Gun Mage for my setting.


Homebrew and House Rules


So here is my idea of the gun mage from Iron kingdoms converted to Pathfinder. Please tell me what you think.

Gun Mage

Hit Dice: d8

Alignment: Any

Skill Points: (6 + Int modifier)
Class skills (and the key ability): Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana), Perception (Wis), Profession (Wis), Spellcraft (Cha), Stealth (Dex), Survival (Wis), Swim (Str)

The BAB, Fort, Ref, and Will progression is that of the gun mage from the Iron Kingdoms character guide. The Spells per day and spells known are using the bards progression. The specials (listed in order and what lvl they're attained) are listed below. I would have posted a chart, but I didn't feel like making one on here.I can send you a pdf version if you'd like, jut send me a message with your email adress.

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 pistol. The exact look of the gun differs for each Gun Mages but all have the glowing runes on the sides of their pistols. If destroyed a Gun Mage may forge a new gun to replace the old one. Doing so casts 150 gp and two weeks work and requires a special shop to to make the gun. The pistol also acts a an arcane focus and material components for spells. The Gun Mage's guns have a range of 50ft. and a X3 crit. and weigh 2 lb. Additionally, any ray spells cast by the gun mage can be focused through the barrel of their pistol, allowing them to use their pistol ranged attack bonus (and any ensuing bonuses from Weapon Focus or other feats) to determine the range touch attack bonuses for resolving the ray spell. However, the gun mage can’t cast a spell and fire his pistol at the same time.

Armored Caster: The gun mage doesn’t suffer arcane spell failure while he wears light armor.

Ammo: A Gun Mages ammo never runs out and never needs to be reloaded. At 1st level the attack deals is 1d6 points of damage. 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). In addition upon reaching 6th lvl, the gun mage’s gun is treated as having a +1 enchantment bonus. This bonus increases by +1 for every 4 levels in the gun mage class; +2 at 10th, +3 at 14th, and +4 at 18th level.

Draw!: At 1st level a gun mage gains Quick Draw as a bonus feat.

Cantrips: Gun mages learn a number of cantrips, or 0-level spells, as noted on the table Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spells: Gun Mages cast arcane spells like sorcerers, and are drawn from the sorcerer/wizard spell list. Gun mages are limited in the number of spells they can cast per day and can learn respectively. The gun mage casts these spells without needing to prepare them beforehand or keep a spellbook. The gun mage’s gun can substitute as an arcane focus and material components for the spells he casts. Gun mages receive bonus spells per day for a high Charisma, and to cast a spell a gun mage must have a charisma score at least equal to 10 + the level of the spell. The difficulty class for a saving throw against a gun mage’s spell is 10 + the spell’s level + the gun mage’s Charisma modifier.
The gun mage’s selection of spells is extremely limited. A gun mage begins play knowing four 0-level spells of the player’s choice. At most new gun mage levels, he gains one or more new spells as indicated on the Spells Know table. (Unlike the spells per day, the number of spells know is not affected by a high Charisma score; The numbers on the table are fixed.)

Gunfighter: At 2nd level a Gun Mage can attack with her gun while in melee and not provoke and attack of opportunity.

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

Bonus Feats: At 4th level and every four levels thereafter, a gun mage gains a bonus feat. These must be chosen from the following list: Any Metemagic feat, Combat Casting, Deadly Aim, Dodge, Improved Initiative, Mobility, Point-Blank Shot, Precise Shot, Shoot on the run Improved Precise Shot, Pinpoint Targeting, Rapid Shot, Two Pistol Fighting (same as with two weapon fighting, but with Pistols), Spell Focus, Greater Spell Focus, Weapon Focus (pistol).

Uncanny Dodge: Starting at 4th level, a gun mage can react to danger before her senses would normally allow them to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A gun mage with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a gun mage already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: A gun mage of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.


For improved uncanny dodge I would change it so that the rogue has to have 4 levels higher than the gun mage has levels of gun mage.
As stated, unless the gun mage is a rogue, a 4th level rogue or higher can flank her.


Crap, I should have noticed that...I feel dumb now. LOL

*Improved Uncanny Dodge: A gun mage of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the rogue has at least four more levels than the gun mage does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Ok this is how Improved Uncanny Dodge works for the gun mage.


Come on guys, I would like to hear some advice on this.


Spyder25 wrote:
Come on guys, I would like to hear some advice on this.

Well, i put together something similar for my campaign world so i know where you're coming from at wanting some feedback.

My version was less of a mage and more of an arcane gun operator. The guns in my world are a mix of magic and technology (leaning more to the side of magic.)

Basically, my class focused more on the manipulation of the gun. It's best to think of the gun as a familiar/companion than a tool. Mine could change barrels, ammunition, stock, etc to manipulate damage types and amounts.

The major drawback to my gunslinger was the setting. They were usually distrusted but their abilities usually made up for it.

As for what you did, I don't have the Iron Kingdoms splatbook so I don't know the exact mechanics from which you convert, but I'll give my impression.

Hit Die is good.
Skill points are too high. Drop to 4+. Especially if she has 2 good saves.
The arcane sight abilities are given a little too early. Arcane Sight is a 3rd level spell and you allow the Gun Mage to do it at 3rd level as a swift action. That's too early and too good in my opinion. Worse yet, Greater Arcane Sight is a 7th level spell and 9th level is WAY too soon.
As for bonus feats, you should include the "the character must still fulfill any prerequisites blah, blah, blah" stuff.

Other than those things, I think it looks pretty solid. Just as an aside, what's the BAB from the Iron Kingdoms book?


I'm guessing its an average BAB. Could you give me a link to your gun mage? I think I like your idea. Using magic to manipulate the gun.


Spyder25 wrote:
I'm guessing its an average BAB. Could you give me a link to your gun mage? I think I like your idea. Using magic to manipulate the gun.

I'm at work so I don't currently have access to it. But i'll see if I can get a copy to you somehow.


Awesome! That would be great.


So my creation get more so left in the dust...

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You might want to neaten up how it's presented, like maybe give a 20 level list of abilities, like this:

Gun Mage

BAB: +3/4
Good Saves: Fortitude and Reflex (or whatever)
Hit Dice: 1d8

LEVEL ABILITY
1. Ammo (1d6), Armored Caster, Cantrips, Draw!, Gun.
2. Gunfighter
3. Scan
4. Bonus Feat, Uncanny Dodge
5. Ammo (2d6)
6. Enchanted Ammo +1
7.
8. Bonus Feat, Improved Uncanny Dodge
9. Ammo (3d6), Improved Scan
10. Enchanted Ammo +2
11.
12. Bonus Feat
13. Ammo (4d6)
14. Enchanted Ammo +3
15.
16. Bonus Feat
17. Ammo (5d6)
18. Enchanted Ammo +4
19.
20. Bonus Feat

Also, it looks very front loaded. I would drop Draw! and just add Quick Draw to the list of bonus feats. Scan and Improved Scan are WAY too powerful; maybe move Scan to 7th level and Improved Scan to 15th level. You also have some empty levels, which is a big no-no in Pathfinder, and it lacks a neat 20th level capstone ability (a bonus feat doesn't cut it!).

Unlimited ammo is a bit much, too, unless this is supposed to be a weird combo of warlock, caster, and ranger. Also, it would be neat to have different kinds of ammo (silver, cold iron, adamantine, holy, bludgeoning, slashing, non-lethal, etc.) and it would be neat to do ranged combat maneuvers (Bull Rushes, Disarms, Sunders, and Trips).

Maybe customize the spell list and emphasize ranged attacks, defense, movement, and self-buffing, and maybe stealth. I'd definitely raid the cleric and druid spell lists for ranged touch attacks, too (produce flame, searing ray, etc.).

I think a better build might be the following:

LEVEL ABILITY
1. Ammo (1d6), Armored Caster, Cantrips, Gun
2. Bonus Feat, Gunfighter
3. Trick Shot, Special Bullet
4. Enchant Ammo +1
5. Ammo (2d6), Uncanny Dodge
6. Bonus Feat, Special Bullet
7. Trick Shot
8. Enchant Ammo +2, Improved Uncanny Dodge
9. Ammo (3d6), Special Bullet
10. Bonus Feat
11. Trick Shot, Combo Bullet
12. Enchant Ammo +3, Special Bullet
13. Ammo (4d6)
14. Bonus Feat, Seeker Bullet
15. Trick Shot, Special Bullet
16. Enchant Ammo +4
17. Ammo (5d6), Phase Bullet
18. Bonus Feat, Special Bullet
19. Trick Shot, Combo Trick
20. Enchant Ammo +5, Hail of Bullets

Trick Shot (Ex). At levels 3, 7, 11, 15, and 19, the gun mage chooses one of the following combat maneuvers and can apply any of the selected maneuvers he knows to a ranged attack he makes by spending a swift action, using his Caster Level as his BAB and adding his Dexterity modifier instead of his Strength modifier to determine the CMB of the check. Making the combat maneuver check does not provoke an attack of opportunity.

Bull Rush (the gun mage does have to move or follow the target to move more than 5 feet)
Disarm (the gun mage cannot be disarmed on a failed attempt)
Grapple (1 round duration)
Sunder
Trip (the gun mage cannot be tripped on a failed attempt)

Special Bullet (Su). The gun mage can shoot bullets with special properties. She chooses one special property at 3rd level and one additional special property every 3 levels thereafter. The default ammo of a gun mage is piercing and made of lead.

Adamantine. The gun mage must be 12th level before selecting this.
Aligned. The gun mage must be 9th level before selecting this.
Bludgeoning.
Cold Iron.
Non-lethal.
Silver.
Slashing.

Combo Bullet (Su). The gun mage can combine special bullets. Combo bullets cannot be made of more than one material (lead, adamantine, cold iron, or silver) or more than one type of damage (bludgeoning, piercing, or slashing).

Seeker Bullet (Sp). As arcane archer's seeker arrow, usuable a number of times equal to the gun mage's Cha bonus.

Phase Bullet (Sp). As arcane archer's phase arrow, usuable a number of times equal to the gun mage's Cha bonus.

Combo Tricks (Ex). The gun mage can apply a number of different combat maneuvers to her ranged attacks with her gun equal to 1/2 his Dexterity bonus (minimum 2) as a swift action.

Hail of Bullets. As arcane archer's hail of arrows ability, usuable a number of times equal to the gun mage's Cha bonus.


I was thinking of doing away with the spell list entirely. Making the whole mage thing about his gun. And the ammo thing is playing off of that fact. Oh I also like your build, its kinda what I had in mind.


Removing the spellcasting ability also removes the ability to enter the Warcaster PrC, and Gun Mage Warcasters are fairly iconic. If this Gun Mage is an adaption for a setting without Warcasters, then it's not so much of a worry.


I like the idea of using "magic" to enhance his gun(s) more so than to cast spells.

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Spyder25 wrote:
I like the idea of using "magic" to enhance his gun(s) more so than to cast spells.

If you drop spells, then I'd probably give it a spell-like or supernatural every level that enhances its ammo, enhances the gunner, or gives a cool trick shot. I'd also up the damage of the ammo. Basically, it would be a warlock with a gun focus.

Maybe damage increasing by 1d6 every odd level, enhancement bonus at levels 2, 6, 10, 14, 18, and special bullet properties at levels 4, 8, 12, 16, 20, like ghost touch, flaming, keen, merciful, icyburst, brilliant energy, etc.

The every level powers would be trick shots, special materials for the bullets, the arcane archer stuff, and possibly carrier effects like shaken, dazed, stunned, etc. Maybe using mechanics like a truespeaker or shadowcaster from Tome of Magic.


Well I'm still toying around with the class. I should have something posted next week or so. Thanks for all your feedback guys, it really helps.


Would it be too over powered if I made the Ammo ability increase in damage every odd lvl like that rogues sneak attack?

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Spyder25 wrote:
Would it be too over powered if I made the Ammo ability increase in damage every odd lvl like that rogues sneak attack?

Probably not. It's comparable to the warlock, but a ranged attack, not ranged touch attack, so it should be OK, especially if it has a Medium BAB. It's basically scaling at half the damage of a wizard or sorcerer, but only against a single target, and subject to damage resistance (if not SR or energy resistances), so it should be pretty balanced.


Sweet! Well I'm almost done with the class build.


OK! Here is....drum roll please... the

Gun Mage
HP: d8
BAB: +3/4 (not quite sure what that means)
Good Save: Ref
Alignment: Any
Skill Points: 4+ Int modifier
Class skills (and the key ability): Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana), Perception (Wis), Profession (Wis), Spellcraft (Cha), Stealth (Dex), Survival (Wis), Swim (Str)

LEVEL ABILITY
1. Ammo (1d6), Armored Caster, Cantrips, Gun
2. Bonus Feat, Gunfighter
3. Trick Shot, Special Bullet
4. Enchant Ammo +1
5. Ammo (2d6), Uncanny Dodge
6. Bonus Feat, Special Bullet
7. Trick Shot
8. Enchant Ammo +2, Improved Uncanny Dodge
9. Ammo (3d6), Special Bullet
10. Bonus Feat
11. Trick Shot, Combo Bullet
12. Enchant Ammo +3, Special Bullet
13. Ammo (4d6)
14. Bonus Feat, Seeker Bullet
15. Trick Shot, Special Bullet
16. Enchant Ammo +4
17. Ammo (5d6), Phase Bullet
18. Bonus Feat, Special Bullet
19. Trick Shot, Combo Trick
20. Enchant Ammo +5, Hail of Bullets

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 pistol. The exact look of the gun differs for each Gun Mages but all have the glowing runes on the sides of their pistols. If destroyed a Gun Mage may forge a new gun to replace the old one. Doing so costs 150 gp and two weeks work and requires a special shop to to make the gun. The pistol also acts as an arcane focus and material components for spells. The Gun Mage's guns have a range of 50ft. and a X3 crit. and weighs 2 lb.
Additionally, any ray spells cast by the gun mage can be focused through the barrel of their pistol, allowing them to use their pistol ranged attack bonus (and any ensuing bonuses from Weapon Focus or other feats) to determine the range touch attack bonuses for resolving the ray spell. However, the gun mage can’t cast a spell and fire his pistol at the same time.

Armored Caster: The gun mage doesn’t suffer arcane spell failure while he wears light armor.

Ammo: A Gun Mage's ammo never runs out and never needs to be reloaded. At 1st level the attack deals is 1d6 points of damage. 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).

Cantrips: Gun mages learn a number of cantrips, or 0-level spells, as noted on the table Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells: Gun Mages cast arcane spells like sorcerers, and are drawn from the sorcerer/wizard spell list. Gun mages are limited in the number of spells they can cast per day and can learn respectively. The gun mage casts these spells without needing to prepare them beforehand or keep a spellbook. The gun mage’s gun can substitute as an arcane focus and material components for the spells he casts. Gun mages receive bonus spells per day for a high Charisma, and to cast a spell a gun mage must have a charisma score at least equal to 10 + the level of the spell. The difficulty class for a saving throw against a gun mage’s spell is 10 + the spell’s level + the gun mage’s Charisma modifier.
The gun mage’s selection of spells is extremely limited. A gun mage begins play knowing four 0-level spells of the player’s choice. At most new gun mage levels, he gains one or more new spells as indicated on the Spells Know table. (Unlike the spells per day, the number of spells know is not affected by a high Charisma score; The numbers on the table are fixed.)

Bonus Feat: At 2nd level level and every four levels thereafter, a gun mage gains a bonus feat. These must be chosen from the following list: Any Metemagic feat, Combat Casting, Deadly Aim, Dodge, Gunslinger, Improved Initiative, Mobility, Point-Blank Shot, Precise Shot, Shoot on the run Improved Precise Shot, Pinpoint Targeting, Quick Draw, Rapid Shot, Two Pistol Fighting (same as with two weapon fighting, but with Pistols), Spell Focus, Greater Spell Focus, Weapon Focus (pistol).

Gunfighter: At 2nd level a Gun Mage can attack with her gun while in melee and not provoke and attack of opportunity.

Trick Shot (Ex): At levels 3, 7, 11, 15, and 19, the gun mage chooses one of the following combat maneuvers and can apply any of the selected maneuvers he knows to a ranged attack he makes by spending a swift action, using his Caster Level as his BAB and adding his Dexterity modifier instead of his Strength modifier to determine the CMB of the check. Making the combat maneuver check does not provoke an attack of opportunity.

Bull Rush (the gun mage does have to move or follow the target more than 5 feet)
Disarm (the gun mage cannot be disarmed on a failed attempt)
Grapple (1 round duration)
Sunder
Trip (the gun mage cannot be tripped on a failed attempt)

Special Bullet (Su): The gun mage can shoot bullets with special properties. She chooses one special property at 3rd level and one additional special property every 3 levels thereafter. The default ammo of a gun mage's gun is piercing and made of lead.

Adamantine. The gun mage must be 12th level before selecting this. Aligned. The gun mage must be 9th level before selecting this. Bludgeoning.
Cold Iron.
Non-lethal.
Silver.
Slashing.

Enchant Ammo: At 4th level the ammo from the gun mage's gun is considered to be +1. This enchantment increases by one every four levels (+2 at 8th, +3 at 12, and so forth)

Uncanny Dodge: Starting at 4th level, a gun mage can react to danger before her senses would normally allow them to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A gun mage with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a gun mage already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: A gun mage of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the gun mage does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Combo Bullet (Su): The gun mage can combine special bullets. Combo bullets cannot be made of more than one material (lead, adamantine, cold iron, or silver) or more than one type of damage (bludgeoning, piercing, or slashing).

Seeker Bullet (Sp): As arcane archer's seeker arrow, usable a number of times equal to the gun mage's Cha bonus.

Phase Bullet (Sp): As arcane archer's phase arrow, usable a number of times equal to the gun mage's Cha bonus.

Combo Tricks (Ex): The gun mage can apply a number of different combat maneuvers to her ranged attacks with her gun equal to 1/2 his Dexterity bonus (minimum 2) as a swift action.

Hail of Bullets: As arcane archer's hail of arrows ability, usable a number of times equal to the gun mage's Cha bonus.

Ok tell me what you think of that. Oh and thank you to everyone that helped me on this.


I'll add the background info for the class later, still working on that.


Spyder25 wrote:
I'll add the background info for the class later, still working on that.

What is the progression on the gunmage's spells known and spells per day? It appears in your latest spells progression that they do not start knowing any first level spells? That seems odd for a class that starts with spells to begin with.

Also when you say he can substitute the gun for material components of spells does that include costly components? I do not think it should, but whichever way you choose, you should make that part clear.


Crap, I knew I forgot something. The spell progression and spells known are like that of the bard's.

As for the material components, I think the gun should account for costly ones. It shows that he has spent time into combining his gun fighting with spell casting. When you're on the battle field you don't want to worry about having the right components, or looking for them in a spell component bag, while you're being hammered by enemy forces or what ever.

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Spyder25 wrote:

Crap, I knew I forgot something. The spell progression and spells known are like that of the bard's.

As for the material components, I think the gun should account for costly ones. It shows that he has spent time into combining his gun fighting with spell casting. When you're on the battle field you don't want to worry about having the right components, or looking for them in a spell component bag, while you're being hammered by enemy forces or what ever.

You might want to create a sliding scale for how much the gun counts as an expensive material component. Some spells are very expensive for a reason, and being able to cast them essentially for free is quite powerful. Maybe the gun counts as upto 100 gps per gun mage level in expensive material component. Maybe even require the gun mage to spend money on his gun to gain this benefit, say 1000 gp per level.

Or have special, expensive ammo you can use in lieu of an expensive material component. Like gold or platinum or mithril bullets.


ok, before I repost the gun mage, would it be ok to give it evasion at maybe 4th lvl? I was kind of thinking about it and I think the gun mage would be good at dodging area attacks and what not.

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You probably want to be careful that the gunmage isn't really good at lots of different things. If it has lots of fire power, it probably shouldn't have lots of defensive powers too. You have to remember that Pathfinder is a team sport; that said, evasion at a relatively middling level, like 4th, won't be too powerful. Especially if the "role" of the gunmage is more in line with the rogue than the wizard or sorcerer. To use "4th edition parlance" it's a striker, capable of dealing situational high damage attacks to a single target.


OK, I'll just leave evasion out. Uncanny Dodge and Improved Uncanny Dodge should be enough. Later today I will repost the gun mage. I made it so that the gun mage's gun would count for 100gp of expensive material components for every gun mage level. So a 1st level gun mage's gun would count for 100gp of material components.


OK, one last time.

Gun Mage
HP: d8
BAB: +3/4
Good Save: Ref
Alignment: Any
Skill Points: 4+ Int modifier
Class skills (and the key ability): Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana), Perception (Wis), Profession (Wis), Spellcraft (Cha), Stealth (Dex), Survival (Wis), Swim (Str)

LEVEL ABILITY
1. Ammo (1d6), Armored Caster, Cantrips, Gun S.P.D.:1 - - - - -
2. Bonus Feat, Gunfighter 2 - - - - -
3. Trick Shot, Special Bullet 3 - - - - -
4. Enchant Ammo +1 3 1 - - - -
5. Ammo (2d6), Uncanny Dodge 4 2 - - - -
6. Bonus Feat, Special Bullet 4 3 - - - -
7. Trick Shot 4 3 1 - - -
8. Enchant Ammo +2, Improved Uncanny Dodge 4 4 2 - - -
9. Ammo (3d6), Special Bullet 5 4 3 - - -
10. Bonus Feat 5 4 3 1 - -
11. Trick Shot, Combo Bullet 5 4 4 2 - -
12. Enchant Ammo +3, Special Bullet 5 5 4 3 - -
13. Ammo (4d6) 5 5 4 3 1 -
14. Bonus Feat, Seeker Bullet 5 5 4 4 2 -
15. Trick Shot, Special Bullet 5 5 5 4 3 -
16. Enchant Ammo +4 5 5 5 4 3 1
17. Ammo (5d6), Phase Bullet 5 5 5 4 4 2
18. Bonus Feat, Special Bullet 5 5 5 5 4 3
19. Trick Shot, Combo Trick 5 5 5 5 5 4
20. Enchant Ammo +5, Hail of Bullets 5 5 5 5 5 5

Spells Known
Lvl Spell Lvl
0 1 2 3 4 5 6

1 4 2 - - - - -
2 5 3 - - - - -
3 6 4 - - - - -
4 6 4 2 - - - -
5 6 4 3 - - - -
6 6 4 4 - - - -
7 6 5 4 2 - - -
8 6 5 4 3 - - -
9 6 5 4 4 - - -
10 6 5 5 4 2 - -
11 6 6 5 4 3 - -
12 6 6 5 4 4 - -
13 6 6 5 5 4 2 -
14 6 6 6 5 4 3 -
15 6 6 6 5 4 4 -
16 6 6 6 5 5 4 2
17 6 6 6 6 5 4 3
18 6 6 6 6 5 4 4
19 6 6 6 6 5 5 4
20 6 6 6 6 6 5 5

Weapon and Armor Proficiency: A gun mage is proficient with all simple weapons, her gun (& other pistols), and light armor, but not shields.

Gun: A gun mage begins play with a master work quality pistol. The exact look of the gun differs for each Gun Mages but all have the glowing runes on the sides of their pistols. If destroyed a Gun Mage may forge a new gun to replace the old one. Doing so costs 1000 gp and two weeks work and requires a special shop to to make the gun. The pistol also acts as an arcane focus and for up to 100gp of material components per gun mage level. The gun mage's guns have a range of 50ft., and a X3 critical, and weighs 2 lb.

 Additionally, any ray spells cast by the gun mage can be focused through the barrel of their pistol, allowing them to use their pistol ranged attack bonus (and any ensuing bonuses from Weapon Focus or other feats) to determine the range touch attack bonuses for resolving the ray spell. However, the gun mage can’t cast a spell and fire his pistol at the same time.

Armored Caster: The gun mage doesn’t suffer arcane spell failure while he wears light armor.

Ammo: A Gun Mage's ammo never runs out and never needs to be reloaded. At 1st level the attack deals is 1d6 points of damage. 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).

Cantrips: Gun mages learn a number of cantrips, or 0-level spells, as noted on the table Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells: Gun Mages cast arcane spells like sorcerers, and are drawn from the sorcerer/wizard spell list (given below). Gun mages are limited in the number of spells they can cast per day and can learn respectively. The gun mage casts these spells without needing to prepare them beforehand or keep a spellbook. Gun mages receive bonus spells per day for a high Charisma, and to cast a spell a gun mage must have a charisma score at least equal to 10 + the level of the spell. The difficulty class for a saving throw against a gun mage’s spell is 10 + the spell’s level + the gun mage’s Charisma modifier. 
The gun mage’s selection of spells is extremely limited. A gun mage begins play knowing four 0-level spells of the player’s choice. At most new gun mage levels, he gains one or more new spells as indicated on the Spells Know table. (Unlike the spells per day, the number of spells know is not affected by a high Charisma score; The numbers on the table are fixed.)

Bonus Feat: At 2nd level level and every four levels thereafter, a gun mage gains a bonus feat. These must be chosen from the following list: Any Metamagic feat, Combat Casting, Deadly Aim, Dodge, Improved Initiative, Mobility, Point-Blank Shot, Precise Shot, Shoot on the run Improved Precise Shot, Pinpoint Targeting, Quick Draw, Rapid Shot, Two Pistol Fighting (same as with two weapon fighting, but with Pistols), Spell Focus, Greater Spell Focus, Weapon Focus (pistol). The gun mage still has to meet the prerequisites in order to gain the feat.

Gunfighter: At 2nd level a Gun Mage can attack with her gun while in melee and not provoke and attack of opportunity.

Trick Shot (Ex): At levels 3, 7, 11, 15, and 19, the gun mage chooses one of the following combat maneuvers and can apply any of the selected maneuvers he knows to a ranged attack he makes by spending a swift action, using his Caster Level as his BAB and adding his Dexterity modifier instead of his Strength modifier to determine the CMB of the check. Making the combat maneuver check does not provoke an attack of opportunity.
Bull Rush (the gun mage does have to move or follow the target more than 5 feet), Disarm (the gun mage cannot be disarmed on a failed attempt), Grapple (1 round duration), Sunder, Trip (the gun mage cannot be tripped on a failed attempt)

Special Bullet (Su): The gun mage can shoot bullets with special properties. She chooses one special property at 3rd level and one additional special property every 3 levels thereafter. The default ammo of a gun mage's gun is piercing and made of lead.
Adamantine (The gun mage must be 12th level before selecting this), Aligned (The gun mage must be 9th level before selecting this), Bludgeoning, Cold Iron, Non-lethal, Silver, Slashing.

Enchant Ammo: At 4th level the ammo from the gun mage's gun is considered to be a +1 weapon. This enchantment increases by one every four levels (+2 at 8th, +3 at 12, and so forth).

Uncanny Dodge: Starting at 5th level, a gun mage can react to danger before her senses would normally allow them to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A gun mage with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a gun mage already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: A gun mage of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the gun mage does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Combo Bullet (Su): The gun mage can combine special bullets. Combo bullets cannot be made of more than one material (lead, adamantine, cold iron, or silver) or more than one type of damage (bludgeoning, piercing, or slashing).

Seeker Bullet (Sp): At 14th level, a gun mage can fire a bullet at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the bullet’s range prevents the bullet’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the bullet is part of the action). A gun mage can use this ability a number of times per day equal to the gun mage’s Cha modifier +1.

Phase Bullet (Sp): At 17th level, a gun mage can launch an arrow once per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). A gun mage can use this ability a number of times per day equal to the gun mage’s Cha modifier +1.

Combo Tricks (Ex): The gun mage can apply a number of different combat maneuvers to her ranged attacks with her gun equal to 1/2 his Dexterity bonus (minimum 2) as a swift action.

Hail of Bullets (Sp): In lieu of his regular attacks, a number of times per day equal to the gun mage’s Cha modifier +1 a 20th level gun mage can fire a bullet at each and every target within range. Each attack uses the gun mage’s primary attack bonus, and each enemy may only be targeted by a single bullet.

OK, I hope this works. Again thanks to everyone that has helped me with this class. You guys are awesome.


OK, last time.

Gun Mage
HP: d8
BAB: +3/4
Good Save: Ref
Alignment: Any
Skill Points: 4+ Int modifier
Class skills (and the key ability): Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana), Perception (Wis), Profession (Wis), Spellcraft (Cha), Stealth (Dex), Survival (Wis), Swim (Str)

LEVEL ABILITY
1. Ammo (1d6), Armored Caster, Cantrips, Gun 1 - - - - -
2. Bonus Feat, Gunfighter 2 - - - - -
3. Trick Shot, Special Bullet 3 - - - - -
4. Enchant Ammo +1 3 1 - - - -
5. Ammo (2d6), Uncanny Dodge 4 2 - - - -
6. Bonus Feat, Special Bullet 4 3 - - - -
7. Trick Shot 4 3 1 - - -
8. Enchant Ammo +2, Improved Uncanny Dodge 4 4 2 - - -
9. Ammo (3d6), Special Bullet 5 4 3 - - -
10. Bonus Feat 5 4 3 1 - -
11. Trick Shot, Combo Bullet 5 4 4 2 - -
12. Enchant Ammo +3, Special Bullet 5 5 4 3 - -
13. Ammo (4d6) 5 5 4 3 1 -
14. Bonus Feat, Seeker Bullet 5 5 4 4 2 -
15. Trick Shot, Special Bullet 5 5 5 4 3 -
16. Enchant Ammo +4 5 5 5 4 3 1
17. Ammo (5d6), Phase Bullet 5 5 5 4 4 2
18. Bonus Feat, Special Bullet 5 5 5 5 4 3
19. Trick Shot, Combo Trick 5 5 5 5 5 4
20. Enchant Ammo +5, Hail of Bullets 5 5 5 5 5 5

Spells Known

1 4 2 - - - - -
2 5 3 - - - - -
3 6 4 - - - - -
4 6 4 2 - - - -
5 6 4 3 - - - -
6 6 4 4 - - - -
7 6 5 4 2 - - -
8 6 5 4 3 - - -
9 6 5 4 4 - - -
10 6 5 5 4 2 - -
11 6 6 5 4 3 - -
12 6 6 5 4 4 - -
13 6 6 5 5 4 2 -
14 6 6 6 5 4 3 -
15 6 6 6 5 4 4 -
16 6 6 6 5 5 4 2
17 6 6 6 6 5 4 3
18 6 6 6 6 5 4 4
19 6 6 6 6 5 5 4
20 6 6 6 6 6 5 5

Weapon and Armor Proficiency: A gun mage is proficient with all simple weapons, her gun (& other pistols), and light armor, but not shields.

Gun: A gun mage begins play with a master work quality pistol. The exact look of the gun differs for each Gun Mages but all have the glowing runes on the sides of their pistols. If destroyed a Gun Mage may forge a new gun to replace the old one. Doing so costs 1000 gp and two weeks work and requires a special shop to to make the gun. The pistol also acts as an arcane focus and for up to 100gp of material components per gun mage level. The gun mage's guns have a range of 50ft., and a X3 critical, and weighs 2 lb.

 Additionally, any ray spells cast by the gun mage can be focused through the barrel of their pistol, allowing them to use their pistol ranged attack bonus (and any ensuing bonuses from Weapon Focus or other feats) to determine the range touch attack bonuses for resolving the ray spell. However, the gun mage can’t cast a spell and fire his pistol at the same time.

Armored Caster: The gun mage doesn’t suffer arcane spell failure while he wears light armor.

Ammo: A Gun Mage's ammo never runs out and never needs to be reloaded. At 1st level the attack deals is 1d6 points of damage. 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).

Cantrips: Gun mages learn a number of cantrips, or 0-level spells, as noted on the table Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells: Gun Mages cast arcane spells like sorcerers, and are drawn from the sorcerer/wizard spell list (given below). Gun mages are limited in the number of spells they can cast per day and can learn respectively. The gun mage casts these spells without needing to prepare them beforehand or keep a spellbook. Gun mages receive bonus spells per day for a high Charisma, and to cast a spell a gun mage must have a charisma score at least equal to 10 + the level of the spell. The difficulty class for a saving throw against a gun mage’s spell is 10 + the spell’s level + the gun mage’s Charisma modifier. 
The gun mage’s selection of spells is extremely limited. A gun mage begins play knowing four 0-level spells of the player’s choice. At most new gun mage levels, he gains one or more new spells as indicated on the Spells Know table. (Unlike the spells per day, the number of spells know is not affected by a high Charisma score; The numbers on the table are fixed.)

Bonus Feat: At 2nd level level and every four levels thereafter, a gun mage gains a bonus feat. These must be chosen from the following list: Any Metamagic feat, Combat Casting, Deadly Aim, Dodge, Improved Initiative, Mobility, Point-Blank Shot, Precise Shot, Shoot on the run Improved Precise Shot, Pinpoint Targeting, Quick Draw, Rapid Shot, Two Pistol Fighting (same as with two weapon fighting, but with Pistols), Spell Focus, Greater Spell Focus, Weapon Focus (pistol). The gun mage still has to meet the prerequisites in order to gain the feat.

Gunfighter: At 2nd level a Gun Mage can attack with her gun while in melee and not provoke and attack of opportunity.

Trick Shot (Ex): At levels 3, 7, 11, 15, and 19, the gun mage chooses one of the following combat maneuvers and can apply any of the selected maneuvers he knows to a ranged attack he makes by spending a swift action, using his Caster Level as his BAB and adding his Dexterity modifier instead of his Strength modifier to determine the CMB of the check. Making the combat maneuver check does not provoke an attack of opportunity.
Bull Rush (the gun mage does have to move or follow the target more than 5 feet), Disarm (the gun mage cannot be disarmed on a failed attempt), Grapple (1 round duration), Sunder, Trip (the gun mage cannot be tripped on a failed attempt)

*Special Bullet (Su): The gun mage can shoot bullets with special properties. She chooses one special property at 3rd level and one additional special property every 3 levels thereafter. The default ammo of a gun mage's gun is piercing and made of lead.
Adamantine (The gun mage must be 12th level before selecting this), Aligned (The gun mage must be 9th level before selecting this), Bludgeoning, Elemental (must be 10th level before selecting this), Cold Iron, Non-lethal, Silver, Slashing.

Enchant Ammo: At 4th level the ammo from the gun mage's gun is considered to be a +1 weapon. This enchantment increases by one every four levels (+2 at 8th, +3 at 12, and so forth).

Uncanny Dodge: Starting at 5th level, a gun mage can react to danger before her senses would normally allow them to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A gun mage with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a gun mage already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: A gun mage of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the gun mage does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Combo Bullet (Su): The gun mage can combine special bullets. Combo bullets cannot be made of more than one material (lead, adamantine, cold iron, or silver) or more than one type of damage (bludgeoning, piercing, or slashing).

Seeker Bullet (Sp): At 14th level, a gun mage can fire a bullet at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the bullet’s range prevents the bullet’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the bullet is part of the action). A gun mage can use this ability a number of times per day equal to the gun mage’s Cha modifier +1.

Phase Bullet (Sp): At 17th level, a gun mage can launch an arrow once per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). A gun mage can use this ability a number of times per day equal to the gun mage’s Cha modifier +1.

Combo Tricks (Ex): The gun mage can apply a number of different combat maneuvers to her ranged attacks with her gun equal to 1/2 his Dexterity bonus (minimum 2) as a swift action.

Hail of Bullets (Sp): In lieu of his regular attacks, a number of times per day equal to the gun mage’s Cha modifier +1 a 20th level gun mage can fire a bullet at each and every target within range. Each attack uses the gun mage’s primary attack bonus, and each enemy may only be targeted by a single bullet.

*edit: I added the option of giving the bullet an elemental type. Before you attack you chose one elemental type (flaming, frost, or shock).

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