![]() The Reflex save DC is calculated using the spell level of the spell being sacrificed.Ī gun sage can attune her arcane guns at the start of each day. Any creature within the blast other than the gun sage can make a Reflex saving throw to halve the damage. The blast is centered on a single intersection within the gun sage’s space (gun sage’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. If the arcane gun already has the broken condition, the gun explodes. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. Yet there are dangers inherent to this method. ![]() When she casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. If the gun sage chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.Ī gun sage can cast any ranged touch attack, cone, line, or ray spells through her arcane gun. At 1st level, the gun sage decides whether she wants to have one or two arcane guns at a time. In a gun sage’s hands, it both fires projectiles (bullets and pellets) and casts magic. An arcane gun is a normal one-handed or two-handed firearms in the hands of others, as it was a normal firearm before the gun sage imbued it with magic. In addition, a gun sage can only regain grit by making a killing blow with either her arcane gun or an evocation spell.Īrcane Gun (Su): At 1st level, a gun sage gains the ability to turn a single firearm into an arcane gun. A gun sage otherwise learns, prepares, and casts spells as a wizard equal to her gun sage level.Īrcane Grit (Ex): This is exactly like the gunslinger’s grit ability, except that the gun sage uses her Intelligence instead of her Wisdom to determine her total grit. A gun sage also gains cantrips and uses a spellbook like a wizard. In addition, she receives bonus spells per day if he has a high Intelligence score. Her base daily spell allotment is given on Table: Gun Sage. A gun sage can cast only a certain number of spells of each spell level per day. The Difficulty Class for a saving throw against a gun sage’s spell is 10 + the spell level + the gun sage’s Intelligence modifier. To learn, prepare, or cast a spell, the gun sage must have an Intelligence score equal to at least 10 + the spell level. A gun sage must choose and prepare her spells ahead of time. ![]() A gun sage treats all sorcerer/wizard spells of 7th level and higher as if they were not on her spell list. Spellcasting: A gun sage casts arcane spells drawn from the sorcerer/wizard spell list. A multiclass gun sage still incurs the normal arcane spell failure chance for arcane spells received from other classes. Like any other arcane spellcaster, a gun sage wearing medium armor or heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. ![]() She can cast sorcerer/wizard spells while wearing light armor without incurring the normal arcane spell failure chance. Weapon and Armor Proficiency: The gun sage is proficient with all simple and martial weapons, all firearms, and light armor, but not with shields. The gun sage gains a number of ranks at each level equal to 4 + Int modifier. (Original Concept by Christos Gurd )īonus Skills and Ranks: The gun sage selects three wizard skills to add to his class skills in addition to the normal gunslinger class skills, one of which must be spellcraft. Masters of damage dealing spells, gun sages push the limits of their spellcasting nearly to the breaking point, allowing them greater versatility in their martial and arcane endeavors. These gun sages lack much of the true magical powers of a wizard, but make up for this deficiency through their tertiary study of arcane practices. In the far reaches of the west are found certain gunmen who incorporate a limited form of arcane magic into their deadly art. ![]()
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