*blam*! *blam*! Hooray! Magic! [Archive] - Wizards Community

Post/Author/DateTimePost
feartheinvinceblehamster

09-02-05, 04:41 PM
http://www.nmm.ac.uk/upload/img/gunner_20031217163457.jpg

Magic Gunner: focuses special magic and firearms to create a deadly fighter

Profieciencies: all firearms, and simple weapons

level BAB fort ref will special firearm attack bonus
1 +0 +2 +2 +0 thunder grenade 3/day +1
2 +1 +2 +2 +0 fire
bomb 1/day +2
3 +2 +3 +3 +1 instant reload
+3
4 +3 +3 +3 +1 close combat shot
+4
5 +3 +4 +4 +2 fire Bomb 2 day +5
6 +4 +5 +5 +3 extra shot (1) +6/+1
7 +5 +5 +5 +3 sniper +7/+2
8 +5 +6 +6 +4 thunder grenade 5/day +8/+3
9 +6/+1 +6 +6 +4 improved thunder grenade +9/+4
10 +7/+2 +7 +7 +5 exploding bullet 2/day +10/+5
11 +7/+2 +7 +7 +5 multi firebomb, extra shot(2) +11/+6/+1
12 +8/+3 +8 +8 +6 sweet spot +12/+7/+2
13 +8/+3 +8 +8 +6 firebomb 3/day +13/+8/+3
14 +9/+4 +9 +9 +7 cursed shot 1/day +14/+9/+4
15 +10/+5 +9 +9 +7 thunder grenade at will +15/+10/+5
16 +11/+6/+1 +10 +10 +8 gun mastery,extra shot(3) +16/+11/+6/+1
17 +12/+7/+2 +10 +10 +8 firebomb at will +17/+12/+7/+2
18 +13/+8/+3 +11 11 +9 cursed shot 2/day +18/+13/+8/+3
19 +14/+9/+4 +11 +11 +9 +19/+14/+9/+4
20 +15/+10/+5 +12 +12 +10 extra dimensional cartridge, no powder +20/+15/+10/+5





thunder grenade: the magic gunner can create a globe of energy and hurls it as a standard action that provokes an attack of opportunity, this is a grenade like weapon with a range increment of 10 feet. It deals 2d6 electricity damage on a successful hit and 1d4 electricity damage as splash damage

Firebomb: at 2nd level the magic gunner may create a globe of fire and throw it as a full round action that provokes an attack of opportunity, this is a grenade like weapon with a range increment of 10 feet. This deals 3d6 points of fire damage on a successful hit and and 2d4 fire damage as splash damage

instant reload: at 3rd level a magic gunner can reload a firearm as a free action

close combat shot: at 4th level a magic gunner can shoot and reload firearms in melee without provoking attacks of opportunity

extra shot: at 6th level a magic gunner can shoot as many bullets as his base attack bonus allows while using instant reload

sniper: at 7th level the magic gunner suffers no penalty for the second range increment while using firearms.

Improved thunder grenade: at 9th level the magic gunners thunder grenade deals 4d6 points of electricity damage on a successful hit and 2d4 electricity damage as splash

exploding bullet: at 10th level a magic gunner can make his bullets explode a certain number of times per day, the bullet deals an additional 2d6 points of fire damage.

Multifirebomb: at 11th level the magic gunner can create 2 firebombs with each use of the ability instead of 1, both hands must be free to use this ability

sweet spot: at 12th level, if a magic gunner scores a critical hit against a creature with a firearm, that creature has a 25% chance of dying instantly, creatures immune to critical hits are also immune to sweet spot

cursed shot: at 14th level the magic gunner may fire a bullet that does no damage but instead casts Bestow Curse on the creature It hits. Spell resistance applies to this ability, the saving throw is the magic gunners level+the magic gunners dexterity.

Gun mastery: at 16th level a magic gunner gets a +4 bonus on attack rolls with firearms

extradimensional cartridge: at 20th level a magic gunner can load up to 150 bullets into a extradimensional space in his gun, the magic gunner does not have to reload until all these bullets are depleted, these bullets do not affect the overall weight of the gun.

No powder: at 20th level a magic gunner does not need gunpowder to fire firearms


Class skills: bluff, climb, gather information,, hide, knowledge(arcana), knowledge(dungeenering), listen, search, spot, tumble,
skill points: 4+int modifier

starting package
pick a number of skills equal to 4+int modifier x4
feats: weapon focus(musket or pistol)
bonus feat(human): improved initiative
Gear: 3 torches, pistol or musket, 30 bullets for pistol or musket, 2 powderhorns, backpack with waterskin, dagger, bedroll, sack, flint and steel, 1 day’s trail rations,

Hit Die: D8
The Everlasting Icecube

09-03-05, 12:46 AM
A word of advice:

Before you post another class (you've already posted several, I see,) look at all the classes that get the most response. Most (except the ones that get flamed for being completely unbalanced) are arranged properly, spelled right, flavorful, and use punctuation (one that quickly comes to mind is the thirty-some page Blue Mage. Well done, and recieved immense response over time.) If you want people to spend time reviewing your class (most people who post classes do,) you should spend a little of your time making it worth reviewing. I'm not saying it has to be perfect, but the harder you work to make it well organized and legible, the more likely others are to review it. If you can't figure out how to do something, like putting the stats in a code block, look around. All it takes is a bit of effort to figure it out. (There's a sticky about that particular problem in the Prestige Classes section.)

This advice goes to all who would post their classes here. If you want us to spend time looking over it and offering (hopefully) intelligent advice, put a little time and effort into it yourself.

I haven't even read this class, and I don't think I will until it's cleaned up a bit, but this needed to be said. If only I could tell this to every one of those who make these same mistakes.
feartheinvinceblehamster

09-03-05, 09:23 AM
i actually copied and pasted that from word, so it looked better there. i normally don't even use charts. and a word of advice from me: don't post in all blue, it's kinda hard to read
epyondrowhunter

09-03-05, 11:51 AM
i like the class man but for the table could you do us the favor of putting it on a spread sheet instead of a word processor.
feartheinvinceblehamster

09-04-05, 10:43 AM
oh...sorry
feartheinvinceblehamster

09-04-05, 10:45 AM
level BAB fort ref will special firearm attack bonus
1 +0 +2 +2 +0 thunder grenade 3/day +1
2 +1 +2 +2 +0 fire
bomb 1/day +2
3 +2 +3 +3 +1 instant reload
+3
4 +3 +3 +3 +1 close combat shot
+4
5 +3 +4 +4 +2 fire Bomb 2 day +5
6 +4 +5 +5 +3 extra shot (1) +6/+1
7 +5 +5 +5 +3 sniper +7/+2
8 +5 +6 +6 +4 thunder grenade 5/day +8/+3
9 +6/+1 +6 +6 +4 improved thunder grenade +9/+4
10 +7/+2 +7 +7 +5 exploding bullet 2/day +10/+5
11 +7/+2 +7 +7 +5 multi firebomb, extra shot(2) +11/+6/+1
12 +8/+3 +8 +8 +6 sweet spot +12/+7/+2
13 +8/+3 +8 +8 +6 firebomb 3/day +13/+8/+3
14 +9/+4 +9 +9 +7 cursed shot 1/day +14/+9/+4
15 +10/+5 +9 +9 +7 thunder grenade at will +15/+10/+5
16 +11/+6/+1 +10 +10 +8 gun mastery,extra shot(3) +16/+11/+6/+1
17 +12/+7/+2 +10 +10 +8 firebomb at will +17/+12/+7/+2
18 +13/+8/+3 +11 11 +9 cursed shot 2/day +18/+13/+8/+3
19 +14/+9/+4 +11 +11 +9 +19/+14/+9/+4
20 +15/+10/+5 +12 +12 +10 extra dimensional cartridge, no powder +20/+15/+10/+5





thunder grenade: the magic gunner can create a globe of energy and hurls it as a standard action that provokes an attack of opportunity, this is a grenade like weapon with a range increment of 10 feet. It deals 2d6 electricity damage on a successful hit and 1d4 electricity damage as splash damage

Firebomb: at 2nd level the magic gunner may create a globe of fire and throw it as a full round action that provokes an attack of opportunity, this is a grenade like weapon with a range increment of 10 feet. This deals 3d6 points of fire damage on a successful hit and and 2d4 fire damage as splash damage

instant reload: at 3rd level a magic gunner can reload a firearm as a free action

close combat shot: at 4th level a magic gunner can shoot and reload firearms in melee without provoking attacks of opportunity

extra shot: at 6th level a magic gunner can shoot as many bullets as his base attack bonus allows while using instant reload

sniper: at 7th level the magic gunner suffers no penalty for the second range increment while using firearms.

Improved thunder grenade: at 9th level the magic gunners thunder grenade deals 4d6 points of electricity damage on a successful hit and 2d4 electricity damage as splash

exploding bullet: at 10th level a magic gunner can make his bullets explode a certain number of times per day, the bullet deals an additional 2d6 points of fire damage.

Multifirebomb: at 11th level the magic gunner can create 2 firebombs with each use of the ability instead of 1, both hands must be free to use this ability

sweet spot: at 12th level, if a magic gunner scores a critical hit against a creature with a firearm, that creature has a 25% chance of dying instantly, creatures immune to critical hits are also immune to sweet spot

cursed shot: at 14th level the magic gunner may fire a bullet that does no damage but instead casts Bestow Curse on the creature It hits. Spell resistance applies to this ability, the saving throw is the magic gunners level+the magic gunners dexterity.

Gun mastery: at 16th level a magic gunner gets a +4 bonus on attack rolls with firearms

extradimensional cartridge: at 20th level a magic gunner can load up to 150 bullets into a extradimensional space in his gun, the magic gunner does not have to reload until all these bullets are depleted, these bullets do not affect the overall weight of the gun.

No powder: at 20th level a magic gunner does not need gunpowder to fire firearms


Class skills: bluff, climb, gather information,, hide, knowledge(arcana), knowledge(dungeenering), listen, search, spot, tumble,
skill points: 4+int modifier

starting package
pick a number of skills equal to 4+int modifier x4
feats: weapon focus(musket or pistol)
bonus feat(human): improved initiative
Gear: 3 torches, pistol or musket, 30 bullets for pistol or musket, 2 powderhorns, backpack with waterskin, dagger, bedroll, sack, flint and steel, 1 day’s trail rations,

Hit Die: D8
feartheinvinceblehamster

09-04-05, 10:46 AM
that should make it a little easier to read
Dhar Sedai

09-04-05, 01:14 PM
Not Really...
Elemental_Master

09-21-05, 07:05 AM
I think the attack bonus comes a little to late on the special ability list and what is the limit on thunder grenades I look at it and think that shooting has been long forgotten with infinite grenades in his pocket.