FFX-2 Gun Mage


3.5/d20/OGL


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.


Its a work in progress let me know if you find something wrong or have an idea to fix it. Injoy.


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) Intimidate(Cha)

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 (to a max of 5d6 at 17th level).

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 for 1 minute. The Gun Mage has a 10% chance of permitly learning the new blue bullet (ether as a spell or spell-like ability usablilt is up to DM determination). 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 cast a small number of arcane spells, which are drawn from the Gun Mage spell list. A Gun Mage does not need to prepare her spells in advance. To 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.
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.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
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.
Undetectable Alignment: Conceals alignment for 24 hours.
Magic Weapon: Weapon gains +1 bonus.
*Know Greatest Enemy: Determines relative power level of creatures in the area.

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.
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.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Wind Wall: Deflects arrows, smaller creatures, and gases.
*Fell the greatest foe: Deal extra damage to creatures larger than you

3RD-LEVEL GUN MAGE SPELLS
Dispel Magic: Cancels magical spells and effects.
Darkvision: See 60 ft. in total darkness.
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.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Water Walk: Subject treads on water as if solid.
*Word of binding: Magical manacles restrain foe.
*Lively step: You and your allies gain +10 speed increase

4TH-LEVEL GUN MAGE SPELLS
Dimension Door: Teleports you short distance.
Freedom of Movement: Subject moves normally despite impediments.
Nondetection M: Hides subject from divination, scrying.
*Deeper darkvision:Subject can see 90 ft in magical darkness
*Foebane: Your weapon becomes +5 and deals 2d6 damage against favored enemies
*Implacable pursuer: You know where prey is, as long it’s moving
*Know Vulnerablitites: Determine subject’s vulnerabilitities and resistances.


Fixed some of the spells and some mistakes.

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