Eldritch guns consider themselves the next logical step in the progress of warfare through the fusion of metal and magic. They call on raw magic, as well as old-fashioned spells, to boost their fighting prowess. The combination of firearms and arcane forces gives them an uncanny link to the element of fire. (Original Concept by Noro) Primary Class: Gunslinger. Secondary Class: Magus. Alignment: Any. Hit Dice: d10. Bonus Skills and Ranks: The eldritch gun selects three magus skills to add to her class skills in addition to the normal gunslinger class skills, one of which must be Spellcraft (Int). The eldritch gun gains a number of ranks at each level equal to 4 + Int modifier. Weapon and Armor Proficiency: The eldritch gun is proficient with all simple and martial weapons, and with all firearms. An eldritch gun is also proficient with light armor. She can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an eldritch gun wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass eldritch gun still incurs the normal arcane spell failure chance for arcane spells received from other classes. Arcane Grit (Ex): The powers of an eldritch gun are fueled in part by mystical arcane energy in conjunction with pure force of will through the acts of daring deeds. His Arcane Grit pool starts each day with a number of points equal to 1 for every 3 class levels (1 at 3rd, 2 at 6th, and so on) + his Intelligence modifier (minimum 1). One point can be regained by making a killing blow with a firearm or a spell, or by confirming a critical hit with a firearm. At 3rd level and every four levels thereafter (7th, 11th, and so on), an eldritch gun can choose the Extra Arcana feat as a normal feat to learn any magus arcana that she qualifies for. Her effective magus level is equal to her eldritch gun level for the purpose of qualifying for magus arcana, and she may use arcane grit points whenever arcane pool points are required. She can also choose the following new powder mage magus arcana, restricted to the eldritch gun multiclass archetype.
The eldritch gun must have at least 1 arcane grit point remaining to use her magus arcana. Any spell-related arcana do not take effect until 4th level. This ability otherwise functions as and replaces grit. Deeds: This is exactly like the gunslinger ability of the same name, except that the eldritch gun swaps nine deeds for the following deeds.
Spellcasting: Beginning at 4th level, an eldritch gun gains the ability to cast a small number of arcane spells, which are drawn from the magus spell list. Only magus spells of 4th level and lower are considered to be part of the eldritch gun’s spell list. The eldritch gun also adds the following spells to her list at the indicated spell levels: 1st–abundant ammunition, damp powder, fabricate bullets, reinforce armaments, touch of fatigue, touch of gracelessness, weaken powder; 2nd–bullet shield, cushioning bands, destabilize powder, make whole, recoil fire, ricochet shot, stabilize powder, thunder fire, touch of idiocy; 3rd–flash fire, named bullet; 4th–calcific touch, named bullet (greater), touch of slime. To prepare or cast a spell, an eldritch gun must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eldritch gun's spell is 10 + the spell level + the eldritch gun's Intelligence modifier. Like other spellcasters, an eldritch gun can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Eldritch Gun. In addition, she receives bonus spells per day if he has a high Intelligence score. When Table: Eldritch Gun indicates that the eldritch gun gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level. An eldritch gun may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the eldritch gun decides which spells to prepare. Through 3rd level, an eldritch gun has no caster level. At 4th level and higher, her caster level is equal to her eldritch gun level –3.
An eldritch gun can learn spells from a magi’s or wizard’s spellbook, just as a magi or wizard can from an eldritch gun’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from an eldritch gun’s spellbook, if the spells are also on the alchemist spell list. An eldritch gun cannot learn spells from an alchemist. This ability replaces the bonus feats gained at 4th, 12th, and 20th level. Eldritch Gun Training (Su): At 5th level, an eldritch gun can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. In addition, an eldritch gun can imbue her chosen firearm with arcane energies, transforming it into an arcane gun. Her arcane gun is a normal one-handed or two-handed firearms in the hands of others, as it was a normal firearm before she imbued it with magic. In the hands of an eldritch gun, it both fires projectiles (bullets and pellets) and casts magic. Spells fired through an arcane gun that require an attack roll have a ×3 critical hit multiplier. An eldritch gun can cast any ranged touch attack, cone, line, or ray spells through her arcane gun. When she casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the eldritch gun’s space (eldritch gun’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the eldritch gun can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed. The eldritch gun can attune another firearm of the same type as her arcane gun at the start of each day. This attunement lasts until the eldritch gun attunes to a new gun of the same type, even if a formally attuned gun is destroyed. An eldritch gun can have only one firearm attuned in this way at a time. This ability replaces gun training 1 and gun training 2. Bonus Feats: This is exactly like the gunslinger ability of the same name, except that the eldritch gun only gains a bonus feat at 8th and 16th level, and may choose Extra Arcana as a bonus feat, using her gunslinger level as her magus level for any magus arcana with level requirements. Fighter Training (Ex): Starting at 13th level, an eldritch gun counts 1/2 her total eldritch gun level as her fighter level for the purpose of qualifying for feats. If she has levels in fighter, these levels stack. This ability replaces gun training 3. Greater Spell Access: At 17th level, an eldritch gun gains access to an expanded spell list. She learns and places 8 spells from the wizard’s spell list into her spellbook as magus spells of their wizard level. She gains two of each of the following wizard spells not on the magus spell list: 1st-level, 2nd-level, 3rd-level, and 4th-level. She can ignore the somatic component of these spells, casting them without the normal chance of spell failure. This ability replaces gun training 4. True Grit (Ex): This is exactly like the gunslinger ability of the same name, except that the eldritch gun can choose a magus arcana that she has access to as one of her deeds. Table: Eldritch Gun
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