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The Gun Mage (requested)

Posted: Sat Aug 21, 2010 9:20 am
by Koumei
The Gun Mage

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"...and the fact that your guns have 'Replica' written along the sides, and my gun has 'Desert Eagle .50' written down the side should precipitate your balls into shrinking, along with your presence. Now, fuck off."

Guns are okay, but nothing special. Indeed, they pack more of a punch than a sword in the hands of a normal guy, but less than a sword in the hands of a great master who cleaves dragons. Unless you're a Gun Mage. Gun Mages make their bullets hit hard and fast, but even worse, they channel spells through the bullets to blow people up.

Alignment: any

Ability Scores: Intelligence is the primary ability score for the Gun Mage, but a good Dexterity will go a long way as well. After that, Constitution is quite handy, and everything else is optional, as fits your concept.

Races: anyone with hands can be a Gun Mage. Gnomes and Goblins like crafting guns, so are frequently seen following this path, and Elfs like not being adjacent to people they kill and enjoy playing with magic, so they too fit it well. Humans have a thing for shooting people in the face. Strong races tend not to be so great at it.
Hit Dice: 1d6
Skill Points: 4+Int
BAB: Good
Saving Throws: Good Reflex
Class Skills: Appraise, Craft, Gather Information, Intimidate, Know (Any). Sense Motive, Spot

Weapon Proficiencies: Simple Weapons, Hand Crossbows, all Pistols
Armour Proficiencies: Light Armour
Level:Special:
01Spell Shooting I, Quick Draw
02Shooting Range +5', Danger Sense
03+1d6 Bullet Hell, Rebound Shot
04Shooting Range +10'
05Spell Shooting II
06Shooting Range +15', +2d6 Bullet Hell
07Rapid Reload
08Shooting Range +20', Spell Shooting III
09+3d6 Bullet Hell, Crack Shot
10Shooting Range +25', Homing Shot
11Spell Storing IV, Teleport Shot
12+4d6 Bullet Hell, Spell Tracing
13Explosive Ammunition 5'
14Spell Shooting V
15+5d6 Bullet Hell
16Explosive Ammunition 10'
17Spell Shooting VI
18+6d6 Bullet Hell
19Explosive Ammunition 15'
20Golden Bullet

Spells Per Day:
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Posted: Sat Aug 21, 2010 9:21 am
by Koumei
Class Features of the Gun Mage:

Spellcasting: the Gun Mage casts Arcane spells, and automatically knows all spells on her class list. She suffers no Arcane Spell Failure while wearing armour she is proficient with, and cast spontaneously. Intelligence is used to determine Save DCs, bonus spells per day and whether she can even cast spells of that level.

Spell Shooting (Su): the Gun Mage can channel her spells (even those gained through other classes) through her bullets. At first level this only applies to 1st-level spells, but at level 5 and every three levels thereafter, the limit increases by 1. This is a Standard action, and involves making a ranged attack as normal. If the attack hits, then apply damage as normal but also apply the effects against the target. If there is a saving throw other than Reflex, the target is still entitled to the regular save. If there is an attack roll, treat it as having succeeded. Spell Resistance still applies, but with a bonus to the check equal to the Enhancement bonus (if any) of the gun. If the spell has an area of effect, centre it on the location of the target.

If used when wielding a Hand Cannon or Duo Cannon, then only one target in the area may be selected (declared before shooting), and they must fail the Reflex save to be affected.

Quick Draw (Ex): the Gun Mage can always draw a pistol as a Free action.

Shooting Range (Ex): at second level, the range increments of pistols wielded by the Gun Mage increase by 5'. This increases by another 5' every even level, up to a maximum of +25' at level 10. For the Hand Cannon and Duo Cannon, this instead is added to the cone length and width.

Danger Sense: at bullet level, the Gun Mage gains Danger Sense as a bonus feat.

Bullet Hell (Su): at every third level, the Gun Mage gains +1d6 Bullet Hell. Each round, on her turn, she may apply all Bullet Hell damage to the first successful hit with a Pistol, adding it to the base damage.

Rebound Shot (Ex): at level three onwards, the Gun Mage can make trick shots that bounce around. She can shoot around corners (though suffers a 50% Miss Chance if she cannot see the target), and if the DM tries to use some rules regarding facing, she can tell them to fuck off.

Rapid Reload (Ex): beginning at level seven, the Gun Mage can reload her weapon at blinding speeds. Reloading a Pistol becomes a Free action.

Crack Shot (Ex): starting at level nine, the Gun Mage makes incredible shots with crazy good accuracy. With a Standard action, she may fire a shot that ignores range penalties (but is still limited by maximum range), has a +4 Competence bonus to hit (or to the Save DC) and has a doubled threat range. Alternatively, she may perform this as a Full Round action, channeling a spell in the process. If she does so, this provokes attacks of opportunities, but the +4 bonus also applies to the Save DC of her spell (if any).

Homing Shot (Su): beginning at level ten, the Gun Mage can start to shoot people when she really shouldn't be able to. With a Standard action she may fire her weapon, ignoring Cover, Concealment, Miss Chances and the target's Dexterity bonus to AC. She doesn't even need line of sight, but must know they exist.

Teleport Shot (Sp): at level eleven, the Gun Mage learns how to teleport bullets from the gun into people, or very close to them. She may use a Standard action to ignore line of effect as long as she has line of sight, and to score an automatic hit. Roll to see if a critical threat occurs - if it does, it automatically confirms.

Spell Tracing (Sp): atarting at level twelve, magical lines follow the pullets, allowing for spell paths to occur. As a Standard action she may fire in a line, not even at a target, and rebounding the bullet off surfaces, and cast any Wall spell she knows (providing she has a spell slot available). The Wall follows the path of the bullet. If the bullet ends up inside someone, the effect ends in their square.

Explosive Ammunition (Su): at levels thirteen, sixteen and nineteen, the Gun Mage's bullets become more explosive. If a target is hit, the bullet explodes outwards, and anyone within the indicated radius (5, 10 or 15') must make a Reflex save or also take damage as though hit by the bullet. The DC is Int-based. When firing a Hand Cannon or Duo Cannon, she instead adds the indicated distance to the length and width of the cone (on top of that gained from Shooting Range).

Golden Bullet (Ex): at level twenty the Gun Mage shoots the setting's gods in the face and wins the game. She can also use Spell Shooting to channel spells of any level, even levels she can't yet cast. Once per day she may win the game once more.


Gun Mage Spell List:

1st Level: Burning Rage, Daze, Detect Magic, Light, Ray of Enfeeblement, Reduce Person, Shocking Grasp, Sleep, Tough of Fatigue, True Strike

2nd Level: Blindness/Deafness, Glitterdust, Knock, Protection From Arrows, Web, Scare, Touch of Idiocy, Vertigo

3rd Level: Assay Resistance, Burning Blood, Confusion, Curse of Arrow Attraction, Deep Slumber, Fireball, Hesitate, Ray of Exhaustion, Slashing Dispel, Shadow Spray

4th Level: Disintegrate, Eyebite, Feeblemind, Friend to Foe, Greater Dispel, Prismatic Ray, Telekinesis, True Seeing, Wall of Fire, Wall of Ice

5th Level: Banishment, Blackfire, Finger of Death, Flensing, Greater Arcane Sight, Insanity, Maze, Plague, Wall of Force, Wall of Thorns

6th Level: Detonate, Energy Drain, Foresight, Imprisonment, Otto's Irresistible Dance, Prismatic Wall, Trap the Soul

Posted: Sat Aug 21, 2010 9:21 am
by Koumei
Pistols and Pistol-Class Weapons:

All of the following weapons count as Pistols for the purpose of proficiency and class features. Proficiency is Simple, however Martial Weapon Proficiency (Pistols) is required to reload them properly: a Swift action can reload a Pistol with proficiency, otherwise it takes a Move-Equivalent action that provokes Attacks of Opportunity.

A magic Pistol grants all magical effects (including Enhancement bonus to hit and damage) upon its ammunition.

Pistol:
Range Increments: 10'
Ammunition: Pistol Bullets
Payload: 1 shot
Cost: 50 GP

Revolver:
Range Increments: 10'
Ammunition: Pistol Bullets
Payload: 6 shots
Cost: 750 GP

Hand Cannon:
Range Increments: -
Ammunition: Buck Shot
Payload: 1 shot
Cost: 100 GP
Special: Enhancement bonus is applied to Save DC and damage

Duo-Cannon:
Range Increments: -
Ammunition: Buck Shot
Payload: 2 shots
Cost: 350 GP
Special: Enhancement bonus is applied to Save DC and damage

Duelling Pistol:
Range Increments: 20'
Ammunition: High-Caliber Bullets, Death Whisper Bullets
Payload: 4 shots
Cost: 1,500 GP

Executioner:
Range Increments: 100'
Ammunition: High-Caliber Bullets
Payload: 1 shot
Cost: 1,000 GP
Special: 2-handed weapon

Ammunition:

Ammunition may be made of special materials for the usual amount.

Pistol Bullets:
Cost per dozen: 2 GP
Damage: 2d4
Critical: 20/x3
Special: -

Buck Shot:
Cost per dozen: 5 GP
Damage: 2d6
Critical: none
Special: fired in a 15' cone, Ref half (DC 10 + half HD + Int modifier)

High-Caliber Bullets:
Cost per dozen: 20 GP
Damage: 3d6
Critical: 19-20/x3
Special: -

Death Whisper Bullets:
Cost per dozen: 500 GP
Damage: 2d6
Critical: 19-20/x3
Special: the tip is a hollow container with a Fire Trap effect, CL 1

Posted: Sat Aug 21, 2010 9:29 am
by Prak
I disagree on the hands caveat. It should be totally possible to play a worg or gryphon or something with cannons strapped to it's back.

Posted: Sat Aug 21, 2010 5:15 pm
by Maxus
Oh, this is sweet.

Should I just assume any spells I don't recognize appear in the Spell Compendium?

Posted: Sat Aug 21, 2010 10:07 pm
by TarkisFlux
Koumei wrote:Spell Shooting (Su):... If there is a saving throw other than Reflex, the target is still entitled to a Reflex save.
I may just be half asleep still, but this part loses me. Is this a typo? Do you convert Fort and Will saves into reflex saves?

Posted: Sat Aug 21, 2010 10:32 pm
by Koumei
Actually in this case I only happened to have a few books on me (most still being in storage boxes in Adelaide as we haven't secured a house yet). So if it's not PHB/SRD, then it's CompArc or PHBII, because I happened to have those on me.

I'm sure there was a book with a spell that just sets someone on fire. Definitely add that.

Posted: Sun Aug 22, 2010 2:16 am
by Agrinja
Bad. Ass. +5. My only confusion, slugs fire in a cone?

Posted: Sun Aug 22, 2010 5:37 am
by Maxus
Koumei wrote:
Bullet Hell (Su): at every third level, the Gun Mage gains +1d6 Bullet Hell. Each round, on her turn, she may apply all Bullet Hell damage to the first successful hit with a Pistol, adding it to the base damage.
Is that just extra damage, like a Sneak attack, or is that multiplied on a critical hit, too?

Rebound Shot (Ex): at level three onwards, the Gun Mage can make trick shots that bounce around. She can shoot around corners (though suffers a 50% Miss Chance if she cannot see the target), and if the DM tries to use some rules regarding facing, she can tell them to fuck off.
So, you ignore cover, right? And there should be some rules on rebounds. Angle of Incidence equals angle of refraction?

Posted: Sun Aug 22, 2010 3:22 pm
by Koumei
It's extra damage dice, just like Sneak Attack, Flaming Swords and so on. Extra dice never multiply unless it specifically says it does.

And yeah, I guess it ignores cover or something. I dunno. Mostly it's there for "Shoot around corners in dungeons" and bouncing Line spells around later on.

As for slug shot: it's a shotgun. The pistol is your old shitty musket-era pistol. The Hand Cannon is a sawn-off shotgun (and the duo is double-barrelled). The duelling pistol plays children's card games is a fancy, long-barrelled revolver like a Magnum Blackhawk or a dainty and fancy one like anything wielded by Rozalin (Disgaea 2).

So shotguns for slug shot. Which is a spray of lead pellets. Unless I'm using the wrong term. I don't actually have much interest in guns.

Posted: Sun Aug 22, 2010 3:34 pm
by Maxus
Slugs are the big solid-piece bullets. Shot is the spray of smaller pellets. Grapeshot, maybe. I'm a little fuzzy on that, myself.

Posted: Sun Aug 22, 2010 3:36 pm
by Hicks
Slug shots are solid slugs of metal. The term you're looking for is Birdshot or Buckshot, for lots of balls crammed into a single shell. Grapeshot is like buckshot, but for cannons.

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Posted: Mon Aug 23, 2010 2:46 pm
by Koumei
Oh right. Yeah, Buck Shot then. I was just going by a cocktail recipe Stephen Fry did that calls for "a finger of slug shot" and he clearly poured buckshot in.

Note that I'm not interested in guns, and come from a country where even pictures of guns are highly illegal (in case that sounds like I'm a crazy gun person calling for American laws, rest assured, I think it's a good thing. I have never been shot, which is pretty sweet.) Just be lucky that there's nothing more advanced than the single-shot rifle (yes, the two-handed "pistol" is a rifle, it falls under the same proficiency and class features etc.)

If there was a modern SMG etc. then I'd refer to loading a clip into it. Which apparently shits Americans gun-nuts Americans up the wall.

Posted: Mon Aug 23, 2010 9:04 pm
by Ice9
The timing of Spell Shot seems odd - specifically, how it's always one level behind your normal spell access. For a Gun Mage class, I'm not a big fan of incentives to spend your turn not shooting things. And even if having that trade-off was the intent, it's inconsistent, because 2/3 of the time it doesn't even apply.

Other than that, I'm liking it.

Posted: Mon Aug 23, 2010 9:16 pm
by TarkisFlux
Koumei, I think you missed this question earlier:
Koumei wrote:Spell Shooting (Su):... If there is a saving throw other than Reflex, the target is still entitled to a Reflex save.
This is unclear and I don't know what it means. Is this a typo? Do you convert Fort and Will saves into reflex saves?

Posted: Tue Aug 24, 2010 1:09 am
by Koumei
Oh snap. It's a typo, you get the normal save unless it's Ref, in which case you don't because you already had your chance to dodge (the attack roll).

As for the delay, it's just to stagger the stuff you gain from the class a little bit, that's all. After all, gaining a new level of spells is a real ability.