IK:Lucian Wood: Difference between revisions
>Askewnotion m Minor touchups |
>Askewnotion m Forgot Alertness from Magelocks |
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* [[srd:skills/knowledge.htm | Knowledge: Arcania]] +3 (2 ranks) | * [[srd:skills/knowledge.htm | Knowledge: Arcania]] +3 (2 ranks) | ||
* [[srd:skills/knowledge.htm | Knowledge: Cygnarian History]] +3 (2 ranks) | * [[srd:skills/knowledge.htm | Knowledge: Cygnarian History]] +3 (2 ranks) | ||
* [[srd:skills/listen.htm | Listen]] + | * [[srd:skills/listen.htm | Listen]] +5 (3 ranks, +2 Alertness) | ||
* [[srd:skills/sleightOfHand.htm | Sleight Of Hand]] +2 (1 rank) | * [[srd:skills/sleightOfHand.htm | Sleight Of Hand]] +2 (1 rank) | ||
* [[srd:skills/spellcraft.htm | Spellcraft]] +3 (2 ranks) | * [[srd:skills/spellcraft.htm | Spellcraft]] +3 (2 ranks) | ||
* [[srd:skills/spot.htm | Spot]] + | * [[srd:skills/spot.htm | Spot]] +11 (9 ranks, +2 Alertness) | ||
'''Languages:''' Cygnaran, Ordic <br> | '''Languages:''' Cygnaran, Ordic <br> | ||
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Revision as of 16:32, 6 May 2008
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Gun Mage 4 / Arcane Tempest 2 (ECL 6)
Race:Human (Caspian)
Alignment: CG | Size: M
Patron Deity: Morrow (Asc. Sambert)
Abilities
Str 13 +1 |
Dex 13 +1 |
Con 14 +2 |
Int 12 +1 |
Wis 10 +0 |
Cha 18 +4 (20 +5)
Defense
AC: 17(21) / Touch: 11, Flatfooted: 16(20)
(+1 Dex; +6 Armor; (+4 Shield);
DR 5/blunt
HP: 18+5d6 / HD: 6d6+12
Initiative: +1 / Speed: 30'
Fort: 3 / Reflex: 8 / Will: 4
Attacks
- Double Barrel Magelock Military Pistol +11 / 2d6 / 19-20x3 / 80' range / p
- Bonded - Rune bullets +1 (not included above)
- Magelock Military Pistol +11 / 2d6 / 19-20x3 / 80' range / p
- Bonded - Rune bullets +1 (not included above)
- Pistol, Small +6 / 2d4 / 19-20x3 / 40' range / p
- Dagger +5 1d4 / 19-20x2 / 10' range / p or s
- Touch +5
Space/Reach: 5 ft./5 ft. Base Attack: +4
Feats
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Skills
Languages: Cygnaran, Ordic |
Special Abilities
Gun Mage
- Arcane Focus: A gun mage is capable of channeling arcane magic through a pistol. With a functioning pistol, the gun mage always has the arcane focus necessary to cast his spells. He can also make due without inexpensive material components, though any component worth 100 gp or more must be supplied by the gun mage.
Additionally, any ray spells cast by the gun mage are focused through the barrel of his pistol, allowing him to use his pistol ranged attack bonus (and any ensuing bonuses from Weapon Focus or other feats) to determine the ranged touch attack bonuses for resolving the ray spell. Unfortunately, normal pistols are not built to withstand the arcane forces channeled in this way by a gun mage. For every two spell levels cast through the pistol or every one spell level of caster shell shot from the pistol, it loses one point of hardness, rounding up for odd level spells. When the pistol’s hardness reaches 0 it is destroyed, consumed by the arcane forces channeled through it. A common pistol has a hardness of 10 and 5 hit points. This damage only applies to ray spells and spells linked to rune bullets and caster shells. Magelock pistols are immune to this damage.
- Bond with Magelock Pistol: A gun mage is capable of bonding with the strange metal used to create magelock pistols. Doing so takes a full day and uses up alchemical materials costing 100 gp. The bonded weapon becomes an extension of the gun mage, and while many gun mages carry a second, third or even fourth pistol, not all of them can bond to multiple magelock pistols. A gun mage can only bond to a number of magelock pistols equal to his Charisma ability modifer.
- Reinforcing Runes: As a gun mage’s power begins to grow, he learns arcane secrets for reinforcing his pistols to withstand some of the punishment of channeling magical energies, increasing the hardness or hit points of the pistol. For every 50 gp in materials and one day spent carefully carving runes into a pistol, the gun mage can increase the pistol’s hardness by 1 point to a maximum hardness of 15. For every 100 gp and one day’s time, the pistol’s hit points can be increased by 1 point to a maximum of 16. These reinforcing runes stack with the bonuses to a bonded magelock pistol.
- Cast Rune Bullet: At 3rd level, the gun mage learns how to craft special bullets that channel spell energy. When firing a rune-cast bullet, the gun mage can, as a free action, channel a spell into the bullet. If the bullet hits its target, it does an additional +1d6 force damage per level of the spell channeled into the bullet. Cantrips only add +1d3 damage.
In addition, upon reaching 6th level, the gun mage’s rune-cast bullets are treated as having a +1 enhancement bonus when spell levels are channeled into the bullet, allowing it to overcome resistances to non-magical weapons, as well as dealing the additional damage bonus. This bonus increases by +1 for every 6 levels in the gun mage class; +2 at 12th level, +3 at 18th level.
Casting rune bullets is a very intensive process, requiring molten and powdered metals and meticulous spellwork. Casting rune bullets requires a properly equipped gunner’s kit and the appropriate skill check (see Craft [small arms] in Feats & Skills). The material cost, in addition to the standard pistol charge cost, is 1 gp for each rune-cast bullet, which are regularly lead and gold shavings or dust—indispensable for its conductive properties. Once the lead is liquefied, the gold is sprinkled into the molten metal and, as the rounds cool, manifests as flecks. Thereupon the caster etches his signature mark—a runic glyph—with gold shavings onto the bullet. This mark acts as the receiving point for the gun mage’s spells, and the flecks carry the spell throughout the bullet.
Gun mages normally are able to cast and etch 5 bullets per hour, but the cost is exacting and requires focus. Every hour after the first, a gun mage must make a Concentration check (DC 12). If the check fails, the gun mage is fatigued and must wait a full day before attempting to cast more bullets. Magnifying glasses and superior etching tools can lower this DC at the DM’s discretion.
Etching the very precise runes is meticulous, especially difficult on the eyes even under the best lighting. A bleary eyed gun mage takes a temporary penalty of -1 to all ranged touch attacks per hour spent casting rune bullets. These points are recovered at a rate of 1 point every 2 hours provided the gun mage is no longer etching runes.
Arcane Tempest
- Arcane Precision: When using a bonded magelock pistol the Arcane Tempest gun mage may use his Charisma modifier instead of his Dexterity modifier on attack rolls.
- Bonus Spell: At 1st level, the Arcane Tempest gun mage learns one additional spell of any level up to highest level known. The Arcane Tempest gun mage learns an additional spell at 3rd, 5th, 7th, and 9th level.
- Gun Mage Ability: An Arcane Tempest gun mage is capable of bonding with magelock pistols just like a gun mage. When a character gain an Arcane Tempest level, the character gains the same benefits and special abilities of wielding a magelock pistol as if he has also gained a level in gun mage (IK:CG p109-110).
- Shared Runes: Members of the Academy learn to harmonize their ability to cast rune bullets with their fellow mambers to that thet may share rune bullets with their fellow gun mages. Normally a gun mage uses runes unique to him that another gun mage cannot employ. An Arcane Tempest gun mage may use any rune bullet created by another Arcane Tempest gun mage.
- Imbued Runes: At 2nd level an Arcane Tempest gun mage gains the ability to place a spell with a cone, cylinder, line, or sphere area of effect upon a rune bullet fired from his magelock. When the bullet is fired, the spell's area is centered on the square where the bullet hits, even if normally the spell can only be centered on the caster. This ability allows the gun mage to use his magelock's range rather than the spells range. It takes a single standard action to cast the spell and fire the rune bullet. Unlike touch adn ranged touch spells, the imbued rune bullet must be fired in the round the spell is cast or the spell is wasted. If the shot misses, the spell fizzles.
Asc. Sambert
- Non-clerics are granted a +1 to strength checks.
Gun Mage Spells and Abilities
Gun Mage Spells: 4/5/3
Caster level 6 DC = 15 + spell level
Known level 0: Acid Splash, Detect Magic, Gun Craft, Light, Prestidigitation, Ray of Frost, Read Magic
Known level 1: Arcane Loading, Feather Fall, Ray of Flame, Shield, Shocking Grasp
Known level 2: Combust, Mirror Image, Ray of Ice
Ranges:
Close 40, medium 160, long 640