Melee Scout (3.5e Class)
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Contents |
[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.
[edit] Prerequisistes
Spells: Ability to cast 2rd level arcane spells.
Skills: Spot 5 ranks, Use Magic Device 5 ranks, Concentration 4 ranks.
Feats: Dodge.
Special: Must is proficient with all light armor, all simple weapons, and with one-handed firearms.
| 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 | |||||||||||||||||||||||||||||||||||||
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Class Skills (4 + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
All of the following are class features of the Gun Mage.
Weapon and Armor Proficiency: The Gun Mage (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] Epic Gun Mage
| Level | Special | ||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 11st | Magic Bullet +6d6 | ||||||||||||||||||||||||||||||||||||||||
| 12nd | |||||||||||||||||||||||||||||||||||||||||
| 13rd | Magic Bullet +7d6 | ||||||||||||||||||||||||||||||||||||||||
| 14th | |||||||||||||||||||||||||||||||||||||||||
| 15th | Magic Bullet +8d6 | ||||||||||||||||||||||||||||||||||||||||
| 16th | |||||||||||||||||||||||||||||||||||||||||
| 17th | Magic Bullet +9d6 | ||||||||||||||||||||||||||||||||||||||||
| 18th | |||||||||||||||||||||||||||||||||||||||||
| 19th | Magic Bullet +10d6 | ||||||||||||||||||||||||||||||||||||||||
| 20th | |||||||||||||||||||||||||||||||||||||||||
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4 + Int modifier skill points per level. | |||||||||||||||||||||||||||||||||||||||||
[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.
| 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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