SpellgunIn a world ruled by cold steel and powerful magic, like Toril, firearms are not very popular, if known at all. Still, even in such a world there are some inventors and technologists, who devote themselves to the perfection of exotic and obscure gadgets. Many of them are worshipers or even clerics of Gond, though some are also arcanists. These few individuals, who achieve reputation both as skillful gunwielders and talented arcane spellcasters, call themselves spellguns. In combat, they mostly rely on their precision with firearms, supported by defensive magic, rather than throwing fireballs or calling mighty storms upon their foes.
Many spellguns are gnomes, because of this race’s general tendency to build strange devices and develope progressive technologies; a significant part of Gond’s church also consists of gnomish worshipers. Humans, especially those from Lantan, are just as likely to become spellguns as gnomes are. Halflings and elves theoretically make good spellguns due to their general ranged superiority, however, members of these races rarely have to do with smokepowder and firearms.
Hit Die: D6
Requirements:Base Attack Bonus: +4
Skills: Craft (firearms) 7 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks, Concentration 4 ranks, Disable Device 2 ranks
Feats: Exotic Weapon Proficiency (Firearms), Weapon Focus (Firearms), Quicken Spell
Spells: Ability to cast 2nd level arcane spells, abiltiy to cast
prestidigitationSpecial: may not have Conjuration and Transmutation as forbidden schools of magic
Class Skills: Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and dungeoneering) (Int), Knowledge (history) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skillpoints per level: 2 + Int -Modifier
Lvl...BAB..Fort..Ref..Will...Special
1.....+0....+0...+2....+0....Arcane Reload, Casting Gunwielder
2.....+1....+0...+3....+0....+1 exist. arcane caster class
3.....+2....+1...+3....+1....Bonus feat
4.....+3....+1...+4....+1....+1 exist. arcane caster class
5.....+3....+1...+4....+1....Magic Glowing
6.....+4....+2...+5....+2....+1 exist. arcane caster class
7.....+5....+2...+5....+2....Improved Arcane Reload
8.....+6....+2...+6....+2....+1 exist. arcane caster class
9.....+6....+3...+6....+3....Bonus feat
10....+7....+3...+7....+3....+1 exist. arcane caster class
Weapon and Armor Proficiency: Spellguns gain no proficiency with any weapon or armor.
Spells per Day: At every even-numbered level, a spellgun gains new spells per day and increased caster level as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bardic music, bonus metamagic or item creation feats, and so on). If a character had more than one arcane spellcasting class before becoming a spellgun, she must decide to which class she adds the new level for purposes of determining her caster level and spells per day.
Arcane Reload (Su): A spellgun ist adept at increasing the effectiveness of her firearms by using arcane tricks. She can sacrifice a prepared spell, or loose an unused spell slot, if she casts her spells spontaneously, as a swift action, to reduce the reloading time of a firearm she wields to a move action. Reloading a firearm in this way still provokes an attack of opportunity, sacrificing a spell to do so does not.
Casting Gunwielder (Ex): Due she ist used to cast spells and use firearms without having much time to switch between the both arts, a spellgun may cast spells requiring somatic components, even when she wields a light or small firearm in each hand or a two-handed firearm in both hands. This ability do not function, if both of the spellgun’s hands are occupied by something other than two firearms or a two-handed firearm, such as a usual ranged weapon, a firearm and a melee weapon and so on.
A spellgun may also reload a firearm when holding two of them in her hands, without dropping one to get a hand free. If she holds something else than a firearm in the second hand, she may not make use of this benefit.
Bonus feat: At 3rd and 9th level, a spellgun gains a bonus feat, related to her exotic style. She must still meet all requirements for a bonus feat she takes. The list of spellgun’s bonus feats includes following ones:
Battle Caster (CA), Craft Magic Arms and Armor (firearms only), Extraordinary Concentration (CAdv), Improved Precise Shot, Mobile Spellcasting (Cadv), Point Blank Shot, Power Critical (CW), Practiced Spellcaster (CA), Precise Shot, Ranged Disarm (CW), Sharp Shooting (CW), Shot on the Run.
Magic Glowing (Su): A spellgun's spellpower imbues her firearms with echoes of arcane fires, making them as powerful as wider spread weapons like magic swords or axes. As long as a spellgun of 5th level or higher is in charge of memorized spells or unused spell slots, any firearm in her hand counts as magic for purposes of overcoming an enemy's damage reduction, and deals additional fire damage, equal to the spellgun's highest level spell she can cast at the given moment.
Improved Arcane Reload (Su): Upon attaining the 7th level in this prestige class, a spellgun learns to utilize higher-level spells more effectively, when using her Arcane Reload ability. When sacrificing a 6th or higher-level spell or spell slot, a spellgun of at least 7th level reduces the reloading time of a firearm she wields to a swift action (which is actually the same swift action, that she uses to sacrfice the spell or spell slot).
Diese PrC entwickle ich, da ich so einen SC spielen möchte. Ich habe zwar schon einige Gerüchte über den Gunmage gehört, aber ich habe erstens keine Ahnung von den Iron Kingdoms und dortigen PrCs und zweitens, spiele ich auch nicht in den IK. Diese PrC soll eben Faerûnisch sein.
Bitte um Hilfe beim Balancing. Danke
1 EDIT: Casting Gunwielder auch für 2-Hand-Feuerwaffen erlaubt.
2 EDIT: Magic Glowing hinzugefügt
3 EDIT: Sudden Quicken komplett aus den Voraussetzungen entfernt; Guter Will Save entfernt, stattdessen guter Ref Save eigesetzt; Intimidate und Know. (architecture&dungeoneering) zu den Class Skills hinzugefügt; Impoved Arcane Reload von LvL 9 auf LvL 7 verschoben; Bonus Feat von LvL 7 auf LvL 9 verschoben; Casting Gunwielder erweitert - Nachladen mit 2 Pistolen in den Händen ermöglicht; Craft Magic Arms&Armor (firearms only) zu den Bonusfeats hinzugefügt.
4 EDIT: Siehe Version auf Seite 2