The spell-bullet is delivered through his Magic Gun with a single ranged touch attack using the Magic Gun's range. Imbue Bullets ( Sp): At level 1, as a standard action, a Gun Mage can place any known touch or ranged touch spell on a bullet and fire it. Crafting ammunition for the Magic Gun requires a crafting (weapon) check of DC 12. The Gun Mage is considered proficient with Magic Gunz. If the Magic Gun is ever broken or lost, the Gun Mage suffers a -2 penalty on all rolls until he can create a new one. In the hands of a Gun Mage, the Magic Gun gains an enhancement bonus equal to half his Gun Mage class levels rounded down (Max +5 enhancement bonus). A Gun Mage can craft the Magic Pistol or Rifle with a crafting (weapon) check of DC 20. Magic Gun: At level 1, the Gun Mage gains the ability to craft a supernatural weapon called a Magic Gun. If you had more than one spellcasting class before becoming a Gun Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. You do not, however, gain any other benefit a character of that class would have gained. Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. Bards and Rangers sometimes pursue this rare class.Īdapting certain ranged feats and abilities used by archers can help bolster a Gun Mage's combat mastery of the Magic Gun.ĥ Ranks Craft: Weapons, 5 Ranks Craft: AlchemyĬlass Skills (4 + Int modifier per level) Bluff ( Cha), Craft ( Int), Diplomacy ( Cha), Disguise ( Cha), Gather Information ( Cha), Hide ( Dex), Intimidate ( Cha), Knowledge (local) ( Int), Listen ( Wis), Move Silently ( Dex), Profession ( Wis), Search ( Int), Sense Motive ( Wis), Sleight of Hand ( Dex), Spot ( Wis), Swim ( Str), Use Magic Device ( Cha), Use Rope ( Dex).Īll of the following are class features of the Gun Mage: Practical Gun Mages generally take levels in the Fighter class for the feats required to master the combat aspect of this class. The challenge of crafting the gun is what initially draws Sorcerers to this class. Because of the Gun Mage's enthusiasm for his new skills, they lag behind in their arcane studies. In all the planes and all the lands, no two magic guns are ever alike and usually fetch a pretty penny in all markets for the craftsmanship alone. Gun Mages spend countless hours modifying, enhancing, and practicing with their arcane firearm. The alluring mystery of the black powder and the thrill of honing one's arcane talent into a pinpoint shot can be very enticing. Gun Mages are usually those who have arcane knowledge and access to lots of black powder. Standing in front of a full blast from one of their Magic Gunz is likely to land you in a grave six feet under. Their arsenal of skills has been honed by years of training in both the magical and ranged combat. These trickshot mages are contemplative wanderers in desolate worlds, using the pinpoint accuracy to put enemies six feet under. Gun Mages are magic-users capable of infusing their Magic Guns with arcane magic, allowing them to perform awesome feats of accuracy. When you use a Magic Gun, you blast away the parts of reality you really don't like. When you use magic, you weave reality to your liking. Making a magic gun requires one part magic and one part alchemy.
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