Gunslinger - Spiritual Powers - Tier 1
Gunslingers are the law enforcers of Gaianarian civilization. While the cities have (mostly) become places of relative safety, the spans in-between are infested with cut-throats, highwaymen, mutant monsters, and the walking dead. And so the Gunslingers stand for law, defending friend and stranger alike from the lawless. While Gunslingers do not have the "Chosen Weapon" power that give an edge to Cavaliers, Barbarians, Paladins, and Protectors, Gunslingers instead have two Tiers of supernatural powers instead of only one.
A Gunslinger's spiritual powers are keyed to Faith (as opposed to Body-Mind-Spirit) and invoking a spiritual power consumes spiritual points (as opposed to BMS). That said, Gunslingers with a high Faith attribute also gain access to a few spell-like powers (which don't consume SP or BMS). All of the bonuses are cumulative. Thus, if a Gunslinger has a Faith of 16, he/she gets all of the bonuses for 16, 15, and 14.
This table is modified from the printed (book) version: Bonuses are now cumulative, the table goes to 25. Additionally, the list of Faith-indexed Granted Powers has been rewritten from scratch in order to focus on the Gunslinger's signature powers of resisting illusions and generating a Ring of Law.
Faith Score | Granted Power |
14 | +1 Save versus Magical Weapon (continuous) +5% to resist/detect illusions |
15 | +1 to initiative when using handguns or rifles. +1 Save versus Poison (continuous) Vanquish Lesser Shadows: The Gunslinger can banish supernatural darkness in a 1// radius (match the Gunslinger's Willpower against the original caster's Willpower on the Universal Matrix to determine success). |
16 | +10% to detect spiritual forces +10% to resist/detect illusions Ring of Law extends to 2// |
17 | Can make a Perception check once per day to detect Stillpoints within a 10// range. Can dispel illusions as if by a Dispel Magic spell (once per day). |
18 | Ring of Law extends to 3// +2 to Save versus Magical Weapon +2 to Save versus Poison |
19 | Additional +10% to detect spiritual forces Additional +10 to resist/detect illusions |
20 | Ring of Law extends to 4// Gunslinger can purge a 3// radius of all illusions once per day (match the Gunslinger's Willpower against the original caster's Willpower on the Universal Matrix to determine success |
21 | Vanquish All Shadows: The Gunslinger has a possibility of banishing supernatural darkness in a 3// radius (match the Gunslinger's Willpower against the original caster's Willpower on the Universal Matrix to determine success |
22 | Summon Guns & Ammo: Should the Gunslinger's guns be lost, confiscated, or stolen, the Gunslinger can summon his/her two most commonly used guns to return immediately. This spell will also materialize 1d4 bullets per level of experience -- only if the Gunslinger is out of ammunition. |
23 | The Gunslinger becomes a figure of legend and is remembered for 4d10 generations. The Gunslinger's life is not extended. However, the Gunslinger will never again be susceptible to ordinary diseases such as cancer and heart failure. The Gunslinger will have good health until he/she has reached the normal maximum lifespan for the character's race. |
24 | Ring of Law is extended to 4// The Gunslinger has a possibility to purge illusions in a 6// radius once per day (match the Gunslinger's Willpower against the original caster's Willpower on the Universal Matrix to determine success |
25 | If slain in battle, the Gunslinger is permitted a final retributive strike against his/her killer. This blow usually is dealt from the Gunslinger's gun, but it can also take the form of psychic energy if the Gunslinger is disarmed at the time of death. The final attack deals 1d10 damage per level of experience of the Gunslinger. Moreover, this final strike has a +4 bonus to hit and has a line-of-sight range that is effectively unlimited. |
Class Related Granted Powers
The three class-related Granted Powers associated with Gunslingers are: Ring of Law, Detect/Resist Illusions, and Detect/Resist Spiritual Powers that directly affect the mind. While the latter two may seem like the same thing on the surface, the two defenses are called upon in different circumstances. A detect/resist illusions roll would be indicated if the source of mischief is external (for example a holographic projection or a spell that creates a free-standing illusion). A detect/resist spiritual powers roll would be indicated if the Gunslinger's mind is directly targeted in order to create false sensory input.
A Gunslinger's Ring of Law grants the Gunslinger's allies (and himself/herself) a +1 to attack and a +1 bonus to all saving throws while the spell-like power is in effect. Note that the Gunslinger must maintain concentration to keep the power in effect. Therefore, the Gunslinger can attack but cannot cast other spells while this power is in operation. The same principle applies to resist/detect illusions or spiritual powers (beginning with a 3// radius). Should the percentile roll be successful, the Gunslinger can keep the power in operation so long as he/she concentrates. Again, the Gunslinger can attack while maintaining concentration but cannot cast other spells.
Table: Gunslinger's Special Resistances | |||
Gunslinger's Level | Area of Effect | Resist/Detect Illusions | Resist/Detect Spiritual Powers |
1 | 3// | 5% | 4% |
2 | 3// | 8% | 6% |
3 | 3// | 11% | 8% |
4 | 3// | 14% | 10% |
5 | 4// | 17% | 12% |
6 | 4// | 20% | 14% |
7 | 4// | 22% | 16% |
8 | 4// | 25% | 18% |
9 | 5// | 28% | 20% |
10 | 5// | 31% | 22% |
11 | 5// | 34% | 24% |
12 | 5// | 37% | 28% |
13 | 6// | 40% | 30% |
14 | 6// | 43% | 32% |
15 | 6// | 46% | 34% |
16 | 6// | 49% | 36% |
17 | 7// | 51% | 38% |
18 | 7// | 54% | 40% |
19 | 8// | 57% | 42% |
20 | 9// | 60%* | 44%* |
* Maximum resistance |
Call upon Law
Special Rules for Undead Gunslingers
- Levels 1 to 4: All penalties are -1. The area of effect is 3//.
- Levels 5 to 9: All penalties are -2. The area of effect is 6//.
- Levels 10 to 14: All penalties are -3. The area of effect is 9//.
- Levels 15 to 19: All penalties are -4. The area of effect is 12//.
- Levels 20: All penalties are -5. The area of effect is 15//.
Changes from the printed (book) version: This spell has been renamed "Call Upon Law" instead of "Call Upon Structure"; Chaotic Undead now take stacked penalties.
Law's Shelter
- Levels 1 to 4: The sphere is 3// in radius.
- Levels 5 to 9: The sphere is 6// in radius.
- Levels 10 to 14: The sphere is 9// in radius.
- Levels 15 to 19: The sphere is 12// in radius.
- Levels 20 and higher: The sphere is 15// in radius.
Changes from the printed (book) version: This Discipline lasts for hours instead of rounds; it no longer additionally confers Impose Law; chaotic powers are not banned, but the chaotic foes still have penalties to cast spells. This Discipline has been renamed "Law's Shelter" from "Impose Structure".
Impossible Shot
- Levels 1 to 4: Casting cost is 12 SP.
- Levels 5 to 9: Casting cost is 11 SP.
- Levels 10 to 14: Casting cost is 10 SP.
- Levels 15 to 19: Casting cost is 9 SP.
- Levels 20 or higher: Casting cost is 8 SP.
- Levels 1 to 4: Range is 10//, spiritual attack bonus is +1.
- Levels 5 to 9: Range is 12//, spiritual attack bonus is +1.
- Levels 10 to 14: Range is 14//, spiritual attack bonus is +2.
- Levels 15 to 19: Range is 16//, spiritual attack bonus is +2.
- Levels 20 and higher: Range is 18//, spiritual attack bonus is +3.
Changes from the printed (book) version: This Discipline can now break an empathic hold. This Discipline now works against summoned elementals.
Memory Trance
Changes from the original (book) version: Better clarification as to what this Discipline actually accomplishes.
Rebuke
Type of Creature | Willpower Damage | If Willpower Reaches Zero |
Living Creature | Heroic, Lawful, Despotic | 1 point | Dazed (cannot cast spells) |
Living Creature | All other alignments | 2 points | Dazed (cannot cast spells) |
Undead Creature, Sentient | Heroic, Lawful, Despotic | 1d4 points | Can only attempt to retreat |
Undead Creature, Sentient | All other alignments | 1d4+1 points | Incapacitated |
Undead Creature, non-sentient | Any alignment | 1d4+1 points | Destroyed |
Summoned Elemental | Any alignment | 1d4 points | Dismissed |
Incorporeal Spirit | Heroic, Lawful, Despotic | 1d4 points | Dispelled |
Incorporeal Spirit | All other alignments | 1d4+1 points | Dispelled |
Special Rules for Undead Gunslingers
The bonuses that would ordinarily apply to Undead targets should instead apply to living targets. Likewise, Undead Gunslingers would not get the special bonuses against Undead targets. Essentially, the matrix is swapped. Of course, the idea of "non-sentient living creatures" as a logical swap would likely only apply to vermin and not humanoids. So, an Undead Gunslinger could easily dispatch rats, roaches, and scorpions with this spell.
The casting range increases as the Gunslinger ascends in level.
- Levels 1 to 4. The casting range is 4//.
- Levels 5 to 9. The casting range is 8//.
- Levels 10 to 14. The casting range is 12//.
- Levels 15 to 19. The casting range is 16//.
- Levels 20 and higher: The casting range is 20//.
Changes from the printed (book) version: The effects against various creature types are now more specifically delineated.
Things to Consider
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