Siege Marshal (Summoner/Gunslinger)

(Original Concept by Elghinn Lightbringer)

Primary Class: Summoner.

Secondary Class: Gunslinger.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The siege marshal selects three gunslinger skills to add to his class skills in addition to the normal summoner class skills. The siege marshal gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The siege marshal is proficient with all simple weapons, all firearms, and one martial weapon of his choice. The siege marshal is proficient with light armor, but not with shields. A siege marshal can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a siege marshal 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 siege marshal still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Diminished Spellcasting: The siege marshal casts arcane spells drawn from the summoner spell list, and both casts and knows one fewer spell of each level than normal. If this reduces the number to 0 (minimum 1 for spells known), he may cast spells of that level only if his Charisma allows bonus spells of that level. The siege marshal adds the following spells to his spell list at the indicated levels: 1st level–abundant ammunition†, damp powder†, fabricate bullets†, longshot†, reinforce armaments†, unerring weapon†, warding weapon†; 2nd level–