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.