Can be found here:
http://www.mediafire.com/?kwcokctscnng3irBAB: Medium
Saves: Poor Will and Fort, Good Reflex
Spells: As Inquisitor, Charisma based.
Skills: 4+Int Mod skills
Acrobatics(Dex), Bluff(Cha), Climb(Str), Craft (All) (Int), Intimidate (Cha)), Knowledge (arcana), Knowledge (Local), Perception (Wis), Spellcraft (Int), Swim (Str)
1 Arcane Focus, Cantrips, Arcane Shot 1d6, Craft Rune Bullet, Gun Sorcery Ability, Gunsmith
2 Gun Sorcery Ability, Magelock Bond
3 Rune Enhancement +1
4 Gun Sorcery Ability, Arcane Shot 2d6
5 Bonus Feat
6 Gun Sorcery Ability
7 Rune Enhancement +2, Arcane Shot 3d6
8 Gun Sorcery Ability
9 Bonus Feat
10 Gun Sorcery, Arcane Shot 4d6
11 Rune Enhancement +3
12 Gun Sorcery
13 Bonus Feat, Arcane Shot 5d6
14 Gun Sorcery
15 Rune Enhancement +4
16 Gun Sorcery, Arcane Shot 6d6
17 Bonus Feat
18 Gun Sorcery Ability
19 Rune Enhancement +5, Arcane Shot 7d6
20 Gun Sorcery Ability, Bonus Feat, Magelock Mastery
Arcane Focus: If the gun mage has a pistol, she always has the arcane focus needed to cast a spell and can make do without any material components worth less than 100GP.
A gun mage can cast ray spells through her pistol, and by doing so uses the pistol’s ranged attack bonus when making the attack. A gun mage cannot cast a ray spell and fire a pistol with the same action. Casting a ray spell through a normal pistol will cause it to lose 1 point of hardness for every 2 spell levels cast, rounding up. Bonded Magelock pistols are immune to this damage.
Craft Rune Bullet (Su):At first level, a gun mage can inscribe bullets with runes that channel her arcane energies. Creating rune bullets requires a supply of ammunition, a gunner’s kit, 1 GP worth of arcane components per bullet, and a DC14 Craft: Small Arms check. A gun mage can etch 5 bullets per hour. To do this for more than an hour a day requires a DC12 Concentration check. Each additional hour after that imposes a cumulative +3 penalty to the DC of the Concentration check. If the Concentration check is failed, the gun mage cannot continue crafting rune bullets until she has gotten a full night’s sleep.
Alchemical ammunition cannot be used to craft rune bullets.
Precision ammunition can be used to craft rune bullets, but it raises the DC of the Craft: Firearms check by 3.
A gun mage’s class abilities can only be used with rune bullets that she inscribed.
Gunsmith: The Gun Mage gains the Gunsmithing feat (see page 103) and a battered gun that is identical to the gun a gunslinger (see page UM.9) gains at first level. Like a gunslinger, a Gun Mage can use the Gunsmithing feat to restore his battered gun.
Magelock Bond (Su): A gun mage can bond with the strange metal used to create Magelock pistols. A gun mage may bond with a number of Magelock pistols equal to her CHA modifier. Bonding with a Magelock pistol requires a ritual that takes 1 day and 100GP worth of supplies. A gun mage cannot bond with a Magelock pistol that is bonded to another living gun mage.
Any ray spell cast through the gun mage’s bonded Magelock pistol gains a +4 bonus on spell resistance checks.
A gun mage’s bonded Magelock gains hardness equal to half the gun mage’s level, and hit points equal to the gun mage’s level. A gun mage’s bonded Magelock restores any damage it suffers after one day. If a gun mage’s bonded Magelock is destroyed, she takes 1d4 temporary points of charisma damage.
Arcane Shot: At 1st level a Gun Mage may focus arcane power through her firearm shots. With a swift action the Gun Mage may add force damage to a bullet fired from her weapon. This may be done a number of times per day equal to ½ her gun mage level + Charisma modifier. At 1st level this deals an additional 1d6 force damage. For every 3 levels past the first (4th, 7thetc) the arcane shot deals an additional 1d6 damage.
Rune Enhancement:
At 3rd level, a gun mage’s rune bullets gain a +1 enhancement bonus to-hit and damage. This bonus increases to +2 at 7th level, +3 at 11th level, +4 at 15th level, and +5 at 19th level.
Improved Magelock Bond (Su): At 11th level, the gun mage becomes more adept at focusing arcane energies through her Magelock pistol. When the gun mage fires a ray through her bonded Magelock pistol, or casts a ranged touch spell into a rune bullet loaded into her bonded Magelock pistol, increase the size of any die rolled for HP damage by one size - d3 to d4, d4 to d6, d6 to d8, d8 to d10, d10 to d12 - to a maximum size of d12.[/float]
Magelock Mastery (Su):
At 20th level, a gun mage cannot be disarmed if she is wielding a bonded Magelock pistol. Once per day when using the Arcane Shot ability, all damage inflicted by the ability becomes a 40ft. radius burst. A creature caught in the radius can make a Reflex save of 10+1/2 the gun mage's class level+the gun mage's CHA modifier, and if the save is successful the creature suffers half damage.
Bonus Feats:
The gun mage must possess all of the prerequisites before selecting a bonus feat off of the following list:
PF Core Rules: Any Metamagic feat, Bleeding Critical, Crippling Critical, Critical Focus, Critical Mastery, Dazzling Display, Deadly Aim, Dodge, Deafening Critical,Exhausting Critical, Far Shot, Improved Critical, Improved Initiative, Improved Precise Shot, Lightning StancePoint Blank Shot, Precise Shot, Quick Draw, Mobility, Rapid Shot, Sickening Critical, Shot on The Run, Staggering Critical, Stunning Critical, Tiring Critical, Weapon Focus, Wind Stance
Other PF: Parting Shot, Coordinated Defence,
IKCG: Combat Loading, Combat Loading [improved], Rifleman, Sharpshooter, Sharpshooter [improved],
No Quarter: Disarming Shot (#9), Gunfighter (#9, pp.44). Pistol Finesse (#6 p. 14)
Starting at first level and at second level, and at every even-numbered level thereafter, the gun mage may select a Gun Sorcery Ability from the following list.
Arcane Grit – The Gun Mage gains the grit class feature of a Gunslinger equal to half her Gun Mage level. The Gun Mage gains a grit reserve of 1+Cha modifier.
Arcane Aptitude - The gun mage’s dedicated study of her magical abilities has made her a more versatile spellcaster. The gun mage may add 1 to the number of spells known to every level of spell that she can cast, as long as her ranks in both Spellcraft and Knowledge: Arcana equal or exceed the level of any additional spell. This bonus applies as she learns new levels of spells.
Prerequisites: Spellcraft 1 rank, Knowledge: Arcana 1 rank.
Arcane Inferno - As a standard action, the gun mage may fire a rune bullet that explodes on impact. If the attack hits the target’s touch AC, resolve a Fireball spell cantered on the target. Treat the spell’s caster level as ½ of the gun mage’s gun mage class level. The rune bullet cannot also carry a channelled spell or a ranged touch attack spell. This ability can be used a number of times per day equal to her CHA modifier.
Prerequisites: Gun Mage 8.
Brutal Guncasting – As a swift action the gun mage can apply the benefits of the Empower Spell feat to either a ray spell she casts through a pistol, or to a ranged touch spell she casts into a rune bullet. A gun mage can use this ability a number of times per day equal to the gun mage’s CHA modifier. The casting time of the spell is not increased. Double any hardness loss that a pistol suffers by the casting of this spell. Prerequisites: Gun Mage 12, Spellcraft 9 ranks.
Call Pistol - When separated from her bonded Magelock pistol, after making a successful DC18 Concentration check as a move action, the gun mage can cause her bonded Magelock to fly into her hand so long as it is not gripped by another and can be seen by its master. A gun mage with this ability and the Quick Draw feat can call, as a free action, as many bonded pistols as she has hands.
Evasion – When the gun mage makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can only be used if she is wearing light armour or no armour. A helpless gun mage does not gain the benefit of evasion.
Evasion, Improved - This works like evasion, except that while the gun mage still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless gun mage does not gain the benefit of improved evasion. Prerequisites: Gun Mage 12.
Foe-Killer Runes – This ability is activated with a free action and lasts for one round. While it is activated, any rune bullets fired by the Gun Mage gain the Bane enhancement against one type of creature selected by the gun mage when the ability is activated. This ability can be used a number of times per day equal to her CHA modifier.
Prerequisites: Gun Mage 4, Cast Rune Bullet ability.
Gun Alchemy - You may make alchemical ammunition into rune bullets. Apply +5 to any Craft: Small Arms check that attempts to make alchemical rune bullets. If you channel a spell into an alchemical rune bullet, it misfires on a roll of 1 or 2.
Prerequisites: Craft: Small Arms 2 ranks, Craft: Alchemy 2 ranks.
Hotshot - As a standard action, the gun mage may make one attack with a rune bullet loaded into her bonded Magelock pistol. For that attack, double the amount of damage inflicted by channelled spells. After the attack is resolved, the pistol cannot be reloaded for 1d6+1 rounds. This ability can be used a number of times per day equal to the gun mage’s CHA modifier.
Maximized Channelling – As a free action, the gun mage can channel multiple spells of the same or different levels into the same rune bullet, as if they were one spell. The number of spell levels channelled cannot exceed her CHA modifier. Only one cantrip can be channelled into a single rune bullet.
Pistol Finesse - The gun mage adds half of her CHA modifier to all pistol to-hit rolls.
Phantom Seeker - As a standard action, the gun mage can make a single pistol attack that can phase through solid objects. The gun mage can ignore cover, total cover, and concealment when making this attack. The attack is made against the target’s touch AC. This ability can be used a number of times per day equal to the gun mage’s CHA modifier.
Prerequisites: Gun Mage 10.
Range Amplifier – While holding her bonded Magelock pistol, the gun mage may grant a spell the benefits of the Enlarge Spell feat as a free action. This ability can be used daily a number of times equal to her CHA modifier. Prerequisites: Gun Mage 7, Spellcraft 3 ranks.
Quick draw Casting – The gun mage can cast a spell into a rune bullet, or cast a ray spell through a pistol, with the benefits of the Quickened Spell feat. This ability can be used daily a number of times equal to her CHA modifier.
Prerequisites: Gun Mage 10, Spellcraft 6 ranks.
Scry – The gun mage may scry on her pistol, as if casting the spell scrying, once per day. This is a spell-like ability that requires no material components or focus.
Sighting Link – The gun mage can see out the barrel of one of her bonded Magelock pistols. The pistol must be within 30 ft. The gun mage can use this ability a number of rounds per day equal to her CHA modifier.
Situational Awareness – The gun mage gains an insight bonus to AC, reflex saves, and initiative rolls equal to half her CHA modifier, rounded up
Sorcerous Aim – The Gun Mage gains a +1 bonus to-hit with all pistols. This bonus increases by +1 at 5th, 10, 15th, and 20th levels.
Swift Fingers - With a swift action, the gun mage may reload one standard action’s worth of ammunition into her bonded Magelock pistol.
Touch Attack - The gun mage can use a rune bullet to transmit a touch attack spell, exactly as if it were a ranged touch attack spell. Requirements: Ranged Touch Attack