Re-re-write. Reduced damage across the board, gave Wave and Burst reasons to exist, bumped up the durations on the non-action denial elemental powers, increased HD, added Dodging Defense, and improved Graze the Bullet by a bit. Overall this makes the Bullet Mage less of a glass cannon. No more rocket launcher tag!
Added Focus with eight options.
Bullet Mage
MASTAH SPAAAAAAKU~
Bullet Mages are masters of suppression fire and aerial bombardments; raining colorful and hard to dodge death upon armies and heroes alike. They also enjoy frilly hats.
Hit Dice d8
Class Skills: Balance, Bluff, Concentration, Climb, Craft, Diplomacy, Disguise, Disable Device, Escape Artist, Intimidate, Listen, Knowledge (any one), Move Silently, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Magic Device
Skills/Level 4+Int
BAB Rogue
Saves Good Ref
Weapon Proficiencies: All Simple weapons
Armor Proficiencies: Light only, no shields
Alignment: Any
Level: | Abilities
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1 | Danmaku Shot, Basic Elemental Power, Dodging Defense
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2 | Graze the Bullet, Bomb
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3 | Focus, Magic-Attuned
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4 | Hover Mode, Spellcard
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5 | Dodge the Bullet, Exceptional Aim
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6 | Advanced Elemental Power
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7 | Flight Mode, Nice Hat
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8 | Advanced Spellcard
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9 | Shoot the Bullet
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10 | Deathbombing
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11 | Final Elemental Power
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12 | Final Spellcard
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Danmaku Shot (Su): At level 1, a Bullet Mage gains the ability to channel raw energy into a specific type of attack magic. Choose one of the following options: the choice cannot be changed. Unless otherwise specified, Danmaku Shot produces Force energy. If any effect could apply to a spell-like ability, the Bullet Mage may apply it to Danmaku Shot as well. Using Danmaku Shot is a Standard Action.
Standard: Two solid bullets of energy per level stream from the Bullet Mage's hands and streak towards targets within Long range. Each bullet requires a ranged touch attack to hit and deals 1d4 damage.
Spread: A wide area is showered with tiny, ridiculously sharp flakes of energy. All targets in a 10' + 5'/level cone take 1d6/level damage, with a Reflex save for half.
Laser: A piercing ray of magical energy cuts through enemies, dealing damage to all creatures in a line. All targets in a 10' + 10'/level line take 1d6/level damage, with a Reflex save for half.
Orb: The Bullet Mage creates one small globule of energy per level that continually orbits within 5'/3 levels (round up). If a creature is present within any square in the orbit when this Danmaku Shot is activated, the Bullet Mage may attack that creature with one or more orbs. Any creature who enter the orbit radius may immediately be attacked with one or more orbs by spending an attack of opportunity. Each orb requires a ranged touch attack to hit and deals 1d12 damage. Each orb is destroyed upon hitting, and otherwise lasts for 1 round/level or until this Danmaku Shot is used again.
Sticky: Bits of magical power are overcharged and primed to explode, creating one sticky per level. A sticky can be attached to a target within Short range with a ranged touch attack or attached to any adjacent solid surface or unattended object. The Bullet Mage may throw or attach any or all stickies immediately upon creating them. One or more stickies may be set off with an immediate action. When a sticky explodes, it deals 1d8 damage to everything in a 5' radius. Any creature or object that is not attached to the sticky is entitled to a Reflex save for half damage. If not set off, a sticky dissipates after 1 round/level. A Bullet Mage may have a number of stickies in existence equal to the twice the number they can create with a single use of this Danmaku Shot, but if they are not immediately thrown or attached, then throwing or attaching them takes a Standard action for each sticky.
If a Bullet Mage wishes to attack the same creature multiple times with a single use of Danmaku Shot, she may instead choose to make one attack roll against the target and use the result to resolve all of the attacks. Effects that increase attack rolls are applied to the single roll if they would apply to each attack separately.
Elemental Power (Su): At level 1, the Bullet Mage can thread elemental power into her Danmaku Shots and Bombs.
Whenever the Bullet Mage uses a Danmaku Shot or Bomb, she may choose one element she has access to. The Danmaku Shot or Bomb counts as the selected element, and is affected by resistance, immunity, and weakness normally. If a Basic, Advanced, or Final power is applied to the attack, any creature who takes damage makes the indicated saving throw once, regardless of how many times they were hit. All saving throws DCs are 10+1/2 character level+Cha.
At level 1, the Bullet Mage is granted access to one element from the list below. In addition, the Bullet Mage may add the Basic power of an applied element to a Danmaku Shot or Bomb. She also gains resist 5 to the selected element.
At level 6 the Bullet Mage is granted access to a second element. In addition, the Bullet Mage may add the Advanced power of an applied element to a Danmaku Shot or Bomb in place of the Basic power. She also gains resist 10 to both selected elements.
At level 11 the Bullet Mage is granted access to a third element. In addition, the Bullet Mage may add the Final power of an applied element to a Danmaku Shot or Bomb in place of the Basic or Advanced power. She also gains resist 20 to all three selected elements.
Type | Basic | Advanced | Final
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Acid
| With a failed Fortitude save, the acidic fumes cause the target to become sickened for 1 minute
| With a failed Reflex save, the acid splashes into the target's eyes, blinding them for 5 rounds
| With a failed Will save, the acidic fumes causes the target to completely choke, nauseating them for 1 round
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Cold
| With a failed Reflex save, icy flakes coat the target's skin, causing them to become fatigued for 1 minute
| With a failed Will save, frost encrusts the target's limbs, causing them to become slowed for 5 rounds
| With a failed Fortitude save, the sheer weight and chill of ice causes the target to be paralyzed for 1 round
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Electricity
| With a failed Reflex save, electricity skitters along the target's nerves, dealing 2d4 Dexterity damage
| With a failed Will save, the shock causes the target to briefly spasm, stunning them for 1 round
| With a failed Fortitude save, the electrical discharge completely overloads the target's nervous system, dazing them for 1 round
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Fire
| With a failed Fortitude save, the target is engulfed in choking smoke, becoming sickened for 1 minute
| With a failed Reflex save, the target catches on fire, taking 1d6 fire damage until the flames are extinguished
| With a failed Will save, the swirling flames cause the target to become confused for 1 round
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Negative Energy*
| With a failed Will save, the target's courage is sucked from their body, causing them to become shaken for 1 minute
| With a failed Fortitude save, dark tendrils of energy latch on to the subject and suck out their life, dealing 2d4 Constitution damage
| With a failed Will save, the target's courage is utterly drained, causing them to cower for 1 round
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Sonic
| With a failed Will save, the sound waves deafen the target for 1 minute
| With a failed Reflex save, the target is bowled over with the blast of sound and knocked prone.
| With a failed Reflex save, crashing sonic waves blow the target away, allowing you to move them 10' in any direction and knocking them prone. This movement does not provoke attacks of opportunity.
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* The negative energy from a Bullet Mage's Elemental Power is incapable of healing. Targets that would be healed are considered to be immune to the damage instead.
Dodging Defense (Ex): A Bullet Mage is an expert at ducking and weaving under fire. This functions identically to the Tome Monk's Armored in Life ability.
Graze the Bullet (Ex): At level 2, the Bullet Mage gains Tome Lightning Reflexes as a bonus feat.
Bomb (Su): At Level 2, the Bullet Mage learns a desperation technique, an ability to expel large amounts of magical power at once. Choose one from the given list; the Bullet Mage may use the chosen ability as a Standard action once a minute. Unless otherwise specified, Bombs produce Force energy. If any effect could apply to a spell-like ability, the Bullet Mage may apply it to Bombs as well.
All bombs deal 1d10/level damage.
Wave: A shockwave of magical force radiates from the Bullet Mage. All creatures within Short range of the Bullet Mage take damage, with a Reflex save for half. Any target that takes damage is pushed to the edge of the burst radius and takes 1d4 additional points of damage for each 5' moved. At level 10, you may instead make the attack against all targets within 50' + 5'/level.
Burst: A giant column of force erupts directly in front of the Bullet Mage. All creatures in a 15' thick line that extends to Short range take damage, with a Reflex save for half. In addition, all creatures in the area are subject to a targeted Dispel Magic with a caster level equal to the Bullet Mage's class level. At level 10, you may instead target all creatures in a 15' thick line that extends to 50' + 5'/level.
Multishot: Directional lasers fly forth from the Bullet Mage, locking on to targets. Make a ranged touch attack against a number of targets within Short range up to character level + 2. At level 10, you may target creatures within Medium range.
Storm: The Bullet Mage creates humming storms of energy. The Bullet Mage creates a maelstrom of raw magic in a cube 5'/level on a side (or any equal contiguous area) within Medium range. Any creature entering the area or present in the area at the start of the Bullet Mage's turn take damage, with a Reflex save for half. At level 10 the Bullet Mage may cause all ranged attacks that pass through the Storm to fail automatically as bursts of magical force crush arrows, disrupt rays, and veer thrown weapons off course. The Storm dissipates after 1 minute or when dismissed.
Orbital Strike: The Bullet Mage calls down destruction on a single area. All creatures in a 20' burst within Medium range take damage, with a Reflex save for half. At level 10, all creatures in a 60' burst within Long range are affected.
Focus (Su): At 3rd level, the Bullet Mage learns how to focus and draw on inner power.
Becoming focused takes a move action. When this power is gained, select an additional shot type from the Danmaku Shot ability. This shot type may be used while the Bullet Mage is focused in addition to the shot type the Bullet Mage gained at 1st level. In addition, the Bullet Mage only moves at half speed while focused, and gains the benefit of all Focus Aspects she has can access. Focus may be dismissed as a free action, or spent voluntarily through a Focus Aspect to perform an impressive feat.
When the Bullet Mage gains this ability, she chooses one of the Focus Aspects from the table below. She has access to that Focus Aspect, gaining the indicated benefits while focused and an additional option for speding focus. At 7th level and again at 11th level, she may choose one additional Focus Aspect.
Focus Aspects
Boundary: The Bullet Mage realizes all space is warped, and far off places can be closer than they seem.
While focused, increase the ranges of all abilities the Bullet Mage uses by 50%.
The Bullet Mage may spend her focus as a standard action to cast Dimension Door as a spell-like ability.
Filch: Tendrils of force extend from the Bullet Mage and continually pluck at nearby items.
While focused, the Bullet Mage may make a DC 20 Sleight of Hand check once a round as a free action to steal a small object from a creature within Short range.
The Bullet Mage may spend her focus as a standard action to snatch an item from anywhere in Short range. If the item is attended, the creature is entitled to a Reflex save to hang on the item.
Mirror: The Bullet Mage is a crowd unto herself. If you see her once, you'll see her twice.
While focused, the Bullet Mage can create a single Mirror Image as a move action. She may have up to level/4 Mirror Images in existance at any one time, and if she losses Focus they immediately dissapate.
The Bullet Mage may spend her focus as a standard action to cast Project Image as a spell-like ability
Void: The Bullet Mage soaks up magic like a sponge soaks up water.
While focused, the Bullet Mage can attempt to counter a spell she can see as an immediate action, as if asting Dispel Magic with a caster level equal to her class level
The Bullet Mage may spend her focus as a standard action to create a Symbol of Spell Loss (SpC).
Chance: The Bullet Mage gains some control over the winds of fate, and can twist the threads of creation to bring luck to her allies and misfortune to her enemies.
While focused, the Bullet Mage continually radiates a Prayer effect.
The Bullet Mage may spend her focus as an immediate action to force any creature within line of sight to reroll one roll they just made.
Gardener: The Bullet Mage has an affinity for plants, making friends with flowers and blowing the wind with oaks.
While focused, the Bullet Mage can animate nearby plants to restrain her enemies. As a move action, the Bullet Mage makes a grapple check against a creature in Short range, using her caster level and Charisma in place of her Strength and size bonuses. The plants simply attempt to hold the creature and take no further actions.
The Bullet Mage may spend her focus as a standard action to cast Wall of Thorns as a spell-like ability.
Mentalist: Mind over matter. The Bullet Mage can use her thoughts to reach out to others.
While focused, the Bullet Mage gains Telepathy 100'
The Bullet Mage may spend her focus as a standard action to cast Sending as a spell-like ability.
Prophecy: The Bullet Mage can glimpse things happening far away, and can even get inklings about what is to come.
While focused, the Bullet Mage can cast Augury as a spell-like ability.
The Bullet Mage may spend her focus as a standard action to create an Arcane Eye.
Magic-Attuned (Sp): At level 3, a Bullet Mage becomes in tune with the flow of magical power, and may cast Detect Magic at will.
Spellcard (Sp): At level 4, the Bullet Mage gains Basic Access to a Sphere. This is seen as a specialization of more mundane magical aptitude.
Hover Mode (Su): At level 4, the Bullet Mage gains a flight speed of 10' (perfect).
Dodge the Bullet (Ex): At level 5, the Bullet Mage gains Improved Evasion. The Bullet Mage also gains a 20% miss chance against rays, orbs, lines, cones, bursts, Danmaku Shots, and Bombs.
Exceptional Aim (Ex): At level 5, a Bullet Mage gains some control over her insane barrages of energy. She can choose to exclude one creature from the effects of a Danmaku Shot or Bomb for every five character levels.
Flight Mode (Su): At level 7, the Bullet Mage's flight speed improved to 60' (perfect).
Nice Hat (Ex): At level 7, the Bullet Mage's amazing frilly hat becomes even more frilly and amazing. This functions identically to the Tome of Yer Mum Swashbuckler's Stylish Hat ability.
Shoot the Bullet (Ex): At level 8, the Bullet Mage's dodge-fu and aim are so good, she can do all sorts of crazy evasive maneuvers. If the Bullet Mage are to have a ranged effect miss through Dodge the Bullet, the Bullet Mage may, as an Immediate action, return the effect back to its creator, with its attack roll or save DC replaced with 10+1/2 character level+Cha.
Advanced Spellcard (Sp): At level 8, the Bullet Mage gains Advanced access in their first Sphere, and Basic access to another Sphere of their choosing.
Deathbombing (Su): At level 11, Bullet Mages learn how to go out in a blaze of glory. As an immediate action upon dying, the Bullet Mage uses her Bomb. She may revive the next day with no level penalties.
Final Spellcard (Sp): At level 12, the Bullet Mage completes their magical trainings, advancing their Advanced Sphere access to Expert and her Basic Sphere access to Advanced. She also gains Basic access in one more Sphere.