Weapon Mage (3.5e Class)

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Weapon Mage
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Weapon Mage[edit]

Weapon Mages specialize in the use of the Weapon of their choosing, trading their proficiency for other means of casting for the ability to imbue their bullets with magical effects.Having shunned traditional arcane studies, they are often looked askance by traditional Mages, and put in the same class as sorcerors, bards and warlocks. It is a theory of some Arcanists that the Weapon Mage was developed by people of lesser magical aptitude in a more techno-arcane society some time in the future, that's prevalence in the lands is only increasing because of a disturbance in the chronosphere around the Prime material plane..

Making a Weapon Mage[edit]

Weapon Mage are not made so much as created, having an instrisnic link to artificing and the creation of fire arms and their ammunition and powders. A pursuit in alchemy and minor talent for basic wizardy are absolutely necessary for anyone to walk the path of the Weapon. Weapon Mages have the flair and panache of a swashbuckler, though they use a pistol or rifle, their own weapons extensively customized and are often found on the road looking for something to make their own weapons better, daring do and flair are a must for the successful Weapon Mage. Weapon Mage is a sub-template of any caster class, divine or arcane, the most common classes for this path are sorceror, favored soul, warlock, and sigilist, other base classes may be used, but understand the limitations they accept.

Weapon Mages excell at ranged combat, esepcially against a foe who has resistances to most mortal weaposn able to imbue their shots with wicked effects that seems to stem from every aspect of magic, from Daemon bound Weapons, to elemental Weapons, the path a Weapon Mage walks is much determined by the Weapon Mages own decisions on how or from where he draws his power. Weapon Mage is not a prestige class, but a sub template of another Arcane Class. Shunned by serious Arcanists, most wizards and mages will have nothing to with the daring do of a Weapon Mage, or his devil may care attitudes. Though Weapon Mages run the gamut from serious to frivolous, most are seen as the swashbucklers of ranged weapons, seperated only from their other arcane peers by their dedications to their Weapons. Weapon Mages work well with Fighters, Rogues and Bards, who appreciate his slightly magical and decidely sneaky combat focus. Sorcerors, Sigilists and Warlocks are often interested in his ability to Channel, as well as the Daggerspell casters. Mages, Wizards, Priest, Clerics, and other casters of Divine and Arcane disciplines are often skeptical of their abilites and look down their noses at Weapon Mages as not being actual casters.

Abilities:Dexterity is important to the Weapon Mage's effectiveness as a ranged combat specialist, this and the primary attribute of the base casting class.


Gnomish Weapon Mages are some of the most prolific, since all Gnomes posess a degree of affinity for magic, and for tinkering with magical and mundane devices, they seem to find this class most interesting, using their illusion powers to create astounding effects, for both war and humour, they style of a Weapon Mage easily suits their flamboyant and trickster personalities, though most Gnomish Weapon Mage are adolescents a few stick with it for their entire lives.

Dwarvish Weapon Mage (though Weapon Cleric would probably describe them better) are usually masters of runes and sigilis, using their wisdom, steady hands and mastery of metallurgy to create Weapons that most the whole world would beg to own, they are in a league of their own, finding welcome at hearth and hall for their specialized combat abilities, its not an uncommon thing to see a battle rager dwarf paired with a Weapon Mage, the Weapon Mage bringing the targets with in range of the battle ragers melee attacks, and preventing any who would escape from fleeing, dwarves unlike gnomes do not make extensive use of modifications, but devotion to purity of form and dedication to rich metal embalishments make their Weapons the most beauiftul to behold.

Humans make excellent Weapon Mages, through their versatility, they are very adaptable and have the widest range of casters who follow this path, though their Weapons are considered primitive by gnomish and dwarvish standards, they are more than adequate for the task at hand and the versatility of their ammunition is much mor varied than their demi-human counterparts. It is not uncommon for Gnomish or Dwarvish weapons to be used by Human Weapon Mages, who have purchased or bartered ammunition and other imbuements for superior firearms.

Any race that can be casters can be Weapon Mages, prevelant for Sorcerors, Warlocks and Favoured Souls as opposed to the more regimented training required for other caster classes, the emergence of firearms as opened up a whole new world in both the economies and development of many nations in the world. Gnomish tinkerers can be found with scopes, dwarves with specialty metal shots.

Alignment: This Class can be of Any Alignment, though if a Divine Caster, they have to maintain withing one step of their God or Goddess, as applicable by base caster class.

Starting Gold: 3d8x10.

Starting Age:Moderate

Table: The Weapon Mage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +2 +0 Imbue Shot, Weapon Focus Firearm (Weapon,) + 1 Level to Base Caster Class.
2nd +1 +0 +3 +0
3rd +1 +1 +3 +1 +1 Level of Base Casting Class, Weapon Specialization.
4th +2 +1 +4 +1 Duel
5th +2 +1 +4 +1 +1 Level of Base Casting Class, Bind Firearm Improved Imbue Shot
6th +3 +2 +5 +2 Craft: firearm accessory
7th +3 +2 +5 +2 +1 Level of Base Casting Class
8th +4 +2 +6 +2 Craft: Firearm
9th +4 +3 +6 +3 +1 Level of Base Casting Class, Maker's Mark
10th +5 +3 +7 +3
11th +5 +3 +7 +3 +1 Level of Base Casting Class
12th +6 +4 +8 +4
13th +6 +4 +8 +4 +1 Level of Base Casting Class
14th +7 +4 +9 +4 Improved Maker's Mark
15th +7 +5 +9 +5 +1 Level of Base Casting Class
16th +8 +5 +10 +5 Master Imbue Shot
17th +8 +5 +10 +5 +1 Level of Base Casting Class
18th +9 +6 +11 +6 Master Maker's Mark
19th +9 +6 +11 +6 +1 Level of Base Casting Class
20th +10 +6 +12 +6 Crafter Master Weapon

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff(Cha), Concentration(Con), Craft(Int), Knowledge(aracana/divine) Int, Profession(Wis), Spellcraft (Int), Use Magical Device (Int).

Class Features[edit]

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

Weapon and Armor Proficiency: A Weapon Mage is proficient in all Simple weapons and Light Armors, can not use sheilds, except Tower Shields and only in conjuction with the Tower Shield Proficiency Feat, may only be used with Rifle Focus and Specialization. In addition to Simple Weapons, all Weapon Mage are proficient with their chosen Firearm, Pistol or Rifle.

Spells: Weapon Mages eschew their ability to cast spells, in order to imbue their weapons and ammunition with a spell effect. Doing this through intense dedication to Weapons in general. With this being said a Weapon Mage, when preparing spells for the day are actually imbuing already learned spells into their ammunition. Once a spells is learned, it can not be forgotten, and can be used by Weapon Mage to imbue his ammunition as per the spells per day section of his base caster class.

Weapon Mages choose their spells from the following list: as per Base Caster Class

Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1
2nd 4 2
3rd 4 3 -
4th 4 4 1
5th 4 4 2 -
6th 4 4 3 1
7th 4 4 4 2
8th 4 4 4 3 1
9th 4 4 4 3 1
10th 4 4 4 4 2
11th 4 4 4 4 3 1
12th 4 4 4 4 4 2
13th 4 4 4 4 4 3
14th 4 4 4 4 4 4
15th 4 4 4 4 4 4 1
16th 4 4 4 4 4 4 2
17th 4 4 4 4 4 4 3 1
18th 4 4 4 4 4 4 4 2 1
19th 4 4 4 4 4 4 4 3 2
20th 4 4 4 4 4 4 4 4 3 1

Imbue Shot: When preparing spells for the day, the Gun Mage prepares her spells, and prepares the ammunition for which the spell will be used. So a Lvl 1 Sorcerer Gun Mage would be able to imbue 6 shots with level 0 spells, and 3 shots with level one spells. The shots add the spells effect to the damage done to the shot. Example : Acid Splash a 0 lvl Cantrip adds 1d3 Acid damage to the bullet, after a succesful hit ( or unsuccessful one if collateral damage is relevant) Upon impact the bullet erupts into an orb of acid, inflicting 1d3 damage.

Impoved Imbue Shot: As imbue shot, but may imbue two effects into any one round.

Master Imbue shot: As imbue shot, but may imbue three effects into any one round.

Maker's Mark: (Spell like/Once Per Day) Upon opening this ability, the Gun Mage must choose 1 specific effect from the table listed bellow, any firearm, or conveys this special effect to the weapon or round.

Improved Maker's Mark: Same as Maker's Mark, may increase effect by 1 level/1d.

Masters Maker's Mark: Same as Maker's Mark, increase effect by 2 level/2d. Craft Ammunition: At level 1 a Gun Mage may craft his own ammunition, this uses skill points and can be purchased at character creation. This counts as a Class Skill.

Craft Firearm Accesory: At level 6 a Gun Mage is familiar enough to make modifications to his firearms, such as a lever load system, breach load, rifling and scopes. This Crafting skill can not be purchased with skill points prior to level 6, as the Gun Mage's grasp of her firearm grows so to does their ability to accessorize. This counts as a Class Skill.

Craft Firearm: At Level 8 a Gun Mage can create his own firearms, repair his own firearms and do all general maintenance and servicing of Any firearm. This Crafting skill can not be purchased with skill points prior to level 8, as the Gun Mage's grasp of her abilities is not fully realized until now. This counts as a Class Skill.

Maker's Mark Effect Table:

  1. Name Effect

1 Elemental Adds +1 damage from the element of your choice. 2 Positive Adds +1 damage positive*as if channeling positive energy* 3 Negative Adds +1 damage negative *as if channeling negative energy* 4 Arcane Adds +1 damage Arcane *counts all damage as magic damage for resistance purposes* 5 Accuracy Adds +1 to Attack Bonus 6 Necromancy (only availble as a Master Maker's Mark, eleminates all Mark abilities for day) Raises any creature killed by this, as if summon undead spell is cast. May only be carved onto ammunition.

Ex-Gun Mages[edit]

Nothing destroys a Gun Mage, except the relinquishing of his fire arms. This is a permanent relinquishment, not a temporary such as sleeping or law related weapons confiscations. When a gun mage gives up his guns, he loses all his familiarity with firearms, and reverts to just another arcanist. Having to study and meditate for his spells every morning and losing his ability to imbue ammunition with his magic. Not many ever relenquish their firearms, and its unusual for a Gun Mage not to have several spares or back ups, some looted from Dueling with other Gun Mages.

Epic Gun Mages[edit]

Table: The Epic Gun Mage

Hit Die: d8

Level Special
21st +1 Level of Base Casting Class
23rd +1 Level of Base Casting Class
25th +1 Level of Base Casting Class
27th +1 Level of Base Casting Class
29th +1 Level of Base Casting Class

5 + Int modifier skill points per level.

Bonus Feats: The epic Gun Mage gains a bonus feat (selected from the list of epic Rogue/Sorcerer bonus feats) every 2 levels after 21th.

Human Gun Mage Starting Package[edit]

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Weapons: Gun Mage pistol, Gun Mage rifle. Dagger.

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

Skill Ranks Ability Armor
Craft Ammunition 4 Int -
Bluff 4 Cha -
Knowledge: Arcana 4 Int -
Move Silently(cc) 2 Dex 0
Hide(cc) 2 Dex 0
Gather Information(cc) 2 Cha -
Concentration 4 Con -

Feat: Point Blank Shot.

Bonus Feats: Toughness.

Gear: Leather Armor, Ammunition Casting Tools, Engraver's Tools, 3xIron Rations.

Gold: 5x2d4= Starting gold.

Gun Mage Rifle: A Gun Mage Rifle acts as a Ranged Weapon with a Range increment of 60 ft. 1d6 Damage to S-M Creatures/ 1d8 to Large 7+ lbs (depending on materials, and weight of accesories.) Piercing.

Gun Mage Pistol: A Gun Mage Pistol acts as a Ranged Weapon with a Range increment of 30 ft. 1d6 Damage to S-M Creatures/ 1d6 to Large. 3+ lbs.(depending on materials, and weight of accesories.) Piercing.

Campaign Information[edit]

Playing a <-class name->[edit]

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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->.

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

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

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

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<-class name-> Lore[edit]

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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->.

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