Mogun

''Despite discovering the secrets of black powder, the Mogun knows that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic. In due time, the report of clashing swords and sizzles of magical energies on the battlefield will be replaced by the relentless thunderous rhythm of gunfire — the pounding beat of the Mogun. ''

The Mogun is a custom prestige class for Mogen that will allow her to develop her newfound skills with ranged firearms while adapting her magical abilities for crafting and minor buffs. Mechanically, this would work in the following way: we would keep Mogen's current seven levels of "Whiz" and from 8th level onwards, Mogen will level up into the Mogun prestige class. The class table and details on class features are below, while general rules for firearms can be found here.

The Mogun
Hit Die: d6

Class Skills (6 + Int modifier per level): Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Craft Handgun: The first thing a Mogun must learn to do is create weapons. The Mogun can use this skill to create simple firearms and ammo, while more advanced firearms must be invented by the Mogen at increased difficulties and with chances of failure. Handguns can be created at their base level, or they can be produced at upgraded levels after the Mogun has created a weapon of the previous level. That is, a Mogun could create the base level pistol, upgrade it to level 1, and thereafter can produce level 1 weapons directly. Upgrading a previously created weapon costs the difference in price between the original and upgraded level. All handguns need to be maintained weekly or suffer a -1 on attack rolls until properly maintained (takes 2 hours/gun).

Craft Rounds: Creating rounds is the second thing a Mogun must learn to do as it is quite hard to use guns without ammunition. Standard ammunition can be created from iron with a DC 16 Craft Rounds check - each successful check takes a day or so of work and produces 10 rounds with material expenses totaling 1 gp. Special materials such as silver (DC 20), mythril (DC 25) or adamantine (DC 30) can be used to add the benefits of that material to the rounds while incurring increased costs. Finally, the Mogun also gains the ability to craft special rounds which, through advanced alchemical processes, store energy and explosive components that can cause great harm. These crafting processes are much more expensive and time-consuming, however. Regardless of magical enchantment, all rounds cause bludgeoning and piercing damage.

Bonus Feats: At 2nd, 5th and 9th level the Mogun gains a Bonus Feat which must be selected from the following list: Precise Shot, Improved Precise Shot, Improved Critical (Firearms), Rapid Shot, Improved Rapid Shot, Shot on the Run, Manyshot, Quickdraw, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting. At 1st, 3rd, and 8th level the Mogun gains the Exotic Weapon Proficiency (firearms), Weapon Focus (Firearms) and Greater Weapon Focus (Firearms) feats automatically.

Steady Aim: If a Mogun is granted the right conditions such as a clean shot of his target and a fraction more time, she is able to aim for vulnerable or exposed areas which will grant extra effectiveness to her attack.

Starting at 1st level, a Mogun may take a full-round action to gain extra damage as well as range upon his chosen ranged weapon. This damage starts firstly at an extra 1d6 per attack and then increases every two levels of Mogun thereafter. Should the Mogun score a critical hit with her steadied aim, the extra damage included is multiplied. Steady Aim is useable with two ranged weapons so long as the Mogun is proficient with both weapons and takes into account the regular two-weapon fighting penalties.

Whilst taking Steady Aim the range increment of the weapon doubles, stacking with any effects such as the Far Shot feat or Distance magical weapon enhancement. A target must first be selected for the Gunslinger to use Steady Aim and be within sight of the Gunslinger. If the target is moving, this does not effect the accuracy of the Mogun while using Steady Aim. However if the Mogun is on a surface which is either unstable or is herself moving, then she is unable to use the Steady Aim enhancement.

Steady Aim does provoke an attack of opportunity. If an enemy is successful in scoring a direct hit on the Mogun while she attempting Steady Aim, then the Mogun must succeed a Concentration Check of DC 10 + Damage Dealt or else lose the extra damage granted by Steady Aim.

Craft Rifle: The Mogun can use this skill to create simple rifles at their base level and create more complex versions over time. The Craft Rifle skill functions effectively the same as Craft Handgun using the table below. All rifles need to be maintained weekly or suffer a -1 on attack rolls until properly maintained (takes 4 hours/gun).

Imbue Round: At 8th level, a Mogun can, as a move-equivalent action, cast any spell with an area of a line, cone, cylinder, touch or burst into a round. The spell must have a casting time of 1 standard action or less, and cannot use valuable material components. The spell is released upon the round making contact with the target.