Magical Outlaw (3.5e Class)
Making a Magical Outlaw[edit]
Bringing out the best in a magical thief and an accurate marksman, this class brings out its true potential with ranged attacks. They skillfully steal magical abilities from enemies while keeping their distance from aggressors, making them versatile and formidable opponents on the battlefield.
Abilities: Charisma, Intelligent and Dexterity.
Races: This is usually a common choice for chaotic alignment breeds, but is not limited to any.
Alignment: Any.
Starting Gold: A Magical Outlaw start with 3d4×10 gp (75 gp)..
Starting Age: Complex.
Level | Base Attack Bonus |
Saving Throws | Special | Creation Reserve | Created powder | Infusions per Day | Longshot Range Bonus | ||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | ||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Companion Familiars, Throw Anything, Powder Engineer, Steady Aim +1d6 | 20 | +0 | 2 | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Artisan Bonus +1, Quick Draw, Steal Spell (0) | 40 | +0 | 3 | 0 | — | — | — | — | — | — | ||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | Steal ER 10 | 60 | +0 | 3 | 1 | — | — | — | — | — | — | ||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Longshot Range, Steal Spell (1°) | 80 | +0 | 3 | 2 | 0 | — | — | — | — | +5' | ||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | Steal Spell Effect | 100 | +0 | 3 | 3 | 1 | — | — | — | — | +5' | ||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | Steady Aim +2d6, Steal Spell (2°) | 150 | +1 | 3 | 3 | 2 | — | — | — | — | +5' | ||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | Steal Spell-Like Ability | 200 | +1 | 3 | 3 | 2 | 0 | — | — | — | +5' | ||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | Rapid Reload, Steal Spell (3°) | 250 | +1 | 3 | 3 | 3 | 1 | — | — | — | +10' | ||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | Adsorb Spell | 300 | +1 | 3 | 3 | 3 | 2 | — | — | — | +10' | ||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | Steal Spell (4°) | 400 | +1 | 3 | 3 | 3 | 2 | 0 | — | — | +10' | ||||||||||||||||||||||||||
11th | +5 | +3 | +3 | +7 | Artisan Bonus +2, Steady Aim +3d6, Steal ER 20 | 500 | +2 | 3 | 3 | 3 | 3 | 1 | — | — | +10' | ||||||||||||||||||||||||||
12th | +6/+1 | +4 | +4 | +8 | Flanking Fire, Steal Spell (5°) | 700 | +2 | 3 | 3 | 3 | 3 | 2 | — | — | +15' | ||||||||||||||||||||||||||
13th | +6/+1 | +4 | +4 | +8 | 900 | +2 | 3 | 3 | 3 | 3 | 2 | 0 | — | +15' | |||||||||||||||||||||||||||
14th | +7/+2 | +4 | +4 | +9 | Steal Spell (6°) | 1.200 | +2 | 4 | 3 | 3 | 3 | 3 | 1 | — | +15' | ||||||||||||||||||||||||||
15th | +7/+2 | +5 | +5 | +9 | Discover Spells | 1.500 | +2 | 4 | 4 | 3 | 3 | 3 | 2 | — | +15' | ||||||||||||||||||||||||||
16th | +8/+3 | +5 | +5 | +10 | Steady Aim +4d6, Steal Spell (7°) | 2.000 | +3 | 4 | 4 | 4 | 3 | 3 | 2 | 0 | +20' | ||||||||||||||||||||||||||
17th | +8/+3 | +5 | +5 | +10 | Steal Spell Resistance | 2.500 | +3 | 4 | 4 | 4 | 4 | 3 | 3 | 1 | +20' | ||||||||||||||||||||||||||
18th | +9/+4 | +6 | +6 | +11 | Steal Spell (8°) | 3.000 | +3 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | +20' | ||||||||||||||||||||||||||
19th | +9/+4 | +6 | +6 | +11 | Steal ER 30 | 4.000 | +3 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | +20' | ||||||||||||||||||||||||||
20th | +10/+5 | +6 | +6 | +12 | Absorb Spell (Immediate Creation), Artisan Bonus +3, Steal Spell (9°) | 5.000 | +3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | +25' | ||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Magic Outlaw.
Weapon and Armor Proficiency: Magical Outlaw are proficent with improvised and simple weapons and light armor.
Magical outlawd aren't proficient with shields.
Companion Familiars (Su): A magical outlaw who master the Companion Familiar ability have the unique capability to bond with not one, but two companion familiars, which are living constructs. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A companion familiar is a metamagic living construct beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
A 1st-level magical outlaw's companion familiar is almost completely typical for its kind except as noted below. Neither of them should exceed 1 HD, and one must be aerial while the other must be terrestrial. They are living constructs in addition to their other types. As a magical outlaw advances in level, the companion familiars' power increases. When one of the two companion familiars dies, the other also dies. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. To do that she may summon it again by performing a ceremony requiring 24 uninterrupted hours of prayer and using magical materials that cost 200 gp per magical outlaw's level.
You cannot have a familiar or an animal companion if you already have a companion familiar. If you had a familiar or an animal companion when you acquired your companion familiar, your familiar or your animal companion transforms into a companion familiar. A character can only have one companion familiar at a time.
Infusions (Ex): A magical outlaw with 4 or more ranks in Crafting (Alchemy) and Knowledge (Engineering) is not a spellcaster, but she does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list. They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and a magical outlaw must make a Concentration check if injured while imbuing an item with an infusion.
A magical outlaw can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, she does not select a subset of the available infusions as his known infusions; she has access to every infusion on the list that is of a level she can use.
It is possible for a magical outlaw to learn infusions that are not on the normal magical outlaw infusion list. These might include ancient infusions he finds in the ruins of Xen'drik or secret infusions known only to the members of certain guilds or organizations. When she encounters such an infusion, a magical outlaw can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, she adds the infusion to his list. If not, she can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion.
To imbue an item with an infusion, a magical outlaw must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for lst-level infusions, Int 12 for 2nd-level infusions, and so forth). The save DC is Intelligence-based
Like spellcasters, a magical outlaw can use only a certain number of infusions of a particular level per day. Her base daily infusion allotment is given on the accompanying table. In addition, she receives extra infusions per day if he has a sufficiently high Intelligence score.
A magical outlaw's infusions can only be imbued into an item or a construct (including warforged). She cannot, for example, simply imbue an ally with bull's strength. She must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. She can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.
Many infusions have long casting times, often 1 minute or more. A magical outlaw can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast).
Like a spellcaster, a magical can apply metamagic feats he knows to his infusions. Like a sorcerer, a magical outlaw can apply a metamagic feat to an infusion spontaneously but doing this requires extra time. A magical outlaw can craft alchemical items as though he were a spellcaster. A magical outlaw never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus or requires either an arcane focus or a divine focus, the magical outlaw uses the arcane material component or arcane focus.
A magical outlaw cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, a magical outlaw must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list.
Each day, a magical outlaw must focus her mind on her infusions. She needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the magical outlaw readies her mind to hold her daily allotment of infusions. Without such a period of time to refresh herself, the character does not regain the infusion slots she used up the day before. Any infusions used within the last 8 hours count against the magical outlaw's daily limit.
Level | Infusions Known | |||||||||
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0 | 1st | 2nd | 3rd | 4th | 5th | 6th | ||||
1st | 0 | — | — | — | — | — | — | |||
2nd | 3 | 1 | — | — | — | — | — | |||
3rd | 4 | 1 | — | — | — | — | — | |||
4th | 4 | 2 | — | — | — | — | — | |||
5th | 5 | 2 | — | — | — | — | — | |||
6th | 5 | 3 | 1 | — | — | — | — | |||
7th | 6 | 3 | 1 | — | — | — | — | |||
8th | 6 | 3 | 2 | 1 | — | — | — | |||
9th | 6 | 3 | 2 | 1 | — | — | — | |||
10th | 6 | 3 | 3 | 2 | 1 | — | — | |||
11th | 6 | 3 | 3 | 2 | 1 | — | — | |||
12th | 6 | 3 | 3 | 2 | 2 | 1 | — | |||
13th | 6 | 3 | 3 | 2 | 2 | 1 | — | |||
14th | 6 | 3 | 3 | 2 | 2 | 2 | 1 | |||
15th | 6 | 3 | 3 | 2 | 2 | 2 | 1 | |||
16th | 6 | 3 | 3 | 2 | 2 | 2 | 2 | |||
17th | 6 | 3 | 3 | 2 | 2 | 2 | 2 | |||
18th | 6 | 3 | 3 | 2 | 2 | 2 | 2 | |||
19th | 6 | 3 | 3 | 2 | 2 | 2 | 2 | |||
20th | 6 | 3 | 3 | 2 | 2 | 2 | 2 |
Powder Engineer (Ex): A magical outlaw can create magical guns, pistols, rifles and bombs even if she does not have access to the spells that are prerequisites for the item. A magical outlaw must make a successful Use Magic Device check (DC 20 + 2 per bonus cost level) to emulate each spell normally required to create the item. Thus, to make pistol with flame property (bonus +1 level), a magical outlaw would need a Use Magic Device check result of 22 or higher. To create a gun with Arcing (+2 bonus leves), she would need a check result of 24 or higher to emulate the magic prerequisite.
The magical outlaw must make a successful check for each prerequisite for each item she makes. If she fails a check, she can try again each day until the item is complete (see Creating Magic Items). If she comes to the end of the crafting time and she has still not successfully emulated one of the powers, she can make one final check - his last-ditch effort, even if she has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
For purposes of meeting item prerequisites, a magical outlaw's effective caster level equals her magical outlaw level +2. If the item duplicates a spell effect, however, it uses the magical outlaw's actual level as its caster level. Costs are always determined using the item's minimum caster level or the magical outlaw's actual level (if it is higher). Thus, a 3rd-level magical outlaw can make a scroll of fireball, since the minimum caster level for fireball is 5th. She pays the normal cost for making such a scroll with a caster level of 5th: 5 × 3 × 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.
A magical outlaw can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. She cannot emulate skill or feat requirements, however, including item creation feat prerequisites. She must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.
A magical outlaw's infusions do not meet spell prerequisites for creating magic items. For example, a magical outlaw must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.
A magical outlaw can only create firearms, ammunition, and bombs, but can eventually create other objects through learning item creation feats, and whatever item she may create it's considered a magic item that is neither arcane nor divine. Each +1 magical enhancement for the weapon is considered to imply a +1 masterwork quality improvement.
Below you can see the table for creating special ammunition for the magic outlaw.
Craft Powder: At 1st level a magical outlaw can craft bombs and ammunition (only for firearms). A magical outlaw begins to create modified bombs and bullets which hold special magical and elemental projectiles. There are six different types of elemental powder: Cold, Fire, Electrical, Sonic, Acid, and Poisoned. Additionally, the magical outlaw can create holy and unholy water powder which contain aligned water, powdered silver, and garlic (or other materials that could be suspended in small capsules) used against evil or good enemies. Every hour, a magical outlaw can craft 1 bomb or 6 bullets of any one element and requires materials detailed in the following chart. Additionally, each hour requires a craft (powder) DC check to successfully create. Failure results in the loss of all crafting materials. These modifications can be made to any type of powder the magical outlaw can and has made.
Type | Craft DC | Bonus Damage | Required Materials | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Magical powder | +1 magical | 1 flask of Alchemists Fire/1 Coldstone | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Elemental powder | +2 | +1d6 energy | 1 flask of holy/unholy water | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Alignment powder | +4 | +1d6 evil/good/chaotic/legal | 1 thunderstone | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Armor Piercing powder | +6 | - | negate immunity to critics | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A bullet embedded in the body due to a successful shot causes discomfort and imposes penalties on the affected individual. Moving is a constant source of pain and prevents them from acting normally, resulting in a -1 penalty to attack and a -1 penalty to Armor Class dodge bonus. Having more than one embedded bullet does not increase the penalties. Removing an embedded bullet takes a full-round action due to the complexity of removing a small object lodged within the body. A successful SRD:Heal check with a difficulty of 15 is required to avoid taking 1d6 points of damage when removing the bullet. If the individual has more than one embedded bullet, they must make a separate SRD:Heal check for each embedded bullet or suffer the damage. It can take a full round to remove up to a maximum of 5 embedded bullets from the body. Scribe Scroll (Ex): At 1st level, a magical outlaw gains Scribe Scroll as a bonus feat. Steady Aim (Ex): If given enough time a magical outlaw can do a distance attack at an opponent's weak spots with incredible precision dealing extra damage equal to 1d6+1d6/per five levels beyond 1st, using Steady Aim is a full-round action that provokes attacks of opportunity. Throw Anything (Ex): A magical outlaw obtain Throw Anything as bonus feat even if she does not meet the prerequisites. Artisan Bonus (Ex): Starting at 2nd level, a magical outlaw gains a +1 bonus on Appraise checks to recognice an item and their value, and +1 bonus on Use Magic Device checks to activate an item of a kind for which she has the prerequisite item creation feat. For example, a magical outlaw who has the Craft Wand feat gains a +1 bonus on checks to use a spell from a wand. This bonus increases every 9 subsequent levels. At 11th level it increases to +2, and at 20th level it increases to +3. Quick Draw (Ex): A magical outlaw obtain Quick Draw as bonus feat even if she does not meet the prerequisites. Steal Spell (Su): At 2nd level a magical outlaw with 5 or more ranks in Crafting (Alchemy) and Knowledge (Engineering) can siphon spell energy away from his target and turn it into an infusion, a bomb or magic scroll to be able to use it herself. A magical outlaw who hits an opponent with a successful Steady Aim attack can choose to forgo dealing 1d6 points of steady aim damage and instead steal a spell, or the potential to cast a specific known spell, from her target. If the target is willing, a magical outlaw can steal a spell with a touch as a standard action. The target of a steal spell attack loses one 0-level spell from memory if she prepares spells ahead of time, or one 0-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A magical outlaw can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a outlaw tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available. For example, a 4th-level magical outlaw who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and it turn into a bomb or into a scroll. If the same magical outlaw stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared). After stealing a spell, a magical outlaw can temporarily turn it into an infusion or a bomb, or permanently into a scroll to be able to use on a subsequent turn but she cannot simply cast the spell as a caster normally would. Treat the stolen spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A magical outlaw can use this bomb, infusion or scroll even if she doesn't have the minimum ability score normally required to cast a spell of that level. Only if the magical outlaw is using a scroll she must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a magical outlaw of 2nd level or higher can use the stolen spell power to create any permanent infusion magical outlaw infusion that she knows of the same level or lower (effectively, this gives the magical outlaw one free infusion use of a known infusion). A magical outlaw must transform the spell into an item that she can use (or use its energy to create one of her own infusions) within 1 hour of stealing it; otherwise, the spell energy fades harmlessly away. If she steals a harmful spell capable of damaging or harming others, even if it is an area spell, she can only create a deflagrating bomb that deals 1d6 damage per spell level. Additionally, if the spell causes secondary harmful effects such as blindness or deafness, the target must succeed on a DC as if it had been affected by the spell itself. As a magical outlaw gains levels, she can choose to steal higher-level spells. At 4th level, she can steal spells of up to 1st level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 20th level). At any one time, a magical outlaw can possess a maximum number of stolen spell levels equal to her class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level magical outlaw can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If she steals a spell that would cause him to exceed this limit, she must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than her maximum. A magical outlaw can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a magical outlaw of 6th level or higher could steal a wizard's empowered magic missile, but only if she specifically chose to steal empowered magic missile. If she chose to steal an unmodified magic missile, she couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A magical outlaw couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell. This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below). Steal Energy Resistance (Su): Beginning at 3rd level, a magical outlaw with 6 or more ranks in Crafting (Alchemy) and Knowledge (Engineering) can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A magical outlaw who hits an opponent with a successful Steady Aim can choose to forgo dealing 1d6 points of Steady Aim damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, a magical outlaw can steal energy resistance with a touch as a standard action. Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity. If her target has more than one type of resistance to energy, a magical outlaw can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a magical outlaw chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target. The resistance a magical outlaw gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires. A magical outlaw can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a magical outlaw might use this ability to gain resistance to fire and resistance to cold, but she could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much). At 11th level, a magical outlaw can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type. Longshot Range Bonus (Ex): At 4th level, a magical outlaw can use her weapons at longer range than normal. Increases the range of Steady Aim Attacks and ranged and thrown weapons with a range of 10 feet or more (excluding weapons like the spear, unless she throws it). At 4th level increases the range 5 ft + 5ft every 4 subsequent levels. If the maximum range of a pistol is 15 feet, at 4st level it will be 20 ft. If the maximum range of Steady Aim is 30 ft, at 12th level its effect will now reach up to 45 ft. Steal Spell Effect (Su): Starting at 5th level, a magical outlaw with 8 or more ranks in Crafting (Alchemy) and Knowledge (Engineering) can siphon an active spell effect from another creature. A magical outlaw who hits an opponent with a Steady Aim can choose to forgo dealing 1d6 points of Steady Aim damage and instead gain the effect of a single spell affecting the target. If the target is willing, a magical outlaw can steal a spell effect with a touch as a standard action. The magical outlaw can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a magical outlaw tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A magical outlaw can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier. Upon stealing a spell effect, a magical outlaw gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it. A magical outlaw can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a magical outlaw couldn't gain the effect of an animal growth spell (unless the magical outlaw is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a magical outlaw tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per magical outlaw class level. This ability does not work on spell effects that are immune to dispel magic (such as bestow curse). Steal Spell-Like Ability (Su): At 7th level and higher, a magical outlaw with 10 or more ranks in Crafting (Alchemy) and Knowledge (Engineering) can use a Steady Aim attack to temporarily steal a creature's spell-like ability. A magical outlaw who hits an opponent with a steady aim attack can choose to forgo dealing 1d6 points of steady aim damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a magical outlaw can steal a spell-like ability with a touch as a standard action. This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the magical outlaw's class level. A magical outlaw can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the magical outlaw can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the spellthief can't steal it. A magical outlaw can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A magical outlaw must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the magical outlaw uses the ability (or until the minute elapses), the target cannot use the stolen ability. Rapid Reload (Ex): A magical outlaw obtain Rapid Reload as bonus feat even if she does not meet the prerequisites. Absorb Spell (Su): Beginning at 9th level, if a magical outlaw with 12 or more ranks in Crafting (Alchemy) and Knowledge (Engineering) makes a successful save against a spell that targets her, she can attempt to absorb the spell energy for later use. This ability affects only spells that have the magical outlaw as a target, not effect or area spells. A magical outlaw can't absorb a spell of a higher spell level than she could steal with his steal spell ability (see above). To absorb a spell that targets her, a magical outlaw must succeed on a level check (1d20 + magical outlaw class level) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the magical outlaw suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if she had stolen the spell with her steal spell ability. Her normal limit of total spell levels stolen still applies. At 20th level or higher, a magical outlaw with 23 or more ranks in Crafting (Alchemy) and Knowledge (Engineering) can choose to use the stolen spell energy as an immediate action, either to recast the original spell or to cast one of her own spells known using the stolen spell energy. Flanking Fire (Ex): At 12th level a Magical outlaws are able to maneuver to their foes' sides and backs and take advantage of the way this exposes these foes to attack. A magical outlaw ranged attacks count as melee attacks for the purposes of determining and awarding flanking bonuses. Steal Spell Resistance (Su): Beginning at 17th level, a magical outlaw with 20 or more ranks in Crafting (Alchemy) and Knowledge (Engineering) can use a steady aim attack to temporarily steal some or all of a creature's spell resistance. A magical outlaw who hits an opponent with a steady aim attack can choose to forgo 3d6 points of steady aim damage and instead reduce the target's spell resistance by 5. The magical outlaw also gains spell resistance equal to 5 + her class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a magical outlaw can steal spell resistance with a touch as a standard action. Magic Outlaw's Companion Familiars[edit]The companion familiars are normal animals except that they are living constructs and because they gain more power as they when summoned to service by a magical outlaw. It retains Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animals it once was, but they are treated as living constructs instead of animals for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a companion familiar. If you have companion familiars you cannot have a familiar or an animal companion, even if you have levels of other classes that allow you to have them. In cases like that, their levels stack for the purpose of determining any companion familiar abilities that depend on the master’s level. One animal companion must be aerial, but the other must be terrestrial. They can even have more than one type of movement, but one must have flight as the main type of movement while the other must have ground as the main type of movement. In special cases such as aquatic or underwater adventures, it could be one flying and one aquatic, or both aquatic if the adventures are in the depths. The most important thing is that at the 1st level of the magical outlaw, neither of them can have more than 1 HD. Once you have selected the animals that will be your companion familiars, you must apply the changes that appear in the following tables.
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