User:Soulblazer 87/Mage Gunner

Mage Gunner
Summary::Some mages prefer blasting their foes with magically enhanced bullets, rather than speaking incoherently and weaving their hands randomly.

Class:

Level: 1st

Replaces: If you select this class feature (at first level and may not change later on), you gain the following abilities. Oh, and you better have some ranks in Craft (Gunsmithing) too...

Benefit: Add the following abilities at the appropriate level. Keep in mind, this has been inspired by a manga and I haven't been thinking too long about this, so it will most certainly need some thought. I still do think that being so completely reliant on an item can be a very good balancing point. After all, it's just a disarm or pickpocket away...

Wizard/Sorcerer level 1: Gun Reliant: All spells without a descriptor of 'You' (even touch spells cast at the character) must be cast through a bullet shot, with the exception of 'touch' range spells, who gain a range equal to the first range increment of the gun.. Doing so ignores the gun's normal damage unless the spell is resisted. In which case, the attack roll is resolved normally. All spells's range becomes either the same as the gun used or the spell's own, whichever is less. You can store any spell for a number of rounds equal to your charisma (sorcerers) or intelligence (wizards) modifier. You can make a spellcraft (sorcerer) or knowledge (arcana) (wizard) to enchant a bullet other than the next at a DC20. The normal restriction on held spells still applies. To see where a spell is cast, you must roll an attack roll, as normal. If it misses,use deviation rules to figure out where it lands. In the case of directed aoe spells (such as cone of cold), it always faces away from the caster except in the case of a DC 25 check of spellcraft or knowledge (arcana). In the case of a blunderbuss, shotgun or similar area-affecting gun, the spell is cast at the nearest creature, while all others are attacked by the gun's normal damage, altered to suit the spell if it was elemental (a fireball spell would turn the damage to fire, while a lightning bolt would change it to electricity). Casting the spell and firing the shot are considered to be part of the same action, the shot being fired at the end of the casting process. If a spell requires a reflex or fortitude save to halve damage, ignore that clause for the target that got struck directly by the spell.

Weapon And Armor Proficiency: The Gun Mage gains proficiency with all types of guns.

Wizard level 3/Sorcerer level 4:Diverse Magic: Every time the character gains access to an even-numbered spell level, he may add a single spell for free to his repertoire. If it isn't in the sorcerer/wizard spell list, the spell's level is doubled. So, for example, cure light wounds would be considered a second level spell instead of first.

Wizard/Sorcerer level 6:Bullet-less Assault: You may expend a number of spell levels equal to the spell cast to use it without a bullet.

Wizard/Sorcerer level 10:Hold The Charge: You may hold a cast spell for a number of minutes equal to your charisma (sorcerer) or intelligence (wizard) modifier.

Wizard/Sorcerer level 16:Gun-less Assault: You may make a DC40 spellcraft (sorcerer) or knowledge (arcana) (wizard) check to spend an extra number of spell levels equal to the spell being cast to use it without a weapon.

Equipment
The following items should NOT be available for the general world. Only in areas where gun magic and actual guns exist should be the possibility of buying such an item. Due to most of the guns' complexity, not even a dwarf weaponsmith would be able to reverse engineer it as they function on a completely different basis than other 'mundane' weaponry. Also, prices and the like are not meant to be Gospel or something, but rather mere guidelines.

Weapon upgrading is possible (some may call it customizing, modding, trick-up or w/e) is somewhat expensive, usually adding about 25-50 percent of the original weapon per mod. Of course, each weapon has a limit to how much it can be upgraded and DMs should take great care to when they allow engineers with sufficient skill to actually perform the upgrading appear.

Gun Mages should begin play with one flintlock gun and enough gunpowder for 10 shots, along with about 10 bullets. Depending on how far from civilization and/or available resources, it should be up to discussion. Consider the player's gold to have been reduced by 100gp in terms of what other equipment he/she has available.

List:

Gun, Flintlock Craft (gunsmithing): 20 Cost: 200gp Weight:10lb Range: 40ft Damage: 1D10 Critical: 20/x3

This gun holds a single chamber (upgraded to a maximum of three) and can fire only a single shot at a time. It is of some doubtful quality but will serve well for starters. A gun mage receives one for free at first level. It takes a standard action to reload.

Gun, Revolver Craft (gunsmithing): 30 Cost: 500gp Weight:10lb Range: 50ft Damage: 2D6 Critical: 20/x3

Much sleeker than the old flintlock, this gun holds a maximum of six shots (upgraded to eight) and can fire one shot per round (upgraded to three). It is of high quality and can pack a decent punch even without magic to boost it. It takes a move-equivalent (or part of it) to reload a bullet, but it takes a standard action to load any more than that.

Gun, rifle Craft (gunsmithing): 25 Cost: 300gp Weight:20lb Range: 120ft Damage: 1D10 Critical: 20/x3

This gun is highly efficient with a long range to boot, perfect for a sorcerer. Or it would be if it didn't require a full-round to reload. It holds a single shot and that's all it can fire in a round. Its long range however can be very useful.

Gun, cased rifle Craft (gunsmithing): 30 Cost: 500gp Weight:20lb Range: 120ft Damage: 1D10 Critical: 20/x3

Identical, almost, to the common rifle, this version has a significant advantage; the used of casings instead of common gunpoweder and stone shots. As a result, it takes only a move action to reload a shot and a full action to reload all three of its ammo (upgraded to six). It can fire a maximum of three shots per round.

Gun, Blunderbuss Craft (gunsmithing): 20 Cost: 200gp Weight:20lb Range: 15ft cone Damage: 1D4 Critical: 20/x3

A special weapon, the dreaded blunderbuss may be limited in range, it it more than makes up for it in area of effect. Each target is hit by up to 10 shrapnel (roll 1D10 to determine, one less for every obstruction between the user and for every five feet travelled), each dealing the listed damage.

Gun, Hand Cannon Craft (gunsmithing): 30 Cost: 500gp Weight:40lb Range: 80ft Damage: 3D6 Critical: 20/x3

A siege weapon the size of an arm, more but not less that is. Using much larger shots, it is similarly able for much greater damage. It takes a full-round to reload, but its stopping power is undeniable.

Gun, Stationary Cannon Craft (gunsmithing): 30 Cost: 1000gp Weight:400lb Range: 120ft Damage: 4D6, ten feet radius Critical: 20/x3

Anyone say 'BOOM'? This IS a siege weapon and will be respected as such. Although extremely hard to move, it packs a strong punch, perfect for the castle-sieging, dungeon-purging gun mage! Too bad it requires two rounds to reload this monstrocity.

Ammo, Bullet (shot) Craft (gunsmithing): 20 Cost: 50gp Weight:3lb

Bullets and gunpoweder, all-in-one to cut the hassle. Each such set is good for ten shots. However, there is a one-in-twenty (call me botch) chance per reload that a tad too much powder has been used, damaging and possibly blowing up the weapon in the user's face.

Ammo, Bullet (casing) Craft (gunsmithing): 30 Cost: 70gp Weight:3lb

The use of casings not only cuts down on the reload time, but also removes the chance of your dear 'Mr. Kablooey' going up in fire and brimstone in your hand. Very handy indeed, if a bit more expencive. The cost here is for ten shots.

Ammo, Cannon Craft (gunsmithing): 25 Cost: 50gp Weight:10lb

These monstrocities are effectively huge-ass balls of steel with enough powder to use them. The cost listed here is for one shot only.

Customization, Sights Craft (gunsmithing): 20 Cost: 50gp Weight:3lb

This nifty little thing looks like a spyglass with a crosshair in the middle. If calibrated properly for a weapon, it helps aim better. It halves the penalty for long-range shooting.