The Gun Caster, Arcane Gunner
The thing about gun mages and their unique combination of magic and firearms is that they are trained in only one place, here in Tanton at a school in the mages quarter. No one knows exactly who first thought to enchant a pistol or even who produced one of the expensive firearms first but there is no doubt who first used them in battle; His Royal Highness Erik Donovan, King of Tanton. At the time these weapons had been around for a couple of generations, cannon and pistols were a sight, if not a common one, on battlefields everywhere. Humans, orcs, gnomes even dwarves sometime use them, it was only the elves who still deigned to use the loud, smelly, inaccurate things in their warfare. But when the Black Sheet Corsairs, a group of pirates from the south, landed in Teon, one of Tanton's allied cities, one company of the Tantonian first supported by one four gun mages had been more than enough to drive them to the sea. But it is not just martial proficiency that Gun mages are known for, they are very hard to get into, any who wish to wield the magebound pistols that are their tool has to uphold the very highest standards of honor and protocol. They are expected to act honorably and be an example to others.
~Captian Thorton Gangees, Royal Military Historian~
Gun caster, Spell Slinger, Tempest Mage, by many names these strange fighters are known. But all have one thing in common, a strange arcane connection to their pistols.
Prerequisites:
Feats: Weapon Focus(Pistol), Point Blank Shot
Skills: craft (firearms)4 ranks
Must be able to cast first level arcane spells and know at least one evocation spell.
Skill Points: 4 + Int modifier
Class skills (and the key ability for each skill) are Bluff, Concentration, Craft, Intimidate, Jump, Knowledge(arcana), Listen, Perform, Profession, Spellcraft, Spot, and Swim.
Arcane Attunement: The Gun caster may cast the following spells as spell like abilities a number of times per day equal to 6+charisma modifier. Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Know Direction, Light, Magic Attack, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance.
Crack Shot: At second level the gun caster improves his aim and receives +1 to attack and damage with all pistols. This bonus goes up by +1 every even numbered level thereafter.
Gun Bond: the Gun Caster forms a bond with a pistol in his possession. The pistol must be magicly enhanced. The Gun Caster must reenforce the pistol with at least 200 GP worth of jewels and precious metals. He may only have a number of attuned pistols equal to 1/4 his character level. At first level, when casting any spell of first level or lower, the Gun Caster no longer needs arcane somatic or focus items to cast any ray, ranged touch or line attack as long as he has a pistol that has been in his possession for at least 24 hours, and the Gun Caster is able to hold the pistol. Although any component worth 100 GP or more must still be supplied by the caster. Also, when ever the Gun Caster castes a spell that has an origin emanating from the caster, the origin point is his gun barrel.
At second level the Gun Caster’s bonded gun can be imbued with a single spell that has an area effect. An imbued bullet may not also be a Magic Bullet(see below)
At third level the Gun Caster no longer uses verbal components when casting through his bonded gun.
At fifth level the Gun Caster may imbue a spell with the range of touch on his bonded gun.
Bonus Feat: At first level the Gun Caster may choose any of the following: any Metamagic feat, Combat Casting, Quick Reload, Dodge (Mobility), Improved Initiative, Presice Shot (Far Shot, Improved Precise Shot, Shot on the Run), Quick Draw, Spell Focus (Greater Spell Focus), Spell Penetration (Greater Spell Penetration), Weapon Specialization (pistol).
And at every odd numbered level he may choose again from this list.
Improved Gun Bond: At 4 level the Casters bond with his pistol strengthens and he can now see from the end of the barrel as if it were one of his eyes. This allows the caster to ‘see’ with the gun even if his eyes are shut or otherwise blocked. This gives the Gun Caster blindsight, sixty feet. (With blindsight one must still have line of effect to the object) also, the hardness of the weapon increases by ten and it gains an extra twenty hit points.
Magic Bullets: Stop laughing, they hurt. Starting at third level, the Gun Caster may ‘loose’ a prepared spell, or a daily spell use as a move action to infuse a single bullet with arcane energy. That bullet now does +1D6 damage per level of the spell lost. This is non aligned force magic damage. The spell must be no higher than one less than the highest level of spell the Gun Caster can cast, so if the Gun Caster can use fourth level spells, he may only infuse up to third level spells. This is a magical enhancement to the bullet and fades if the bullet is removed from the caster’s gun or twenty-four hours, whichever comes first. The Caster may only have a number of magic bullets in existence equal to one-half his character level, round down. Only masterworked quality bullets may be enchanted thus.( It is common for Gun Casters to make his own, each with his unique arcane mark engraved on it)
Seeker Bullet: At sixth level the Caster can form a number of seeking bullets. These bullets seek out week points in armor and flesh, even curving to find the proper opening. On a shot made with a seeker bullet the Gun Caster halves any cover bonus the target has as long as the Caster can see the target. This shot also has a critical threat range of 18-20 and is made with a +5 enhancement bonus to the attack roll. These bullets count towards the casters limit on Magic Bullets.
Phantom Bullet: At eighth level the Gun Caster now can make a single Phantom bullet per week. This bullet is made from a single piece of gold and ignores all cover bonuses, including full cover, all armor and natural armor, and all damage reduction. The target must be in range of the gun and the Gun Caster must be aware of the target. Only one of these bullets may be in the casters possession at a time. No one but the one who made the Phantom bullet may use it. Some jokingly call this a ‘golden BB’
Arcane Flurry: as a full round action the Gun Caster with at least two pistols in hand may make a single shot with his pistols at each target within sixty feet. Each shot is made at his full base attack bonus -2.
~Captian Thorton Gangees, Royal Military Historian~
Gun caster, Spell Slinger, Tempest Mage, by many names these strange fighters are known. But all have one thing in common, a strange arcane connection to their pistols.
Prerequisites:
Feats: Weapon Focus(Pistol), Point Blank Shot
Skills: craft (firearms)4 ranks
Must be able to cast first level arcane spells and know at least one evocation spell.
| 1 | +0 | 0 | 2 | 2 | Atunement, Gun Bond, Bonus feat | +1 Arcane Caster Progression |
| 2 | +1 | 0 | 3 | 2 | Crack Shot +1 | +1 Arcane Caster Progression |
| 3 | +2 | 1 | 3 | 3 | Bonus Feat, Magic Bullet | |
| 4 | +3 | 1 | 4 | 4 | Crack Shot +2, Improved Gun Bond | +1 Arcane Caster Progression |
| 5 | +3 | 1 | 4 | 4 | Bonus Feat | |
| 6 | +4 | 2 | 5 | 5 | Crack Shot +3 | +1 Arcane Caster Progression |
| 7 | +5 | 2 | 5 | 5 | Bonus Feat | |
| 8 | +6 | 2 | 6 | 6 | Crack Shot +4 | +1 Arcane Caster Progression |
| 9 | +6 | 3 | 6 | 6 | Bonus Feat | |
| 10 | +7 | 3 | 7 | 7 | Crack Shot +5, Arcane Flurry | +1 Arcane Caster Progression |
Skill Points: 4 + Int modifier
Class skills (and the key ability for each skill) are Bluff, Concentration, Craft, Intimidate, Jump, Knowledge(arcana), Listen, Perform, Profession, Spellcraft, Spot, and Swim.
Arcane Attunement: The Gun caster may cast the following spells as spell like abilities a number of times per day equal to 6+charisma modifier. Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Know Direction, Light, Magic Attack, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance.
Crack Shot: At second level the gun caster improves his aim and receives +1 to attack and damage with all pistols. This bonus goes up by +1 every even numbered level thereafter.
Gun Bond: the Gun Caster forms a bond with a pistol in his possession. The pistol must be magicly enhanced. The Gun Caster must reenforce the pistol with at least 200 GP worth of jewels and precious metals. He may only have a number of attuned pistols equal to 1/4 his character level. At first level, when casting any spell of first level or lower, the Gun Caster no longer needs arcane somatic or focus items to cast any ray, ranged touch or line attack as long as he has a pistol that has been in his possession for at least 24 hours, and the Gun Caster is able to hold the pistol. Although any component worth 100 GP or more must still be supplied by the caster. Also, when ever the Gun Caster castes a spell that has an origin emanating from the caster, the origin point is his gun barrel.
At second level the Gun Caster’s bonded gun can be imbued with a single spell that has an area effect. An imbued bullet may not also be a Magic Bullet(see below)
At third level the Gun Caster no longer uses verbal components when casting through his bonded gun.
At fifth level the Gun Caster may imbue a spell with the range of touch on his bonded gun.
Bonus Feat: At first level the Gun Caster may choose any of the following: any Metamagic feat, Combat Casting, Quick Reload, Dodge (Mobility), Improved Initiative, Presice Shot (Far Shot, Improved Precise Shot, Shot on the Run), Quick Draw, Spell Focus (Greater Spell Focus), Spell Penetration (Greater Spell Penetration), Weapon Specialization (pistol).
And at every odd numbered level he may choose again from this list.
Improved Gun Bond: At 4 level the Casters bond with his pistol strengthens and he can now see from the end of the barrel as if it were one of his eyes. This allows the caster to ‘see’ with the gun even if his eyes are shut or otherwise blocked. This gives the Gun Caster blindsight, sixty feet. (With blindsight one must still have line of effect to the object) also, the hardness of the weapon increases by ten and it gains an extra twenty hit points.
Magic Bullets: Stop laughing, they hurt. Starting at third level, the Gun Caster may ‘loose’ a prepared spell, or a daily spell use as a move action to infuse a single bullet with arcane energy. That bullet now does +1D6 damage per level of the spell lost. This is non aligned force magic damage. The spell must be no higher than one less than the highest level of spell the Gun Caster can cast, so if the Gun Caster can use fourth level spells, he may only infuse up to third level spells. This is a magical enhancement to the bullet and fades if the bullet is removed from the caster’s gun or twenty-four hours, whichever comes first. The Caster may only have a number of magic bullets in existence equal to one-half his character level, round down. Only masterworked quality bullets may be enchanted thus.( It is common for Gun Casters to make his own, each with his unique arcane mark engraved on it)
Seeker Bullet: At sixth level the Caster can form a number of seeking bullets. These bullets seek out week points in armor and flesh, even curving to find the proper opening. On a shot made with a seeker bullet the Gun Caster halves any cover bonus the target has as long as the Caster can see the target. This shot also has a critical threat range of 18-20 and is made with a +5 enhancement bonus to the attack roll. These bullets count towards the casters limit on Magic Bullets.
Phantom Bullet: At eighth level the Gun Caster now can make a single Phantom bullet per week. This bullet is made from a single piece of gold and ignores all cover bonuses, including full cover, all armor and natural armor, and all damage reduction. The target must be in range of the gun and the Gun Caster must be aware of the target. Only one of these bullets may be in the casters possession at a time. No one but the one who made the Phantom bullet may use it. Some jokingly call this a ‘golden BB’
Arcane Flurry: as a full round action the Gun Caster with at least two pistols in hand may make a single shot with his pistols at each target within sixty feet. Each shot is made at his full base attack bonus -2.




