Spellslinger Class (Gunslinger / Technomancer Hybrid)


Homebrew

Liberty's Edge

Read below and tell me what you think like what should be buffed, de-buffed, removed, added, or changed.

lvlBabFortRefWill Special
1 +1 +0 +2 +0 Spells, Spellsling
2 +2 +0 +3 +0
3 +3 +0 +4 +0 Weapon Specialization, Spell Focus
4 +4 +1 +5 +1
5 +5 +1 +6 +1 Deft Hands, Gun Mod
6 +6 +1 +7 +1
7 +7 +2 +8 +2
8 +8 +2 +9 +2 Agile Casting
9 +9 +2 +10 +2
10 +10+ 3 +11 +3 Magic Reserves
11 +11 +3 +12 +3
12 +12 +3 +13 +3
13 +13 +4 +14 +4 Rapid-fire
14 +14 +4 +15 +4
15 +15 +4 +16 +4
16 +16 +5 +17 +5 Improved Deft Hands
17 +17 +5 +18 +5
18 +18 +5 +19 +5 Deadeye
19 +19 +6 +20+6
20 +20 +6+21 +6 Semi-Auto Shooting

HP: 5 SP: 5 + Constitution Modifier
Class Skills: Acrobatics, Bluff, Culture, Diplomacy, Engineering, Life Science, Mysticism, Perception, Physical Science, Profession, Sleight of Hand.
Proficiency: Small Arms, Light Armour
Skill Ranks Per Level: 6 + Intelligence Modifier
Key Ability Score: Dex or Wis

Spells (1st): You get all the spells a Technomancer gets at the corresponding levels. You also get a number of spells per day, and spells known as the Technomancer.

Spellsling (1st):
When you get a critical with a small arm, you may spend 1 RP instead of your normal critical in order to attempt to cast a spell targeting the person you shot as a free action.

Deft Hands(5th):
You gain Quick Reload as a bonus feat weather or not you comply to it’s prerequisites.

Gun Mod(5th):
You can mod one gun you currently own to make hold 5 more cartridges and can shoot 10ft further.

Agile Casting(8th):
You gain Agile Casting as a bonus feat weather or not you comply to it’s prerequisites.

Magic Reserves(10th):
You can tap into your magic reserves to cast spells you don't have slots for. As a standard action you can cast a known spell without using spell slots by spending RP equal to the spell’s level.

Rapid-fire(13th):
You can make 3 attacks as a full action with a -6 penalty to all of them.

Improved Deft Hand(16th):
You can now reload guns as a free action.

Deadeye(18th):
As a full action you can spend all your resolve points to shoot a number of visible creatures equal to your gun’s ammo in front of you in a 15ft cone. When you use this you hit all of those creatures and get critical as well. You must use a small arm for this ability. You must use all of the ammo that your gun can hold.

Semi-Auto Shooting(20th):
You can make 4 attacks as a full action with a -8 penalty to all of them.


You should probably mention what ability score is used for casting (it has Wis key, but technomancer normally uses Int).

What abilities are subbed out by archetypes?

Weapon Specialization should be mentioned for standardization reasons.

Liberty's Edge

Oh right I forgot. Thanks!

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