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User:Askewnotion/Gun Mage

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Created by Askewnotion

Game Rule Information

Abilities: Charisma determines how powerful a spell a gun mage can cast, how many spells the gun mage can cast per day, and how hard those spells are to resist. To cast a spell, a gun mage must have a Charisma score of 10 + spell’s level. A gun mage gets bonus spells based on Charisma. The Difficulty Class of a saving throw against a gun mage’s spell is 10 + the spell’s level + the gun mage’s Charisma modifier. Charisma and Intelligence are both important for many of the gun mage’s class skills (see below).

Alignment: Any.

Hit Die: d6.

Class Skills

The gun mage’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Craft (small arms) (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Perform (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str). See the PHB for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Table: Gun Mage (GM)

Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Arcane focus, Bond with magelock pistol, Spellcasting
2nd +1 +0 +3 +3 Reinforcing runes
3rd +2 +1 +3 +3 Cast rune bullet
4th +3 +1 +4 +4 Caster Shells (2)
5th +3 +1 +4 +4 Bonus Feat
6th +4 +2 +5 +5 Caster Shells (3)
7th +5 +2 +5 +5
8th +6 +2 +6 +6 Caster Shells (4)
9th +6 +3 +6 +6
10th +7 +3 +7 +7 Caster Shells (5), Bonus Feat
11th +8 +3 +7 +7
12th +9 +4 +8 +8 Caster Shells (6)
13th +9 +4 +8 +8
14th +10 +4 +9 +9 Caster Shells (7)
15th +11 +5 +9 +9 Bonus feat
16th +12 +5 +10 +10 Caster Shells (8)
17th +12 +5 +10 +10
18th +13 +6 +11 +11 Caster Shells (9)
19th +14 +6 +11 +11
20th +15 +6 +12 +12 Caster Shells (10), Bonus feat

Class Features

Weapon and Armor Proficiency: A gun mage is proficient with all simple weapons. Additionally, a gun mage is proficient with all pistols. Gun mages are proficient with light armor, but not with any shields.

Arcane Focus: A gun mage is capable of channeling arcane magic through a pistol. With a functioning pistol, the gun mage always has the arcane focus necessary to cast his spells. He can also make due without inexpensive material components, though any component worth 100 gp or more must be supplied by the gun mage.

Additionally, any ray spells cast by the gun mage are focused through the barrel of his pistol, allowing him to use his pistol ranged attack bonus (and any ensuing bonuses from Weapon Focus or other feats) to determine the ranged touch attack bonuses for resolving the ray spell. Unfortunately, normal pistols are not built to withstand the arcane forces channeled in this way by a gun mage. For every two spell levels cast through the pistol, it loses one point of hardness, rounding up for odd level spells. When the pistol’s hardness reaches 0 it is destroyed, consumed by the arcane forces channeled through it. A common pistol has a hardness of 10 and 5 hit points. This damage only applies to ray spells and spells linked to rune bullets. Magelock pistols are immune to this damage.

Bond with Magelock Pistol: A gun mage is capable of bonding with the strange metal used to create magelock pistols. Doing so takes a full day and uses up alchemical materials costing 100 gp. The bonded weapon becomes an extension of the gun mage, and while many gun mages carry a second, third or even fourth pistol, not all of them can bond to multiple magelock pistols. A gun mage can only bond to a number of magelock pistols equal to his Charisma ability modifer.

Spellcasting: Gun mages cast arcane spells like sorcerers, but they have their own spell list (provided below). Gun mages are limited in the number of spells they can cast per day and the number of spells they can learn according to Section 5: Spells Per Day and Section 6: Spells Known, respectively. The gun mage casts these spells without needing to memorize them beforehand or keep a spellbook. The gun mage’s pistol can substitute as an arcane spell focus for any spell requiring a focus. Gun mages receive bonus spells for 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.

Reinforcing Runes: As a gun mage’s power begins to grow, he learns arcane secrets for reinforcing his pistols to withstand some of the punishment of channeling magical energies, increasing the hardness or hit points of the pistol. For every 50 gp in materials and one day spent carefully carving runes into a pistol, the gun mage can increase the pistol’s hardness by 1 point to a maximum hardness of 15. For every 100 gp and one day’s time, the pistol’s hit points can be increased by 1 point to a maximum of 16. These reinforcing runes stack with the bonuses to a bonded magelock pistol.