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Gun Mage
Hit Dice: d6

Skill Points at 1st Level: (6 + Int modifier) X 4.
Skill Points at Each Additional Level: 6 + Int Modifier.

Class skills (and the key ability): Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) Tumble (Dex), Use magic Divice (Cha), and Use Rope (Dex).

Weapon and Armor Proficiency: A Gun Mage is proficient with all simple weapons, her gun, and light armor.

Gun: A Gun Mage begins play with a master work quality gun. The exacte look of the gun differes for each Gun Mages but all have the same floting ring just beyond the muzzle of the gun. A Gun Mage may use there gun as a melee weapon at no penelty to deal 1d6 bluding damage. There is a 50% risk of the gun going off and accidently hitting the Gun Mage or the target bludined randomly picked by the DM. If distroyed a Gun Mage may forge a new gun to replace the old one. Doing so casts 1000 gp and two weeks work and requires a special lab to be set up for the gun. A Gun Mage's guns have a range of 50ft. and a X3 crit. and weigh 2 lb. A PC that multi classes into the Gun Mage class has to forge her gun.

Attack: A Gun Mages ammo never runs out and never needs to be reloaded. At 1st. level the damage the attack deals is 1d6. Every 4 levels after first the Gun Mage's attacks increases in damage as the Gun Mage gains levels.

Blue Bullet: Starting at 1st level by being exposed to fiends spells, powers, spell-like, and psi-like abilities a Gun Mage can take theses abilites to use agenst her foes. A Gun Mage fighting one of her favored fiends may forgo dealing fiend hunter damage to steal spell energy from her target. If the Target is willing, a Gun Mage can steal a spell or power with a touch as a standard action. The target of a blue bulit loses one 0-level or 1st-level spellor power from memory if she prepares spells or powers ahead of time, or the slot if a spontaneous caster or manifester. A spontaneous caster/manifester also loses the ability to cast the stolen senergy for 1 minute. A Gun Mage can chose which spell or power to steal; otherwise, the DM determins the stolen spell or power randomly. After using blue bullet, a Gun Mage can cast the spell or power herself on a subsequent turn. Treat the spell or power as if it were cast by the original owner of the spell for the purpose of determining caster leve, save DC, and so on. A Gun Mage can cast this spell or power even if she doesn't have the minimum ability score normally required to cast a spell of that level. The blue bullet must be cast within 1 hour or the energy is lost harmlessly. The Gun Mage must supply the same components (including verbal, somatic, material, XP, and any focus) required for the spell. At 5th level the Gun Mage can steal spell-like and psi-like abilites from fiends. As a Gun Mage gains levels, she can choose to take higher-level spells to be used as blue bullets as indicated on the Gun Mage discription. At and one time, a Gun Mage can possess a maximum number of blue bullets equal to her class level (treat 0-level spells as 1/2 level for this purpose). A Gun Mage can't apply metamagic feats of other effects to the spell unless the spell stolen was prepared with such an effect. At 5th level and higher, a Gun Mage can give up his fiend hunter damage to temporarily steal a creature's spell-like ability. If the target is willing, a Gun Mage 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 spellthief's class level. A Gun Mage 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 Gun Mage 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 Gun Mage can't steal it. A Gun Mage 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 Gun Mage must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the Gun Mage uses the ability (or until the minute elapses), the target cannot use the stolen ability. The Gun Mage has a 10% chance of permitly learning the new blue bullet (ether as a spell or spell-like ability). All blue bullet abilitys are cast from the Gun Mage's gun.
Fiend Hunter: The Gun Mage spechalizes in hunting certain fiends. At 1st level, a Gun Mage selects a type of fiends from among those given. The Gun Mage gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and survival checks when using these skills against fiends of this type. The Gun Mage also gets a +2 bonus on weapon damage rolls against such fiends. At 5th lecel and every five levels thereafter (10th, 15th, 20th level), the Gun Mage selects an additional fiend from those given in the table. In addition, at each such interval, the bonus against any one fiend (including the one just selected) increases by 2. At 10th level, the Gun Mage has three favored fiends, and gains and additional +2 bonus, which he can allopcate to the bonus against any one of his three favored fiends. See the Ranger favored enemy table on page 17 in the Players Handbook for the fiends the Gun Mage may take.

Scan: At 3rd level a Gun Mage can scan an enemy or area for magical effets and aruas. Use of this ability is a swift action and can be used a number of times per day equal to her Charisma Modifier (minimum 1). Her caster level is equal to her Gun Mage level. This ability duplacates the spell Arcane Sight. At 9th level the Gun mage can use this ability to better effect. She may now use Greater Arcane Sight.

Close Combat Shot: At 2nd level a Gun Mage can attack with her gun while in a threatedened square and not provoke and attack of opportunity.

Spells: Beginning at 4th level, a Gun Mage gains the ability to cas a small number of arcane spells, wich are drawn from the GUn Mage spell list. A Gun Mage must choose and prepare her spells in advance. To prepare or cast a spell, a Gun Mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for the saving throw against a Gun Mage spell is 10 + the spell level + the Gun Mages Charisma modifier. The Gun Mage can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table. In addition, she receives bonus spell per day if she has a high Chrasma.

Table: Gun Mage Fiend Hunter
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

Table: The Gun Mage
—Spells per Day—
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +0 +0 +2 +0 Attack 1d6, 1st Fiend Hunter, Blue Bullet (0 or 1st) — — — —
2nd +1 +0 +3 +0 Close Combat Shot — — — —
3rd +2 +1 +3 +1 Scan 1 — — — —
4th +3 +1 +4 +1 Bule Bullet (2nd) 0 — — —
5th +3 +1 +4 +1 Attack 2d6, 2nd Fiend Hunter, Blue Bullet (spell-like ability) 0 — — —
6th +4 +2 +5 +2 Bule Bullet (3rd) 1 — — —
7th +5 +2 +5 +2 Bule Bullet (absorb spell) 1 — — —
8th +6/+1 +2 +6 +2 Blue Bullet (4th) 1 0 — —
9th +6/+1 +3 +6 +3 Attack 3d6, Scan 2 1 0 — —
10th +7/+2 +3 +7 +3 3rd Fiend Hunter, Blue Bullet (5th) 1 1 — —
11th +8/+3 +3 +7 +3 1 1 0 —
12th +9/+4 +4 +8 +4 Blue Bullet (6th) 1 1 1 —
13th +9/+4 +4 +8 +4 1 1 1 —
14th +10/+5 +4 +9 +4 Attack 4d6, Blue Bullet (7th) 2 1 1 0
15th +11/+6/+1 +5 +9 +5 4th Fiend Hunter 2 1 1 1
16th +12/+7/+2 +5 +10 +5 Bule Bullet (8th) 2 2 1 1
17th +12/+7+2 +5 +10 +5 Attack 5d6 2 2 2 1
18th +13/+8/+3 +6 +11 +6 Bule Bullet (9th) 3 2 2 1
19th +14/+9/+4 +6 +11 +6 3 3 3 2
20th +15/+10/+5 +6 +12 +6 5th Fiend Hunter, Blullet (absorbe spell immediate casting) 3 3 3 3

Gun Mage Spells Known

-- Spells Known --
Level 1st 2nd 3rd 4th
1st -- -- -- --
2nd -- -- -- --
3rd -- -- -- --
4th 2[1] -- -- --
5th 2 -- -- --
6th 3 -- -- --
7th 3 -- -- --
8th 4 2[1] -- --
9th 4 2 -- --
10th 4 3 -- --
11th 4 3 2[1] --
12th 4 4 3 --
13th 4 4 3 --
14th 4 4 4 2[1]
15th 4 4 4 3
16th 4 4 4 3
17th 5 4 4 4
18th 5 5 4 4
19th 5 5 5 4
20th 5 5 5 5
1 Provided that the Gun Mage has sufficient Chrisma to have bonus spell of this level.

Gun Mage Spells
1ST-LEVEL GUN MAGE SPELLS
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Charm Animal: Makes one animal your friend.
Disguise Self: Changes your appearance.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to fight for you.
2ND-LEVEL GUN MAGE SPELLS
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Calls animal to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.
3RD-LEVEL GUN MAGE SPELLS
Command Plants: Sway the actions of one or more plant creatures.
Dispel Magic: Cancels magical spells and effects.
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III: Calls animal to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.
4TH-LEVEL GUN MAGE SPELLS
Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Dimension Door: Teleports you short distance.
Freedom of Movement: Subject moves normally despite impediments.
Nondetection M: Hides subject from divination, scrying.
Summon Nature’s Ally IV: Calls animal to fight for you.
Tree Stride: Step from one tree to another far away.


Here are the kingdom Hearts weapons presented in legacy format.

Keyblade
The keyblade is a longsword in the style of key with a
small keychain attachet to the hilts pumble.
Nonlegacy Game Statistics: +1 Longsword; Cost
2,315 gp.
Omen: Based on the keychain on the hilts pumble the
keyblade changes in shape and form. This is a cosmetic
change and has no item changeing affects.

Keyblade Wielder Requirements
Base attack bonus +4
any good

Ritual Costs: least 2,500 gp; lesser 12,500 gp; greater 40,500 gp.

Character Attacke Save Hit Point Abilities
Level Penalty Penalty Loss
5th - - - Call to hand
6th - - 4 +2 Longsword
7th - - - Lock 1/day
8th - -1 - See invisaibility 1/day
9th -1 - 2 Fire ball 3/day
10th - - - -
11th - - - Detect secret Doors
12th - - 2 +3 longsword
13th -2 - - -
14th - - - Cone of cold 3/day
15th - - 2 -
16th - -2 - Lightning bolt 3/day
17th - - - Knock 1/day
18th - -3 2 +4 longsword
19th - - 2 Passwall 2/day
20th - - 2 Heal self 1/day

Call to hand: The keyblade at this level when not in use ceases to exist physically. It is suspended in your mind.
As a standard action you may retreve it from your mind. If you die while the key blade is suspended it reapears
in your squar at your death.


2387 Ocean ave. San Francisco Ca. Wilson's Fung Shui AKA CGB games.

We play normal D&D camapins and in between the adventures we play a miniature campain to change things up. Once a month we run a miniature turnament that is TBA during the normal D&D games. Games are saterdays and free with prize support. New and vetren players all welcome. E-mail klutzJoe@hotmail.com.


DDO is out in a few days and I have been playing in the head start event and I have already found a few things that are rubbing me the wrong way. So since I got nothing better to do I though I would share this with you all. First and formost is the fact that you when you respawn you end up in a tavern. I have no idea what there reasoning is but come on there is a house of halfling healers that would have mad a heck of a lot more sense to be respwand in a healing house. Seconded is the warforged wich don't need to eat, sleep, breath, and can not be poisended. So why the heck would turbin make it so that a warforged character surface for air while underwater and can be posined by posined weapons. Next is the fact that when your creating a rogue or bard some of the class skills have a N/A over the button to increase the ranks. This lead me to beleave I could not put rancks in it till some one in the game told me I could. So I had to remake my characters. If anyone out there find anything they don't like post it hear.


So i know Three-Dragon Ante comes out this month but not till the end really. I still managed to get a copy of it from a store though. I want to know who out there has been fortuant enough to get books and stuff befor its set to hit the streets. Also Three-Dragon Ante is freaking awsome. I hope they come up with an expanshion or something!


I have noticed in three of my D&D books the Races of Ebberon, Lords of Madness, and the new Magic of Incarnum the paper of the books is not the same as my older books. It seems a lot lighter, thinner, and looks almost like it has been water damaged at the top or bottom. I have been browsing the book stores that I have access to in the bay area and its not just the books I own. I was wondering if anyone else has noticed this. If i'm not the only one then you have to ask your self is wizards skipping on the printing costs or just being lazy?


Here is my attempt at a gunner class like the one from FFX-2. Let me know what you think.

Gunner
Hit Die: d8

Skill Points: (3 + Int. Modifier X 4)
At each new level: (3 + Int. Modifier)

Weapon And Armor Porficiency: Dagger, Hand Axe,
Mace, her guns, and light armor.

Guns: A gunner starts play with two guns and always know
where they are no matter were they are lost or stolen even
on other plains. If distroyed a gunner may forge new guns to
replace the old ones. Doing so casts 260 gp and two weeks
for one or 520 gp and an additional two weeks for both and
requires a special lab to be set up (all costs and time needed
given). Guns have a range of 50ft and a X2 crit..

Ammo: Gunners ammo never runs out and never needs to be
reloaded. At 1st. level the damage it deals is 1d6 + Strength
modifier. Ammo increases in damage as the gunner gains
levels (use monks unarmed attack damage progresion).

Gun Play Power: A gunner can channel powers into her guns. She
can use them a number of times per dayequal to one half
her class level (minimum 1) plus her wisdom bonus
(if she has one). Gun play ablities can only be used while
wearing light armor and unencumbered and useing the gunners
guns. A gunner only needs only one gun to use theis abilities. Gun play
ablities are scater shot, enchanted ammo, pot shot, and drill shot.

Trigger happy: As a full round action a gunner can fire her
guns faster than normal at the expense of accuracy. She
must have both guns in her hands to use this ablitity and
can't be combinded with gun play ablities (follow the monks
Flurry attack bonus).

Dodge: At 1st. level, a gunner gains the ability of the dodge feat.

Scater shot: Starting at 2nd level, a gunner can spend one of
her daily use of her gun play power to damage multiple opponits
in a 20ft. cone as a full round action that provokes attacks of
oppertunity. All damage is spread out to all that are hit. No attack
roll is needed and have to make a reflex DC15 or take damage. At
10th.level, and spending anouther gun play daily use a gunner can use
both guns to make two different scater shots that may not overlap.

Quick Draw: At 3nd. level, a gunner is adpt at drawing her
weapons quickly and is treated as having the quick draw
feat only for drawing her guns.

Point Blank Shot: At 4th. level, a gunner gains the PointBlank Shot
feat only using her guns.

Enchanted Ammo: Starting at 6th. level a gunner can spend one of
her daily use of gun play power to deal 1d4+1 points of force damage to an
opponit per two levels to a maximum of +5. This duplacates a Magic Missile
spell cast at the gunners level. Doing so is a full round actionthat provoks
attacks of oppertunity.

Mobility: At 7th. level, a gunner gains the mobitity feat.

Pot Shot: Starting at 8th. level, a gunner can spend one of her daily
use of her gun play power to add +2d6 extra points of damage. Doing so is a
full round action that provokes attacks of oppertunity.

Shot On The Run: At 11th. level, a gunner gains the Shot On The Run feat.

Drill Shot: Starting at 12th. level, a gunner can spend one of her daily uses of
gun play power to negate all cover. Doing so is a full round action that provokes
attacks of oppertunity.

Tableturner: Starting at 14th. level, a gunner can spend one of her daily uses of
gun play power to deal +1d6 per point of extra damage to a opponit with damage
reduction (Example DR 5/Silver = +5d6 damage).

Darksight: Starting at 15th. level, a gunner can see through magical darkness as
well as he could normaly see in normal light (Darkproof does not grant the ability
to see in normal dark areas or times).

Eyes of the Owl: Starting at 15h. level, a gunner can see to a distance of 60ft. in non
magical darkness as long as her gun play power is not empty

Quarter Pounder: Starting at 16th. level, a gunner can spend one of her daily uses
of gun play power to sacrafic 1/4 her curent hit points to add it to damage.

Pierce the Darkness: Starting at 18th. level, a gunner can see through magical darkeness
as lon as her gun play power is not empty.

Combine Power: Starting at 19th. level, a gunner can combine two different gun play
powers together. Doing so cost all the normal gun play points but only requiers one
full round action.

Cheap Shot: Starting at 20th. level, a gunner can spend three uses of her daily gun
play power to deal a automatic critical hit to a opponit. Doing so is a full round action
that provocks attacks of oppertunity.

Level Base attack bonus Fort Ref Will Special Trigger Happy Ammo
1st +0 +0 +2 +0 Gun Play, Trigger Happy, Dodge -2/-2 1d6
2nd +1 +0 +3 +0 Scatter shot -1/-1 1d6
3rd +2 +1 +3 +1 Quick Draw +0/+0 1d6
4th +3 +1 +4 +0 Point Blank shot +1/+1 1d8
5th +3 +1 +4 +1 ----- +2/+2 1d8
6th +4 +2 +5 +2 Enchanted ammo +3/+3 1d8
7th +5 +2 +5 +2 Mobility +4/+4 1d8
8th +6/+1 +2 +6 +2 Pot Shot +5/+5 1d10
9th +6/+1 +3 +6 +3 ----- +6/+6/+1 1d10
10th +7/+2 +3 +7 +3 Dubble Scatter shot +7/+7/+2 1d10
11th +8/+3 +3 +7 +3 Shot On The Run +8/+8/+8/+3 1d10
12th +9/+4 +4 +8 +4 Drill Shot +9/+9/+9/+4 2d6
13th +9/+4 +4 +8 +4 ----- +9/+9/+9/+4 2d6
14th +10/+5 +4 +9 +4 Tableturner +10/+10/+10/+5 2d6
15th +11/+6/+1 +5 +9 +5 Eyes of the Owl +11/+11/+11/+6/+1 2d6
16th +12/+7/+2 +5 +10 +5 Quarter Pounder +12/+12/+12/+7/+2 2d8
17th +12/+7/+2 +5 +10 +5 ----- +12/+12/+12/+7/+2 2d8
18th +13/+8/+3 +6 +11 +6 Pierce the Dark +13/+13/+13/+8/+3 2d8
19th +14/+9/+4 +6 +11 +6 Combine power +14/+14/+14/+9/+4 2d8
20th +15/+10/+5 +6 +12 +6 Cheap Shot +15/+15/+15/+10/+5 2d10



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