Infinium, Gun Mage (3.5e Class)

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Infinium, Gun Mage
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Editing: Constructive edits welcome

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[edit] Gun Mage

The Gun Mage is an expert in both the use of his firearm and the arcane. He uses magic to augment both himself and his weapon, making him a formidable foe.

[edit] Making a Gun Mage

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 wth 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.

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 acess 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: 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.

Starting Gold: 4d4 x 10gp

Starting Age: Moderate

Table: The Gun Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Magic Bullet +1d6
2nd +1 +1 +3 +3
3rd +2 +1 +3 +3 Magic Bullet +2d6
4th +3 +2 +4 +4
5th +3 +2 +4 +4 Magic Bullet +3d6
6th +4 +2 +5 +5
7th +5 +2 +5 +5 Magic Bullet +4d6
8th +6/+1 +2 +6 +6
9th +6/+1 +3 +6 +6 Magic Bullet +5d6
10th +7/+2 +3 +7 +7
11th +8/+3 +3 +7 +7 Magic Bullet +6d6
12th +9/+4 +4 +8 +8
13th +9/+4 +4 +8 +8 Magic Bullet +7d6
14th +10/+5 +4 +9 +9
15th +11/+6/+1 +5 +9 +9 Magic Bullet +8d6
16th +12/+7/+2 +5 +10 +10
17th +12/+7/+2 +5 +10 +10 MagicBullet +9d6
18th +13/+8/+3 +6 +11 +11
19th +14/+9/+4 +6 +11 +11 Magic Bullet +10d6
20th +15/+10/+5 +6 +12 +12

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)

[edit] Class Features

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 (unless otherwise prohibited by the DM).

Magic Bullet: A Gun mage can infuse his ammunition with powerful arcane energies that explode upon impacting their target. Using Magic Bullet is a full-round action for a Gun Mage, and it requires one of his hands to be free. As

It is a ranged attack so it does provoke an attack of oppurtunity


<-spell-like class feature-> (Sp): <-class feature game rule information->

[edit] Ex-<-pluralized class name->

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

[edit] Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

[edit] <-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

[edit] Campaign Information

[edit] Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

[edit] <-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

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

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] <-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] <-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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