Infinium, Gun Mage (3.5e Class)

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Gun Mage[edit]

The Gun Mage is an expert in both the use of his firearm and the arcane he is also pretty adequate when it comes to alchemic practices. He uses magic to augment both himself and his weapon, making him a formidable foe.

Making a Gun Mage[edit]

The Gun Mage excels at dealing damage. His high-power pistol packs enough punch to deal with most foes, and should he find the lethality of his firearm in question, a bullet laced with arcane energies is the answer. The typical Gun Mage is also quite intelligent, being versed in at least a moderate amount of Arcane Lore. He's quick and he's cunning - he's deadly and he's precise.

However, he does have his shortcomings. The Gun Mage is incredibly fragile. He's a glass cannon - although he can deal massive amounts of damage, he can hardly take any. His skill in melee combat is lacking and he's not as knowledgable as most magic-users.

A Gun Mage should never be looked at as the sole combatant of a group. His damage output does make him an excellent duelist - but he cannot hope to hold the front line by himself. He can whittle down foes before they meet with the stronger more melee-oriented members of the group and he can counter enemies that harass the group from a range.

Gun Mages usually originate from colleges where they study magic or have a military background. In some cases an older Gun Mage decided to take on an apprentice to pass down his knowledge. With such a variety of different backgrounds, no Gun Mage has quite the same outlook or alignment as another.

Abilities: Dexterity comes first for a Gun Mage - it helps him aim and helps him dodge - it is the basis for both his offense and his defense. The second most important stat for a Gun Mage is his Intelligence; it improves his ability to enchant his own weapon and many other class features of his are based off it.

Races: Any race with access to both technology and magic is able to produce a Gun Mage. With that being said, it is much more common to find a Human or a Gnome as a Gun Mage than an Orc.

Alignment: Any

Starting Gold: 4d4 x 10gp

Starting Age: 17 and up

Table: The Gun Mage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Mastery of projectiles, Infinium Pistol, Casting Rounds, Arcanic Fire Arms,Bonus feat
2nd +1 +0 +3 +0 smoke, Steadied hands, Injection of Orodor(1d4),Experienced Casting
3rd +2 +0 +3 +0 Pistol Whip, Flash(+2,20ft.,1 round) ,Bonus feat
4th +3 +2 +4 +2 Smoke(+2), Injection of Orodor(1d6),
5th +3 +2 +4 +2 Imbue Weapon, Infinium Dobl'e mas
6th +4 +2 +5 +2 Arcanic Rifle, smoke(+4), Injection of Orodor(1d8)
7th +5 +2 +5 +2 Flash(+4,30ft.,1d4 rounds),Alignment transperency
8th +6/+1 +3 +6 +3 Arcanic Long Rifle,smoke(+6), Injection of Orodor(1d10)
9th +6/+1 +3 +6 +3 Bonus feat, Knowledge of Arcana
10th +7/+2 +3 +7 +3 Infirnium LMG, smoke(+8), The eye of elthor, Injection of Orodor(1d12)
11th +8/+3 +3 +7 +3 Flash(+6,40ft.,1d8 rounds), Atomic glory
12th +9/+4 +4 +8 +4 Bonus feat, smoke(+10), Barrier of Haxor, Injection of Orodor(2d8)
13th +9/+4 +4 +8 +4 Explosive runes
14th +10/+5 +4 +9 +4 smoke(+12), Boost construct, Injection of Orodor(2d12)
15th +11/+6/+1 +4 +9 +4 bonus feat, Flash(+8), Embankment of Destruction
16th +12/+7/+2 +5 +10 +5 smoke(+14), Seeker of Eldrith, Injection of Orodor(3d10)
17th +12/+7/+2 +5 +10 +5 Explosive Runes(quick action)
18th +13/+8/+3 +6 +11 +6 bonus feat, Smokescreen
19th +14/+9/+4 +6 +11 +6 Flash(+10)
20th +15/+10/+5 +6 +12 +6 Explosive Runes(3), Black Bullet

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (Int), Listen (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis) Swim (Str), Tumble (Dex), Use Magic Device (Cha)

Class Features[edit]

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

Weapon and Armor Proficiency: The Gun Mage is proficient with all light armor, all simple weapons, and with one-handed firearms

Arcanic Firearms: The gun mage uses his energy to physically manifest firearm forms and uses Arcanic explosions to fire bullets at enemies dispelling one firearm for another is a standard action.

Casting Rounds: Creating rounds is the second thing an Infinium, Gun Mage must learn to do as it is hard to use guns without ammunition. The Infinium, Gun Mage must use craft rounds ability to craft special rounds which, through advanced alchemical processes, store energy and explosive components that can cause great harm. There are 18 types of rounds, each varies in power and build components. Each round costs 1/3rds of an ounce of the associated material (Roughly the weight of 8 coins, or about 12 measures in a pound of material). Additionally, each round has a base cost of 3 silver worth of materials required by the casting process (this includes the led or other heavy metal). As the material each round is produced from improves, it improves the weapon bonus it receives in order to increase attack rolls as well as to bypass damage resistance. If a critical is made the extra damage is also multiplied.

Creating rounds is a very intensive process, requiring meticulous and detailed alchemical work. To create rounds requires a SRD:Craft Rounds Craft Rounds rounds Rounds skill check and a molding kit. Every hour spent consecutively working past the first requires a concentration check (DC: 20) or the crafter must pause in crafting for 1 hour to relax, the DC increases by 5 for each additional hour spent crafting. Additionally, every two hours past the first causes a -1 penalty to all ranged attacks. These points are recovered at a rate of 1 per every 2 hours provided the Gunslinger is no longer crafting rounds.


Table: Casting Rounds

Level Round Type Craft DC Bonus Damage Extra Materials Attack Bonus
1st Type 0 16 0 None +0
3rd Type 1 17 1d4 Copper +0
Type 2 19 2d4 Copper +0
Type 3 22 3d4 Copper +0
6th Type 4 25 2d6 Silver +1
Type 5 26 3d6 Silver +1
Type 6 27 4d6 Silver +1
9th Type 7 28 2d8 Gold +2
Type 8 29 3d8 Gold +2
Type 9 32 4d8 Gold +2
12th Type 10 33 2d10 Platinum +3
Type 11 35 3d10 Platinum +3
Type 12 36 4d10 Platinum +3
15th Type 13 37 5d10 Mithral +4
Type 14 38 4d12 Mithral +4
Type 15 39 5d12 Mithral +4



Infinium Pistol: A Gun mage can use his Infinium pistol to fire his bullets at his enemies

Mastery of projectiles: Any projectile(including magical projectiles) Can be shot out of the air before reaching its target this is a swift action. The projectile if tangible is inflicted with moderate damage.(max. 3 projectiles, Max. 100lbs.)

'''Pistol whip:''' When in melee range(3 feet) the gun mage can use any Arcane firearm to deal melee damage(see weapon for damage roll). '' The Samurai had finally gotten within close range he knew the Gun mage wasn't fit for close combat, in an act of desperation the Gun Mage strikes the samurai with his pistol knocking him unconscious(He then takes any valuable items from the samurai's body and flees

Flash: When this grenade ignites it produces a bright flash that blinds enemies in a 10ft. radius for 1 turn.(amount of Flashes that can be held radius and duration of blindness increases periodically) opponent may roll a fortitude save to be blinded for half the amount of rounds the gun mage rolls for(min.1) since the gun mage cannot manifest flash energy from himself he must absorb the enrgy from another source of bright light.

Smoke: When this grenade ignites it spews for thick, billowing clouds of smoke in a 10' radius.(max 3 per day, amount increases by 2 every other level lvl4/+2, lvl6/+4, lvl8/+6, etc. until level 18 where the Gun mage can emit smoke in a 50' radius at will from his hands)

Injection of Orodor: The Gun Mage can shoot a bullet of healing energy into a foe or enemy but since the Gun mage is not very practiced in healing not only does he feed off his own life force(hp) but he also cannot control the exact amount of health he gives before attempting to heal someone he must decide dice size and he rolls to see how much he loses and much his target gains(e.g. The gun mage attempts to fire an injection of Ordodor into a target he calls 1d10 before firing he takes 1d10 damage and his target gains 1d10 health) even if the Gun mage misses he still takes the damage from the die size he called the die size that the gun mage can call increases by levels)

Experienced Casting: The Gun mage having experience in casting rounds now gets a +5 to Create rounds skill(this increases by +2 at level 6 and +3 at level 10 and +4 at level 14.

Imbue Weapon: The Gun mage can infuse his weapon with Arcanic explosive power(only one handed weapons(2 handed weapons that are made able to be wielded with one hand are not included) your weapon does an extra 1d6 explosive damage, and the enemy is pushed back 15 ft. by the force your enemy can make a reflex save to only be blasted back half the distance.

Infinium Dobl'e Mas: The Gun mage can Dual wield 2 one-handed Arcanic firearms at once(he receives a -2 to attack rolls when wielding 2 pistols until level 8.

Arcanic rifle: Arcanic Rifle can fire 3 Bullets per round, and gives them an 1d4 extra projected damage,but needs a 1d4 hour rest after 3 consecutive uses(Pistol Whip 1d10).

Alignment Transparency: Because of the continued use of your arcanic firearms and due to the fact that they are physically manifested through your own energy your alignment color is reflected and glows in your guns(When trying to Sense motive enemies get a +2).

Lawful good: Neon Green Neutral Good: Bright Orange Chaotic Good: Violet Lawful Neutral: Hot Pink True Neutral: Transperent(see through but not invisible) Chaotic Neutral: Racing yellow Lawful Evil: Midnight Black Neutral Evil: Dark blue Chaotic Evil: Blood red

Steadied hands:' Through the experience of using arcanic firearms the Gun mage steadies his hands in a high stakes situation(combat) 3 times a day gains +4 Dexterity -2 strength(must roll 1d4 hours before gun mage can use consecutively)

Infirnium LMG: The Gun mage can use the Infirnium LMG to fire 300 Pure Arcane bullets(no actual casted rounds are used, treat as current level cast rounds). The Gun Mage can only use this ability once a day but after using it the Gun mage must roll a will save to stay conscious(DC 15). After using so much Arcana Energy the Gun mage is fatigued and his base land speed is 5, He cannot swim, and if he is able to fly then his base flying speed is 20 and he takes a -6 to all ride checks, for accuracy rolls the player must roll 1d20+Dexterity over their touch ac per 20 Magic Bullets.(No pistol whip)


The eye of Elthor: The gun mage gains the ability to create a device that amplifies the range of any Arcanic firearm by twice the normal amount.

Atomic glory: When the Gun mage's hit points reach -10 or under then his body explodes releasing all of his arcanic explosive energy against all enemies dealing 12d6 force damage in a 200ft. radius those within the first 120ft. radius are unable to make a reflex save those within the 80ft. range after can make a reflex save for half damage.

Barrier of Haxor: The Gun mage creates a protective screen over his skin(a second skin) that gives him a 12/Resistance to all explosive damage and force damage moves and any non-magical projectiles, to create the skin he must make a concentration roll(DC/10)

Arcanic Long rifle: The Arcanic Long rifle can only use class-5 Magic bullets. After firing the Arcanic long rifle if within 30ft. of the enemy the Gun mage must skip his next round standard action in order to operate the weapons bolt action.(range 175ft.)(Pistol whip 1d6)

Knowledge of arcana: The gun mage becomes very knowledgable of all things arcana at this point and gets a +5 to Knowledge(arcana)

Explosive Runes: The Gun mage can now write explosive runes upon any surface once a day(until lvl.20)The rune takes 5 minutes to write until level 17 then the runes take 1 standard action to write and are triggered by being read(except by the gun mage himself and anyone he specifically designates) Anyone next to the runes (close enough to read them) takes 6d6 damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).

Boost construct: Up to three times a day the gun mage can use boost construct which gives his Infinium weapon construct double the hit points it originally had(to see the original hit point amount refer to the astral construct tables).

Embankment of Destruction: Once a day the gun mage can create a barrier using Arcane energy and Imbue it with explosive force energy, The gun mage can restrict the barrier to 5ft. radius around him self if an enemy touches the barrier in any way he is inflicted with 12d8 damage and is forced back 45 ft. , the gun mage can extend this radius to 20ft. and if an enemy touches it he receives 8d8 damage and is blasted back 35 ft., The gun mage can further extend this radius to 35 ft. and if an enemy then touches it he receives 4d8 damage and is blasted back 15ft.(Huge creatures get a -5 to forced back distance, Gargantuans receive -10, and colossal's -20, all sizes below receive a +15). Enemies receive no reflex save for point blank force damage. Enemies can break the barrier by reducing its hp to zero(Small barrier 350hp, medium barrier 250hp, large barrier 100hp). After three rounds the Gun mage must make a concentration check(DC18) in order to keep it, every round thereafter the gun mage must roll another concentration check and the DC increases by 5 every round after the first concentration check.

Seeker of Eldrith: Weapon fires an explosive projectile that deals 5d20 force damage in a 20ft. radius any surviving enemies are thrown 40ft.enemies withing 5ft. of the explosion cannot make a reflex save.The seeker of Eldrith can only be used once a day and player must roll a 1d6 till he can use it again.

Black Bullet (Sp): At 20th level, an Infinium,Gun Mage may call upon help from an outsider to deliver them a deadly bullet once per day. A Black Bullet requires a full round to be summoned. The subject of a Black Bullet must make a Will save DC 15 +The Infinium,Gun Mage's level or die. If the save is successful, the subject still takes 10d10 damage. Firing a Black Bullet drains the Arcane Gunslinger, reducing their speed to half for 1 round and forcing them to skip their next action.




Ex-Gun Mages

A gun mage cannot lose his arcanic magic as it is tied to his soul but the gun mage can renounce arcanic magic which makes it lie dormant in him but he cannot use it at will unless he performs a ritual in which he concentrates his arcanic essence into a flask of holy water and drinks it.(If an enemy were to steal the flask infused with the Gun mages Arcanic essence and consume their insides would explode instantly killing them).

Starting Gear

Infinium,Gun Mage- Starting Package-Backpack, Bedroll, Belt Pouch, Flint & Steel, Hooded Lantern with three pints of Oil, Trail Rations for seven days, Sack, Waterskin, Whetstone, 2lbs. of copper, and a molding kit.

Weapons: One-Handed Melee weapon.


Campaign Information[edit]

Religion: Gun mages do not collectively worship one deity, whether or not the particular gun mage even worships a deity varies.

Interactions with Other Classes: This class interacts well with other classes depending on it's ailignment but particularly Arcanic based non-Gun mages look down upon gun mages because of their inferior mastery of their powers but they do not treat Gun mages negatively because of this they just act superior.

Combat: The Gun mage is very good at dealing damage but he is in no way the primary fighter of the group he is a glass cannon that can dish out damage but doesn't handle it well.


in the World[edit]

<-Where characters of this class fit in a d20 world.->

Daily Life: Gun mages are a very diverse group of people who come from many different types of backrounds they could be doing anything from saving little girls from fires to causing those exact fires.

Notables: Davros Yasuo the inventor of Arcanic firearms strived to change the world through wgat he called his art(arcanic firearms) True art is an explosion he would say it was said that he achieved such mastery over arcanic explosions that he was able to create a non-lethal explosion in his heart whenever he was close to death and would keep his heart beating making him essentially immortal.

NPC Reactions: NPCS do not act hostile nor are they particularly hospitable towards Gun mages they might be in awe of such an unconventional use of magic but otherwise NPCS don't react to Gun mages any more or less than they normally would to an ordinary person

Infirnium, Gun Mage Lore Infirnium, Gun mages are a endagered group while well known among magic-users for their unconventional use of their magical abilities, Gun mages are rare and can only be taught by other Gun mages The art of arcanic firearms was inspired by a group of arcanic magic-users who's arcanic abilities were not up to par with other Arcanic-users so they came up with a way to use their power in an explosive way which compensated for their poor Arcanic abilities.


==== <Infirnium, Gun mages> in the Game ==== Gun mages are generally accepted with friendliness and no hostility among most people. Arcanic mages may look down upon Gun mages because they do not utilize their arcana magic in a traditional way but nonetheless they still accept them as fellow magic users of the arcanic nature even if they are radical about it.




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