Siege Marshal (Summoner/Gunslinger)

(Original Concept by Elghinn Lightbringer)

Primary Class: Summoner.

Secondary Class: Gunslinger.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The siege marshal selects three gunslinger skills to add to his class skills in addition to the normal summoner class skills. The siege marshal gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The siege marshal is proficient with all simple weapons, all firearms, and one martial weapon of his choice. The siege marshal is proficient with light armor, but not with shields. A siege marshal can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a siege marshal wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass siege marshal still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Diminished Spellcasting: The siege marshal casts arcane spells drawn from the summoner spell list, and both casts and knows one fewer spell of each level than normal. If this reduces the number to 0 (minimum 1 for spells known), he may cast spells of that level only if his Charisma allows bonus spells of that level. The siege marshal adds the following spells to his spell list at the indicated levels: 1st level–abundant ammunition†, damp powder†, fabricate bullets†, longshot†, reinforce armaments†, unerring weapon†, warding weapon†; 2nd level–bullet shield†, destabilize powder†, magic siege engine†, recoil fire†, reloading hands†, reinforce armaments (communal)†, stabilize powder†, tactical acumen†; 3rd level–flash fire†; 4th level–magic siege engine (greater)†, name bullet†, pellet blast†; 5th level–energy siege shot†; 6th level–energy siege shot (greater)†, named bullet (greater)†. A siege marshal otherwise prepares and casts spells as a summoner of equal level. (†Ultimate Combat)

Cannon Eidolon: A siege marshal begins play with the ability to summon to his side a powerful outsider from the Plane of Ironworks called a cannon eidolon. The cannon eidolon forms a link with the siege marshal, who, forever after summons an aspect of the same creature. This is exactly like the summoner’s eidolon ability except that the cannon eidolon’s physical appearance is always that of its base form, although color, minor decorations, and texture are determined by the siege marshal.

Gunsmith: A siege marshal gains the gunslinger’s gunsmith ability.This ability replaces cantrips.

Deeds (Ex): At 3rd level, a siege marshal gains the gunslinger’s deeds ability and gains access to 1st level deeds. Every four levels beyond 3rd, the siege marshal gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 19th level. This ability and grit replace summon monster and gate.

Grit (Ex): At 3rd level, a siege marshal gains the gunslinger’s grit ability.

Gun Expert (Ex): Starting at 5th level, a siege marshal increases his skill with the type of firearm chosen at 1st level. He gains a bonus on damage rolls equal to his Dexterity modifier, and when he misfires with that firearm, the misfire value increases by 2 instead of 4. At 15th level, a siege marshal never misfires with the firearm chosen at 1st level. This ability and summon arcane cannon replace spells lost due to diminished spellcasting.

Summon Arcane Cannon (Sp): Starting at 9th level, a siege marshal can cast arcane cannon as a spell-like ability once per day, and an additional time per day every four levels thereafter. The power of this ability increases as the siege marshal increases in levels, allowing him to summon a more powerful cannon. Drawing upon this ability uses up the same power as the siege marshal uses to call his cannon eidolon. As a result, he can only use this ability when his cannon eidolon is not summoned. He can cast this spell as a standard action and the cannon remains for 1 minute per level (instead of 1 round per level).

Each level of the summon arcane cannon ability functions as the arcane cannon spell, except for the following changes. At 9th level, the summoned cannon is Small in size, has a range increment of 20 feet, 40 hit points, deals 2d10 damage, and a critical multiplier of ×2. At 13th level, the summoned cannon is Medium in size, has a range increment of 30 feet, 60 hit points, deals 3d10 damage, and a critical multiplier of ×3. At 17th level, the summoned cannon functions exactly like the arcane cannon spell.

A siege marshal cannot have more than one arcane cannon spell active in this way at one time. If this ability is used again, any existing arcane cannon immediately ends. This ability does not require an arcane focus for it to function.

Twin Cannons (Su): At 20th level, when a siege marshal uses his summon arcane cannon ability, he summons two cannons of the same type instead of one. In addition, if the siege marshal’s cannon eidolon has the cannon, improved cannon, or greater cannon evolution when summoned, the cannon eidolon gains Extra Barrel as a free evolution that is applied to the cannon only. If the cannon eidolon already has the Extra Barrel evolution, the effects stack. This ability replaces twin eidolon.

Table: Siege Marshal