Wizard_Tom
2007-01-12, 04:37 PM
My first home-brewed class, created because I was unsatisfied with the Gun Mage class presented in the Iron Kingdoms. This class was inspired by the Caster Guns in Outlaw Star and designed to be used in a DnD setting where gun powder is common, though it could be easily modified to be an archery based class. Without further ado, I present the...
Gun Mage
Hit Die: d6
Class Skills:
Concentration (Con), Craft (Int), Decipher Script (Int), Disable
Device (Int), Knowledge(Acana) (Int), Knowledge (Planes) (Int), Profession (Wis), Search (Int), Sleight of Hand (DeX), Spellcraft (Int), Spot (Wis)
Skill Points at 1st Level:
(4 + Int modifier) x4
Skill Points at Each Additional Level:
4 + Int modifier
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th
1st|
+1|
+2|
+0|
+2|Inscribe Shell, Spark Shell|2
2nd|
+2|
+3|
+0|
+3||3|0
3rd|
+3|
+3|
+1|
+3|Shell Crafter|3|1
4th|
+4|
+4|
+1|
+4|Bonus Feat|3|2|0
5th|
+5|
+4|
+1|
+4||3|2|1
6th|
+6|
+5|
+2|
+5||3|3|2
7th|
+7|
+5|
+2|
+5||3|3|2|0
8th|
+8|
+6|
+2|
+6|Palm Spark, Bonus Feat|3|3|3|1
9th|
+9|
+6|
+3|
+6||3|3|3|2
10th|
+10|
+7|
+3|
+7|Double Pack|3|3|3|2|0
11th|
+11|
+7|
+3|
+7||3|3|3|3|1
12th|
+12|
+8|
+4|
+8|Bonus Feat|3|3|3|3|2
13th|
+13|
+8|
+4|
+8||3|3|3|3|2|0
14th|
+14|
+9|
+4|
+9||4|3|3|3|3|1
15th|
+15|
+9|
+5|
+9|Multi-Spark|4|4|3|3|3|2
16th|
+16|
+10|
+5|
+10|Bonus Feat|4|4|4|3|3|2|0
17th|
+17|
+10|
+5|
+10||4|4|4|4|3|3|1
18th|
+18|
+11|
+6|
+11|Spark of Inspiration|4|4|4|4|4|3|2
19th|
+19|
+11|
+6|
+11||4|4|4|4|4|4|3
20th|
+20|
+12|
+6|
+12|Unload, Bonus Feat|4|4|4|4|4|4|4[/table]
[B]Weapon and Armor Proficiencies:
Gun Mages are proficient with all simple weapons as well as all firearms (pistols and muskets from the DMG). They are proficient in light armor but not shields. Gun mages only suffer arcane spell failure when inscribing shells, not when firing them.
Inscribe Shell:
A gun mage has a number of free inscriptions per week based on the table. These inscribed shells last until the beginning of the next week no matter which day they were created. It takes 5 minutes per inscription and they can be made at any time. At the beginning of the week, a Gun Mage may choose to keep shells he has on him charged by simply expending the required weekly allotment of energy to maintain those shells. Shells in addition to the weekly allotments can be made using similar rules as Scribe Scroll, including gold and xp cost, but does not require the gun mage to have a slot available to create shells. Shells made this way last until used or destroyed.
Spark Shell:
As an attack action, the gun mage may fire an inscribed shell by making a ranged attack. If this shell hits the target’s touch AC but not their normal AC, only the effect of the spell goes off (AOE spells use the target as the center of the effect and cones use the target as the origin point and then go in the direction chosen by the caster); otherwise, the bullet does its damage too. Spells marked with a “*” only modify the basic shell and do not have a trigger effect upon hitting. When one of these shells are fired a fort save, DC 15 + spell level must be made by the gun mage or the gun mage is Fatigued. If the gun mage is already Fatigued and fails his save, then he becomes Exhausted. An Exhausted gun mage falls Unconscious for 1d4 rounds + 1d4 per spell level of the last cast shell. (ie: 1d4 for a 0th level shell, 4d4 for a 3rd level shell, to a max of 7d4 rounds for a 6th level spell).
Schematic books:
Each gun mage has a book of inscription schematics that they know. He must use this book when making inscriptions, and can only inscribe spells he knows. A gun mage can only learn spells of a level equal to his intelligence minus 10. In many regards, a schematic book is like a spellbook, including writing in new schematics from another book. In addition, a gun mage may use a wizard’s spellbook to develop new schematics by first making the appropriate spellcraft check, and by then making a Craft (Gunsmith or similar) check of the same DC.
A gun mage innately knows schematics equal to 1 + his intelligence modifier and can prepare these into shells without a schematic book. Each new level, a gun mage may learn another schematic innately.
Shellcrafter:
Starting at third level the gun mage has found a way to reload his guns with startling quickness. By using casings similar to what he uses to make inscribed shells, the gun mage can pack his bullet and gun powder into a capsule so that he only needs to drop it in the barrel before firing again. To make these shells takes an hour and requires a Craft (Gunsmith or similar) check DC 15 (DC 20 to modify Masterwork shells and DC 25 to modify enchanted ammunition). If the gun mage does not have a workshop to work in, he suffers a -2 penalty to the check. A successful check will allow the gun mage to craft 10 shells, plus 10 shells for every 5 his result exceeds the DC. These shells cost 1 gold in materials, in addition to the bullet and ounce of gunpowder normally required to fire, each to make. When using these shells, reloading a firearm is a free action. Only someone with the Spark Shell ability may use these shells as they require a little magical oomph to be used. These shells can not be used within an anti-magic field.
Bonus Feats:
Every 4 levels, a gun mage gains a bonus feat. He may choose from any of the following feats. Point Blank Shot, Precise Shot, Far Shot, Rapid Shot, Shot on the Run, Improved Precise Shot, Dodge, Mobility, Improved Critical, Improved Initiative, Quick Draw, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, or Widen Spell.
Palm Spark:
At eighth level, the gun mage has learned better how to tap into his own inner magic. By making a touch attack with one of his inscribed shells, the gun mage can activate the spell stored in it on his target. This way of sparking shells does not do the bullet's damage, only the spell effect. Enhancement inscriptions made this way grant the spell effect to the touched target as per the spell’s normal description.
Double Pack:
The gun mage has become so familiar with his shells that he has learned to inscribe two spells into one shell. Using two of his weekly inscriptions of appropriate level, the gun mage can pack two spells into a single shell. When this shell is sparked the DC of the Fortitude save is 15 + (2 x the level of the highest of the two spells).
Multi-Spark:
Drawing on his deepest reserves, the gun mage may fire inscribed shells, but not double-packed shells, during a full attack action. This ability does not come with out cost however. The DC of each consecutive Fortitude save increases by 2. For example, if a gun mage was to fire off a third level shell, a second level shell, and a first level shell, his save DCs would be 18, 19, and 20 respectively.
Spark of Inspiration:
Once per day, the gun mage may expend an unused weekly inscription to spontaneously cast any spell he innately knows. Using this ability is a full round action. The Fortitude save must still be made.
Unload:
The gun mage has learned to dump all his energy into a single volley of spells. The gun mage may as a full attack action discharge multiple shells like in multi-spark. Unlike multi-spark, the gun mage does not need to stop after he runs out of attacks due to base attack bonus. His fifth shot, and every shot afterwards may be made at base attack bonus of +0. As in Multi-spark, the DC increases by 2 for every shell past the first. Non-inscribed shells may be used with a base DC of 10. The gun mage may continue firing until he goes unconscious from fail saves, critically misses an attack roll, runs out of shells, or chooses to stop.
Gun Mage
Hit Die: d6
Class Skills:
Concentration (Con), Craft (Int), Decipher Script (Int), Disable
Device (Int), Knowledge(Acana) (Int), Knowledge (Planes) (Int), Profession (Wis), Search (Int), Sleight of Hand (DeX), Spellcraft (Int), Spot (Wis)
Skill Points at 1st Level:
(4 + Int modifier) x4
Skill Points at Each Additional Level:
4 + Int modifier
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th
1st|
+1|
+2|
+0|
+2|Inscribe Shell, Spark Shell|2
2nd|
+2|
+3|
+0|
+3||3|0
3rd|
+3|
+3|
+1|
+3|Shell Crafter|3|1
4th|
+4|
+4|
+1|
+4|Bonus Feat|3|2|0
5th|
+5|
+4|
+1|
+4||3|2|1
6th|
+6|
+5|
+2|
+5||3|3|2
7th|
+7|
+5|
+2|
+5||3|3|2|0
8th|
+8|
+6|
+2|
+6|Palm Spark, Bonus Feat|3|3|3|1
9th|
+9|
+6|
+3|
+6||3|3|3|2
10th|
+10|
+7|
+3|
+7|Double Pack|3|3|3|2|0
11th|
+11|
+7|
+3|
+7||3|3|3|3|1
12th|
+12|
+8|
+4|
+8|Bonus Feat|3|3|3|3|2
13th|
+13|
+8|
+4|
+8||3|3|3|3|2|0
14th|
+14|
+9|
+4|
+9||4|3|3|3|3|1
15th|
+15|
+9|
+5|
+9|Multi-Spark|4|4|3|3|3|2
16th|
+16|
+10|
+5|
+10|Bonus Feat|4|4|4|3|3|2|0
17th|
+17|
+10|
+5|
+10||4|4|4|4|3|3|1
18th|
+18|
+11|
+6|
+11|Spark of Inspiration|4|4|4|4|4|3|2
19th|
+19|
+11|
+6|
+11||4|4|4|4|4|4|3
20th|
+20|
+12|
+6|
+12|Unload, Bonus Feat|4|4|4|4|4|4|4[/table]
[B]Weapon and Armor Proficiencies:
Gun Mages are proficient with all simple weapons as well as all firearms (pistols and muskets from the DMG). They are proficient in light armor but not shields. Gun mages only suffer arcane spell failure when inscribing shells, not when firing them.
Inscribe Shell:
A gun mage has a number of free inscriptions per week based on the table. These inscribed shells last until the beginning of the next week no matter which day they were created. It takes 5 minutes per inscription and they can be made at any time. At the beginning of the week, a Gun Mage may choose to keep shells he has on him charged by simply expending the required weekly allotment of energy to maintain those shells. Shells in addition to the weekly allotments can be made using similar rules as Scribe Scroll, including gold and xp cost, but does not require the gun mage to have a slot available to create shells. Shells made this way last until used or destroyed.
Spark Shell:
As an attack action, the gun mage may fire an inscribed shell by making a ranged attack. If this shell hits the target’s touch AC but not their normal AC, only the effect of the spell goes off (AOE spells use the target as the center of the effect and cones use the target as the origin point and then go in the direction chosen by the caster); otherwise, the bullet does its damage too. Spells marked with a “*” only modify the basic shell and do not have a trigger effect upon hitting. When one of these shells are fired a fort save, DC 15 + spell level must be made by the gun mage or the gun mage is Fatigued. If the gun mage is already Fatigued and fails his save, then he becomes Exhausted. An Exhausted gun mage falls Unconscious for 1d4 rounds + 1d4 per spell level of the last cast shell. (ie: 1d4 for a 0th level shell, 4d4 for a 3rd level shell, to a max of 7d4 rounds for a 6th level spell).
Schematic books:
Each gun mage has a book of inscription schematics that they know. He must use this book when making inscriptions, and can only inscribe spells he knows. A gun mage can only learn spells of a level equal to his intelligence minus 10. In many regards, a schematic book is like a spellbook, including writing in new schematics from another book. In addition, a gun mage may use a wizard’s spellbook to develop new schematics by first making the appropriate spellcraft check, and by then making a Craft (Gunsmith or similar) check of the same DC.
A gun mage innately knows schematics equal to 1 + his intelligence modifier and can prepare these into shells without a schematic book. Each new level, a gun mage may learn another schematic innately.
Shellcrafter:
Starting at third level the gun mage has found a way to reload his guns with startling quickness. By using casings similar to what he uses to make inscribed shells, the gun mage can pack his bullet and gun powder into a capsule so that he only needs to drop it in the barrel before firing again. To make these shells takes an hour and requires a Craft (Gunsmith or similar) check DC 15 (DC 20 to modify Masterwork shells and DC 25 to modify enchanted ammunition). If the gun mage does not have a workshop to work in, he suffers a -2 penalty to the check. A successful check will allow the gun mage to craft 10 shells, plus 10 shells for every 5 his result exceeds the DC. These shells cost 1 gold in materials, in addition to the bullet and ounce of gunpowder normally required to fire, each to make. When using these shells, reloading a firearm is a free action. Only someone with the Spark Shell ability may use these shells as they require a little magical oomph to be used. These shells can not be used within an anti-magic field.
Bonus Feats:
Every 4 levels, a gun mage gains a bonus feat. He may choose from any of the following feats. Point Blank Shot, Precise Shot, Far Shot, Rapid Shot, Shot on the Run, Improved Precise Shot, Dodge, Mobility, Improved Critical, Improved Initiative, Quick Draw, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, or Widen Spell.
Palm Spark:
At eighth level, the gun mage has learned better how to tap into his own inner magic. By making a touch attack with one of his inscribed shells, the gun mage can activate the spell stored in it on his target. This way of sparking shells does not do the bullet's damage, only the spell effect. Enhancement inscriptions made this way grant the spell effect to the touched target as per the spell’s normal description.
Double Pack:
The gun mage has become so familiar with his shells that he has learned to inscribe two spells into one shell. Using two of his weekly inscriptions of appropriate level, the gun mage can pack two spells into a single shell. When this shell is sparked the DC of the Fortitude save is 15 + (2 x the level of the highest of the two spells).
Multi-Spark:
Drawing on his deepest reserves, the gun mage may fire inscribed shells, but not double-packed shells, during a full attack action. This ability does not come with out cost however. The DC of each consecutive Fortitude save increases by 2. For example, if a gun mage was to fire off a third level shell, a second level shell, and a first level shell, his save DCs would be 18, 19, and 20 respectively.
Spark of Inspiration:
Once per day, the gun mage may expend an unused weekly inscription to spontaneously cast any spell he innately knows. Using this ability is a full round action. The Fortitude save must still be made.
Unload:
The gun mage has learned to dump all his energy into a single volley of spells. The gun mage may as a full attack action discharge multiple shells like in multi-spark. Unlike multi-spark, the gun mage does not need to stop after he runs out of attacks due to base attack bonus. His fifth shot, and every shot afterwards may be made at base attack bonus of +0. As in Multi-spark, the DC increases by 2 for every shell past the first. Non-inscribed shells may be used with a base DC of 10. The gun mage may continue firing until he goes unconscious from fail saves, critically misses an attack roll, runs out of shells, or chooses to stop.