Gun Mage

Hit Die: d8

Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Int), Escape Artist (Dex), Knowledge (Arcana) (Int) ,Knowledge (Local) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points per Level: 4 + Int Modifier

Level Base Attack Fort Ref Will Special
1 +0 +0 +2 +2 Arcane Focus, Arcane Pool, Cantrips, Gunsmith
2 +1 +0 +3 +3 Ranged Spellstrike
3 +2 +1 +3 +3 Gun Mage Arcana
4 +3 +1 +4 +4 Reinforcing Runes 1
5 +3 +1 +4 +4 Bonus Feat
6 +4 +2 +5 +5 Gun Mage Arcana
7 +5 +2 +5 +5 Sighting Link
8 +6 +2 +6 +6 Reinforcing Runes 2
9 +6 +3 +6 +6 Gun Mage Arcana
10 +7 +3 +7 +7 Evasion
11 +8 +3 +7 +7 Bonus Feat, Improved Ranged Spellstrike
12 +9 +4 +8 +8 Gun Mage Arcana, Reinforcing Runes 3
13 +9 +4 +8 +8 Call Pistol
14 +10 +4 +9 +9 Defensive Roll
15 +11 +5 +9 +9 Gun Mage Arcana
16 +12 +5 +10 +10 Reinforcing Runes 4
17 +12 +5 +10 +10 Bonus Feat
18 +13 +6 +11 +11 Gun Mage Arcana
19 +14 +6 +11 +11 Bullet Storm
20 +15 +6 +12 +12 Penetrating Sight

Gun Mage Spells per 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 4 4 2 - - -
9 5 4 3 - - -
10 5 4 3 1 - -
11 5 4 4 2 - -
12 5 5 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

Gun Mage Spells Known

Level 0 1 2 3 4 5 6
1 4 2 - - - - -
2 5 3 - - - - -
3 6 4 - - - - -
4 6 4 2 - - - -
5 6 4 3 - - - -
6 6 4 4 - - - -
7 6 5 4 2 - - -
8 6 5 4 3 - - -
9 6 5 4 4 - - -
10 6 5 5 4 2 - -
11 6 5 5 4 3 - -
12 6 5 5 4 4 - -
13 6 5 5 5 4 2 -
14 6 5 5 5 4 3 -
15 6 5 5 5 4 4 -
16 6 5 5 5 5 4 2
17 6 5 5 5 5 4 3
18 6 5 5 5 5 4 4
19 6 5 5 5 5 5 4
20 6 5 5 5 5 5 5

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. A gun mage can cast arcane 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.

Spells: A gun mage casts arcane spells drawn from the magus spell list. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

To learn or cast a spell, a gun mage must have a Charisma score equal to at leas t 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. His base daily spell allotment is listed on the table above. In addition, he receives bonus spells per day if he has a high Charisma score.

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 the gun mage’s choice. At each new gun mage level, he gains one or more new spells as indicated on the table above. Unlike spells per day, the number of spells a gun mage knows is not affected by his Charisma score.

Upon reaching 5th level, and at every third gun mage level thereafter (8th, 11th, and so on), a gun mage can choose to learn a new spell in place of one he 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, and it must be at least one level lower than the highest - level gun mage spell he can cast. The gun mage may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Cantrips: A gun mage can learns a number of cantrips, or 0 level spells, each day, as noted on the table above. These spells are cast like any other spell, but they do not consume slots and may be used again.

Arcane Focus (Su): 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, a gun mage is capable of bonding with a pistol. Doing so takes a full day and uses up alchemical materials costing 100 gp. The bonded weapon (called a magelock) 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 modifier.

Arcane Pool (Su): A gun mage possesses a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his pistols. This arcane pool has a number of points equal to 1/2 his gun mage level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the gun mage refreshes his spells per day.

At 1st level, a gun mage can expend 1 point from his arcane pool as a swift action to grant any pistol he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the pistol gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the pistol, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not s tack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, distance, flaming, flaming burst, frost, icy burst, keen, reloading, seeking, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the pistol already has, but duplicates do not stack. If the pistol is not magical, at least a +1 enhancement bonus mus t be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the gun mage uses this ability. These bonuses do not function if the pistol is wielded by anyone other than the gun mage.

A gun mage can only enhance one pistol in this way at one time. If he uses this ability again, the first use immediately ends .

Gunsmith: A gun mage begins play with a battered pistol, only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If it already has the broken condition, it does not work at all for others.

This starting weapon can only be sold for scrap (it’s worth 4d10 gold pieces when sold). The gun mage also gains Gunsmithing as a bonus feat.

Ranged Spellstrike: At 2nd level and higher, whenever a gun mage casts a spell with a range of “touch” or “ranged touch” from the magus spell list, he can deliver the spell through any pistol he is wielding as part of a ranged attack. As part of casting this spell, the gun mage fires a single bullet which deals normal damage. The spell uses the pistol’s critical range, but the spell effect only deals ×2 damage on a successful critical hit, while the pistol damage uses its own critical modifier.

Gun Mage Arcana: Starting at 3rd level, gun mage gains one gun mage arcana. He gains an additional gun mage arcana for every three levels of gun mage attained after 3rd level. Unless specifically noted in a gun mage arcana’s description, a gun mage cannot select a particular gun mage arcana more than once. Gun mage arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

  • Arcane Accuracy(Su): The gun mage can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.
  • Arcane Cloak (Su): The gun mage can expend 1 point from his arcane pool to add his Charisma modifier to Stealth checks and Bluff checks made to create a diversion in battle. This bonus lasts for 1 minute.
  • Arcane Cloak, Greater (Su): The gun mage can expend 1 additional point from his arcane pool when using the arcane cloak arcana. When he does so, he receives partial concealment for a number of rounds equal to his Charisma modifier. The gun mage must be 6th level and must have the arcane cloak arcana before selecting this arcana.
  • Bane Shot (Su): Whenever the gun mage enhances his pistol with his arcane pool, he may spend 1 additional point from his arcane pool to add the bane special ability to the pistol. The gun mage must be at least 15th level before selecting this arcana.
  • Broad Study (Ex): The gun mage may select one spell of a level he is able to cast from either the sorcerer/mage spell list or the arcane mechanik spell list. This spell must be a spell with a range or touch or ranged touch. He adds this spell to his spells known. A gun mage may select this arcana multiple times.
  • Concentrate (Ex): The gun mage can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll’s outcome is determined. The gun mage must take the second roll, even if it is worse. The gun mage can use this ability once per day.
  • Critical Strike (Su): Whenever the gun mage scores a critical hit with a ranged weapon, he may cast a any spell that he can use with his ranged spellstrike ability as a swift action, then attack with that spell against the target of the critical hit as a free action. The magus can use this ability once per day. **The gun mage must be at least 12th level before selecting this arcana. **
  • Devoted Shot (Su): Whenever the gun mage enhances his pistol with his arcane pool, he may spend 1 additional point from his arcane pool to add the holy or unholy special ability to the pistol. The gun mage must be at least 12th level before selecting this arcana.
  • Dispel Bullet (Su): The gun mage can spend 1 or more points from his arcane pool as a swift action to imbue his pistol with a special power. If a bullet fired from the pistol strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the gun mage’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of arcane pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the s trike is made, the power dissipates, even if the dispel attempt is unsuccessful. The gun mage must be at least 9th level before selecting this arcana.
  • Empowered Magic (Su): The gun mage can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The gun mage must be at least 6th level before selecting this magus arcana .
  • Hasted Assault (Su): The gun mage can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the gun mage and lasts for a number of rounds equal to the gun mage’ s Charisma bonus. The gun mage must be at least 9th level before selecting this arcana.
  • Lighning Reload (Ex): The gun mage can expend 1 point from his arcane pool to reduce the time it requires to reload a firearm by one step. The gun mage does not provoke attacks of opportunity while reloading until next turn. The gun mage must be at least 12th level before selecting this arcana.
  • Maximized Magic (Su): The gun mage can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell. The gun mage must be at least 12th level before selecting this arcana.
  • Pool Strike (Su): The gun mage can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 1d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability) per two gun mage levels. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates.
  • Pool Strike, Arching (Su):The gun mage can expend 1 additional point from his arcane pool when using the pool strike arcana. If his attack hits, the gun mage can target a number of enemies within 15 feet equal to his Charisma modifier with a ranged touch attack as a free action. Those s truck take the same energy damage as the primary target of the pool strike, including increased damage on a critical hit. The gun mage must be at least 6th level and mus t have the pool strike arcana before selecting this arcana.
  • Quickened Magic (Su): The gun mage can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell. The gun mage must be at least 12th level before selecting this arcana.
  • Reflection (Su): The gun mage can sacrifice 1 or more points from his arcane pool as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of points expended. If insufficient points areexpended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent. The gun mage must be at least 15th level before selecting this arcana.
  • Rod and Wand Mastery (Su): Whenever the gun mage uses a rod or wand, he calculates the DC for any spell it contains using his Charisma modifier, instead of the minimum modifier needed to cast a spell of that level.
  • Silent Magic (Su): The gun mage can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell. At 6th, 12th, and 18th level, the gun mage can use this arcana an additional time per day.
  • Spell Shield (Su): The gun mage can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Charisma bonus until the end of his next turn.
  • Still Magic (Su): The gun mage can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell.

Reinforcing Runes: At 4th level, the gun mage learns to reinforce his magelock pistols with arcane runes. The misfire rating for his magelock pistols are reduced by 1, and they gain 10 additional hit points and 5 additional hardness. At 8th, 12th, and 16th level the misfire rating of the gun mage’s magelock pistols are further reduced by 1, and they gain 10 more hit points and 5 hardness.

Bonus Feat: At 5th level, and every six levels thereafter, a gun mage gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats . He must meet the prerequisites for these feats as normal.

Sighting Link (Su): Upon reaching 7th level, a gun mage can see as if looking out from his magelock pistol’s sights (or the end of the barrel if it has no sights), instead of using his own eyes. This allows the gun mage to aim the magelock pistol without looking, allowing for spectacular trick shots.

Evasion (Ex): At 10th level and higher, a gun mage can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the gun mage is wearing light armor or no armor. A helpless gun mage does not gain the benefit of evasion.

Improved Ranged Spellstrike (Su): Upon reaching 11th level , a gun mage can use ranged spells trike to cast area burst, cone or line spells . The spell's area is centered wherever the bullet hits, even if the spell could normally be centered only on the caster for burst spells. Line spells and cone spells originate from the gun mage. When used in this way, line and cone shaped spells do not grant saving throws, but the gun mage must successfully hit each target in the area with a ranged attack from his pistol.

Call Pistol (Su): At 13th level, the gun mage gains the ability to summon his magelock pistol to his hand so long as it is on his person or within sight. If it is being gripped by another character he must succeed on an opposed Charisma check. This ability requires a swift action to activate.

Defensive Roll (Ex): Upon reaching 14th level , a gun mage can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the gun mage can attempt to roll with the damage. To use this ability, he must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. The gun mage must be aware of the attack and be able to react to it in order to execute his defensive roll — if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the gun mage's evasion ability does not apply to the defensive roll.

Bullet Storm (Su): Once per day a gun mage of 19th level or higher can fire a bullet at each and every target within range, to a maximum of one target for every gun mage level he has attained. Each attack uses the gun mage’s primary attack bonus, and each enemy may only be targeted by a bullet. This ability requires a standard action, and cannot be used in conjunction with ranged spellstrike.

Penetrating Sight (Su): At 20th level, when a gun mage uses his ranged spellstrike ability, his attack ignores up to 10 damage reduction, and he rolls twice and takes the better result when attempting to bypass spell resistance. Additionally, the gun mage may see invisibility (as the spell) and ignore partial concealment while using his sighting link ability for a number of rounds per day equal to his 1/2 his gun mage level.

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