Gun Mage

Supplementing his natural ability with magical enhancements, the gun-mage is a terror on the battlefield.

Class Benefits

Aspect Bonus: +1 [SP]

Combat Value Bonus: +1 <PA>

Starting Skills: Assessment, Discipline, Knowledge: Arcana, Notice [IP], Notice [SP], Any one other skill

Starting Proficiencies: Light Armor, Pistols, Any one other proficiency

Starting Money: $100.00

Sample Starting Equipment: Light armor, pistol, sturdy clothing, traveling pack, pistol ammo (50 rounds), $28.15 left

Talents

Rank 1: Rune Shot Magic

  • You choose two spells. These must be Gun Mage spells.
  • You start with a mana pool consisting of 2 Neutral Mana.
  • You regain mana like a normal spellcaster, but you are not a spellcaster in regard to meeting prerequisites for Advantages.
  • You can take the Aim action and not lose the benefit if you cast a spell that includes a free ranged attack.

Rank 2: Close Quarters Combat

  • You may use a ranged weapon to make an Opportunity Attack when provoked.
  • You do not provoke Opportunity Attacks while taking the attack action or when reloading.
  • You choose one more spell from the Gun Mage spell list.
  • You learn the Readied Reload spell from the neutral spell list.
  • Your mana pool increases by 1 Neutral Mana.

Rank 3: Runic Combinations

  • When casting a spell from the Gun Mage spell list, you may cast a second different spell simultaneously. Only one ranged attack can be made as a result of these spells, but bonus and enhancements stack.
  • You choose two more spells from the Gun Mage spell list.

Rank 4: Arcane Gunplay

  • You may subtract 1 phase from the time it takes to perform the Cast a Spell action.

Rank 5: Pinpoint Accuracy

  • If you cast one or more spells that result in an attack flip that misses, you do not spend the mana on the spells.
  • You choose one more spell from the Gun Mage spell list.
  • Your mana pool increases by 1 Neutral Mana.