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.
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.
Powder Mage (Su): When casting a spell with the Fire descriptor and using one dose of black powder (value of 10 gp) as an additional material component, the eldritch gun casts the spell as if she were 2 levels higher.
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.
Arcane Gun (Su): At 1st level, an eldritch gun can spend 1 grit point as a swift action to grant any single barrel of a firearm she is holding a +1 enhancement bonus for 1 round per level. For every four levels beyond 1st, the firearm gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing firearm enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: distance, flaming, flaming burst, frost, icy burst, reliable, reliable (greater), seeking, shock, shocking burst, thundering, and wounding. The eldritch gun can add the flaming weapon property for free as long as the arcane gun deed is active.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the firearm is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the grit point is spent and cannot be changed until the next time the eldritch gun uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
An eldritch gun can only enhance one barrel of a firearm in this way at one time. If she uses this ability again, the first use immediately ends. This deed replaces all 1st–level deeds.
Eyes of Fire (Su): At 3rd level, an eldritch gun can spend 1 grit point as a move action to move his point of view into a fire source within 30 feet for 1 round, during which time she is considered flat-footed. This allows the eldritch gun to spy on a closed room or to ignore partial cover in combat. When used in conjunction with the Ricochet Shot Deed feat, she can ignore full cover without spending the additional 1 grit point required by the feat. This deed replaces the pistol whip deed.
Far Spellstrike (Su): At 7th level, whenever an eldritch gun magus casts a spell with a range of “touch” from the magus spell list, she can deliver the spell through any firearm she is wielding as part of a ranged attack. Instead of the free melee touch attacknormally allowed to deliver the spell, an eldritch gun can make one free attack with her firearm (at her highest base attack bonus) as part of casting this spell. If successful, this firearm attack deals its normal damage as well as the effects of the spell. This attack uses the firearm’s critical range (×2, ×3, or ×4 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the firearm damage uses its own critical modifier. If the spell can normally affect multiple targets, or has a duration longer than instantaneous, the firearm can deliver only one attack. An eldritch gun can use the brow gasher spell with this deed. This deed replaces the targeting deed.
Fire Supremacy (Su): At 7th level, as long as the eldritch gun has at least 1 grit point, she gains resist fire 5. This increases to resist fire 10 at 15th level. In addition, the eldritch gun can spend 1 grit point as a swift action to ignite a dose of black powder in his hand (this inflicts no damage to the eldritch gun) and creates an aura of fire around her for 1 round per two eldritch gun levels. Anyone striking the eldritch gun with a non-reach melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 her eldritch gun level. This deed replaces the startling shot deed.
Conflagrated Viewing (Su): At 11th level, an eldritch gun can spend 1 grit point as a standard action to allow remote viewing through a single fire source within 250 feet of her location. The eldritch gun can view and listen to events within a 20-foot radius of the associated fire source; this radius follows the fire source if it moves. Unlike a true scrying spell, no other spells operate through the associated fire. This effect produces no indication of its activity on the target and cannot be discovered by normal methods of magical detection. This deed replaces the bleeding wound deed.
Dancing Flame (Su): At 15th level, an eldritch gun can spend 1 grit point to move any nonmagical fire up to 30 feet as a move action. If the fire has no fuel at the new location, it is extinguished after one round. This deed replaces the evasive deed.
Split Shot (Su): At 15th level, the eldritch gun can spend 2 grit points to twist space and hit multiple targets with a single shot. As a full attack action, the eldritch gun can designate a number of targets equal to her number of iterative attacks. These targets must be within 20 feet of each other. The eldritch gun makes an attack roll against each target at her highest attack bonus. If the attack is successful, the target is hit by an aspect of the same bullet and takes firearm damage as normal. If there are fewer targets than her number of iterative attacks, the remaining attacks can be directed at one or more targets already designated. This deed can be used in conjunction with the arcane gun deed. This deed replaces the slingers luck deed.
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.
Spellbooks: An eldritch gun must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in hers spellbook except for read magic, which all eldritch guns can prepare from memory. An eldritch gun begins play with a spellbook containing three 1st-level magus spells of her choice plus detect magic and read magic, which she adds to her spell list as 1st–level spells. The eldritch gun also selects a number of additional 1st-level magus spells equal to her Intelligence modifier to add to her spellbook. At each new eldritch gun level beyond 4th, she gains two new magus spells of any spell level or levels that she can cast (based on her new eldritch gun level) for her spellbook. At any time, an eldritch gun can also add spells found in other spellbooks to her own.
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