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Page name: Lemirian Spellslinger [Exported view] [RSS]
2006-11-03 14:39:51
Last author: Duredhel
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Lemirian Spellslinger


There was a small degree of wisdom and age hidden away behind her cheerful eyes. Either way, she seemed to wear her hair and armor with a decent measure of pride, brown locks worn in bangs cut straight across the forehead, the ends of her hair brushing her shoulders. But she seemed to take the most pride in bearing her weapon, a huge hand cannon.

--Basic Info--
Flashy, daring, and inventive, Spellslingers are a rare breed of gunmen, as they are long-range specialists capable of firing magic spells from their muskets. Seeing several Spellslingers shoot it out in a battlefield is equivalent to seeing a spectacular display of the elements, as well as the non-elements, with raging fires, lightning bolts, and ice shards racing across the sky at dazzling speeds. Their shaman roots have also carried over into their current profession, as they have incorporated the usage of glyphs to further enhance the capabilities of their weapons.

Well-prepared, magic-wielding, gun-toting cowboys, many a Spellslinger carry themselves with a proud bearing. Some valiantly defend justice, love, and honor, while others deem themselves superior to other beings and do whatever they like, whenever they like. So long as there is glory and an ego-boost along the way, the typical Spellslinger is rarely against teaming up with any adventurer that can tolerate them.

--Other Classes--
Spellslingers are a diverse class, some being merry companions with whoever they align themselves with, and others often getting at odds with whoever they feel has insulted them. Usually, Spellslingers don't get along with those people who have short tempers, as well as other equally egoistic classes, although they're good company for anyone else.

--The Good--
The good Spellslingers have a romantic feel for life, imagining themselves as protectors of righteousness and of those who cannot defend themselves. Although somewhat full of themselves, good Spellslingers are a fairly sensible and observant folk, aware of the contributions and abilities of others.

--The Bad--
Bad Spellslingers, deluded by the might of their magical abilities, believe themselves to be somewhat like deities. Intoxicated with their power (be it great or not), these Spellslingers often feel that they are above almost anyone and everyone else, and think that they can do no wrong. The world and everything in it is theirs for the taking.

--The Ugly--
Ugly Spellslingers are an ill-prepared, melee-loving bunch. Rarely putting their muskets to use, these 'gunmen' have kept the axe-throwing tendencies of their warrior bearings and rush into the fray. The ugly Spellslinger is also typically a quiet, humble, and weak-willed fellow, usually slinking into the background and preferring to let others do whatever work is needed.

Prerequisites:
-> Lv 5 Shaman
-> Lv 5 Musketeer

Can Learn
-> Improved Multiple Shot
-> Combine Magic
-> Level 3 & 4 Red Magic
-> Level 3 & 4 Blue Magic
-> Level 3 & 4 Green Magic
-> Level 3 & 4 Yellow Magic
-> Level 3 & 4 White Magic
-> Level 3 & 4 Black Magic
-> Rapid Reload Firearms
-> Magic Mastery (Magic Type)
-> Firearm Mastery

Special Skills
Etch Glyph - Whereas Shamans and Witch Doctors have learned to tattoo glyphs on the bodies of others, a Spellslinger is already covered with ability enhancing glyphs, it is only fitting that he makes his weapons like that too. Working as a glyph tattoo, he can etch any glyph he knows into a weapon, armor, or item.
Rune Shell - Being able to etch glyphs on to his gun, the Spellslinger is adept enough to takes thing one step further using much smaller objects. Working as a glyph tattoo, he can etch any glyph he knows into a bullet.
Pain – Sting Bullet - 5 MP and 50 GP to make. The target takes d6 damage for d6 turns after hit.
Paralysis – Freeze Bullet - 10 MP and 75 GP to make. The Target becomes unable to move for d4 turns.
Slowness – Gum Bullet - 5 MP and 25 GP to make. Halves the Target's Dex for d4 turns.
Weakness – Disease Bullet - 5 MP and 50 GP to make. Halves the Target's STR for d4 turns.
Strength – Adrenaline Shot - 10 MP and 75 GP to make. Doubles the Target's STR for d4 turns.
Life – Regen Shot - 5 MP and 50 GP to make. Increases the Target's HP by d8 every turn during d4 turns.
Protection – Vaccine - 10 MP and 75 GP to make. Doubles the Target's Con for d4 turns.
Speed – Stim Shot - 10 MP and 75 GP to make. Doubles the Target's Dex for d4 turns.
Storm – Lightning Caller - 20 MP and 150 GP to make. 50% chance that the target will be struck by lightning every turn during d6 turns. Lightning deald 3d10 damage.
Flame – Grenade - 20 MP and 150 GP to make. Inflicts 2/d20 damage on the target, d20 damage on the squares adjacent to it and d10 damage on the squares next to those ones.
Arcane Round - While a gunner specializes in firing bullets and a mage in casting spells, the Spellslinger specializes in doing both at once. Using a bullet as a scroll of sorts, he can enchant it with any spell he knows and fire it at an enemy or area like he would a normal bullet. Resulting spell effects may vary.

Sage's Advice
-



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2006-07-29 [Silverbullet]: Wicked! ....but those rune shells are funny: You have to shoot your friend to give him strenght/life/protection/speed? XD

2006-08-02 [Grengo]: You don't have to shoot 'em, exactly, just aim for an area near 'em.

2006-08-02 [Grengo]: Oh wait, would Multiple Shot and Improved Multiple Shot make Two Weapon Fighting and Improved Two Weapon Fighting unneeded? If so, I'll need to replace 'em with Rapid Reload Firearms and Focus Magic.

2006-08-02 [Duredhel]: Aye aye, just change 'em

2006-08-02 [Grengo]: Bit of a pity these guys can't perform level 3 and 4 spells. The effects would've been good to see.

2006-08-02 [Duredhel]: They actually can perform Lv 3, but it has to be combined, what you could do is off Black and White Magic and two other skills that are already in the Shaman's or Warrior's skill tree, that way they can get more skills here and they can learn the skills you offed during Shaman or Warrior phase.

2006-08-02 [Grengo]: Good call.

2006-08-02 [Grengo]: You may have to correct it, 'cuz I'm sure I've made some errors. On a side note, is the skill tree here supposed to have 17, 18, or 20 slots?

2006-08-02 [Duredhel]: You might want to set some of those shot skills as prerequisites, to make sure they get them in warrior phase, you could also make it 15 warrior and 5 shaman, so they have more time to learn the shot skills, after all, they can learn the magic as Spellslingers.

2006-08-02 [Grengo]: The problem is trying to accumulate enough skill points to not only be able to make a Hybrid Warrior/Shaman (by getting the Handle Claws, Handle Staff, and Glyph Writing skills), but to also meet the prerequisites. >.>

2006-08-02 [Duredhel]: Well you can add stuff up and try to make it work, keep in mind there's skill trading :P

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