Gun Mage

Gun Mage
The gun mage uses a combination of ranged combat with techs and a touch of magic. He channels these by entering different stances called formations.

Role: The gun mage has moderate defenses so tends to stay in the back, when surrounded by monsters the aim formation tends to be rather useful and depending on what class they take for spell casting they can participate in the role of either a support or offensive spellcaster.

Hit Die: D6

Requirements


 * Base Attack +6
 * Techs knowledge of at least two 3rd tier techs.

Class Skills
The gun mage adds the following to their list of class skills: Acrobatics (Dex), Bluff (Cha), Computer Use (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Spellcraft (Int), Stealth (Dex) and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int Modifier.

Weapon and Armor Proficiencies
 Gun Magi are proficient with all simple weapons and all light firearms up to and including the rifle (but not heavy ones such as mortars and rocket launchers), they are proficient in light armor and not proficient with shields.

Class Features
Formation (Furfur): Formations can be changed as a move action, only one formation can be active at any given time. Formation: Furfur increases the combat prowess of the combatant based on their Charisma. This formation is named for furfur the demon earl of tricks and lies. While in this formation the Gun Mage may substitute one attack roll per turn with a bluff check instead, he can do this an additional time per turn for each iterative attack that he has.

After 5th level, the damage is replaced by random energy damage instead based on a D4 roll, (1 - fire, 2 - cold, 3 - electricity and 4 - acid) however if the target is vulnerable to any of these damage types it defaults to that one instead.

Gun Mastery: Gun mages gain an additional iterative attack with a bonus based on their lowest iterative attack -5.

Magimechus: Starting at 2nd level, the gun mage may select a spontaneous casting class and this selection cannot be changed. The gun mage may then learn spells and use them a number of times per day as if they were that class with a level equal to their gun mage level -1. They do not retain any hit dice, base saves, base attack bonus, class skills or class features of that class and only retain their spellcasting ability based on the ability score that their selected class uses. The caster level of the spells is also equal to their gun mage level -1.

Evade: At 3rd level, whenever the gun mage moves more than 5 feet as part of a move action they gain a 20% chance to ignore melee attacks for 1 round. At 8th level this increases to 30% and applies to ranged attacks as well

Formation (Mammon):  Formations can be changed as a move action, only one formation can be active at any given time. Starting at 4th level the gun mage can use formation: Mammon which is named for the demon prince of greed, while using this formation your bullets count as silver, also you gain a bonus to damage rolls on your fire arm attacks for each 5-foot square you are closer to your target based on your weapon's range. For example, a gun mage with a weapon that has a 30-foot range who is 15-feet away from their target gets a +3 bonus.

After 8th level, enemies slain by a gun mage in this formation who gets the killing blow drop twice as much money.

Infused Ammo:  Starting at 5th level, the gun mage can imbue ammunition with a spell or tech so that it is discharged when the bullet hits its target, this is done each time the gun mage rests and they can imbue a number of bullets equal to their primary casting ability modifier.

If the bullet misses the target the infusion is lost, only spells and techs that the gun mage knows can be infused into ammunition.

Mage Slayer: Starting at 6th level, the gun mage may once per day as an immediate action make a single attack against someone attempting to cast a spell. At 8th level they can do this twice per day, and at 10th level they can do this three times per day.

Formation (Aim):  Formations can be changed as a move action, only one formation can be active at any given time. At 7th level the gun mage can go into the Aim formation which is named for the demon Aim, while in the aim formation all weapons wielded by the gun mage gain the flaming burst ability, and they can, as a full-round action, make a number of attacks equal to their total attacks to multiple creatures, but all these creatures must be within 1/2 of the maximum range of the weapon the gun mage is using, so a gun with 40-foot range can only attack creatures in 20 feet.

When this attack is made, for example, a gun mage with four attacks may make a single attack against four different creatures, or two attacks against two different creatures, or any combination of which, each with their highest base attack bonus.

Archmagi: Upon reaching the 9th level, the caster level of the gun mage becomes equal to their total hit dice, and they gain a +2 to their effective spell caster level (allowing them to learn/cast additional spells as if they were two levels higher.)

Formation (Forneus):  Formations can be changed as a move action, only one formation can be active at any given time. At 10th level the gun mage gains access to the forneus formation, upon entering this formation the gun mage gains two magical copies of their gun that float around them, these guns have all the same bonuses as the gun's wielded by the gun mage and grant the gun mage two additional attacks from each of them, These attacks can only be used as part of a full-round attack and use the base attack bonus of the gun mage's lowest iterative attack. Additionally, while in this formation the gun mage ignores nano and spell resistance when using infused ammo and damage reduction when using normal ammo, and is considered to have true seeing.