Taniel Two-Shot in Pathfinder


Conversions


He can headshot people from 2 miles away and can detonate powder on people. Can control the bullets somewhat in air. Displays super human speed when snorting Powder and in a Powder Trance. And his most notable ability and hardest to accomplish in Pathfinder is firing 2 shots from his musket at once at 2 separate targets. Any Ideas on how this can be made? I love the character.


Gunslinger + Kineticist is probably the closest you'll come without some rather intensive house rules.
(Especially with the gunpowder consumption bit.)


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i built something of a powder mage PrC.

Spoiler:
Prereqs:

BAB: +6
Able to cast 3rd level spells
Firearms Proficiency
Special: Must kill enemies CR +2 with spell and firearm

Skills (2+Int mod): Climb, Craft, Intimidate, Knowledge (Arcana,) Profession, Spellcraft, Use Magic Device

Abilities:
Detect Powder: At will, the Mage can sense the presence of gunpowder within 60ft of himself. This ability can be turned off at will, as well as disspelled. The mage does not have to be in a Trance for this to be on.

Powder Trance: 3 times per day, for 1 minute per Powder Mage level, the Mage can enter the ability all other abilities are stemmed from. By ingesting, inhaling, or imbibing gunpowder in a potion, the Mage gains +2 to his DEX and INT scores, a +1 to ranged attacks, and +2 to his Perception. These bonuses are increased to +4 and +2 at level 5, and +6 and +3 at level 10. The mage is sickened for 3 rounds after the trance ends, until they reach level 10 when this drawback is removed. The mage can enter trances after all daily uses are expended, but at the risk of Powder Blindness. Each round the mage enters an extra trance, they make a Fort save (DC 15+number of rounds of extra trance,) or be both Blinded and Sickened for 4 rounds. This drawback does NOT go away at 10th level.

Cold Iron Vulnerability: If the Powder Mage is damaged by a Cold Iron weapon, he loses the ability to enter a trance for 3 rounds. If the mage is already in a trance, it ends immediately.

Damage Reduction: Starting at level 2, when the Mage is in his trance, he gains DR 2. At every even level, this bonus increases by 2.

Detonate Powder: At 3rd level, when the Mage is entranced, they gain the ability to detonate gunpowder detected powder. Using a full round action, this ability deals 1d6 damage per class level.

Push Bullet: At 6th level, the Mage can fire bullets without the usage of a gun. They can, effectively, throw bullets in the air and almost aim them telekinetically. This ability can be used without being entranced.

Vlora's Gift: At 7th level, the Mage ignores range increments with firearms while entranced.

Taniel's Boon: At 8th level, the Mage can fire 2 rounds off with a single attack roll once per round. The damage per bullet is rolled seperately. (Trance)

Tamas's Cry: At 9th level, the Mage can use their Detonate Powder ability to explode as many targets as chosen in range.

i know it needs some work. i also reworked the bladebound magus archetype to work with guns. called it the Riflejack.

RPG Superstar 2012 Top 32

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I think a hybrid class of gunslinger/magus might be the way to go. With a bit of alchemist and kineticist thown in for zest.

That PrC is pretty sweet!

I read that Powder Mage trilogy this summer. It was really great!


If any of you guys want to playtest it and let me know how it works out, I'd appreciate it. I haven't actually threw it in the field yet to see how it works.

I know the Detect Powder (further more, all of the Detonate aspects therein,) are very situational. I think that's part of the balancing act, though.

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I think a powder mage-like class would work best in a campaign setting that focuses on gunpowder and gunpowder magic.

At least a "Guns Everywhere" campaign.


That's my only issue with it as of the moment. The campaign I'm running now is a little more gun friendly, so the class will have a place down the line. However, as the party is only level 3, it won't be for some time. I guess I was just hoping someone reading this was already closer to a usable level for testing sake.


I do like the PrC and the idea of a Gunslinger/Magus or Gunslinger/Kinetecist hybrid to put together a Powder Mage as a base class.

I don't think it's possible to do Taniel himself without Mythic, though.


Orthos wrote:

I do like the PrC and the idea of a Gunslinger/Magus or Gunslinger/Kinetecist hybrid to put together a Powder Mage as a base class.

I don't think it's possible to do Taniel himself without Mythic, though.

I think, by the end of the third book,

Spoiler:
he'd almost just have Divine ranks, if that's an actual thing.

Mythic would definitely work in his case too, though. Vlora might have 1 or 2 ranks herself, since she has her own special gifts that the other mages don't. Tamas is probably a higher actual level, but doesn't hit Mythic.


Just noticed I forgot to put the BAB and saves for the PrC. Derp. 3/4 BAB, and Reflex/Will for good saves. I don't think I had it advancing spellcasting, but if that would be a better idea to go, probably 8/10 for it.


So, slight thread necromancy, as I also just realized I intended for this class to be Alchemist friendly too.

Spoiler:
Prereqs:
BAB: +6
Able to cast 3rd level spells, or use 3rd level extracts
Firearms Proficiency
Special: Must kill enemies CR +2 with spell (or under the infulence of an extract) and firearm

Skills (2+Int mod): Climb, Craft, Intimidate, Knowledge (Arcana,) Profession, Spellcraft, Use Magic Device

BAB: +3/4 level
Saves: Reflex and Will saves good

Abilities:
Spellcasting: At every level except for 1 and 10, +1 to Caster level.

Detect Powder: At will, the Mage can sense the presence of gunpowder within 60ft of himself. This ability can be turned off at will, as well as disspelled. The mage does not have to be in a Trance for this to be on.

Powder Trance: 3 times per day, for 1 minute per Powder Mage level, the Mage can enter the ability all other abilities are stemmed from. By ingesting, inhaling, or imbibing gunpowder in a potion, the Mage gains +2 to his DEX and INT scores, a +1 to ranged attacks, and +2 to his Perception. These bonuses are increased to +4 and +2 at level 5, and +6 and +3 at level 10. The mage is sickened for 3 rounds after the trance ends, until they reach level 10 when this drawback is removed. The mage can enter trances after all daily uses are expended, but at the risk of Powder Blindness. Each round the mage enters an extra trance, they make a Fort save (DC 15+number of rounds of extra trance,) or be both Blinded and Sickened for 4 rounds. This drawback does NOT go away at 10th level.

Cold Iron Vulnerability: If the Powder Mage is damaged by a Cold Iron weapon, he loses the ability to enter a trance for 3 rounds. If the mage is already in a trance, it ends immediately.

Damage Reduction: Starting at level 2, when the Mage is in his trance, he gains DR 2. At every even level, this bonus increases by 2.

Detonate Powder: At 3rd level, when the Mage is entranced, they gain the ability to detonate gunpowder detected powder. Using a full round action, this ability deals 1d6 damage per class level.

Push Bullet: At 6th level, the Mage can fire bullets without the usage of a gun. They can, effectively, throw bullets in the air and almost aim them telekinetically. This ability can be used without being entranced.

Vlora's Gift: At 7th level, the Mage ignores range increments with firearms while entranced.

Taniel's Boon: At 8th level, the Mage can fire 2 rounds off with a single attack roll once per round. The damage per bullet is rolled seperately. (Trance)

Tamas's Cry: At 9th level, the Mage can use their Detonate Powder ability to explode as many targets as chosen in range.

RPG Superstar 2012 Top 32

Maybe make the Damage Reduction X/cold iron, where X = the class level?

Is 4 an empty level on purpose?


That DR suggestion could work. As far as the dead level, I think I just kind of hit a wall with something simple enough to still fit thematically and power level-wise. Plus, you do get another die for Detonate at least, so it's not like it's a completely blank level.

Any suggestions for an actual ability?

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Head Shot (Ex): While in a powder trance, you add half your class level on rolls to confirm critical hits with firearms and pushed bullets.

Alternatively, gain additional uses of Powder Trance at levels 4, 7, and 10.


I like the idea for Head Shot. My home games usually just say "Crit = crit," and skip the confirm stage, so I sometimes forget that's a thing.

I'd probably just make a feat for Extra Trance.

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Or you could use it to increase the threat range, increase the multiplier for crits, or increase the damage on a critical hit by an amount equal 1d4 or something. Maybe apply a Critical Feat of your choice?

It doesn't have to be major, but a little something-something is nice.

Maybe:

Two-Shot (Ex): When you score a critical hit with a firearm, you can make an attack roll with that same piece of ammunition against a creature adjacent to your original target or along the path of the bullet beyond your original target.


Maybe just put all those ideas in a pool. and let the Mage choose per day how to modify their crits. Things I'll need to playtest, or get tested by others. Did you happen to find a place for it in your games?

RPG Superstar 2012 Top 32

Nope. My group switched to 5th Edition.

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