Casters [Archive] - Wizards Community

Post/Author/DateTimePost
trapspringer

07-03-07, 04:29 PM
Magic firearms like those used by Jean Starwind (of Outlaw Star) have caught the attention of one of my players, so I'm designing a core class. The player in question isn't a power gamer, so I feel pretty comfortable doing this for him.

My plan is to run it like a Vancian casting class emphasizing (read: unable to cast anything but) ray spells. That way there's an actual logic behind why the character has a prepared spell set for the day and the whole system meshes quite smoothly with the notion of manufacturing ammo with a variety of functions. Add on a shelf life of 24 hours for ammo and you're good to go.

My scheme it to set the class up with a more martial bent, along similar lines as the warmage. 3/4 BAB, a d8 HD, and the fighter's skill set will be my start.

In order to keep the whole thing simple, I want to limit special abilities. I suspect I will include a progression of feat-like abilities that improve the character's to-hit and damage with ray spells. I'd like to put something unique and moderately appealing in there every now and then, and something borderline world-shattering at the top-tier levels.


Caster Specialist
HD: d8
Skill Points a Level: 4+int (x4 at first level)
Class Skills: Appraise, Climb, Craft (any), Decipher Script, Jump, Knowledge (arcana), Profession (any), Spellcraft, Swim

lvl BAB Saves Special Abilities
1 +0 +0 +2 +2 Caster Proficiency, Craft Caster Shell,
2 +1 +0 +3 +3 -
3 +2 +1 +3 +3 Bonus Feat
4 +3 +1 +4 +4 -
5 +3 +1 +4 +4 Trick Shot
6 +4 +2 +5 +5 Bonus Feat
7 +5 +2 +5 +5 -
8 +6 +2 +6 +6 -
9 +6 +3 +6 +6 Bonus Feat
10 +7 +3 +7 +7 Trick Shot
11 +8 +3 +7 +7 -
12 +9 +4 +8 +8 Bonus Feat
13 +9 +4 +8 +8 -
14 +10 +4 +9 +9 -
15 +11 +5 +9 +9 Trick Shot, Bonus Feat
16 +12 +5 +10 +10 -
17 +12 +5 +10 +10 -
18 +13 +6 +11 +11 Bonus Feat
19 +14 +6 +11 +11 -
20 +15 +6 +12 +12 Trick Shot


So there's my base-line. I suspect "Trick Shot" will be abilities chosen from a list of effects a lot like metamagic feats. Bonus Feats will be chosen from a list of feats that work off the point blank shot tree.

The spells per day will advance like a bards. The spell list will be a compilation of ray spells from various class lists. I will generate a few cantrips that are worth the time, maybe a modified version of launch bolt, among others.

Any suggestions or obvious problems?