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GranAures
2013-11-07, 10:31 PM
The Gunmage

Among those few in the world talented, or maybe crazy, enough to master firearms most known are the gunslingers, soldiers whose instincts with their weapon matches even the most skilled warriors putting even the strongest men down behind their armors. Beneath them in renown stand the wizards, who study not only the mechanisms but also the necessary perfection in creation of black powder finding in both a perfect arcane focus. Beneath them still, far under even the local talks of knights and religious orders granted these weapons by their lords and gods, are a small whispered few. A scattered minority whose souls are much like the black powder weapons they carry, volatile and ready to explode with but a single spark, a spark they more than happily supply to channel it explosive might out into the world around them.

Gunmages.

Role: Gunmages are most adept between the lines, lacking both the durability to stand at the front lines and the arcane potency to be true artillery. A Gunmage's full talent is best covered by their spells, whether it be by summoning monster to run cover for their own attack, complementing their bullets with explosive evocations, or using abjurations and transmutations to get themselves and their allies through the day.

Alignment: Any

Hit Die: d8

Starting Wealth: 5d6 x 10 gp (average 175gp) In addition, each character begins play with an outfit worth 10 gp or less, and the gunslinger begins with her starting firearm.

Starting Age: Moderate(Bard, Fighter, Paladin, Ranger)

Class Skills: Appraise(Int), Acrobatics(Dex), Bluff(Cha), Craft(Int), Fly(Dex), Intimidate(Cha), Kowledge(Arcana, Engineering, Local)(Int), Perception(Wis), Profession(Wis), Spellcraft(Int), Use Magic Device(Cha)
Skill Ranks per Level: 4+Int modifier

The Gunmage
{table=head]Level|BAB|Fort|Ref |Will |Special

1st|
+0|
+0|
+2|
+2|Arcane Grit, Arcanist Deed(Quick Clear, Private Reserve), Eldritch Gunsmith, Spells

2nd|
+1|
+0|
+3|
+3|Spell Sense +1

3rd|
+2|
+1|
+3|
+3|Arcanist Deed(Utility Shot, Aether Rounds)

4th|
+3|
+1|
+4|
+4|Bonus Feat

5th|
+3|
+1|
+4|
+4|Arcane Arms(Basic)

6th|
+4|
+2|
+5|
+5|Spell Sense +2

7th|
+5|
+2|
+5|
+5|Arcanist Deed(Startling Shot, Spell Loader)

8th|
+6/+1|
+2|
+6|
+6|Bonus Feat

9th|
+6/+1|
+3|
+6|
+6|Arcane Arms(+1)

10th|
+7/+2|
+3|
+7|
+7|Spell Sense +3

11th|
+8/+3|
+3|
+7|
+7|Arcanist Deed(Spell in the Hole, Hair Trigger Metamagic)

12th|
+9/+4|
+4|
+8|
+8|Bonus Feat

13th|
+9/+4|
+4|
+8|
+8|Arcane Arms(+2, No Misfire)

14th|
+10/+5|
+4|
+9|
+9|Spell Sense +4

15th|
+11/+6/+1|
+5|
+9|
+9|Arcanist Deed(Slinger's Luck, Charged Rounds)

16th|
+12/+7/+2|
+5|
+10|
+10|Bonus Feat

17th|
+12/+7/+2|
+5|
+10|
+10|Arcane Arms(+3)

18th|
+13/+8/+3|
+6|
+11|
+11|Spell Sense +5

19th|
+14/+9/+4|
+6|
+11|
+11|Arcanist Deed(Cheat Death)

20th|
+15/+10/+5|
+6|
+12|
+12|Bonus Feat, Arcanist Deed(Unfettered Casting), Expert Spellslinger[/table]

Weapon and Armor Proficiencies: Gunmages have proficiency with all simple weapons, one martial weapon of their choice, and light armor as well as proficiency with basic firearms. A Gunmage might also have proficiency with advanced firearms if the GM permits that they are common enough.

Spells: A Gunmage casts arcane spells using the same Spells Known and Spells per Day as a Bard. To cast a spell a Gunmage must have a Charisma of 10 + the spells level, saving throws against these spells a dictated by their Charisma modifier as are their bonus spell per day. Unlike other arcane casters, a Gunmage can cast spells in light armor without suffering the arcane spell failure chance. A Gunmage draws their spells from their own unique list below.

Spells marked with an * must be selected for a particular alignment component(Law/Good/Chaos/Evil)
Spells marked with a # are found in the Ultimate Combat.
0 Level: Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Know Direction, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
1st Level: Abundant Ammunition#, Alarm, Burning Hands, Cause Fear, Charm Person, Chill Touch, Color Spray, Damp Powder#, Disguise Self, Endure Elements, Expeditious Retreat, Fabricate Bullets#, Feather Fall, Grease, Hold Portal, Hypnotism, Jump, Lesser Confusion, Longshot#, Mage Armor, Magic Missile, Magic Weapon, Magic Aura, Obscuring Mist, Protection from Alignment*, Ray of Enfeeblement, Shield, Shocking Grasp, Sleep, True Strike, Ventriloquism, Weaken Powder#
2nd Level: Alter Self, Arcane Lock, Bear's Endurance, Blindness/Deafness, Blur, Bullet Shield#, Cat's Grace, Command Undead, Continual Flame, Darkness, Darkvision, Daze Monster, Destabilize Powder#, Detect Thoughts, Eagle's Splendor, False Life, Flaming Sphere, Fog Cloud, Glitterdust, Gust of Wind, Hypnotic Pattern, Invisibility, Knock, Levitate, Locate Object, Mirror Image, Misdirection, Obscure Object, Protection from Arrows, Pyrotechnics, Recoil Fire#, Reloading Hands#, Resist Energy, Ricochet Shot#, Scare, Scorching Ray, See Invisibility, Shatter, Silence, Sound Burst, Spider Climb, Stabilize Powder#, Thunder Fire#, Touch of Idiocy, Undetectable Alignment, Web, Whispering Wind
3rd Level: Blink, Crushing Despair, Daylight, Deep Slumber, Dispel Magic, Displacement, Explosive Runes, Fireball, Flash Fire#, Good Hope, Greater Magic Weapon, Haste, Heroism, Hold Person, Invisibility Sphere, Lightning Bolt, Magic Circle Against Alignment*, Nondetection, Phantom Steed, Protection from Energy, Rage, Ray of Exhaustion, Shrink Item, Sleet Storm, Slow, Stinking Cloud, Suggestion, Vampiric Touch, Water Breathing, Wind Wall
4th Level: Animate Dead, Bestow Curse, Charm Monster, Confusion, Contagion, Dimension Door, Enervation, Fear, Fire Shield, Fire Trap, Greater Invisibility, Locate Creature, Minor Globe of Invulnerability, Modify Memeory, Named Bullet#, Remove Curse, Resilient Sphere, Shocking Image#, Shout, Solid Fog, Stoneskin, Wall of Fire, Wall of Ice
5th Level: Break Enchantment, Cloudkill, Cone of Cold, Dominate Person, Feeblemind, Hold Monster, Interposing Hand, Mage's Faithful Hound, Mage's Private Sanctum, Magic Jar, Mind Fog, Permanency, Seeming, Sending, Stone Shape, Symbol of Pain, Symbol of Sleep, Telekinesis, Telepathic Bond, Teleport, Wall of Force, Wall of Stone, Waves of Fatigue, Zone of Silence
6th Level: Acid Fog, Antimagic Field, Chain Lightning, Circle of Death, Contingency, Create Undead, Disintegrate, Eyebite, Flesh to Stone, Forceful Hand, Freezing Sphere, Geas/Quest, Globe of Invulnerability, Greater Dispel Magic, Greater Heroism, Greater Named Bullet#, Greater Shout, Guards and Wards, Mass Suggestion, Mislead, Polar Ray, Repulsion, Stone to Flesh, Symbol of Fear, Symbol of Persuasion, Transformation, Wall of Iron

Eldritch Gunsmith: A Gunmage knows their way around firearms and black powder about as well as any Gunslinger, gaining Gunsmithing at first level as well as a battered firearm(a Gunmage however cannot select a blunderbuss). Additionally, a Gunmage can also restore their battered firearms a Gunslinger can but in this process of repair they can opt to include an additional 100gp in arcane reagents and specially crafted parts. This process attunes the Gunmage to the firearm at which point they treat the firearm as an Arcane Bonded Item allowing them to cast an additional spell from their spells known list once a day and allowing them to enchant is as if they possessed the Craft Magic Arms and Armor feat(they must still meet the caster level requirement before using this option). If a Gunmage's bonded firearm is lost or destroyed they may bond to another by crafting a masterwork replacement firearm and spending the additional 100gp in reagents and parts. A Gunmage can not be bonded with more than 1 firearm at a time and bonding with a new gun severs any previous bond. Further, a Gunmage is treated as a Gunslinger of equivalent level for the purpose of qualifying for feats and item creation prerequisites.

Arcane Grit: Whether by a natural extension of their arcane talents or by a volatile nature matching the very weapons they wield, Gunmages posses a knack of performing stunts and trick shots far beyond the talents of any normal marksman(and even a bit beyond the skills of their more mundane peers). This talent manifests itself as a pool of grit similar to that possessed by Gunslingers however the starting and maximum amounts are dictated by the Gunmage's Charisma score. Further, a Gunmage may expend a spell slot to gain points of temporary grit equal to the level of the slot expended for a number of rounds equal to their Gunmage level. Expending a spell slot for this purpose is treated as a supernatural ability and any temporary grit gained through it are unavailable in an anti-magic field(though their duration continues to expire and they return once outside of the anti-magic field). As long as a Gunmage has spell slots to expend and the ability to do so they are always treated as having at least 1 point of grit for deeds that require it. This ability also functions as the Grit class feature for the purposes of qualifying for grit feats and item creation.

A Gunmage can restore their grit in much the same ways as a Gunslinger but also recover a point of grit whenever they score a critical hit or killing blow with an offensive spell(an offensive spell considered as any spell that deals damage directly, based on an attack roll, or over an area. Spells that also deal damage over time such as Acid Arrow only recover grit on the initial damage). No single spell may allow the Gunmage to recover more than 1 point of grit in a round.

Arcanist Deeds: Over the course of their careers Gunmages pick up a develop a number of tricks and stunts to help them in combat referred to as deeds. These deeds typically require the Gunmage to either draw upon their grit(by expending 1 or more points) or just to maintain a measure of it(by possessing at least 1 point). Given the nature of their grit pool, a Gunmage may never reduce the cost of their deeds to the point where they can use them without maintaining their grit.

Quick Clear: This deed functions in all regards as the Gunslinger deed of the same name.
Private Reserve: One of the earliest deeds picked up by Gunmages is the knack to never be without ammunition, be it mundane or magical. Starting at 1st level the Gunmage can spend 1 grit point as a free action to recover either 1 bullet and dose of powder, 1 alchemical cartridge, or 1 spell material or focus component. If this is normal shot or a non-costly component the Gunmage can recover it without cost but any special ammunition or costly components(those not covered by the eschew materials feat as well as power components) must immediately be paid for out of the character's wealth. The cost of this deed can not be reduced.
Utility Shot: This deed functions in all regards as the Gunslinger deed of the same name.
Aether Rounds(Sp): The framework of a Gunmage's blending of spells and firearms, this deed allows a Gunmage to re-purpose spell energy into a damaging membrane around their bullets. Beginning at 3rd level, the Gunmage can expend 1 grit as and a spell slot(of at least 1st level) as a free action before making an attack roll, this expenditure sheathes the bullet in a layer of force causing it to deal an additional 1d4 damage per level of the slot expended. Being a force effect this allows the bullet to damage incorporeal creatures without the normal 50% miss chance.
Startling Shot: This deed functions in all regards as the Gunslinger deed of the same name.
Spell Loader(Su): A signature trick of more talented Gunmages as their blending of spell and powder reaches its maturity, Spell Loading is among one of the most widely known(and subsequently feared) deeds in the arsenal of a Gunmage. Beginning at 7th level, a Gunmage can expend 1 grit as a free action while casting any , Ray, Touch, or Ranged Touch spell to "load" the spell into a loaded firearm and fire the weapon. Casting a spell in this fashion uses the firearm's range, attack bonus, enhancements, and critical threat range(though the spell only deals x2 damage while the bullet deals its normal multiple) as well as additional damage from the bullet and a bonus to caster level checks made to bypass any spell resistance possessed by the firearm target equal to the weapon's enhancement bonus. If a spell allows for multiple touch attacks or rays, the remaining attacks can be used the following round(s) and subsequently "loaded" again by expending 1 grit, however if the Gunmage can reload as a free action additional bullets can be "loaded" with a multiple attack spell(such as Scorching Ray) by expending additional grit. A spell that allows such an attack every round(such as chill touch) can have its charge that round be invested into an attack as part of a full attack.
A normal misfire while using this ability causes the spell charge to dissipate harmlessly, while an explosive misfire causes the Gunmage to become affected by the spell. A Gunmage can not load a spell into shot.
The total cost of this deed in a round is calculated before any reduction(such as from the signature deed feat), meaning a single attack spell(Shocking Grasp) would require the Gunmage to have 1 grit in their pool, a 1 action multi-attack spell(Scorching Ray) would cost 1 less than the number of attacks, and a Spell loaded with Charged Rounds would cost 1 grit.
Spell in the Hole(Su): A magical compliment to the Private Reserves developed to allow the Gunmage a last ditch spell in the toughest situations. Beginning at 11th level a Gunmage can cast any spell they know without needing or expending a spell slot for it, costing a number of points of grit equal to the spell's level(or modified spell level if the Gunmage chooses to cast a spell modified by a metamagic feat) +1 to a minimum of 2 grit. A Gunmage can use this deed in conjunction with their Spell Loader, Hair Trigger Metamagic, Charged Rounds, and Unfettered Casting deeds though the other deeds must be paid for separately. The cost of this deed cannot be reduced
Hair Trigger Metamagic(Su): Much as a Gunslinger can have the right ammunition for the job, so too can a Gunmage have the right spell. Beginning at 11th level a Gunmage can select up to 2 metamagic feats they know after regaining their spells. When casting a spell they can expend 1 grit per feat to apply them to a spell without increasing its casting time. If this deed is selected as a signature deed(through the Signature Deed feat) the Gunmage must have at least 1 grit to apply one feat or at least 2 grit to apply both feats to a spell.
Slinger's Luck: This deed functions in all regards as the Gunslinger deed of the same name.
Charged Round(Su): One of the most destructive tools mastered by Gunmages, allowing them to load explosive and devastating spell they couldn't before. Beginning at 15th level the Gunmage expands the repertoire of spells he can use with their Spell Loader deed to include Burts, Line, Cone, Spread, Cylinder, and Emanation effects. This follows all the same rules as the Spell Loader deed except that one corner of the target's square is treated as the origin of the effect and the spell does not benefit from a critical hit, further the original target does not get a saving throw against the spell if it allows for a reflex save taking the full brunt of the spell regardless of evasion or improved evasion. Using this deed has no grit cost in its own right but increases the cost of the Spell Loader deed by 1 grit.
Cheat Death: This deed functions in all regards as the Gunslinger deed of the same name.
Unfettered Casting(Su): Tales of some of the greatest Gunmages tell of how they were never without a spell, even when the gifts of more traditional casters were silenced. Beginning at 20th level a Gunmage can call upon spells even in conditions that would make spell casting difficult or impossible by sheer willpower ignoring any condition or armor that grants them a spell failure chance, automatically succeeding and concentration check required of them, and even allowing them to cast in an area of anti-magic at the cost of a number of points of grit equal to the spell's level(or modified level if metamagic feats are applied) +2 to a minimum of 3 grit. The spell cast by the use of this deed can be used in conjunction with the Gunmage's other supernatural deeds even if the casting is taking place in an anti-magic field though the other deeds must be paid for separately. The cost of this deed cannot be reduced.


Spell Sense: Having a keen sense for magical energies, a Gunmage is better able to defend themselves from incoming spells. This manifests as a +1 Dodge bonus to AC and Reflex saves against spells an spell like abilities while wearing light or no armor. This bonus increases by +1 ever for levels beyond 2nd(to a maximum of +5 at 18th level).

Bonus Feat: At 4th level and every 4 levels thereafter a Gunmage gains a bonus feat in addition to those gained through character advancement. These bonus feats must be combat, grit, or metamagic feats.

Arcane Arms(Su): As a Gunmage progresses in their training they become capable of forging an increasingly stronger link with their Bonded Firearm. Beginning at 5th level the Gunmage begins to use a small fraction of the arcane gifts to enhance the force of the bullets and smooth out any mechanical kinks, gaining the Charisma modifier to damage rolls with the bonded firearm and only increasing the misfire chance by 2 on a misfire instead of 4. Every 4 levels thereafter the Gunmage can coax more force out of the bullets fired by their bonded firearm for an additional +1 to damage. At 13th level, the Gunmage becomes so attuned to their bonded firearm's mechanics that they no longer misfire with the weapon.

Expert Spellslinger: At the culmination of their talents, a Gunmage's skill with their firearm becomes almost as renowned as their spells. Beginning at 20th level a Gunmage gains an additional point of grit whenever they expend a spell slot with their Arcane Grit ability and that ability become extraordinary, allowing them to gain and use the temporary grit in an anti-magic field. Further, as long as the Gunmage retains at least 1 point of grit they can make touch attacks out to their second range increment and ignore the benefit of soft cover and anything less than total concealment.


11/7/2013: Original post
11/8/2013: Spell list modified(read as shrunk massively)
11/12/2013: Removed Face in the Crowd as the spell in question is now a part of their spell list(also grit concerns with it), will rework tomorrow. Also slightly reworded Spell Loader.Also moved the Unfettered Casting Deed to 20th level(seemed a fair trade for the work).
11/13/2013: Added a number of UC spells to the spell list for PF play, grit reduction clarification on Spell Loader, and the new Aether Rounds deeds replacing Face in the Crowd. I think I can finally say I'm at a 1.0 now.


Sort of a first attempt at home brewing as such feedback is much appreciated.
This project was inspired mostly by the Iron Kingdoms material for 3.5 as I loved the Gunmage from that book. However I find that in Pathfinder the Spellslinger Wizard is a poor substitution for the class as I remember it. Mechanical information inspired primarily by the Gunslinger base class with some cross comparison between the Bard, Wizard, and Sorcerer. I accept fully that this may still be a little rough and I may have to hammer out a few breakable details(example: the original wording I had on Spell in the Hole allowed for infinite 1st level spells 3 for 1 2nd level spells and 2 for 1 third level spells).

EdroGrimshell
2013-11-09, 12:06 AM
You might be able to draw inspiration from the Gun Mage presented in the Iron Kingdoms campaign setting. It's very hard to find the 3.X books for it, but it's worth it, both for the setting itself and for the gun mage class to help with this.

GranAures
2013-11-09, 12:18 AM
The IK Gun Mage was the catalyst for this project actually. I've actually found it again so I'll probably modify the spell list to mimic that one, with the addition of a few PF spells(such as reloading hand, conjure/fabricate ammunition).