Gun Mage (3.5e Prestige Class)

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Gun Mage
An evoker/gun mage. Art by Stanley Lau.
Rating: 17.75 out of 20
Power: 5 out of 5 by 2 users
Wording: 4.25 out of 5 by 2 users
Formatting: 4 out of 5 by 2 users
Flavor: 4.5 out of 5 by 2 users
(Rate this class)
Status: Finished
Editing: Constructive edits welcome

Gun Mage[edit]

Making a magic gun requires one part magic and one part alchemy. When you use magic, you weave reality to your liking. When you use a Magic Gun, you blast away the parts of reality you really don't like.

Gun Mages are magic-users capable of infusing their Magic Guns with arcane magic, allowing them to perform awesome feats of accuracy. These trickshot mages are contemplative wanderers in desolate worlds, using the pinpoint accuracy to put enemies six feet under. Their arsenal of skills have been honed by years of training in both the magical and ranged combat. Standing in front of a full blast from one of their Magic Gunz is likely to land you in a grave six feet under.

Becoming a Gun Mage[edit]

Gun Mages are usually those who have arcane knowledge and access to lots of black powder. The alluring mystery of the black powder and the thrill of honing one's arcane talent into a pin point shot can be very enticing. Gun Mages spend countless hours modifying, enhancing, and practicing with their arcane firearm. 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. Because of the Gun Mage's enthusiasm for his new skills, they lag behind in their arcane studies.

The challenge of crafting the gun is what initially draws Sorcerers to this class. Practical Gun Mages generally take levels in the Fighter class for the feats required to master the combat aspect of this class. Bards and Rangers sometimes pursue this rare class.

Adapting certain ranged feats and abilities used by archers can help bolster a Gun Mage's combat mastery of the Magic Gun.

Entry Requirements
Base Attack Bonus: +3
Spellcasting: Ability to cast 1st level spells
Feats: Craft Magic Arms and Armor
Skills: 5 Ranks Craft: Weapons, 5 Ranks Craft: Alchemy

Table: The Gun Mage


Hit Die: d4


Level B.A.B. Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Imbue Bullets, Magic Gun, Split Focus +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Channel Spell Power +1 level of existing spellcasting class
3rd +2 +1 +1 +3 Evasion +1 level of existing spellcasting class
4th +3 +1 +1 +4 Mana Potential +1 level of existing spellcasting class
5th +3 +1 +1 +4 Rapid Imbue Bullets +1 level of existing spellcasting class
6th +4 +2 +2 +5 Bonus Fighter Feat +1 level of existing spellcasting class
7th +5 +2 +2 +5 Stunning Bullet +1 level of existing spellcasting class
8th +6 +2 +2 +6 Spell Critical +1 level of existing spellcasting class
9th +6 +3 +3 +6 +1 level of existing spellcasting class
10th +7 +3 +3 +7 Mana Beam, Mana Potential +1 level of existing spellcasting class

Class 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).

Class Features[edit]

All of the following are class features of the Gun Mage:

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. You do not, however, gain any other benefit a character of that class would have gained. 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.


Magic Gun: At level 1, the Gun Mage gains the ability to craft a supernatural weapon called a Magic Gun. A Gun Mage can craft the Magic Pistol or Rifle with a crafting (alchemy) check of DC 20. 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). 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. The Gun Mage is considered proficient with Magic Gunz. (see also: Magic Rifle, Magic Pistol). Crafting ammunition for the Magic Gun requires a crafting (alchemy) check of DC 12. Ammunition costs 1gp per 20 bullets.

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. The spell-bullet is delivered through his Magic Gun with a single ranged touch attack using the Magic Gun's range. The spell must have a casting time of 1 standard action or less. If the ranged touch attack is successful, the bullet deals damage normally, then the effect of the spell is resolved (including saving throws). The spell-bullet must be fired in the round the spell is cast, or the spell is wasted. This action provokes attacks of opportunity.

Split Focus (Sp): At level 1, because of the Gun Mage's new devotion to the study of firearms, his magic studies fall behind. A Gun Mage is treated as if he was 2 caster levels lower for the purposes of all spellcasting, with the exception of touch and ranged touch spells.

Channel Spell Power (Su): At level 2, A Gun Mage can turn spells into magical bullets. As a standard action and by expending a spell slot, he may create a bullet made of pure magical energy and make a single ranged attack. Add a +1 bonus/spell slot level expended to the attack roll and the bullet deals 2d6 force damage/spell slot level expended (Maximum 18d6). The bullet may not score a critical hit. If the magical bullet is not fired in the same round it was created, then the spell is wasted.

Evasion (Ex): At level 3, a Gun Mage gains the Evasion ability. If he makes a successful Reflex saving throw against an area 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 or no armor. A helpless Gun Mage does not gain the benefit of evasion. If he already has Evasion from another source, the Gun Mage gains Improved Evasion instead.

Mana Potential (Su): At level 4, the Gun Mage taps into a previously unknown font magical power. The Gun Mage gains one extra spell slot for each spell level he is able to cast. These spell slots can only be used on Imbue Bullets or Channel Spell Power. The spell slot reserves regenerate each day like normal spell slots. At 8th level, this benefit increases to 2 extra spell slots per spell level he is able to cast.

Rapid Imbue Bullets (Sp): At level 5, a Gun Mage can use as many Imbue Bullets in one round as per the rules of ranged attacks.

Bonus Fighter Feat: At level 6, the Gun Mage receives a Fighter Bonus feat. From now on, his caster levels are considered Fighter levels for the purposes of determining feat prerequisites.

Stunning Bullet (Ex): At level 7, the Gun Mage's bullets are more potent, the first shot stuns your enemies. Like Stunning Fist it forces a foe damaged by the bullet to make a Fortitude saving throw (DC 10 + 1/2 your caster level + your relevant spellcasting modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. An enemy makes this save once, and becomes immune to your Stunning Bullet after the first hit for 24 hours. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Spell Critical (Su): At level 8, the Gun Mage gains the ability to score critical hits when using Channel Spell Power with the Magic Gun. When using Channel Spell Power, if the Gun Mage confirms a critical, the attack deals x1.5 damage (rounded down). If the Gun Mage confirms a critical, he may expend an additional spell slot to deal double damage instead.

Mana Beam (Su): At level 10, 1/day, the Gun Mage can use the ability to channel the full extent of their power into a single devastating blast. As a full round action, the Gun Mage may expend three spell slots and unleash a powerful beam. This is a line of effect that extends out 100ft, and any creatures caught in the blast get a Reflex save DC 10 + 1/2 caster level + relevant casting modifier. Creatures that make their save take no damage. Creatures that fail their reflex save take force damage equal to 2d4/highest level spell slot expended x3.

Campaign Information[edit]

Playing a Gun Mage[edit]

Combat: The Gun Mage fulfills the role of both spell caster and ranged fighter, by combining these two elements the Gun Mage can become a fearsome opponent in any party. But the Gun Mage is no front line warrior and is only capable from a distance, by using the gun's range to deliver touch attack spells to weaken opponents before blasting them away. He can pick off big targets while the party chops through the mooks.

Advancement: Most Gun Mages combine the wizard or sorcerer class with any warrior class to maximize their spell casting and combat abilities, Typically they combine the wizard and fighter classes to allow a greater selection of feats to suit the ranged combat appeal of this prestige class.

Resources: While the Gun Mage prestige class is somewhat rare on any world when two meet they often have much to speak of, many of them act as if children with big toys sharing their unique perspectives and stories of combat. The largest interaction of course is the comparison of weapons as each shows off the unique designs of their craft, if possible, they will share their weapon supplies and what ever else is to spare and even the swapping of spells is common.

Gun Mages in the World[edit]

I can shoot the eye out of a humming bird, how's that for accurate.
—Dashy, Halfling Gun Mage

Gun mages are mages using special guns. They tend to be treated in the same way other mages are, though people are often interested in their guns and wish to purchase them.

NPC Reactions: Mages' haters and guns' haters hate them. Otherwise folk remain neutral to them, generally.

Gun Mage Lore[edit]

Characters with ranks in Knowledge (Arcana) can research gun mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
11 Gun mages can fire spell-imbued bullets.
16 Gun mages are able to make their very own magic gun.
21 Gun mages can use the mighty mana beam, a raw magic pure beam of destruction.
26 Whereabout of a particular gun mage.

Gun Mage in the Game[edit]

Gun Mages are mages using guns to deliver their spells, some are more audacious than other mages. But they are still spellcasters and know their place... the top.

Adaptation: Campaign without guns make this class rather pointless.

Sample Encounter: COMING SOON

EL whatever: COMING SOON



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