Spellgun Magus (Magus/Gunslinger)
(Original Concept by Elghinn Lightbringer)
Primary Class: Magus.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The spellgun magus selects three gunslinger skills to add to his class skills in addition to the normal magus class skills. The spellgun magus gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The spellgun magus is proficient with all simple and martial weapons, and with all firearms. The spellgun magus is proficient with light armor, but not with shields. A spellgun magus can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spellgun magus wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass spellgun magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The spellgun magus casts arcane spells drawn from the magus spell list, and adds the following spells to her list at the indicated levels: 1st level–abundant ammunition†, damp powder†, fabricate bullets†; 2nd level–bullet shield†, destabilize powder†, recoil fire†, stabilize powder†; 3rd level–flash fire†; 4th level–name bullet†; 6th level–named bullet (greater)†. A spellgun magus otherwise learns, prepares, and casts spells as a magus equal to her spellgun magus level. The spellgun magus gains bonus spells if she has a high Charisma score. (†Ultimate Combat)
Arcane Gun (Su): Beginning at 1st level, a spell gun magus can fire projectiles (bullets and pellets) and cast magic through her firearm. Any spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier. An arcane gun functions as a normal one-handed or two-handed firearm in the hands of others, as it was a normal firearm before the spellgun magus imbued them with magic.
A spellgun magus 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 an arcane 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 spellgun magus’s space (her 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 spellgun magus 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.
A spellgun magus can attune her arcane gun at the start of each day. This attunement lasts until the spellgun magus attunes to a new gun, even if a formally attuned gun is destroyed. This ability replaces cantrips, but the spellgun magus gains the detect magic and read magic cantrips and places them in her spellbook. She can cast either of these as 1st-level spells.
Gunsmith: At 1st level, a spellgun magus gains the gunslinger’s gunsmith ability.This ability and sure strike replaces greater spell access.
Magic Bullets (Su): At 1st level, a spellgun magus is adept at transferring spell energy into her arcane gun attacks. As a swift action, she can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellgun magus can apply any of the following to his arcane gun: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements. This ability replaces arcane pool.
Deeds (Ex): At 3rd level, a spellgun magus gains the gunslinger’s deeds ability and gains access to 1st level deeds. Every four levels beyond 3rd, the spellgun magus gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 19th level. This ability replaces spell recall, improved spell recall, and bonus feats gained at 5th, 11th, and 17th level.
In addition, a spellgun magus swaps four deeds for the following deeds.
Smoke Shot (Ex): At 7th level, if the spellgun magus has at least 1 grit point, she can unleash a special smoke pellet instead of her normal shot. Upon impact, this ceramic pellet creates an area of foul but harmless yellow smoke radiating 30 feet from the target square, and deals 2d6 points of damage to any creature in that space. Treat this smoke effect as a fog cloud spell. If the spellgun magus misfires when using this deed, the ammunition explodes before it is launched and its effect is centered on the spellgun magus instead. This deed replaces the Utility Shot deed.
Energy Shot (Ex): At 11th level, a spellgun magus can transform her ammunition into one type of energy that grants her minor battlefield control by creating the following effects.
Acid: On a successful hit, the target takes an amount of acid damage equal to twice the ammunition’s damage, and deals its normal damage in a splash to all creatures and unattended objects within 5 feet of the target. Creatures can halve the acid splash damage with a Reflex saving throw against a DC equal to 10 + 1/2 the spellgun magus’s level + the spellgun magus’s Intelligence modifier.
Cold: On a successful hit, an icy sheen is created within a 10-foot-radius burst around the target for 1d6 rounds. Creatures within the ice sheen (including the target) are entangled. Any creature within the area of the ice sheen at the start of its turn takes an amount of cold dmage equal to twice the ammunition’s damage.
Electricity: On a successful hit, the target and all creatures within 5 feet of the target take an amount of electricity damage equal to twice the ammunition’s damage, and are staggered for 1 round.
Fire: On a successful hit, a fiery blast is unleashed in a 10-foot-radius around the target. All creatures caught in the burst take an amount of fire damage equal to twice the ammunition’s damage. All creatures and wood objects within 10 feet of the attack may catch on fire.
Force: On a successful hit, the target takes an amount of force damage equal to twice the ammunition’s damage and is knocked prone.
Sonic: On a successful hit, the target takes an amount of sonic damage equal to twice the ammunition’s damage. All creatures (including the target) within 10 feet of the attack must succeed at a Fortitude saving throw against a DC equal to 10 + 1/2 the spellgun magus’s level + the spellgun magus’s Intelligence modifier or be deafened for one hour.
The spellgun magus must select the type of energy effect prior to making her attack roll. The spellgun magus must spend 1 grit to perform this deed. This deed replaces the Startling Shot deed.
Explosive Counterspell (Ex): At 11th level, a spellgun magus can, as an immediate action, make a single shot with a loaded non-scatter firearm at an enemy casting a spell or spell-like ability. If the attack is successful, the spell is disrupted. The spellgun magus must spend 1 grit to perform this deed. This deed replaces the Targeting deed.
Dispelling Shot (Ex): At 15th level, a spellgun magus can spend 1 grit point to empower a bullet with anti-magic properties. As an attack action, a spellgun magus can make a ranged firearm attack against an opponent or object, and if she hits, she can affect that opponent or object as if she had cast dispel magic, using the targeted dispel option. The grit point is spent regardless of whether the attack is successful or not. A spellgun magus use her spellgun magus level as the caster level of the dispel magic effect. This deed does not work with scatter firearms. This deed replaces the Expert Loading deed.
Grit (Ex): At 3rd level, a black powder marshal gains the gunslinger’s grit ability. This ability replaces knowledge pool.
Sure Strike (Ex): At 4th level, if the spellgun magus can make a DC 15 Concentration check. If successful, she can spend a swift action to increase the damage done by her firearms by +1 for on e round. For every additional 5 points that the spellgun magus makes the check, this bonus increase by +1, to a maximum of +5.
Nimble (Ex): At 5th level, a spellgun magus gains the gunslinger’s nimble ability, except that she gains a dodge bonus to AC while wearing light or no armor, and an additional +1 bonus every four levels beyond 5th, to a maximum of +4 at 17th level. This ability replaces medium armor and heavy armor.
Table: Spellgun Magus