Mystic Gunner

Hit Die: d10

Requirements
To qualify to become a mystic gunner, a character must fulfill all the following criteria.

Base Attack Bonus: +4
Feats: Point Blank Shot, Precise Shot, Rapid Reload (Handguns or Longarms), Exotic Weapon Proficiency (Handguns or Longarms)
Spells: Ability to cast 2nd-level arcane spells.

Class Skills
The mystic gunner’s class skills (and the key ability for each skill) are Craft (Firearms) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis).

Skill Ranks at Each Level: 4 + Int modifier.

Table: Mystic Gunner
Level BAB Fort Reflex Will Special Abilities Spells Per Day
1st +1 +0 +1 +1 Enhance Bullets (Magic)
2nd +2 +1 +1 +1 Imbue Bullet +1 level of existing class
3rd +3 +1 +2 +2 Enhance Bullets (Elemental) +1 level of existing class
4th +4 +1 +2 +2 Seeker Bullet +1 level of existing class
5th +5 +2 +3 +3 Enhance Bullets (Distance)
6th +6 +2 +3 +3 Phase Bullet +1 level of existing class
7th +7 +2 +4 +4 Enhance Bullets (Elemental Burst) +1 level of existing class
8th +8 +3 +4 +4 Hail of Bullets +1 level of existing class
9th +9 +3 +5 +5 Enhance Bullets (Aligned)
10th +10 +3 +5 +5 Bullet of Death +1 level of existing class
Class Features

All of the following are class features of the mystic gunner prestige class.

Weapon and Armor Proficiency: A mystic gunner is proficient with all simple and martial weapons, all firearms, light armor, and medium armor.

Spells per Day: At the indicated levels, a mystic gunner gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a mystic gunner, he must decide to which class he adds the new level for purposes of determining spells per day.

Enhance Bullets (Su): At 1st level, every nonmagical bullet a mystic gunner fires becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the gunner need not spend gold pieces to accomplish this task. However, an gunner’s magic bullets only function for him.

In addition, the mystic gunner’s bullets gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the mystic gunner prepares spells or, in the case of spontaneous spellcasters, when expended spells are regained.

At 3rd level, every non-magical bullet fired by a mystic gunner gains one of the following elemental themed weapon qualities: flaming, frost, or shock.

At 5th level, every non-magical bullet fired by a mystic gunner gains the distance weapon quality.

At 7th level, every non-magical bullet fired by a mystic gunner gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.

At 9th level, every non-magical bullet fired by a mystic gunner gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The mystic gunner cannot choose an ability that is the opposite of his alignment (for example, a lawful good mystic gunner could not choose anarchic or unholy as his weapon quality).

The bonuses granted by a magic gun or apply as normal to bullets that have been enhanced with this ability. Only the largest enhancement bonus applies. Duplicate abilities do not stack.

Imbue Bullet (Sp): At 2nd level, a mystic gunner gains the ability to place an area spell upon an bullet. When the bullet is fired, the spell’s area is centered where the bullet lands, even if the spell could normally be centered only on the caster. This ability allows the gunner to use the gun’s range rather than the spell’s range. A spell cast in this way uses its standard casting time and the mystic gunner can fire the bullet as part of the casting. The bullet must be fired during the round that the casting is completed or the spell is wasted. If the bullet misses, the spell is wasted.

Seeker Bullet (Sp): At 4th level, a mystic gunner can launch an bullet at a target known to him within range, and the bullet travels to the target, even around corners. Only an unavoidable obstacle or the limit of the bullet’s range prevents the bullet’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the bullet is part of the action). A mystic gunner can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.

Phase Bullet (Sp): At 6th level, a mystic gunner can launch an bullet once per day at a target known to him within range, and the bullet travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the bullet.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the bullet is part of the action). a mystic gunner can use this ability once per day at 6th level, and one additional time per day for every two levels beyond 6th, to a maximum of three times per day at 10th level.

Hail of Bullets (Sp): In lieu of his regular attacks, once per day a mystic gunner of 8th level or higher can fire an bullet at each and every target within range, to a maximum of one target for every mystic gunner level she has earned. Each attack uses the gunner’s primary attack bonus, and each enemy may only be targeted by a single bullet. Using this attack includes any necessary reloading time.

Bullet of Death (Sp): At 10th level, a mystic gunner can create a special type of slaying bullet that forces the target, if damaged by the bullet’s attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the mystic gunner’s Intelligence or Charisma modifier. It takes 1 day to make a slaying bullet, and the bullet only functions for the mystic gunner who created it. The slaying bullet lasts no longer than 1 year, and the gunner can only have one such bullet in existence at a time.


Characters House Rules Locations Notable Items References

Mystic Gunner

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