Ideben's Gun Mage

by IDBN

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Gun Mage

A curl of arcane exhaust curls up from the barrel of a gun like smoke. The wizard’s opponent falls to the ground, dead in the harsh noon sunlight. The Gun Mage holsters their Arcane Arm and strides back into the saloon, their supremacy in this here town settled. Strange wanderers through the waists, Gun Mages channel their magic through their iconic firearms and infuse their spells into eldritch bullets. Mortal and monster alike have learned to fear the lightning quick reflexes and unparalleled range of these vagabonds.

Each Gun Mage’s gun is unique to them, made out of inlaid brass, carved from the bones of an unknown monstrosity, some are lovingly crafted by their mage, others are passed down from a dear mentor, and an infamous few were picked from the rapidly cooling corpse of their former master. When making your Gun Mage consider carefully the firearm they use, what it looks like and how your wizard came to possess it.

Hair Trigger

Starting at 2nd level you may add your Intelligence modifier to your initiative bonus.

Arcane Arms

Additionally at 2nd level you, gain proficiency with firearms.

And you come into the possession of a mystic firearm that you can use as an arcane focus for casting wizard spells. When you cast a spell you may add the following as material components: a mystic firearm and 1 silver bullet worth at least 1sp which is consumed; if you do, double the range of the spell.

MysticFirearm Cost Damage Weight Attributes
Spell Shooter 100gp 1d6 piercing 3 lb. Ammunition(range 30/120), loading
Light Arcane Rifle 100gp 1d8 piercing 5 lb. Ammunition(range 60/320), loading, two-handed
Heavy Arcane Rifle 200gp 1d8 piercing 18 lb. Ammunition(range 150/600), heavy, loading, two-handed
The above have been provided as initial Mystic Firearm. However, it is conceivable that any firearm could be converted into an Mystic Firearm with the proper time, coin, & GM approval.

Arcane Bullets

At 6th level you learn to enchant special bullets, infusing them with spells from your spellbook. When you complete a long rest you may cast a number of spells up to your intelligence modifier (minimum 1) from your spellbook, expending the requisite spell slots. They do not have to be prepared but they must be 5th level or lower with a casting time of an action. Once cast these spells are infused into arcane bullets. When you complete a long rest all infused bullets become regular bullets.

Creatures in possession of one of these bullets may release the spell as if casting it from a spell scroll by using an action to fire from any firearm. The spell uses your spell save DC and either your spell attack bonus or the to-hit bonus of the fire arm used, and the range is replaced with the firearm's range. The spell treats the creature who fired the bullet as the caster for all other purposes.

Condensed Arcanite Bullets

Starting at 10th level, when you fire an Arcane Bullet that contains a spell that would force a creature to make a Constitution, Dexterity, or Strength Saving Throw, instead you may make a ranged spell attack against a single creature within range, on a hit they suffer the effects as if they failed the saving throw. If When you fire an Arcane Bullet this way, treat the spell as if it was cast with a spell slot 1 higher than the spell slot expended to infuse the bullet.

Quick Draw

Beginning at 14th level, when you roll initiative and are not surprised, you may use your reaction to cast a spell through your Arcane Arms or fire an Arcane Bullet. If you use this reaction you can not cast a spell of 3rd-level or higher or fire your firearm during your first turn in combat.

Subclass Design: u/IDBN ||| Art: "Spellslinger", for paizo's Pathfinder: Ultimate combat
 

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