The Gun Mage

T'were 'bout five years back now, sailing with me crew off a spit a' land called the Dragons' Fangs, just sea side a' Itty'cari.  We were coming close on a corsair, one of 'em rich gnome ships, flying the Queen's royal blue.  I drew her 'longside the corsair, orderin' me boys ta' swing over.  My gobs n' me swung across, drawin' our blades and itching for a fight.  All 'em shiny suited city slickers stood back, not a one wanting to come forth and die, so all a' us had a stare down.  Then this one bloke, not be wearing armor or carrying steel, he steps through tha' little crowd.


He must'ave been tha' shortest of em all, bald n' fat too.  Anyway, he walks through 'em all, right?  Then he takes off his cloak, showing us that he be wearing the finest pistol the likes of which I ain't rightly seen since.  Some of the boys took offense to his defiance, rushing the bloke.  The gun musta' been on a string, or something, because he didn't seem to move but now it was in his hand, trigger fire.  Lightning, godsdamn lightning, shot out of the end a' that thing!  It cut down the five, or maybe six, lads that had charged forward.  The burnt an' sizzling flesh stunk something fierce, and tha' gnome just reloaded, putting a new round into that demon machine.


I knew then that me and me boys were beat.  Gnomes took our ship, some of me crew got the gallows, rest got the stocks.  Now I'm out, an' lemme tell ye, I ain't goin' out again.  An' everytime I see a bloke with a pistol, I give him the road.


— Account of Mad Maggie, former brigand and cutthroat, survivor of a run in with Deiter "Hands" Jeffrey.



Description:
Gun mages are the embodiment of luck, however, whether it’s good or bad, some of them would say, is up to the Fates.  Practitioners of the untrained arcane, like sorcerers, gun mages are born to wield the grips of the pistols that are their name sake.  Also, like sorcerers, their knowledge of magic is restricted to compared to that of wizards, which seems to suit them just fine.  “They might have a few more cantrips,” a gun mage once said, “but I have just as many bullets.”

All gun mages are experts on the pistol: its design, its intricate parts and mechanisms, application and production.   This ingrained love for guns is developed at an early age, usually through exposure to firearms or a specific event.  Over the course of a few hours, a few days, many months or even a decade, they form a strange bond with one gun in particular.  The time it takes varies for each gun mage.  During this period of reflection and training with the specific firearm, the pistol seems to respond back to the gun mage, predicting his moves and flowing from his arm like an extension of himself.  This bond can be made with more than one weapon at a time, and many gun mages carry several different guns – all loaded.

In society, they routinely go against the grain.  Rubbing others the wrong way as social pariahs, not quite a gunslinger, not quite a spellcaster, most gun mages tend to fly solo.  Monks and paladins and other followers of rules and tradition tend to be urked by gun mages, who by definition are an anomaly.  Traditionally, wizards particularly distance themselves from these “rookie” spellslingers, looking down their bookish noses with withered scowls.  

Adventurers:
The life of adventure suits gun mages beautifully.  Free to roam and explore, dethatched from the stuffy suits of nobility or the shackles of their jails, gun mages embrace the thrill of travel.  Seeing it not only as an opportunity to experience all there is in life, but to also form stronger bonds with their pistols.  Eager to draw and duel others, many gun mages welcome the chance to improve their skills and expertise with firearms.

Alignment:
Gun mages are rarely lawful, if ever.  Because their magic comes from within, without training, and is improved through cultivation, not study, gun mages usually obey only the laws that best profit themselves.  Similar to sorcerers, gun mages vary extremely within their own personal purview, ranging from Robin Hood to Son of Sam. 

Game Rule Information:
Abilities: Charisma determines how powerful a spell a gun mage can cast, how many spells the gun mage can cast per day, and how hard those spells are to resist. To cast a spell, a gun mage must have a Charisma score of 10 + spell’s level. A gun mage gets bonus spells based on Charisma. The Difficulty Class of a saving throw against a gun mage’s spell is 10 + the spell’s level + the gun mage’s Charisma modifier. Dexterity is also important, as pistols are a ranged weapon.  Intelligence effects how many skills the gun mage gets, and how effective some of them are.
Alignment: Any
Vitality: d6
Class Skills: The gun mage’s class skills are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Craft (small arms) (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Perform (Dex), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Tumble (Dex).



Spells (lvl 1):
A gun mage casts spells like a sorcerer, however instead of having a spell pouch for a focus, they use their pistol.  He can also make due without inexpensive material components, though any component worth 100 gp or more must be supplied by the gun mage.  It is impossible for a gun mage to cast a spell without touching a working pistol; if a gun mage multiclasses into another arcane spellcasting class, they are no longer “arcanely illiterate,” and can cast spells without the pistol as a focus.

Using a gun as focus has it benefits as well, and a gun mage is a master of exploiting these aspects.  Any ray spells cast by the gun mage are focused through the barrel of his pistol, allowing him to use his pistol ranged attack bonus (and any ensuing bonuses from Weapon Focus or other feats) to determine the ranged touch attack bonuses for resolving the ray spell.
Unfortunately, non pistols are not built to withstand the arcane forces channeled in this way by a gun mage. For every two spell levels cast through the pistol, it loses one point of hardness, rounding up for odd level spells. When the pistol’s hardness reaches 0 it is destroyed, consumed by the arcane forces channeled through it. Pistols have a hardness of 10 and 5 hit points unless stated otherwise. This damage only applies to ray spells and spells linked to rune bullets. Magelock pistols bonded to their owners, or other magical pistols are immune to this damage. 

Note that when a gun mage uses a pistol as a focus for a spell, it does not deal bullet damage – he is essentially “mock” firing the gun, and a spell comes out (without needing to pull the trigger).

Bond with Magelock Pistol (lvl 1):
Like a spellcaster’s familiar, a gun mage has a magelock pistol.  Unlike a spellcaster’s familiar, the gun mage must purchase his pistol.  At the DM’s discretion, a gun mage can start the game with his magelock, or be on his way to acquiring one.   Magelock pistols use the same stats as pistols as listed in the “Bullets and Brimstone” post of this site.  Magelock pistols are masterwork versions of those pistols, and function as such.  Bonding with a magelock pistol takes an indeterminate amount of hours (2d12+4) and uses up alchemical materials costing 100 gp. The bonded weapon becomes an extension of the gun mage, and while many gun mages carry a second, third or even fourth pistol, not all of them can bond to multiple magelock pistols. A gun mage can only bond to a number of magelock pistols equal to his Charisma ability modifer. 

As the gun mage’s levels in the gun mage class increase, the magelock pistol also increases in power. However, levels of sorcerer, wizard, or any other arcane spellcasting class stacks for purposes of determining the level of the gun mage’s bonded magelock pistol. 

If the bonded pistol is destroyed, the master must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the master loses 200 experience points per class level. A successful saving throw reduces the loss to half of that amount. However, a master's experience point total can never go below zero as the result of the destruction of a bonded pistol.

Cast Rune Bullet (lvl 3):
At 3rd level, the gun mage learns how to craft special bullets which hold arcane energy.  Casting rune bullets is a very intensive process, requiring molten and powdered metals and meticulous spellwork. Casting rune bullets requires a properly equipped gunner’s kit and the appropriate skill check (DC 15+spell level). The material cost, is 1 gp for each rune-cast bullet, which are regularly lead and gold shavings or dust—indispensable for its conductive properties. Once the lead is liquefied, the gold is sprinkled into the molten metal and, as the rounds cool, manifests as flecks. Thereupon the caster etches his signature mark—a runic glyph—with gold shavings onto the bullet. This mark acts as the receiving point for the gun mage’s spells, and the flecks carry the spell throughout the bullet.

Each rune bullet is imbued with a single spell.  Imbuing the spell takes up that spell’s slot for the day.  Traditionally, gun mages wait until lulls between adventuring, when they have access to a stationary forge, and cast several days worth of bullets.

Gun mages normally are able to cast and etch one bullet per hour, but the cost is exacting and requires focus. Every hour after the first, a gun mage must make a Concentration check (DC 12). If the check fails, the gun mage is fatigued and must wait a full day before attempting to cast more bullets. Magnifying glasses and superior etching tools can lower this DC at the DM’s discretion.  Etching the very precise runes is meticulous, especially difficult on the eyes even under the best lighting. A bleary eyed gun mage takes a temporary penalty of -1 to all ranged attacks per hour spent casting rune bullets. These points are recovered at a rate of 1 point every 2 hours provided the gun mage is no longer etching runes. 

When firing a rune-cast bullet, the gun mage must, as a free action, speak any necessary somatic components needs for the spell. If the bullet hits its target, it does an additional +1d6 force damage per level of the spell channeled into the bullet. Cantrips only add +1d3 damage. 

In addition, upon reaching 6th level, the gun mage’s rune-cast bullets are treated as having a +1 enhancement bonus when spell levels are channeled into the bullet, allowing it to overcome resistances to non-magical weapons, as well as dealing the additional damage bonus. This bonus increases by +1 for every 6 levels in the gun mage class; +2 at 12th level, +3 at 18th level. 

Bonus Feat (lvl 4, 8, 12, 16, 20):
Every five levels, a gun mage gains a bonus feat. These must be chosen from the following list: any Metamagic feat, Combat Casting, Combat Loading, Dodge (Mobility), Improved Initiative, Point Blank Shot (Far Shot, Improved Precise Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Skill Focus (Craft [small arms]), Spell Focus (Greater Spell Focus), Spell Penetration (Greater Spell Penetration), Weapon Focus (pistol). 

Double Pack (lvl 11):
The gun mage has become so familiar with his shells that he has learned to cast two spells into one rune bullet. Using double spell slots for each spell (4 total), the gun mage can pack two spells into a single shell. These four spells slots do not recharge for a full 72 hours after the rune bullet has been cast.  When this shell is fired, roll the DC for each spell separately.  The force damage from the bullet remains the same.

The Magelock Pistol
While the gun mage is capable of many spectacular feats with any firearm, he is most impressive when he holds a bonded magelock pistol in his hand. This is a very special sort of firearm. Every budding gun mage seeks to possess at least one of these weapons. Gun mages who have polished their magical abilities are adept at weaving spells into and through these weapons for an assortment of fantastic effects, and once a gun mage has bonded with a magelock, it is as if the weapon becomes a physical extension of its master.

As the master’s levels in the gun mage class increase, the magelock pistol also increases in power. However, levels of sorcerer, wizard, warcaster, or any other arcane spellcasting class do not stack for purposes of determining the master’s level unless the class specifically states that it does stack for determining levels for a bonded magelock pistol.

If the bonded pistol is destroyed, the master must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the master loses 200 experience points per class level. A successful saving throw reduces the loss to half of that amount. However, a master's experience point total can never go below zero as the result of the destruction of a bonded pistol.
                                                                                                    
The Magelock Pistol
Gun Mage Level
Hardness
Hit Points
Special
1-2
+1
+2
Alertness, Special Link
3-4
+2
+4
Ranged Touch
5-6
+3
+6
Touch
7-8
+4
+8
Sighting Link
9-10
+5
+10
Call Pistol
11-12
+6
+12

13-14
+7
+14
Scry
15-16
+8
+16

17-18
+9
+18

19-20
+10
+20


Hardness: As a gun mage increases in level, his bonded magelock pistol becomes more durable. A standard magelock pistol begins with a hardness of 10; this increases by +1 for every two levels of the pistol’s master.

Hit Points: A standard magelock pistol has 8 hit points. As its bonded master increases in level, the pistol’s hit points increase by +2 for every two levels of the pistol’s master.

Alertness: The touch of cold, magelock steel serves to sharpen its master's senses. While the magelock pistol is touched, its master is treated as having the Alertness feat.

Spell Link: Due to the magic channeling and absorbing properties of the metals used to craft magelock pistols, any personal spell cast by the master will also affect the pistol. The pistol must be within 5 feet at the time. If the spell’s duration is other than instantaneous, the spell stops affecting the pistol if it is moved farther than 5 feet away from its master. The spell's effect will not be restored even if its master retrieves the pistol before the spell’s duration would have ended. The master and magelock pistol can share spells even if the spells do not normally affect items. For example, Roderick casts mirror image on himself, creating four images. As long as his pistol remains within 5 feet of Roderick it has four images as well, making it more difficult for his opponents to target both Roderick and his precious magelock pistol.

Ranged Touch: If the master is 3rd level or higher, the magelock pistol can be used to deliver ranged touch spells. When the master casts a ranged touch spell, the rune-cast bullet in the chamber is designated as the "toucher." (The master must be holding the pistol at the time of casting.) The ranged touch spell can then be delivered as a ranged touch attack. If the attack would also succeed as a normal ranged melee attack, pistol damage is also applied to the attack. As normal, if the master casts another spell, the touch spell dissipates.

Touch: If the master is 5th level or higher, the magelock pistol can be used to deliver touch spells at range. This is handled exactly as the Ranged Touch ability.

Sighting Link: Due to the magical nature of the magelock metal and the bond that has been forged between the pistol and its master, with a successful Concentration check (DC 15), the master of 7th level or higher can see as if looking out from his pistol’s sights (or the end of the barrel if it has no sights), instead of using his own eyes. This enables the master to aim the pistol without looking, allowing for some spectacular trick shots.

Call Pistol: At 9th level, the master gains the ability to summon his magelock pistol to his hand. When separated from his pistol, with a successful Concentration check (DC 18) the master can cause his pistol to fly into his hand so long as it is not gripped by another and can be seen by its master. This ability is a move- equivalent action, though a gun mage with the quick draw ability can call his pistol as a free action.

Scry: If the master is 13th level or higher, the master may scry on his pistol (as if casting the spell scrying) once per day. This is a spell-like ability requiring no material components or focus that allows the gun mage to see his bonded pistol and its surroundings if they are ever separated.


Gun Mage Known Spells 


Gun Mage Spells:
0 level — arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance

1st level — arcane bullet, alarm, animate rope, burning hands, cause fear, change self, charm person, chill touch, color spray, endure elements, enlarge, erase, expeditious retreat, feather fall, floating disk, grease, hold portal, hypnotism, jump, mage armor, magic missile, magic weapon, magical aura, message, obscuring mist, protection from chaos/evil/good/law, ray of enfeeblement, reduce, shield, shocking grasp, silent image, sleep, spider climb, true strike, undetectable aura, unseen servant, ventriloquism

2nd level — alter self, arcane lock, blindness/deafness, blur, bull's strength, cat's grace, continual flame, darkness, darkvision, daylight, detect undead, endurance, flaming sphere, fog cloud, glitterdust, hideous laughter, hold person, hypnotic pattern, identify, invisibility, knock, levitate, locate object, magic mouth, minor image, mirror image, misdirection, obscure object, protection from arrows, pyrotechnics, resist elements, scare, see invisibility, shatter, silence, sound burst, suggestion, summon swarm, tongues, trap, undetectable alignment, web, whispering wind

3rd level — blink, confusion, detect thoughts, dispel magic, displacement, emotion, explosive runes, fear, fireball, fly, gaseous form, greater magic weapon, gust of wind, halt undead, haste, hold person, invisibility sphere, keen edge, lightning bolt, magic circle against chaos/evil/good/ law, nondetection, phantom steed, protection from elements, shrink item, sleet storm, slow, stinking cloud, suggestion, vampiric touch, water breathing, wind wall

4th level — bestow curse, black tentacles, charm monster, confusion, contagion, dimension door, dominate person, emotion, enervation, fear, fire shield, fire trap, hold monster, ice storm, improved invisibility, minor creation, minor globe of invulnerability, modify memory, remove curse, resilient sphere, shout, solid fog, stoneskin, wall of fire, wall of ice

5th level — animate dead, cloudkill, cone of cold, control water, dominate person, faithful hound, feeblemind, greater dispelling, hold monster, interposing hand, magic jar, major creation, mind fog, mislead, permanency, secret chest, sending, stone shape, telekinesis, teleport, wall of force, wall of iron, wall of stone, wraith

6th level - acid fog, antimagic field, chain lightning, circle of death, contingency, create undead, death bullet, disintegrate, eyebite, flesh to stone, forceful hand, freezing sphere, globe of invulnerability, greater dispelling, mass haste, mass suggestion, mislead, project image, repulsion, stone to flesh, transformation
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