this ability again. These benefits only apply when using a single firearm.

    Command: The command marksman’s link with his supporter increases to a point where he can increase his mana allotted to his supporter. He now gains the ability to allot more mana points to his supporter to a maximum equal to his Wisdom modifier. For every point of mana allocated to his supporter, the supporter gains one temporary ability point. Multiple ability points granted by this can be assigned to one ability score only. This additional allotted mana point stacks with the required mana points needed to activate the supporter, and the effects granted by this ability is lost whenever the marksman’s mana points drop below this number.


    Mana Surge (Su)

    By sixth level, the magic marksman has become adept at gathering mana that can do so at an accelerated rate. He now gains additional one point of mana per round. This increases to two bonus mana points per round at level twelve, and three bonus mana points per round at level eighteen.


    Battle Field (Su)

    A seventh level, the magic marksman can apply his knowledge in using mana to manipulate a larger dimensional space. As a swift action, he can designate a thirty-foot radius space where the marksman can control his mana bullets to move in any direction as he pleases. This space exhibits a distinct visual change - black with little specks of light - from the surroundings and can be centered anywhere inside the markman's gun's range. This technique uses up five mana points and lasts for a number of rounds equal to his Wisdom modifier or until dismissed. Any enemy inside this space loses their Dexterity bonus to AC from attacks made by the marksman. The magic marksman also gains blindsense against any enemy inside his Battle Field.

    At fourteenth level, the space where the marksman can manipulate his bullets in expands to sixty feet. Magic Marksmen following the Assault style also gains the ability to target himself as the center of the Battle Field (in effect the Battle Field moves as he moves), those of the Command style can target their supporter as the center of the Battle Field, while those following the Precision style gain the ability to relocate the center of his Battle Field once per round to any point within the range of his mana gun as a swift action. In addition, the marksman gains blindsight against any enemy inside his Battle Field, and he ignores cover, unless the enemy is surrounded by a barrier in all directions.


    Improved Uncanny Dodge (Ex)

    At eighth level and higher, a magic marksman can no longer be flanked. This defense denies a rogue the ability to sneak attack the marksman by flanking him, unless the attacker has at least four more rogue levels than the target has magic marksman levels.


    Mana Blast (Su)

    At tenth level, the magic marksman may use up half his maximum mana points and focus it into one powerful shot. Once a day, as a full-round action, the marksman gathers up his mana and focuses it into one shot that damages anything in a straight line up to the markman’s range. The shot deals damage equal to the mana points spent multiplied by his Wisdom modifier. Enemies caught in the line of fire can make a Reflex save(DC 10 + ˝ Class level + Dex mod) to half the damage taken. At level fifteen, the marksman can use up all his mana to fire this shot and can be fired twice per day.


    Superior Marksman (Ex)

    The magic marksman continues to improve on his marksmanship, as well as training his mind and body to withstand punishment. A marksman of eleventh level gains the ability to reroll a failed save once per encounter, as well as other benefits depending on his chosen style. He also learns an additional technique from the Advanced Marksman Techniques list, and one technique from the Superior Marksman Techniques.


    Assault: The assault marksman learns more tricks in close range combat and gains the Bullet Shower ability. When initiating a full attack, he can choose to target any enemy within thirty feet with each attack. While using this ability, each enemy hit twice is slowed, as per the slow spell for two rounds. Upon using this ability, the marksman must wait 1d3 rounds before he can this ability again.

    Precision: The lethality of the precision marksman from long range further increases with experience. The critical multiplier of his weapon is increased by one. You also gain the Power Critical feat and its benefits even if you could not ordinarily qualify for it. He also does not suffer the -20 penalty when hiding after taking a long ranged shot. These benefits only apply when using a single firearm.

    Command: The command marksman’s link with his supporter further increases. He can now allot more mana points to his supporter to a maximum equal to twice his Wisdom modifier. Multiple ability points granted by this can be assigned to any ability score as you see fit. This additional allotted mana point stacks with the required mana points needed to activate the supporter, and the effects granted by this ability is lost whenever the marksman’s mana points drop below this number.


    Seize the Day (Ex)

    At thirteenth level, the marksman’s awareness of danger is so keen he can act before everyone in combat. Once a day, at the start of any encounter, the magic marksman can activate this ability. When he does, he gains a surprise round regardless of his rolls or if the enemy notices him. If the enemy gains a surprise round, he can activate this to act in their surprise round.


    Master Marksman (Ex)

    At sixteenth level, the magic marksman becomes a master of his chosen style, and he becomes the epitome of accuracy when using firearms. Whenever he uses firearms to attack, the decrease between his iterative attacks becomes three instead of five. The marksman does not gain any additional attacks from this. Attacks made with other weapons have a penalty of -5 as normal. He also learns one additional technique from the Advanced Marksman Techniques and the Superior Marksman Techniques lists, as well as one technique from the Master Marksman Techniques. He also gains additional benefits depending on his chosen style.

    Assault: The master assault marksman gains the Bullet Storm ability. Whenever you make a full attack with two weapons you , if 2 or more of your attacks hit the same target, the target must make a Fortitude save with a DC of 12 + ˝ Class level + your Dexterity modifier. If the target fails its save suffers from effects depending on how many of your shots hit. If 2 attacks hit, the target is dazed. If 4 attacks hit, the target is stunned. If 6 attacks hit, the target is stunned and knocked down. If 8 attacks hit, the target is stunned, knocked prone, and paralyzed. These effects last for a number of rounds equal to your Wisdom modifier. If the target would be immune to an effect caused by this ability, they take 1d6 points of damage multiplied by your Wisdom modifier instead of that particular effect, and this applies only once, regardless of how many conditions the target is immune to. The other effects of this ability still apply. Upon using this ability, the marksman must wait 1d6 rounds before being able to use this again.

    Precision: The master precision marksman gains the One Shot, One Kill ability. Whenever you use the Sharpshooting ability, if you hit, the target of your attack must make a Fortitude save with a DC of 12 + ˝ Class level + your Dexterity modifier. If the target fails its save, it dies instantly. Otherwise it takes damage as normal from Sharpshooting. These benefits only apply when using a single firearm. This ability can only be used every other instance that the Sharpshooting ability is used.

    Command: The master Command marksman gains the Autonomy ability. Whenever using your supporter ability, you do not need to allot any mana points required to activate your supporter. Also, the supporter ability becomes an extraordinary ability, meaning the supporter can persist in an antimagic field among other benefits. Spells, supernatural, and spell-like abilities of the supporter however are still suppressed.


    Adaptability (Ex)

    At seventeenth level, the master marksman has complete mastery over all gun techniques. At the start of each day, by spending an hour in practice, he can change his techniques known.


    Versatility (Ex)

    At nineteenth level, the Magic Marksman has complete mastery over his chosen style that he can adapt other styles into his own. This ability allows the marksman to gain all the benefits granted by any one of the fighting styles he did not choose at level one, except those benefits granted by the Master Marksman ability. He also does not gain additional techniques granted by the secondary style. Thus, a marksman who chose Assault style at level one gains all benefits granted by the Precision style or Command style up until Superior Marksman, and a marksman who chose Precision style at level one gains all benefits granted by the Assault style or Command style up until Superior Marksman, and so on. Any marksman who takes the Command style as his second style also loses his ability to add Dexterity modifier to damage rolls from any source.


    Song of Moirae (Su)

    Upon reaching level twenty, the Magic Marksman has now gained mastery of mana manipulation. Once a day, as a standard action, he can activate Song of Moirae. This ability lasts until the end of the encounter or until dismissed. While this ability is active, the magic marksman gains access to unlimited amounts of mana. This ability however puts too much strain on the magic markman’s body, and he receives damage equal to ten percent of his maximum hit points rounded up each round the ability is active, and once the ability ends or is dismissed, the magic marksman’s mana points drop to zero and becomes exhausted.

    In addition, this ability affects some of the marksman’s other abilities. When Battle Field is active while the Song is active, the area of the magic marksman’s Battle Field is doubled, and it gains an added effect that suppresses any other use of magic aside from that of the marksman’s, similar to an antimagic field (only abilities using mana works, magic items used by the marksman do not, as well as magic effects from other sources) and lasts as long as the Song of Moirae is active. When Mana Blast is used during the Song of Moirae, the damage calculation uses the maximum mana points at the marksman’s class level. The marksman can also use Mana Blast unlimited times while the Song is active, but every shot he takes after three shots, he doubles the damage dealt by the Song in that round.


    Updates:
    (9/7/2011)
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    Added the following mana manipulation techniques:

    • Third Level Techniques - Lockdown
    • Ninth Level Techniques - Battlefield Deployment, Dimensional Bullets, Transmutation
    • Fifteenth Level Techniques - Recovery


    Edited the following abilities/techniques:

    • Changed Elemental Bullets from Ninth Level Technique to Third Level Technique; added additional effects
    • Edited Sharpshooting ability to apply to multiple attacks against a single target only
    • Swapped the Versatility and Adaptability abilities on what level they can be gained.
    • Edited Resistance to scale with Wisdom


    Removed:

    • Stunning Shots

    (11/26/2011)
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    • Added limitations to the uses of Sharpshooting, Bullet Shower, Bullet Storm, and One Shot One Kill abilities. They can now only be used every 1d3, 1d3, 1d6 rounds, and every instance of Sharpshooting, respectively.
    • Bullet Storm can only afflict extra damage once regardless of how many effects the target is immune to.
    • Changed most crit multipliers of firearms to x3.
    • Added the additional penalty for double-barreled firearms when using mana shots.
    • Modified the Master Marksman ability to not grant additional attacks through BAB.

    (01/14/2012)
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    Added the following Mana Manipulation Techniques:
    • Clarity
    • Elemental Resist
    • Mana Guard
    • Interdimensional Travel


    Added additional effects for Body Relocation.

    Acknowledgments: Thanks to all who gave their comments on the class, especially to TraveLog.
    Last edited by GuyFawkes; 2014-04-01 at 02:03 AM.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Mana Manipulation Techniques

    Third Level Techniques

    Bullet Shaper (A): By spending one mana point, you can alter the shape of your mana bullets to deal slashing, piercing, or bludgeoning damage for purposes of overcoming damage reduction. Switching from one type to another costs one mana point. Switching back to piercing damage is considered terminating the effect of this technique.

    Burst of Speed (X): You focus your mana onto your feet, allowing you to move at insane speeds. By spending two mana points, you can move up to twice your speed. At ninth level, you can spend four mana points to move twice your speed (as a swift action), and at fifteenth, you can spend ten mana points to move thrice your speed (as a free action). You can select which effect to use by spending the appropriate mana points.

    Float (X): By spending one mana point, you can reduce your fall speed, as the feather fall spell. This is an immediate action.

    Mana Armor (A): You surround yourself with mana that blocks incoming damage. By spending one mana point, you gain +4 armor bonus to AC.

    Mana Radar (X): By spending two mana points, you can expand your mana to a sixty foot radius and you are able to detect and pinpoint the location of any creature within this area in that round, even those with invisibility. You are unable to know if the invisible creature moves after using this technique unless you have other ways of detecting invisible creatures.

    Phantom (A): By spending two mana points, you create a thin layer of mana around you that refracts light, shifting your image as seen by other observers. This grants you concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. At ninth level, you can expend five mana points to gain the effect of displacement (50% miss chance), and at fifteenth level, he can expend ten mana points to gain true concealment (20% miss chance) which cannot be foiled by the true seeing spell. You can select which one to activate.

    Flashbang (X): As a standard action, you can target any square within your range. By spending two mana points, all enemies within a thirty-foot radius of the target point must make a Fortitude save against a DC of 10 + ˝ class level + Wisdom modifier or be blinded for one round.

    Lockdown (A): By spending mana points up to his Wisdom modifier, the marksman can designate one enemy as his target. The marksman gains an unnamed bonus to attacks and damage rolls against that enemy equal to half his mana points spent on this ability. The marksman also gains the ability to know the target's location anywhere within 100 feet, but he does not gain the ability to see his target if he has invisibility, therefore he still suffers the normal penalties against fighting invisible creatures. Nor can he see them behind cover, you just know where he is. You must have line of sight to the target and can see him when using this technique, and this technique is usable only once per encounter.

    Elemental Bullets (A): You can set your mana shots to a particular energy type. By expending two mana points, you can imbue your shots with any energy type to deal additional 1d6 of damage of that energy type. Changing from one energy type to another costs two mana points, as well as returning the bullet’s property to neutral.

    At ninth level, you can spend instead four mana points to add an additional 1d6 of damage. At fifteenth level, you can instead spend ten mana points to have additional effects that are afflicted on the target if they fail a Fortitude save (DC = 10 + 1/2 class level + Wis mod). The added effects for each type are as follows:

    • Acid: An enemy hit by an acid bullet must succeed a Fort save or have a penalty to his AC equal to the marksman's class level divided by four rounded down.

    • Cold: An enemy hit by an cold bullet must succeed a Fort save or have a penalty to move speed equal to 5 feet times the marksman's class level divided by five rounded down.

    • Electricity: An enemy hit by an electric bullet must succeed a Fort save or be stunned for a number of rounds equal to the marksman's class level divided by ten rounded down.

    • Fire: An enemy hit by a fire bullet must succeed a Fort save or suffer the burning status for a number of rounds equal to the marksman's class level divided by four. A target with the burning status receives an additional 1d6 fire damage per round when he does nothing or an action equivalent to a move action, 2d6 for a standard action, and 3d6 for a full-round action.

    • Sonic: An enemy hit by an sonic bullet must succeed a Fort save or be deafened for a number of rounds equal to the marksman's class level divided by four rounded down.

    The effects can only be inflicted on the target once per round. Once the effect wears off or if the target succeeds his save, the effect can be inflicted on the same target when the marksman attacks him the next round. Effects from different energy types stack. You can choose which effect to add by using up the appropriate mana points.

    Clarity(A): You focus mana into your eyes, enhancing your vision and guiding you to be wary of your surroundings. By spending two mana points, you gain an insight bonus to Spot checks equal to your Wisdom modifier. At ninth level, by spending five mana points, gain an insight bonus to Spot checks equal to your Wisdom modifier and you can also see invisible creatures as the See Invisibility spell. At level fifteen, by spending ten mana points, you gain an insight bonus to Spot checks equal to your Wisdom modifier and gain True Seeing as the spell. You can choose which effect to apply to you by spending the appropriate amount of mana points.

    Elemental Resist (A): You form a layer around you that can absorb the damage from different kinds of energy. By spending two mana points, you gain energy resistance 10 to one type of energy of your choice. At level nine, by spending five mana points, you gain energy resistance 20 to one type of energy of your choice and energy resistance 10 to one other type of energy of your choice. At level fifteen, by spending ten mana points, you gain immunity to one type of energy of your choice and energy resistance 20 to two other types of energy of your choice. You can spend the appropriate amount of mana to switch into another type of energy resistance/immunity.

    Ninth Level Techniques

    Unstoppable (A): You channel your mana to surround your entire body, creating a layer that cancels out any effect that impedes movement, magic or otherwise. By spending five mana points, you gain freedom of movement.

    Body Relocation (X): You manipulate the space around you, bending it to your will, allowing you to instantly move from one point in space to another. By spending five mana points, you can relocate to any point you can see, as the Dimension Door spell. At fifteenth level, by spending ten mana points, you can relocate yourself into any point on the same plane without failure, as the Greater Teleport Spell.

    Flight (A): You use your mana to negate the effects of gravity around you. By spending five mana points, you gain the ability to fly, as the fly spell, except you fly at a speed equivalent to twice your base land speed and with an average maneuverability. At fifteenth level, you can pay double the cost to fly at thrice your base land speed and with perfect maneuverability. This effect stacks with other effects that provide flight speeds, if those effects indicate so.

    Refresh (X): When inflicted by any status effect, you can use your mana to cleanse your body of these effects. By spending four mana points, you remove all negative effects inflicted on you. You cannot use this technique when under effects that inhibit you from doing any action, such as when under charm effects.

    Vanish (A): By expending ten mana points, you vanish from sight. This effect does not end even when attacking as per effect of greater invisibility spell.

    Scatter Shot (X): By spending five mana points, the marksman can shoot a blast that hits all enemies within a thirty-foot radius, with the center anywhere within your gun’s range. You make separate attack rolls for all enemies within the area.

    Dimensional Bullets (X): No amount of protective covering, magical or mundane, can hide the marksman's target from his bullets. Using his knowledge of dimensional manipulation, he can overcome any walls or magical barriers. By spending five mana points, all attacks made by the marksman in that round overcomes any physical barrier such as walls. At level fifteen, by spending ten mana points, his attacks can pass through magical barriers such as forcecage. When a target is under the Lockdown technique, the marksman can automatically send his bullets to the square where the target is in, therefore ignoring any kind of barrier or effects such as severe wind.

    Battlefield Deployment (X): By spending five mana points, the marksman can recall his supporter if it is within his range and redeploy it to any point within his range. This does not affect the actions of the supporter (ie if the supporter has already acted for that round, he cannot attack again, unless by some other ability).

    Transmutation (A): By spending five mana points, the marksman can change the property of his mana bullets to that of any metal for the purpose of damage reduction. Switching from one type to another costs five mana points, as well as terminating this effect before the end of the encounter.

    Mana Guard (A): You manipulate your mana to augment your overall defenses against physical or mental attacks. By spending five mana points, you gain an insight bonus to all saves equal to one fourth you marksman levels rounded down.

    Fifteenth Level Techniques:

    Recovery (A): The marksman can manipulate his mana to take on regenerative properties. He can spend mana points up to his Wisdom modifier to gain fast healing. He gains one hit point per round for every two points spent on this ability.

    Armor Piercing Bullets (A): By spending ten mana points, you can augment your mana bullets to pierce through any type of damage reduction.

    Augmented Defense (A): You manipulate mana to augment your defense. By spending mana points to a maximum equal to your Wisdom modifier, you gain damage reduction (DR/-). Every point of mana spent, you gain one point of damage reduction.

    Mind Shield (A): You manipulate mana to augment your mental defenses. By spending ten mana points, you gain immunity to mind affecting magic and scrying effects, as the mind blank spell.

    Resistance (A): The marksman gains the ability to protect himself from harmful magic effects. You can spend mana points up to your Wisdom modifier to gain spell resistance. For every point of mana spent, you gain three points of spell resistance.

    Interdimensional Travel (X): By focusing your mana into manipulating dimensions and their boundaries, you can travel through these boundaries at your whim. By spending ten mana points, you can travel through planar boundaries, as the Plane Shift spell.


    Marksman Techniques

    Advanced Marksman Techniques

    Speed Shot: Once per encounter plus one per five levels after level six, as a swift action, when the marksman attacks with a full attack, he can use this ability to add one additional attack, but all shots take a -2 penalty to attack. This bonus attack stacks with extra attacks granted by Rapid Shot, haste, and other similar abilities.

    Agility: Once per encounter plus one per five levels after level six, as a swift action, when the marksman activates this ability, he is not subject to attacks of opportunity caused by movement for the remainder of his turn. This may be initiated in the middle of a move.

    Flanking Shot: Once per encounter plus one per five levels after level six, a magic marksman can designate one attack he makes as a flanking shot. When the attack hits, the opponent is considered flanked until the start of the marksman’s turn in the next round.

    True Shot: Once per encounter plus one per five levels after level six, as a standard action, a magic marksman can make a single ranged attack. This attack is made at his highest attack bonus, and the attack receives a +20 insight bonus to hit. If this attack hits, he deals an additional 4d6 points of damage.

    Bullet Parry: Once per encounter plus one per five levels after level six, as an immediate action, whenever an opponent makes an attack with a ranged or thrown weapon against you or an ally within 30 ft. of you, after they make their attack roll, you may use this technique to make a single attack roll with your mana guns. The target of the attack may use the higher of his AC or your attack roll as his effective AC against his attack.


    Superior Marksman Techniques

    Penetrating Strike: Once per encounter plus one per five levels after level eleven, as a swift action, during a round in which you initiate this technique, your ranged attacks are made as touch attacks with double their normal critical threat range, not stacking with any other effects to increase critical threat range. If you have another effect that equals or exceeds this, you instead do +2d6 damage on a critical hit.

    Mutual Support: Once per encounter plus one per five levels after level eleven, as an immediate action, whenever an enemy attacks your supporter, you may use this technique to grant you an Attack of Opportunity against that enemy. This does not count against the number of attacks of opportunity that is granted to you for that round.

    Pinpoint Shooting: Once per encounter plus one per five levels after level eleven, you can can use this technique on one attack you make on your turn. If the attack hits, the foe hit must make a Fortitude save, DC 16 + your highest mental ability score, or suffer one of the following effects, based on which body part you targets:

    • Arms: Your bullet shreds the foe’s arm muscles, rendering it almost useless. They take 4 Strength damage, and temporarily lose the use of one of their arms, dropping whatever they are holding in it at the time.

    • Legs: Your bullet scatters shrapnel throughout your foe’s legs, leaving them all but unable to stand. They take 4 Dexterity damage and suffer a -10 ft. penalty to all movement forms and a -10 penalty on all Balance, Climb, Jump, Swim, and Tumble checks.

    • Vitals: Your bullet pulps your foe’s innards, leaving them a bleeding, haggard wreck. They take 2 Constitution damage and take 1d12 damage each subsequent round.


    The additional effects last for five rounds. Healing the ability damage also ends the effects, but a Heal check or normal magical healing cannot end them. Some foes may not be affected by certain called shots. A creature lacking arms, tentacles, claws, or similar appendages cannot be affected by an arms shot; a creature lacking any legs, wings, fins, or similar appendages cannot be affected by a legs shot, and creature lacking a discernible anatomy (any creature immune to sneak attack damage) is immune to a vitals shot.

    Trigger Happy: Once per encounter plus one per five levels after level eleven, as a swift action, the marksman can make an additional attack when making a full action. This stacks with other effects that grant additional attacks.


    Master Marksman Techniques

    Rending Shot: Once per day plus one per five levels after level sixteen, as a swift action, you can activate this technique. For a number of rounds equal to your Wisdom modifier, any ranged attack you make with a firearm ignores all damage reduction except for epic damage reduction. In addition, every firearm attack you make leaves a bleeding wound, causing the foe hit by it to take 2d6 damage each subsequent round. This bleeding damage do not stack with multiple hits. Neither magical healing nor normal Heal checks can stop their flow, though they can heal the damage after it has happened. The wound persists for a number of rounds equal to your Wisdom modifier, and the calculation for the duration uses the last attack that hits.

    Mana Link: Once per day plus one per five levels after level sixteen, as a swift action, the magic marksman can grant his supporter the ability to use his mana manipulation techniques for the rest of the encounter. The supporter gains a temporary mana pool equal to that of the magic marksman.

    Steady Hands: Once per day plus one per five levels after level sixteen, as a swift action, the magic marksman can activate this technique. For a number of rounds equal to your Wisdom modifier, any ranged attack you make with a firearm is made at your highest BAB.


    Allotted Mana Points

    There are some abilities that need allotted mana points like the Supporter ability. This means you have to set aside the number of mana points required which you may not use for other techniques. This is like expending mana points, except you can’t recover them until you deactivate the ability. All allotted mana points from different abilities stack.

    For example, a level five magic marksman activates his Supporter Ability. This requires him to allot two mana points. At level five, the marksman’s mana pool is 5 x 2 + Wis mod. For a wis mod of 3, the maximum mana points of the marksman is at 13. Upon allotting 2 points for the Supporter ability, the effective maximum mana point becomes 11, which he can use for mana manipulation techniques and other abilities. When he uses up mana points, the mana points recovered only max out at 11.

    Now, after activating Supporter he decides to use Mana Adjustment, choosing to allot 2 mana points. The new effective maximum mana points for the marksman is 9. Thereafter, if he activates other abilities that need allotment of mana points, all of these stack. When one of this abilities is ended, the allotted mana points for that ability is regained.

    For purposes of Mana Blast, when using up all mana points, this means using up all mana points, allotted ones included.

    Abilities that have minimum mana point requirements to function such as Mana Gun or active mana manipulation techniques are not considered allotment. You just have to have mana points equal to the minimum required by the ability/technique for it to remain active. Mana point requirements from different abilities do not stack.


    Feats


    Two-Weapon Fighting [Fighter, General]
    You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
    Prerequisite: DEX 15
    Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Every time your base attack bonus grants you an extra attack, you also gain an extra attack with your off-hand weapon. You also reduce the penalty from attacking with two weapons by 1 starting at level 1 and every 5 levels thereafter, with a maximum reduction of zero at level 16.


    Emergency Deployment [General]
    You can send out your supporter again after it has been destroyed.
    Prerequisite: BAB +8, Supporter ability
    Benefit: Whenever you supporter is reduced to -10 hp or less and returns to your Dimensional Gallery, you can allot double the usual amount of mana points to redeploy your supporter for a number of rounds equal to half your wisdom modifier rounded down at 1/4 its maximum hit points.
    Special: If you follow the command marksman style, you can instead redeploy your supporter at half its maximum hit points for a number of rounds equal to your wisdom modifier.
    Normal: A marksman whose supporter is reduced to -10 hp or less cannot recall his supporter until he takes an extended rest.


    Uncanny Precision[General]
    You have gained much experience with all sort of enemies that you can find your target's weak point no matter what creature it is.
    Prerequisite: BAB +12
    Benefit: Whenever you apply precision damage to a target without discernible anatomy or is normally immune to precision damage, you instead deal half the damage.


    Mana Recharge
    You concentrate, making yourself more sensitive to collecting mana.
    Prerequisite: Mana Surge ability
    Benefit: You can gain additional mana depending on the type of action you use up. You gain mana equal to half your normal mana regeneration rate per round (including bonuses from Mana Surge, minimum 1) if you spend a move action, your normal mana regeneration rate per round if you spend a standard action, and double your normal mana regeneration rate per round if you spend a full round action. This stacks with the normal mana regeneration that you receive per round.


    Skills


    Craft: Gunsmithing

    You can use the craft: gunsmithing skill to make and repair guns (DC 20). You can also use this skill to create normal bullets and gun implements (DC 15).


    Gun Implements:

    Scope – Rifle/Musket only. When attached to a rifle/musket, extend your range by twice the value. Stacks with feats such as Far Shot. Cost of raw materials: 75 gp.

    Bayonet – Rifle/Musket only. When attached to a rifle/musket, allows melee attack dealing 1d4, 1d6, and 1d8 piercing damage for small, medium, and large creatures respectively. Cost of raw materials: 5 gp.

    Gunblade – Pistol/Revolver only. When attached to a pistol/revolver, allows melee attack dealing 1d2, 1d4, and 1d6 slashing damage for small, medium, and large creatures respectively. Cost of raw materials: 5 gp.


    Firearm Rules and Firearm Stats

    Magic Marksman Epic Progression
    Last edited by GuyFawkes; 2014-06-02 at 07:52 AM.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Okay, so I saw a game with a setting combining magic and the wild west and thought about browsing through the homebrewed materials here that combined both aspects. Most of what I found, although they were good, focused more on the magic aspect, but I preferred a class that leaned more on the gunslinging part. I could have just multiclassed a gunslinger with a casting class but I figured where's the fun in that. So the result, the Magic Marksman.

    The magic marksman is a concept I've been toying around with in my mind. The idea came from a Korean manwha entitled Witch Hunters, and I figured it had a nice combination of magic and gunslinging so I used it, shamelessly if I may say so myself.

    For the implementation, I had lots of concepts borrowed heavily from other homebrews that I have used. The marksmanship styles I got from Gunslinger, an awesome homebrew made by WhiteShark. For the marksman techniques, I figured I had to lose maneuvers if I wanted to gain some sort of magic, but the marksman had to have some cool nonmagical abilities as well. The result was a condensed version of maneuvers, the techniques, which mostly I got from the gunslinger's list of disciplines known, namely dspeyer's Iron Rain, Falcon's Eye, and Nightingale Feather disciplines, and The Demented One's Black Rain discipline. For the mana points, I found T.G. Oskar's ki points concept cool so I used it, for what I hoped would be a simple system for magic. Most of the mana manipulation techniques here I got from SRD spells, modified to suit the mana point concept.

    Basically this is just a potpourri of borrowed homebrew ideas put together to bring to life a concept I wanted to use in a D&D game. This is my first attempt at something like this, so please understand the lack of balance the class may have. I have tried to balance it out as much as what I know on balance would allow me, but I figured I'll just put down the concept that I have inside my head and let other more experienced people decide on which things are balance or not. So, feel free to comment on this. I would very much appreciate all of your inputs, and hopefully use them to tweak this baby.
    Last edited by GuyFawkes; 2011-08-17 at 12:51 PM.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    While i feel like i'm going mad, i swear it never once actually says how to use mana bullets or what they do [aside from counting as magic from 5th level].
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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Hmm. I don't know if it isn't obvious how I wrote it but mana bullets replace actual bullets and gunpowder, and you only have to wield a firearm and align your mana to it to fire mana bullets from it. Will edit it to be more clear, thanks!

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Pedantic but necessary question:

    "The magic marksman can store mana points equal to his twice his class level plus his Wisdom modifier..."

    Is this meant to be:

    2 x (Level + WIS modifier)
    - or -
    (Level x 2) + WIS modifier

    The former with a 1st-level character with WIS +2 would result in a mana pool of 6, while the latter results in a character with a mana pool of 4, so you can see the confusion.
    Last edited by Rogue Shadows; 2011-08-18 at 01:33 PM.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    It's twice the level, then the product added to Wisdom modifier. Will edit that. Thanks!

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Looking to use this for a campaign. Are there any good +0/+1 LA races that give a +Dex and +Wis?

    I was thinking perhaps a Whisper Gnome but I also heard a Zenythri (the lawful version of an Aasimar), a Chaond or Githzerai might be good. I don't know any of their LAs though and can't find specific racial traits for the last 3. Thoughts?
    Last edited by TravelLog; 2011-08-18 at 11:15 PM.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    That'd be nice! I would appreciate it if you could give some feedback.

    And the Zenythri and Chaond are LA +1 and can be found in MMII page 169. Githzerai I believe is LA +2 from EPH, I'm not sure on this one.

    Edit: Here's a nice list of LA +1/+2 races and their stats/sourcebooks.
    Last edited by GuyFawkes; 2011-08-19 at 01:34 AM.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Quote Originally Posted by GuyFawkes View Post
    That'd be nice! I would appreciate it if you could give some feedback.

    And the Zenythri and Chaond are LA +1 and can be found in MMII page 169. Githzerai I believe is LA +2 from EPH, I'm not sure on this one.

    Edit: Here's a nice list of LA +1/+2 races and their stats/sourcebooks.
    Thanks, I'll be sure to keep you informed as to how everything goes once I get players and a DM and the game gets going. Once things start, I'll test out the abilities and see if everything seems balanced.

    Edit: If you know anyone interested in a game with Firearms, send them my way since the more the merrier. Here's the thread for interest. You're welcome to join as well, see your creation in action and all.
    Last edited by TravelLog; 2011-08-19 at 02:00 AM.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Battle Field needs a range.

    Improved Uncanny Dodge contains some text that belongs in the Uncanny Dodge description ("If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead...").

    Your flavor text for Marksman means the opposite of what you think. ("Even without using mana, a magic marksman is a force not to be reckoned with.").
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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Quote Originally Posted by TravelLog View Post
    Thanks, I'll be sure to keep you informed as to how everything goes once I get players and a DM and the game gets going. Once things start, I'll test out the abilities and see if everything seems balanced.

    Edit: If you know anyone interested in a game with Firearms, send them my way since the more the merrier. Here's the thread for interest. You're welcome to join as well, see your creation in action and all.
    Alright thanks! and I will inform anyone interested.


    Quote Originally Posted by jiriku View Post
    Battle Field needs a range.
    Done.

    Improved Uncanny Dodge contains some text that belongs in the Uncanny Dodge description ("If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead...").
    That's what I get for copypasting. Done!

    Your flavor text for Marksman means the opposite of what you think. ("Even without using mana, a magic marksman is a force not to be reckoned with.").
    Haha I don't know what I was thinking while writing this one. Aaand done!

    Thanks for the corrections.
    Last edited by GuyFawkes; 2011-08-19 at 08:01 AM.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Very cool.

    But you might want to perhaps add what firearms rules you're using as theres a ton of homebrew, the DMs guide rules, the pathfinder rules, and the rules in half a dozen other official and unoffical books and probably magazines too for that matter.

    Other than that, its vvvvveeeeeeery cool the first six levels..

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    This is probably the best magic-gun class I have seen. One nitpick though, is that versatility is too powerful to grant all at once. May I suggest instead of the versatility ability granting everything at once, that you instead gain a second progression.
    The mana point system seems pretty balanced.
    Just an idea I had, because I think of marksman as quick and a good shot but bad at melee, but why not drop the attack bonus to 10 and then grant a secondary attack progression for the use of ranged firing weapons (such as fire arms)?
    Last edited by eftexar; 2011-08-19 at 09:44 PM.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Quote Originally Posted by Mikka View Post
    Very cool.

    But you might want to perhaps add what firearms rules you're using as theres a ton of homebrew, the DMs guide rules, the pathfinder rules, and the rules in half a dozen other official and unoffical books and probably magazines too for that matter.

    Other than that, its vvvvveeeeeeery cool the first six levels..
    Thanks! and I think I'll leave firearm rules to DMs since it will be dependent on what the setting would allow.

    And any suggestions to make this vvvvveeeeeeery cool the whole twenty levels?



    Quote Originally Posted by eftexar View Post
    This is probably the best magic-gun class I have seen. One nitpick though, is that versatility is too powerful to grant all at once. May I suggest instead of the versatility ability granting everything at once, that you instead gain a second progression.
    The mana point system seems pretty balanced.
    Just an idea I had, because I think of marksman as quick and a good shot but bad at melee, but why not drop the attack bonus to 10 and then grant a secondary attack progression for the use of ranged firing weapons (such as fire arms)?
    Thanks! and hmm, could you perhaps expound on this idea of yours? Like what goes and what's added, and where to place them, if it's not too much.
    Last edited by GuyFawkes; 2011-08-20 at 05:18 AM.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Alright, the game has players and a DM, so I'm just making a character. Looks like we're starting at level six. I just have a question about how I figure out my Warforged companion's stats.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    I wasn't sure which idea you liked so I just listed both:

    Well I was thinking of a progression like this (for replacing versatility):
    When you get Advanced Marksman at level 6 you would gain a second Marksman. At level 11 when you get Superior Marksman at level 6 you would gain a second Advanced Marksman. And at level 16 you get Master Marksman at level 6 you would gain a second Advanced Marksman.

    And for the second attack progression I was thinking you could write up a little section at the start detailing something like:
    A Magic Marksman focuses on his gunmanship over other combat. As such he uses the Fire Arms Attack (FAA) progression when using any firearm.
    -and then his normal bab would only be like 10 and then add a second progression on the chart with up to 20 for the fire arms
    Last edited by eftexar; 2011-08-20 at 04:23 PM.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Quote Originally Posted by TravelLog View Post
    Alright, the game has players and a DM, so I'm just making a character. Looks like we're starting at level six. I just have a question about how I figure out my Warforged companion's stats.
    I noticed you had someone make the stats for you already. Can you maybe send it to me so I could look at it?



    Quote Originally Posted by eftexar View Post
    I wasn't sure which idea you liked so I just listed both:

    Well I was thinking of a progression like this (for replacing versatility):
    When you get Advanced Marksman at level 6 you would gain a second Marksman. At level 11 when you get Superior Marksman at level 6 you would gain a second Advanced Marksman. And at level 16 you get Master Marksman at level 6 you would gain a second Advanced Marksman.

    And for the second attack progression I was thinking you could write up a little section at the start detailing something like:
    A Magic Marksman focuses on his gunmanship over other combat. As such he uses the Fire Arms Attack (FAA) progression when using any firearm.
    -and then his normal bab would only be like 10 and then add a second progression on the chart with up to 20 for the fire arms

    Ahh, actually I thought up about implementing something similar to your first suggestion before deciding on versatility. And your second suggestion looks good as well. I'll look into this if I could use these suggestions of yours cause it might change things around. Thanks! Your input is really appreciated!
    Last edited by GuyFawkes; 2011-08-20 at 10:46 PM.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    I was just thinking and realized that since Magic Marksman get Two Weapon Fighting, if they choose assault style, you might want to grant them other TWF related options like Ambidexterity, Two Weapon Defense, etc.

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    Default Re: [3.5, Base Class] The Magic Marksman (PEACH)

    Actually the TWF feat version I wrote down here already has a built in ambidexterity, even better. I'm thinking of other feats to go with this as well. For two-weapon defense though, it's kinda hard to imagine that with firearms.

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    Default Re: [3.5, Base Class] The Magic Marksman (WIP, PEACH)

    I forgot to add them in, but before I do, any comments on having mana manipulation techniques that work like fast healing? Or healing effects? Would it be OP?

    Also, I would appreciate any ideas for more mana manipulation or marksman techniques.

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    Default Re: [3.5, Base Class] The Magic Marksman (WIP, PEACH)

    Quote Originally Posted by GuyFawkes View Post
    I forgot to add them in, but before I do, any comments on having mana manipulation techniques that work like fast healing? Or healing effects? Would it be OP?

    Also, I would appreciate any ideas for more mana manipulation or marksman techniques.
    Actually I had a couple ideas. First was for a high level technique using the dimensional gallery to perform short range dimension door, attack from inside, then retreat back to the dimension door. That would be a "usable once per encounter" technique though since it's very powerful. Another was for dimension dooring bullets to attack enemies behind cover/barriers. Finally, one that imbued the mana bullets with different energy types or other materials like adamantine, silver, cold iron, etc.

    I'll try to think up more.

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    Default Re: [3.5, Base Class] The Magic Marksman (WIP, PEACH)

    Quote Originally Posted by TravelLog View Post
    Actually I had a couple ideas. First was for a high level technique using the dimensional gallery to perform short range dimension door, attack from inside, then retreat back to the dimension door. That would be a "usable once per encounter" technique though since it's very powerful.
    Interesting. But I'm not quite sure how you mean it to work. Can you try to explain this more?

    Quote Originally Posted by TravelLog View Post
    Another was for dimension dooring bullets to attack enemies behind cover/barriers.
    Ooh, I like this!

    Quote Originally Posted by TravelLog View Post
    Finally, one that imbued the mana bullets with different energy types or other materials like adamantine, silver, cold iron, etc.
    Actually there's already a technique that penetrates all types of DR. But it's at level 15, and yeah, it's kinda logical to have this at lower levels, maybe at 9.

    Quote Originally Posted by TravelLog View Post
    I'll try to think up more.
    Thanks man! I really appreciate it.

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    Default Re: [3.5, Base Class] The Magic Marksman (WIP, PEACH)

    Okay well what I meant was that the Magic Marksman would step into his own dimensional gallery, move a small distance, like 2 or 3 squares (not provoking AoO since they are still in the pseudo-dimension. At that point they would open a dimension door, fire off an attack, then close the door and return to their original location (or not at their discretion), again not provoking AoO. It would essentially take a full round, but would basically guarantee no damage taken that round.

    Another idea: a technique that allows the bullet to penetrate through and damage multiple enemies if they are in a line.
    Last edited by TravelLog; 2011-09-05 at 10:59 PM.

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    Default Re: [3.5, Base Class] The Magic Marksman (WIP, PEACH)

    Quote Originally Posted by TravelLog View Post
    Okay well what I meant was that the Magic Marksman would step into his own dimensional gallery, move a small distance, like 2 or 3 squares (not provoking AoO since they are still in the pseudo-dimension. At that point they would open a dimension door, fire off an attack, then close the door and return to their original location (or not at their discretion), again not provoking AoO. It would essentially take a full round, but would basically guarantee no damage taken that round.
    Ahh. Well, I think the obvious use for this would be to shoot enemies around corners or obstacles, and the battle field already does this purpose. But, maybe it could work for the supporter. Like the marksman can recall and deploy the supporter into any spot that he can see within his range, like a remote dimension door. what d'ya think?

    Quote Originally Posted by TravelLog View Post
    Another idea: a technique that allows the bullet to penetrate through and damage multiple enemies if they are in a line.
    I'm pretty sure I had this in there. Must have missed it. Thanks!

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    Default Re: [3.5, Base Class] The Magic Marksman (WIP, PEACH)

    Quote Originally Posted by GuyFawkes View Post
    Ahh. Well, I think the obvious use for this would be to shoot enemies around corners or obstacles, and the battle field already does this purpose. But, maybe it could work for the supporter. Like the marksman can recall and deploy the supporter into any spot that he can see within his range, like a remote dimension door. what d'ya think?
    That would definitely work.

    Here a couple more:
    1. A technique that let's the marksman lower a foe's AC or wreck their armor. Maybe "Armor Breaker" or "Armor Piercing Bullet" or "Corrosive Round"
    2. A technique that let's the marksman gain a bonus to attack/damage rolls against a single enemy once per encounter. Perhaps scaling with level? Maybe "Right in my Sights" or "Marked Target"
    3. An light bullet that allows the enemy to be tracked/seen even in darkness/magical darkness. Probably "Tracer Round". Maybe also a variation that burns through concealing fogs, something like "Incendiary Bullet" etc.

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    Default Re: [3.5, Base Class] The Magic Marksman (WIP, PEACH)

    Quote Originally Posted by TravelLog View Post
    1. A technique that let's the marksman lower a foe's AC or wreck their armor. Maybe "Armor Breaker" or "Armor Piercing Bullet" or "Corrosive Round"
    Hmmm. This gives me an idea! Maybe I could integrate this with the Elemental Bullets technique, like an added effect if they fail saves. For example, when shooting fire type bullets, it adds an additional ongoing fire damage for a few rounds. For ice bullets, it reduces speed for a few rounds. Electricity bullets can have an added stunning effect, acid bullets can reduce AC for a few rounds, and sonic bullets, well maybe knock enemies back or something?


    Quote Originally Posted by TravelLog View Post
    2. A technique that let's the marksman gain a bonus to attack/damage rolls against a single enemy once per encounter. Perhaps scaling with level? Maybe "Right in my Sights" or "Marked Target"
    3. An light bullet that allows the enemy to be tracked/seen even in darkness/magical darkness. Probably "Tracer Round". Maybe also a variation that burns through concealing fogs, something like "Incendiary Bullet" etc.
    Maybe roll this into one technique. Designate one enemy per encounter whom you have bonus attack/damage, and you can locate even through concealment or cover. You may not see them, but you still know where they are. Thoughts?

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    Default Re: [3.5, Base Class] The Magic Marksman (WIP, PEACH)

    Quote Originally Posted by GuyFawkes View Post
    Hmmm. This gives me an idea! Maybe I could integrate this with the Elemental Bullets technique, like an added effect if they fail saves. For example, when shooting fire type bullets, it adds an additional ongoing fire damage for a few rounds. For ice bullets, it reduces speed for a few rounds. Electricity bullets can have an added stunning effect, acid bullets can reduce AC for a few rounds, and sonic bullets, well maybe knock enemies back or something?
    That sounds perfect. For sonic bullets, maybe deafened or silenced? Silenced would be great against spellcasters, though maybe a touch powerful. So it might be that the elemental bullets technique gets upgraded with these secondary effects at a higher level and not right away.

    Quote Originally Posted by GuyFawkes View Post
    Maybe roll this into one technique. Designate one enemy per encounter whom you have bonus attack/damage, and you can locate even through concealment or cover. You may not see them, but you still know where they are. Thoughts?
    That works, and prevents abusing the trcer rounds. I do still think there should be a separate ability to burn up fogs though, especially since Magic marksman relies a lot on battlefield control and spells like Acid Fog, Wall of Fog, Obscuring Mist and the like can really make that difficult.

    I'll see about coming up with more idea tomorrow.

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    Default Re: [3.5, Base Class] The Magic Marksman (WIP, PEACH)

    Quote Originally Posted by TravelLog View Post
    That sounds perfect. For sonic bullets, maybe deafened or silenced? Silenced would be great against spellcasters, though maybe a touch powerful. So it might be that the elemental bullets technique gets upgraded with these secondary effects at a higher level and not right away.
    What I was thinking as well.

    Quote Originally Posted by TravelLog View Post
    That works, and prevents abusing the trcer rounds. I do still think there should be a separate ability to burn up fogs though, especially since Magic marksman relies a lot on battlefield control and spells like Acid Fog, Wall of Fog, Obscuring Mist and the like can really make that difficult.

    I'll see about coming up with more idea tomorrow.
    Well, battle field ignores concealment and cover, plus you gain blindsight so I guess that takes care of it. It's at level 14 though. And thanks, man! Your inputs are really appreciated.

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    Default Re: [3.5, Base Class] The Magic Marksman (WIP, PEACH)

    Okay, here are the new techniques that I got from TravelLog's ideas, as well as some of my own. Comments please.

    Additional Mana Manipulations Techniques:

    Third Level Techniques:

    Lockdown (A): By spending mana points up to his Wisdom modifier, the marksman can designate one enemy as his target. The marksman gains an unnamed bonus to attacks and damage rolls against that enemy equal to half his mana points spent on this ability. The marksman also gains the ability to know the target's location anywhere within 100 feet, but he does not gain the ability to see his target if he has invisibility, and therefore he still suffers the normal penalties against fighting invisible creatures.

    Ninth Level Techniques:

    Dimensional Bullets (X): No amount of protective covering, magical or mundane, can hide the marksman's target from his bullets. Using his knowledge of dimensional manipulation, he can overcome any walls or magical barriers. By spending five mana points, all attacks made by the marksman in that round overcomes any physical barrier such as walls. At level fifteen, by spending ten mana points, his attacks can pass through magical barriers such as forcecage.

    Battlefield Deployment (X): By spending five mana points, the marksman can recall his supporter if it is within his range and redeploy it to any point within his range. This does not affect the actions of the supporter (ie if the supporter has already acted for that round, he cannot attack again, unless by some other ability).

    Transmutation (A): By spending five mana points, the marksman can change the property of his mana bullets to that of any metal for the purpose of damage reduction. Switching from one type to another costs five mana points, as well as terminating this effect before the end of the encounter.

    Fifteenth Level Techniques:

    Recovery (A): The marksman can manipulate his mana to take on regenerative properties. He can spend mana points up to his Wisdom modifier to gain fast healing. He gains one hit point per round for every two points spent on this ability.


    Edited:

    Elemental Bullets is now a third level technique.

    Elemental Bullets (A): You can set your mana shots to a particular energy type. By expending two mana points, you can imbue your shots with any energy type to deal additional 1d6 of damage of that energy type. Changing from one energy type to another costs two mana points, as well as returning the bullet’s property to neutral.

    At ninth level, you can spend four mana points to add an additional 1d6 of damage. At fifteenth level, you can spend ten mana points to have additional effects that are afflicted on the target if they fail a Fortitude save (DC = 10 + 1/2 class level + Wis mod). The added effects for each type are as follows:

    • Acid: An enemy hit by an acid bullet must succeed a Fort save or have a penalty to his AC equal to the marksman's class level divided by four.

    • Cold: An enemy hit by an cold bullet must succeed a Fort save or have a penalty to move speed equal to 5 feet times the marksman's class level divided by five.

    • Electricity: An enemy hit by an electric bullet must succeed a Fort save or be stunned for a number of rounds equal to the marksman's class level divided by ten.

    • Fire: An enemy hit by a fire bullet must succeed a Fort save or suffer the burning status for a number of rounds equal to the marksman's class level divided by four. A target with the burning status receives an additional 1d6 fire damage per round when he does nothing or an action equivalent to a move action, 2d6 for a standard action, and 3d6 for a full-round action.

    • Sonic: An enemy hit by an sonic bullet must succeed a Fort save or be deafened for a number of rounds equal to the marksman's class level divided by four.


    The effects can only be inflicted on the target once per round. Once the effect wears off or if the target succeeds his save, the effect can be inflicted on the same target when the marksman attacks him the next round. Effects from different energy types stack.


    I'm also considering switching up Versatility and Adaptability abilities. You now get Adaptability at level 17 and Versatility at level 19.

    Removed:

    Stunning Shots

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