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ffanxii4ever
2010-07-08, 12:31 PM
Right, for an upcoming campaign, I'm allowing a homebrewed/converted Gun Mage, and I was wondering if anyone on these most prestigious forums would mind taking a glance and give me advice or criticism. Thank you.

Gun Mage
d8 Hit Die, 3/4 BAB, Good Reflex and Will, Bad Fortitude
Skill Ranks per Level: 4+ Int modifier
The gun mage’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana), Perception (Wis), Profession (Wis), Spellcraft (Cha), Stealth (Dex), and Swim (Str)

1. Arcane Focus, Bonded Firearm, Cantrips, Quick Draw
2. Enchant Ammunition (+1), Force Bullets, Gunfighter
3. Rune Bullets, Trick Shot
4. Bonus Feat
5. Enchant Ammunition (+2)
6. Trick Shot
7. Combo Trick
8. Bonus Feat, Enchant Ammunition (+3)
9. Trick Shot
10. Improved Firearm Handling
11. Enchant Ammunition (+4)
12. Bonus Feat, Trick Shot
13.
14. Enchant Ammunition (+5), Seeker Bullet
15. Trick Shot
16. Bonus Feat
17. Enchant Ammunition (+6), Phase Bullet
18. Trick Shot
19.
20. Bonus Feat, Bullet of Death, Enchant Ammunition (+7)


Weapon and Armor Proficiency: A gun mage is proficient with all simple weapons and all firearms. Gun mages are also proficient with light armor, but not shields. A gun mage can cast gun mage spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a gun mage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass gun mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane Focus: A gun mage is capable of channeling arcane magic through his bonded firearm. As long he is wielding a bonded firearm, he 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 provided by the gun mage.
Additionally, any ray spells cast by the gun mage can be focused through the barrel of his bonded firearm, allowing him to use his ranged attack bonus (and any ensuing bonuses from Weapon Focus and other feats, or an enhancement bonus from the weapon) to determine the ranged touch attack bonus for resolving the ray spell. However, the gun mage cannot cast a spell and fire a firearm at the same time.

Bonded Firearm: A gun mage is a master of melding firearms with magic, and this ability is best demonstrated by his ability to bond with his firearms. By performing a ritual that takes 8 hours to complete, and costs 200 gp/gun mage level (plus the cost of the masterwork firearm), he is able to make this weapon an extension of himself. This bond is taxing though, and as a result, a gun mage can only to a single firearm at a time. Also, due to the precise nature of magic, a gun mage can only bond to pistols, revolvers, muskets, and rifles.
A gun mage can add additional magic abilities to his bonded firearm as if he has the Craft Magic Arms and Armor feat, and he meets the required caster level; he can also use the Craft (firearms) skill instead of the Spellcraft skill if he so chooses. The magic properties of a bonded firearm, including any magic abilities added to the object, only function for the gun mage who is bonded to it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
A gun mage begins play with a masterwork firearm of his choice that is already bonded to him. If a gun mage attempts to cast a spell without his bonded object worn, in hand, or within ten feet and currently not being held by anyone else, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's 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: A gun mage casts arcane spells drawn from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a gun mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a gun mage's spell is 10 + the spell level + the gun mage's Charisma modifier.
Like other spellcasters, a gun mage can cast only a certain number of spells of each spell level per day. Their progression is identical to that of a bard’s spells per day.
A gun mage's selection of spells is extremely limited. A gun mage begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new gun mage level, she gains one or more new spells, at the same rate as a bard. (Unlike spells per day, the number of spells a gun mage knows is not affected by her Charisma score; the number of spells known is fixed.) Upon reaching 5th level, and at every third gun mage level after that (8th, 11th, and so on), a gun mage can choose to learn a new spell in place of one she already knows. In effect, the gun mage loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A gun mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
A gun mage need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell’s level.

Quick Draw: At first level, a gun mage gains Quick Draw as a bonus feat, even if he doesn’t meet the prerequisites.

Enchant Ammunition: A gun mage is a master at combining magic with firearms and as such is able to craft his own magical ammunition, even when she does not have the Craft Magical Arms and Armor feat. A gun mage can use their Craft (firearms) skill or their Spellcraft skill, whichever is greater, when crafting this ammunition. A gun mage using this ability must still follow all other guidelines regarding magic item creation.

Force Bullet: As a free action, a gun mage is able to channel a spell into his bonded firearm, and create a temporary bullet made out of pure force. This bullet deals an amount of damage equal to the spell level in d6’s (Channeling a cantrip creates a force bullet that does 1d3 force damage and does not explode). For every six levels of gun mage, one additional die can explode for additional damage, to a maximum of three additional dice (four total) at 18th level. (For example, a 2nd level spell channeled by a 7th level gun mage deals 2d6 force damage and both of the dice will explode).
A gun mage is capable of firing a force bullet from a non-bonded firearm, but when he does so, the arcane power channeled through the gun deals damage to the firearm being used. For every two spell levels channeled into a force bullet, the firearm being used loses one point of hardness, rounding up for odd level spells. When a firearm’s hardness reaches 0 it is destroyed, consumed by the arcane forces channeled through it.

Gunfighter: At second level, a gun mage gains Gunfighter as a bonus feat, even if he doesn’t meet the prerequisites.

Rune Bullets: At level 3, a gun mage learns how to craft special bullets that are capable of delivering his spells at range. A gun mage is capable of creating 5 rune bullets per hour with a successful DC 12 Craft (firearms) check; failure results in the loss of the raw materials and the gun mage is incapable of making any more rune bullets until he has rested for eight hours. This costs 1 gp per bullet made, above and beyond the normal cost of creating ammunition.
It takes a move action to channel his spell into his bullet, and a gun mage cannot cast or channel any additional spells without harmlessly discharging the original spell channeled. This attack is resolved as a ranged touch attack, and if successful the spell discharges; if the attack also succeeds as a normal ranged attack, it also deals the normal firearm’s damage.
At level three, the gun mage is capable of delivering ranged touch attacks using his rune bullets. At level five, this ability improves and the gun mage is capable of delivering melee touch spells at range.
A rune bullet cannot be fired from a gun being wielded by anyone but the gun mage that created it. When a rune bullet is fired from a non-bonded firearm, the arcane power channeled through the gun and bullet deals damage to the firearm being used. For every two spell levels cast through the rune bullet, the firearm being used loses one point of hardness, rounding up for odd level spells. When a firearm’s hardness reaches 0 it is destroyed, consumed by the arcane forces channeled through it.

Trick Shot (Ex): At level 3, and every three levels thereafter, 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.
Disarm (the gun mage cannot be disarmed on a failed attempt), Sunder, and Trip (the gun mage cannot be tripped on a failed attempt).
At level 9, the gun mage can now choose to gain the appropriate improved combat maneuver feat, as a bonus feat instead of learning another trick shot combat maneuver, for one of the trick shot combat maneuvers that he can perform.
At level 15, the gun mage can now choose to gain the appropriate greater combat maneuver feat, as a bonus feat instead of learning another trick shot combat maneuver or taking the improved version of the feat. He must be able to perform the trick shot combat maneuver and have the improved combat maneuver feat first, however.

Bonus Feat: At level 4, and every four levels thereafter, the gun mage is able to choose a bonus feat from the following list. He can choose these feats, even if he does not have the normal prerequisites.
Any Metamagic feat, Combat Casting, Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Two Weapon Fighting, Spell Focus, Spell Penetration, Weapon Focus (choose a firearm).
At 8th level, he adds the following feats to the list: Elite Marksman, Greater Spell Focus, Greater Spell Penetration, Improved Precise Shot, and Improved Two Weapon Fighting.
At 12th level, he adds the following feats to the list: Shot on the Run and Pinpoint Targeting.

Combo Tricks (Ex): At level 7, the gun mage can apply a number of different combat maneuvers to her ranged attacks with his gun equal to 1/2 his Dexterity bonus (minimum 2) as a swift action.

Improved Firearm Handling (Ex): When using his bonded firearm, a gun mage no longer suffers a misfire chance when he rolls a 2 on his attack roll. In addition, when he rolls a natural 1, he rolls on the misfire chart as if he rolled a 2.

Seeker Bullet (Sp): At 14th level, a gun mage can fire a bullet at a target known to him within range, and the bullet 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 Charisma modifier.

Phase Bullet (Sp): At 17th level, a gun mage can launch a bullet once per day at a target known to him within range, and the bullet travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the bullet.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and firing 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 Charisma modifier.

Bullet of Death (Sp): At 20th level, a gun mage can create a special type of bullet that forces the target, if damaged by the bullet's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 10 + one-half the gun mage’s level + the gun mage's Charisma modifier. It takes 1 day to make a bullet of death, and the bullet only functions for the gun mage who created it. The bullet of death lasts no longer than 1 year, and the gun mage can only have one such bullet in existence at a time.


Bonded Firearm

Gun Mage Level Hardness Hit Points Special
1 – 2 +1 +2 Alertness, Spell Link
3 – 4 +2 +4
5 – 6 +3 +6 Sighting Link
7 – 8 +4 +8
9 – 10 +5 +10 Call Firearm
11 – 12 +6 +12
13 – 14 +7 +14 Gun Scry
15 – 16 +8 +16
17 – 18 +9 +18
19 – 20 +10 +20

Hardness: As a gun mage increases in level, his bonded firearms become more durable. A standard firearm has a hardness of 10; this increases by +1 for every two levels of the gun mage.

Hit Points: A standard pistol has 5 hit points, and a rifle has 10 hit points. As a gun mage increases in level, the firearm gains +2 hit points for every two levels of the gun mage.

Alertness: While holding his bonded firearm, a gun mage’s senses sharpen and he gains the benefit of the Alertness feat.

Share Spells: The gun mage may cast a spell with a target of “You” on his bonded firearm (as a touch spell) instead of on himself. A gun mage may cast spells on his bonded firearm even if the spells do not normally affect items.

Sighting Link: Due to the unique nature of the bonded firearm and the gun mage, a gun mage of 5th level or higher can see as if looking out from his firearm’s sights, (or end of the barrel if there are no sights) by taking a free action. This enables the gun mage to aim the firearm without looking, allowing for some spectacular trick shots.

Call Firearm: At 9th level, the master gains the ability to summon his bonded firearm to his hand. When separated from his bonded firearm, the master can cause his firearm to fly into his hand so long as it is not gripped by another and can be seen by its master. This ability is a free action.

Gun Scry: If the gun mage is 13th level or higher, the gun mage can scry on his bonded firearm (as if casting the spell scrying) once per day.

Also, since it is relavant, here are my firearm rules:
Firearm Rules

Firearm Damage (Med) Critical Range
Blunderbuss 3d6 x2 15 ft
Musket 1d12 x2 80 ft
Pistol 1d8 x2 60 ft
Revolver 1d6 19-20/x2 80 ft
Rifle 1d10 19-20/x2 150 ft
Scattergun 4d6 x2 25 ft

All damage dice explode; on a critical, those additional dice also explode. When using feats like Vital Strike, a maximum of the original amount of dice can explode.
Blunderbusses and Scatterguns deal one die less damage per range increment; however they have a +1 to hit per range increment away. In addition, precision based damage (such as rogue’s sneak attack) only applies for the first range increment.
Blunderbusses deal 1 point of damage in the fourth range increment, and no damage beyond that.
Scatterguns deal 1 point of damage in the fifth range increment, and on damage beyond that.
Muskets and Pistols suffer an additional -1 to hit penalty per range increment.
Reloading anything other than a revolver or a breech-loading rifle will take a full round action to reload, which is reduced to a standard action by Rapid Reload.
Reloading a revolver or a breech-loading rifle takes a standard action (per round in the case of the revolver) which is reduced to a move action by Rapid Reload.

Firearms automatically miss when they roll a misfire.
Misfire Chart - Rolled a natural 2
5% chance of powder exploding out the breech, or exploding in the barrel, or otherwise befouling the weapon in such a way that it deals the weapon's damage to the wielder of the weapon. And yes, this damage can explode (sucks to have that scattergun blow up in your face), though additional dice from effects such as Vital Strike are not applied. In addition the weapon's hit points are immediately reduced to 1, and the weapon gains the broken quality.
15% chance of the weapon dealing its damage to itself. This damage does not explode and follows the other rules for damaging objects
80% chance of the weapon jamming, which requires a full round action to clear.

Misfire Chart - Rolled a natural 1
10% chance of powder exploding out the breech, or exploding in the barrel, or otherwise befouling the weapon in such a way that it deals the weapon's damage to the wielder of the weapon. And yes, this damage can explode (sucks to have that scattergun blow up in your face), though additional dice from effects such as Vital Strike are not applied. In addition the weapon's hit points are immediately reduced to 1, and the weapon gains the broken quality.
25% chance of the weapon dealing its damage to itself. This damage does not explode and follows the other rules for damaging objects
65% chance of the weapon jamming, which requires a full round action to clear.

Note: In the case of a natural 1 misfire, this result is in addition to the results of a critical failure.

Firearm Feats

Gunfighter
Prerequisites: Quick Draw
A master of firing so quickly enemies can’t stop you, this feat allows you to fire a firearm while being threatened without provoking an attack of opportunity.

Elite Marksman
Prerequisties: Vital Strike, Weapon Focus (any firearm)
This feat allows the additional dice provided by Vital Strike to also explode.

Expert Marksman
Prerequisties: Improved Vital Strike, Vital Strike, Weapon Focus (any firearm), Weapon Specialization (any firearm)
This feat allows the additional dice provided by Improved Vital Strike to also explode.

Master Marksman
Prerequisties: Greater Vital Strike, Greater Weapon Focus (any firearm), Improved Vital Strike, Vital Strike, Weapon Focus (any firearm), Weapon Specialization (any firearm)
This feat allows the additional dice provided by Greater Vital Strike to also explode.

Kurtmuran
2010-07-08, 02:22 PM
i like it , you be inspired in the gunmage of iron kingdoms dont ya?

i be doing one too but whit a few diferences some day in frew days i post it

ffanxii4ever
2010-07-08, 08:53 PM
i like it , you be inspired in the gunmage of iron kingdoms dont ya?

i be doing one too but whit a few diferences some day in frew days i post it

Just a bit, yeah.
Plus some other versions of the gun mage I've seen elsewhere.

ffanxii4ever
2010-07-22, 09:03 AM
Shameless bump in the hopes of some criticism...

Zyme86
2010-07-22, 12:21 PM
I run a campaign on rpol that heavily incorporated guns (Cough, shameless plug: http://rpol.net/game.cgi?gi=29730&date=1279811588, cough). This character would work perfectly.

However...the trick shot to me comes a little early. The feat ranged disarm has a +5 BAB requirement and ranged sunder is even higher. I would give him that ability as a 5th/7th/9th level bonus or have a min level requirement for each of the different trick shots (ala exotic weapon master).

Dragon Elite
2010-07-22, 02:46 PM
Because the minimum damage you can deal is one, you can shoot anyone you can see for 1 damage, plus a ton to-hit.

ffanxii4ever
2010-07-22, 08:47 PM
I run a campaign on rpol that heavily incorporated guns (Cough, shameless plug: http://rpol.net/game.cgi?gi=29730&date=1279811588, cough). This character would work perfectly.

However...the trick shot to me comes a little early. The feat ranged disarm has a +5 BAB requirement and ranged sunder is even higher. I would give him that ability as a 5th/7th/9th level bonus or have a min level requirement for each of the different trick shots (ala exotic weapon master).

I can see the trick shots maybe coming a little too soon, but as I'm not allowing 3.5 feats in the game that this is being used in, I don't need to worry about it nullifying those feats, and the gun mage is going to be the only one pulling off those crazy shots. Hmmm, I will have to think about it though.

Because the minimum damage you can deal is one, you can shoot anyone you can see for 1 damage, plus a ton to-hit.

Are you talking about Blunderbusses and Scatterguns? I suppose that is a fair point, though DnD is a game of exceptions, and this would count as a one of those. An easy way to modify them would be to say that the maximum number range increments for a blunderbuss would be 4 increments and 5 for a scattergun.

hawx74
2010-08-06, 11:19 AM
Because the minimum damage you can deal is one, you can shoot anyone you can see for 1 damage, plus a ton to-hit.

On the other hand in the first range increment, the scattergun deals 4d6 damage, an average of 14. In the final range increment, it deals 1 damage at a plus 5 to attack, meaning it is 25% more likely to hit (ignoring the possibility that the AC is too high to hit otherwise). So for every 4 hits the scattergun has in the first range increment, it would have a 5th in the last one. This means:
First range: 4 hits * 14 (average) damage = 56
Last range: 5 hits * 1 damage = 5

So I don't really see a problem with the high to-hit, because you really aren't doing significant damage, and if you couldn't hit the guy otherwise, there are more serious problems

RickGriffin
2010-08-06, 01:05 PM
It has moved.

SOIL IS MY POWER

The Magun has thawed.

The Soil Charge Triad to use on you has been decided!

ffanxii4ever
2010-08-14, 11:04 PM
It has moved.

SOIL IS MY POWER

The Magun has thawed.

The Soil Charge Triad to use on you has been decided!

Ummm... What?