![]() ![]() In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. If the arcane gun already has the broken condition, the gun explodes. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. Yet there are dangers inherent to this method. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.Ī spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns.
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