The Gun Mage

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kitteninablender
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The Gun Mage

Unread post by kitteninablender »

((In keeping with my post about implementing Guns I thought I'd throw this idea out there. The Gun Mage! A fun, more caster-oriented version of the Arcane Archer.))

The Gun Mage:

As technology advances within the Realms many Mages have chosen to advance with it, combining the archaic arts of the arcane with the raw firepower of modern technology. Gun Mages are usually lone-wanderers, travelling from place to place in search of new ways to combine Science with Sorcery.

Requirements:
Feats: Point-Blank Shot, Rapid Reload, Many Shot
Proficiencies: Simple Weapons, Light Armor
Skills: Concentration 8 Ranks, Craft Alchemy 8 Ranks, Tumble 4 Ranks
Spellcasting: Ability to cast 3rd level Arcane spells or use Lesser Warlock Invocations

Base Attack Bonus: Medium
Hit Dice: d6
Saving Throws: Good Fortitude and Reflex, poor Will
Skill points: 2 + Int Modifier
Class skills: Bluff, Craft (Alchemy), Concentration, Knowledge (Arcane), Knowledge (History), Knowledge (Local), Tumble


Level Ability
1 Alchemical Bullet (Silver), spellcasting
2 Magic Bullet (+1)
3 Imbue Bullet (Ranged Touch)
4 Magic Bullet (+2)
5 Alchemical Bullet (Cold Iron)
6 True Grit, Magic Bullet (+3) ----
7 Imbue Bullet (Area Spell)
8 Magic Bullet (+4)
9 Alchemical Bullet (Adamantine),
10 Magic Bullet +5, Bullet with your name on it!

- Spells per Day/Spells Known: At every level except 1st, 5th, and 9th the Gun Mage gains more spells per day. If a character had more than one spellcasting class before becoming a Gun Mage, he must decide which class he adds the new level for purposes of determining spells per day. Warlocks who take this class continue to progress in Eldritch Blast damage as well as known invocations at the specified levels.

Alchemical Bullet (Ex): By taking a full-round action the Gun Mage can add an alchemical admixture to their bullets, allowing them to bypass damage reduction as though they were silver. At 5th level they can choose to change the mixture to treat their bullets as Cold Iron, and at 9th level to treat their bullets as Adamantine. This ability lasts until the Gun Mage chooses to change the composition. The Gun Mage can only have one variant of this ability active at any one time, though he may change it as often as he wishes.

Magic Bullet (Su): All bullets fired from the gun of a Gun Mage are considered to be +1 magical bullets. This bonus increases by +1 for every two additional Gun Mage levels.

Imbue Bullet (Ranged Touch): The Gun mage can take a full-round action to cast a Ranged Touch spell and simultaneously fire their Gun. If the target is successfully hit by the Ranged Touch spell they also take additional damage as though from a fired bullet.

Imbue Bullet (Area Spell): The Gun Mage can take a full round action to fire their Gun while simultaneously casting an Area Spell. If the Bullet strikes the target the target is also affected as though a Fireball were centered on their location, using the Gun Mage's caster level. They can do this three times per day.

Desperado (Su): Once per day the Gun Mage can call upon their Grit and their magical prowess to shield themselves with magical energy. For 10 rounds the Gun Mage gains the benefits of the Shield, Haste, and Displacement spells. This is an instantly activated ability.

Bullet with your name on it! (Su): Once per day the Gun Mage can take a full-round action to designate a single target, magically inscribing the creature's True Name onto the barrel of their Gun. For one minute afterwards the Gun Mage ignores all Spell Resistance, Concealment, and Damage Reduction of the inscribed creature.

(( As I said, this was just something I came up with for fun. I welcome all constructive criticism and feedback, and ask the DM's at least think about it in the future (Though the scripting might be a nightmare.) ))
Chaos is relative. What is normal for the Spider is Chaos for the Fly.
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aaron22
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Re: The Gun Mage

Unread post by aaron22 »

i would see a cost attached to using the magic bullets, bullet with name and alchemical bullets per use. maybe 10gp x (+bonus) on magic bullet. 1000gp/per bullet with name and 100 gp for each alchemical bullet fired.

that makes it much more fun
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metaquad4
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Re: The Gun Mage

Unread post by metaquad4 »

We could do this with slings too. I even have a good name!

"Spell Slinger"
aka aplethoraof (on discord too)
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V'rass
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Re: The Gun Mage

Unread post by V'rass »

Sounds interesting...
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