User:Johnnya4344/Sandbox/Spellslinger

Spellslinger
Spellslingers are deadly in combat. Combining magic with the wild west, their pointer finger is more deadly than a colt six-shooter. They love wearing cowboy hats and all the verbal components for their spells is "pew pew pew" (depending on how many shots they get). A flavorful arcane blaster with a few trump cards up his sleeve (or, if you prefer, in his holster).

Making a Spellslinger
Great against few strong opponents, but they have a hard time dealing with large groups of minions until higher levels.

Abilities: Charisma and Dexterity for spellcasting and special abilities. Constitution helps too. Strength is irrelevant.

Races: All who study magic are able to be a spellslinger.

Alignment: Any.

Starting Gold: 3d8x10 gp

Starting Age: Simple

Class Features
All of the following are class features of the Spellslinger.

Weapon and Armor Proficiency: The Spellslinger is proficient with simple weapons, one martial melee weapon of his choice, no armor or shields.

Spellcasting is CHA based, but is different than most classes. If not specified, each spell is cast as an ATTACK action, meaning that he can cast multiple spells per round depending on his BAB. To cast a spell, he makes his hand into a gun, points his index finger at the target, and fires. CHA determines bonus spells and DCs for spells that allow saves. The Spellslinger automatically knows all spells of the levels he can cast, and casts spells spontaneously. All spells are rays and require a ranged touch attack to hit and are manifested as a colored ray that emanates from the Spellslinger's index finger and affects the target if hit. All spells have a range of 20 ft +5 ft/ Caster Level, to a maximum of 120 ft at 20th level. Resting 8 consecutive hours restores all spell slots, and meditating for 5 minutes per spell level restores 1 (and only 1) spell slot of the appropriate level (1 minute to recover a 0th level slot). For example, to recover a 9th level slot, it tales 45 minutes of meditation, and to recover a 2nd level slot it takes only 10 minutes. This extra rest can be done for a number of spell slots per day equal to the Spell Sniper's unmodified CHA modifier. Fire spells are red, Acid spells are green, Cold spells are light blue, Electricity spells are yellow, Force and sonic spells are white, and other spells are purple.

0th&mdash;

Acid Ray: Deals 1d6 Acid damage.

Burning Ray: Deals 1d6 fire damage.

Chilling Ray: Deals 1d6 cold damage.

Electric Ray: Deals 1d6 electric damage.

Light: Target is illuminated, as the Light spell.

1st&mdash;

Corroder: Deals 1d6 Acid damage +1d6 for every other CL after 1st (2d6 at 3rd, 3d6 at 5th, max 5d6 at 9th).

Burner: As Corroder but with fire damage.

Zapper: As Corroder but with electric damage.

Freezer: As Corroder but with cold damage.

Blaster: As Corroder, but force damage, and with d4's.

Ray Of Enfeeblement: As the spell.

2nd&mdash;

Hideous Laughter: As the spell.

Ghoul Touch: As the spell.

Pyrotechnics: As the spell.

Fear: As the spell, but only affects the target.

Kaleidoscopic bolt: Deals 1d6 of each element (acid, cold, fire, and electricity).

3rd&mdash;

Dispel Magic: As the spell.

Hold Person: As the spell.

Vampiric Touch: As the spell.

Scatter Shot: Cast as a full attack action, each attack in the action is a ray that deals 4d6 force damage. These rays may be targeted at the same target or different targets, but no two targets may be more than 30 ft away from each other.

Slow: As the spell.

4th&mdash;

Dimensional Anchor: As the spell.

Solid Fog: As the spell, but only obscures the target's eyes, blinding him but not others targeting him.

Confusion: As the spell.

Phantasmal Killer: As the spell.

Energy Ray: Deals 1d6/Caster Level of any of the 4 energy types, caster's choice. Damage caps at 15d6.

5th&mdash;

Enervation: As the spell. No save.

Dominate Person: As the spell.

Hold Monster: As the spell.

Ray of Force: Deals 1d6/CL force damage, and target flies back 10 ft and is knocked prone. If it gets pushed into a wall or other obstacle, it takes 2d6 bludgeoning damage. Damage caps at 10d6.

Repulsion: As spell, but only affects target.

6th&mdash;

Greater Dispel Magic: As spell.

Flesh To Stone: As spell, but gear isn't affected.

Disintegrate: As spell.

Greater Scatter Shot: As scatter shot, but 7d6/shot and pushes target back 10 ft and knocks targets prone. If a target gets pushed into a wall or other obstacle, it takes 2d6 bludgeoning damage. These rays may be targeted at the same target or different targets, but no two targets may be more than 30 ft away from each other.

7th&mdash;

Kaleidoscopic Blast: Deals 5d6 damage of each element to the target (acid, cold, fire, and electricity).

Prismatic Ray: As Prismatic Spray, but affects target twice and no others.

Forcecage: As spell, but only large enough to imprison target.

Finger of Death: As spell.

Reverse Gravity: As spell, but only affects target.

8th&mdash;

Horrid Wilting: As the spell, but target only.

Energy Cannon: Deals 1d6/CL damage to target. Caster chooses any energy type for the damage (acid, cold, fire, electricity).

Drain Life: Target takes a -4 penalty to attribute of caster's choice. If cast multiple times on the same enemy, the penalties stack. Penalties last for one hour. No save.

9th&mdash;

Mage's Disjunction: As the spell.

Dominate Monster: As the spell.

Meteor Swarm: As the spell. All meteors can attack different targets or the same target, and are fired simultaneously. All meteors must target a creature or object, not a space. If the meteor misses, it fizzles into nonexistance and has no effect.

Kaleidoscopic Doom: The subject is immolated in all four elements, then torn apart. This is a death effect with no save, and the target is immolated in fire, ice, acid, and electricity before being torn apart. Creatures with immunity to one energy type are left with 25% of their HP, with 2 immunities 50%, etc. Creatures immune to all 4 energy types are immune to this spell, although they still go through the visual effect.

It starts at +1 at 1st level and increases at every odd level (+2 at 3rd, +3 at 5th, etc). This bonus is added to the Spellslinger's BAB to determine number of attacks and other BAB only effects. Essentially, the Spellslinger has a Fighter's BAB progression when dealing with his spells touch attacks.

All attacks while using this ability must be spells (full attack spells may be used too). He gains 1 use per day at 2nd level and he gains another use per day every 3 levels after (5th, 8th, 11th, etc). At 14th level, the Spellslinger gains another attack at the full attack bonus, for a total of 2 extra attacks per use. The -2 penalty still applies to all attacks during the action.



He adds his Dexterity bonus to the damage of his spells (even is they don't deal direct damage) when the only two combatants (or combatants left) are him and an opponent.



The Spellslinger must hit the target for the explosion to take effect, and all additional entities affected by the spell are given reflex saves to halve the damage (if it is a damage spell) or appropriate saves for other effects. This ability can be used a number of times per day equal to the Spellslinger's unmodified Dexterity bonus. If this class feature is used in conjunction with a full attack spell, only one ray is affected per use. Multiple uses may be expended in a single round.

He adds the bonus again at 15th and 20th level, gaining bunuses equal to DEX x2 and DEX x3, respectively. This stacks with the bonus from Showdown.

The critical threat range of his rays is doubled (to 19-20) and all nondamaging rays (not counting the bonus from Spellsling Boost) have their save DC increased by 5 if they are a critical hit.

The Spellslinger can take a -5 penalty on his attack roll with a spell to gain 5d4 extra damage. This is untyped magical damage, and may be applied to spells that don't do direct hit point damage.

If this roll is a 20, his spell slot remains unused.

Time seems to slow down for the Spellslinger, allowing him to hit multiple targets in the blink of an eye. If used as part of an attack action in his Rapid Spellslinging action, all attacks in this one take the -2 penalty to hit. This can only be done once per round, and he does not benefit from Extra Ammo in a round Desperado is used in.

He also gains SR 30 and DR 5/magic. His real name is forgotten by all those who know it, and he goes by a nickname, most commonly just, "sheriff." He becomes a legend in all the towns he visits, and he leaves a lasting legacy (DM flavor idea) in one town he has had lots of influence in. Also, tumbleweeds appear much more frequently in the presence of a Spellslinger with Wild West Fever.