You are on page 1of 7

Pathfinder Gun Mage Mk 4 Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Craft (small

arms) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), Spellcraft (Int), Swim (Str) Skill Points per Level: 4 + Int Modifier HD: d8 Level BAB Fort Ref Will Special 1 0 0 2 2 Arcane Focus, Arcane Shot 1D6, Cantrips 2 1 0 3 3 Reinforcing Runes, Firearms Specialty 3 2 1 3 3 Rune Casting 4 3 1 4 4 Arcane Shot 2D6 5 3 1 4 4 Arcane Bond 6 4 2 5 5 Firearms Specialty 7 5 2 5 5 Arcane Shot 3D6, Rune Casting 8 6 2 6 6 Improved Reinforcing Runes 9 6 3 6 6 Evasion 10 7 3 7 7 Arcane Shot 4D6, Firearms Specialty 11 8 3 7 7 Rune Casting 12 9 4 8 8 Arcane Draw 13 9 4 8 8 Arcane Shot 5D6 14 10 4 9 9 Firearms Specialty 15 11 5 9 9 Rune Casting 16 12 5 10 10 Arcane Shot 6D6 17 12 5 10 10 Trick Shot 18 13 6 11 11 Firearms Specialty 19 14 6 11 11 Rune Casting 20 15 6 12 12 Path of the Gun/Path of the Mage Spells/Day Level 1 2 3 4 5 6 1 1 2 2 3 3 4 3 1 5 4 2 6 4 3 7 4 3 1 8 5 3 2 9 5 4 3 10 5 4 3 1 11 5 4 4 2 12 5 4 4 3 13 5 5 4 3 1 14 5 5 4 4 2 15 5 5 5 4 3 16 5 5 5 4 3 1 17 5 5 5 4 4 2 18 5 5 5 5 4 3 19 5 5 5 5 5 4 20 5 5 5 5 5 5

Pathfinder Gun Mage Mk 4 Spells Known Level Cantrips 1 4 2 5 3 6 4 6 5 6 6 6 7 6 8 6 9 6 10 6 11 6 12 6 13 6 14 6 15 6 16 6 17 6 18 6 19 6 20 6

1 2 3 4 4 4 4 5 5 5 5 6 6 6 6 6 6 6 6 6 6

2 3 4 4 4 4 5 5 5 5 6 6 6 6 6 6 6

2 3 4 4 4 4 5 5 5 5 6 6 6 6

2 3 4 4 4 4 5 5 5 5 6

2 3 4 4 4 4 5 5

2 3 4 4 5

GUN MAGE CLASS FEATURES:


Weapon and Armor Proficiency: A gun mage is proficient with all simple weapons and pistols. Gun mages are proficient with light armor, and do not suffer arcane spell failure while wearing light armor. The gun mage will incur the normal spell failure chance for wearing medium or heavy armor or using a shield. Spells: Gun mages casts arcane spells drawn from the gun mage spell list. These spells are found in the Iron Kingdoms Character Guide and various No Quarter Magazine articles. Gun mages are limited in the number of spells they can cast per day and can learn, according to the tables above. The gun mage casts these spells without needing to prepare them or keep a spellbook. They are simply known to him, in a similar way to the sorcerer. The gun mage requires eight (8) hours of rest before regaining spent spell levels. The gun mage's pistol can substitute as an arcane focus for any spell that requires one. Gun mages receive bonus spells per day based upon Charisma. The DC for saving against any gun mage 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 (4) zero level spells (cantrips) and two (2) first level spells of the gun mage's choice. At each new gun mage level, he gains new spells as indicated in the above table. Unlike spells per day, the number of spells known is not affected by the gun mage's Charisma modifier. Upon reaching fifth (5th) level, and every three levels thereafter (8th, 11th, and so on), the gun mage may choose to learn a new spell in place of one already known. In effect, the gun mage "loses" the old spell and replaces it with the new one. The gun mage may only do this with a single

Pathfinder Gun Mage Mk 4 spell, and must replace the spell with one of the same level, which must be one level lower than the highest spell he can cast. A gun mage must decide to swap the spell at the same time he gains new spells known for the level. Arcane Focus: A gun mage is capable of channeling arcane magic through a pistol, and thus treats all functioning pistols as the focus item needed to cast spells. A gun mage also does not need to use any inexpensive material components for a spell. Any material component with a value of 100 gp or greater must still be used. In addition, any ray spells cast by the gun mage can be focused through the barrel of the pistol, allowing the gun mage to use his pistol ranged attack bonus to determine the ranged touch attack bonuses for resolving the ray spell This includes bonuses from feats pertaining to the weapon (such as Weapon focus or Point Blank Shot) as well as any enchantment or equipment bonuses for the weapon, itself. It also allows the gun mage to make shots from around corners or in cover, but the target (or target space) must be seen or the target is treated as if it were invisible, and area of effect spells will deviate from the target space. Normal weapons aren't capable of handling the stresses such power puts upon them. For every two spell levels cast through the weapon, reduce the weapon's hardness by one (1) point. Odd numbered levels round up to the next even numbered level (for example, level 1 spells round up to 2, level 3 spells round up to 4, etc.). Cantrips (0 level spells) aren't potent enough to cause degradation, so they can be used with no damage to the weapon. Magelock weapons are immune to this damage. Arcane Shot: At 1st level, a gun mage may focus arcane power through his pistol shots. With a swift action, the gun mage may add force damage to a bullet fired from his weapon. This may be done a number of times per day equal to 1/2 his gun mage level + his Charisma modifier. With one use, the gun mage may add 1D6 damage to his shot. For every 3 levels past the first (4th, 7th, 10th, and so on) the arcane shot does an additional 1D6 damage. The shot uses the weapon's attack bonus, just as if the gun mage had fired a bullet from the weapon normally (including BAB, feat bonuses, etc.). Cantrips: Gun mages learn a number of cantrips, or 0 level spells, as noted on the Spells Known table, above. These spells are cast like any other spell, but consume no spell slots and may be used again after casting. Reinforcing Runes: As a gun mage grows in power, so does the arcane stress that power places upon his weapon. In order to preserve the object that aids him so greatly, the gun mage may place reinforcing runes upon a single weapon. The runes protect the weapon, making it immune to the damage caused by his arcane power (see Arcane Focus, above). In addition, the runes grant the weapon a +1 to hardness and +2 to hit points. This bonus increases every three levels (+2 hardness with +4 HP at 5th level, +3 hardness +6 HP at 8th level, and so on). The gun mage must expend materials worth 50 gp in order to imbue this ability upon a weapon. Firearms Specialty: The gun mage garners not only mystical talent, but martial skill as well. At 2nd level, and every four levels thereafter (6th level, 10th level, 14th level, and so on), the gun mage gains a bonus combat feat. This feat MUST be one that can apply to ranged weapons.

Pathfinder Gun Mage Mk 4 Rune Casting: The gun mage may now focus even more arcane power through his shots. At 3rd level, and every four levels thereafter (7th level, 11th level, 15th level, and 19th level), the gun mage may add an extra effect to his Arcane Shots. The gun mage may add a single effect at 3rd level. At 11th level the gun mage may add two effects to his shot. At 19th level, the gun mage may now add three effects to his Arcane Shots. At 3rd level, the gun mage may select one of the following conditions to add to his arcane shot: Fatigued Shaken Sickened At 7th level, the gun mage adds the following conditions to the list that may be selected: Bull Rush (A) Dazed Exhausted At 11th level, the gun mage adds the following conditions to the list that may be selected: Cursed (B) Frightened Nauseated At 15th level, the gun mage adds the following conditions to the list that may be selected: Bleed (C) Pinned Stunned (A): The target suffers a bull rush attempt as if the gun mage were a fighter of the same level, using charisma instead of strength on his attack with a further +2 bonus. (No save for this attack.) The bull rush attempt uses the same attack roll that struck the target (i.e. if the gun mage rolled a 15 on the d20 roll to hit, that is the roll the CMB is added to for the bull rush). (B): The target suffers a minor curse: -4 to one ability score, and -2 to all attacks, saves, ability checks and skill checks. (C): The target suffers from 2D6 bleed damage until magical healing is used on the subject, the heal skill is used to treat the bleeding, or the duration expires. Each condition lasts for one round, and one additional round every four levels the character has in gun mage (1 round at 3rd level, 2 rounds at 4th to 7th, 3 rounds at 8th to 11th, etc.). The target gets a WILL save against the condition with a DC equal to 10 + 1/2 the gun mage level + the gun mage's CHA modifier. Each condition must be saved separately at the moment of the attack, and an additional save may be made each round of the condition (obvious exceptions, such as bull rush , and bleed , are not subsequently saved against). Arcane Bond: At 5th level the gun mage may forge an arcane bond with a weapon. This bond takes one of two forms. Once chosen, the form may not be changed later. A bond may only be forged with one of the gun mages rune reinforced weapons. First, the gun mage may energize his weapon to allow more potent magics to be cast through it. With the weapon in hand, the gun mage may cast a spell with any metamagic feat he knows without taking extra time or using a higher level spell slot once per day. The gun mage may use this ability an additional time per day every two levels beyond 5th (twice at 7th level, three times at 9th level, etc.) to a maximum of eight times per day at 20th level. Any time a metamagic feat alters the spell by more than one level, an additional daily usage per level above 1 must be consumed. Although the metamagic feat does not alter the level of the spell, the gun mage must still be able to cast the spell as if the feat's level adjustment applied. For example,

Pathfinder Gun Mage Mk 4 if the gun mage were able to cast 4th level spells, a 3rd level spell may only have a metamagic feat with a single level adjustment. Although the use of this ability occurs the instant the spell is cast, the bond is considered "active" during the round a gun mage is casting spells. This form of the bond also grants the gun mage an additional spell known at each level the gun mage is able to cast. For example, if the gun mage can cast 3rd level spells, then he knows an additional zero level spell (cantrip), 1st level, 2nd level, and 3rd level spell. He does not gain additional spell slots, just additional spells known. Alternatively, the gun mage may forge an arcane bond with a weapon that he has placed reinforcing runes upon. This bond further imbues the weapon with the gun mage's power, granting the weapon special properties. This grants the weapon a +1 enhancement bonus at 5th level. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing bonuses to a maximum of +5, or they can be used to add the following properties, regardless of prerequisites: brilliant energy, dancing, distance, ghost touch, keen, seeking, shock, shocking burst, spell storing, thundering. These properties may be added to any the weapon already has, but duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus to benefit from additional properties (whether from already existing bonuses, or from those granted by the bond.) The weapon imparts no bonuses if held by anyone other than the gun mage who forged the bond. This form of the bond lasts for 1 minute per gun mage level. He may use this ability once per day at 5th level, and one additional time per day every 4 levels beyond 5th (two times at 9th, three times at 13th, etc.). If the weapon is destroyed while the bond is active, the gun mage loses this ability for 30 days, or until he gains a level, whichever comes first. During this time, the gun mage suffers a -1 penalty to attack and damage rolls. Improved Reinforcing Runes: At 8th level, the gun mage may inscribe more weapons with protecting runes, up to a number of weapons equaling his charisma modifier. In addition, any magelock weapon inscribed with runes now confers additional benefits to its weilder. Alertness: While holding a magelock weapon, the gun mage gains the benefits of the alertness feat. If he already has this feat, then he gains an extra +1 bonus (an extra +2 if he possesses 10 or more ranks in the related skills). Touch spells: The gun mage may deliver touch and ranged touch spells through his weapon, just as he may cast ray spells through his weapon. See Arcane Focus, above for how to resolve these attacks. Sighting Link: The gun mage may now look through a reinforced magelock weapon's sights (or end of the weapon, if it has no sights) as if he were using his own eyes. The gun mage must make a concentration check (DC 15) using a free action in order to use this ability. Weapon Awareness: The gun mage knows the location of the magelock weapon at all times if he is within 1 mile of it. At 13th level, the gun mage may scry on the weapon and its surroundings as if using the scrying spell, once per day per 4 gun mage levels. There is no save against this ability.

Pathfinder Gun Mage Mk 4 Call Weapon: At 10th level, the gun mage may call his weapon to himself if they are separated. With a concentration check (DC 15) he may pull the weapon to himself, so long as it is within sight of the gun mage who reinforced it. The weapon twists and turns in the air, making corners as necessary to return to its master. It will even pull itself from another's grasp if held. That person must make a strength check equal to the concentration check result in order to hold onto the weapon. This normally requires a move action, however a gun mage with the Quick Draw feat may call a number of weapons to himself (one per open hand) with a free action. Evasion: At 9th level, the gun mage gains the evasion ability. If the gun mage makes a sucessful reflex saving throw for an attack that normally does half damage on a sucessful save, then the gun mage takes no damage from the attack. A gun mage that is helpless does not gain the benefits of this ability. Arcane Draw: The gun mage's power quickens his every move. At 12th level, a gun mage may draw his rune reinforced weapons as an immediate action. In addition, the gun mage gains a bonus to initiative while wielding a magelock weapon with reinforcing runes equal to his charisma modifier. This means that a gun mage could have a lower initiative count and draw his magelock weapon before another character's action, and then gain enough of a bonus to act before them. Trick Shot: At 17th level, the gun mage may now make shots that defy all incredulity and understanding. The gun mage may make a single attack as a standard action. This attack is made as if the gun mage had the Pinpoint Targeting feat, but does not require the gun mage to meet the prerequisites. This attack consumes one use of the Arcane Shot ability. If imbued with an arcane shot, this attack consumes an additional use of that ability, for a total of three uses. Gun Mage Paths: At 20th level, the gun mage may select one of two path choices, reflecting his fundamental view of his class as a spellcaster or a weapon master. Once selected, this path may not be changed. The gun mage may select either path, regardless of previous selections. Path of the Gun: The gun mage's skill with firearms is paramount. When using a firearm the gun mage has reinforced with runes, he automatically confirms all critical threats. In addition, the critical multiplier for these weapons is increased by 1 (from X3 to X4). Finally, the gun mage can no longer be disarmed while weilding these weapons. Path of the Mage: The gun mage's acrane abilities are perfected at this level. The gun mage now has the ability to cast 7th level spells. The gun mage knows two 7th level spells, and has one spell slot available. The number of spell slots may increase with exceptional charisma, as normal. The spells available to a gun mage are as follows: 7th Level: Delayed Blast Fireball, Finger of Death, Grasping Hand, Insanity, Mind Blank, Meteor Swarm, Moment of Prescience, Prismatic Spray, Project Image, Reverse Gravity, Spell Turning, Symbol of Stunning, Symbol of Weakness.

Pathfinder Gun Mage Mk 4 SPECIAL THANKS: To both Paizo and Privateer Press for introducing us to their excellent games! Please don't sue me, as this is not intended for sale or anything, just my take on the gun mage as it would fit in the Pathfinder system. To Askew37, for pointing out some imbalances in the build. The changes for MK 2 reflect his input. CHANGES FROM Mk1: The number of rune cast effects that can apply to an arcane shot now scales with the level of the gun mage. The paralyzed condition has been replaced with the pinned condition. The conditions may now be saved against every round, not just the initial attack. The level at which the gun mage gains new rune casting options now correctly corresponds to the level the gun mage gains new rune casts. Touch and ranged touch spells (in improved reinforced runes) must now be cast the round prior to firing the spell. If you want to cast the same round, check out NQ #16 for the Quickened Channeling feat. Tweaks to the grammar used throughout the build took place (stay away grammar police!). Removed the Path of the Mage from the level 20 powers table. This was an option I had considered when I first put the gun mage together, but couldn't find a good ability that highlighted the gun mage as a spell caster. Will possibly revisit it, and a second spellcasting based option for Arcane Bond, later. CHANGES FROM Mk2: Minor grammar tweaks throughout the document. They bothered me. Clarification of number of uses of Arcane Shot for the Trick Shot ability. Addition of alternate Arcane Bond ability. Addition of Path of the Mage ability. See? I keep my promises. It just takes a while. CHANGES FROM Mk3: Changed the magic form of Arcane Bond. It gave the gun mage too much compared to the other form. Added some extra spells to the Path of the Mage spell list. Altered the layout of the document to allow it to be read more easily.