![]() You start with the following equipment, in addition to the equipment granted by your background: Hit Dice: 1d8 per Gun-mage level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gun-mage level after 1stĪrmor: Light and Medium armor Weapons: Simple melee weapons Tools: Tinker's tools, One gaming set of your choice Saving Throws: Dexterity, Wisdom Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Arcana Equipment Third, choose two daggers, chain shirt, and the explorer's pack.Īs a Gun-mage you gain the following class features. Second, choose the Mercenary Veteran background. First, Dexterity should be your highest ability score, followed by Wisdom. You can make a gun-mage quickly by following these suggestions. Those with magical capabilities were able to even focus their own power into the shots, creating a new class of adventurer known as the gun-mage. One such advancement was the creation of magic based firearms that used the stone's regenerative power to fire focused projectiles. His findings on what he began to call charge-stones led to a significant increase in technological advancement. What he discovered was the crystals had a natural regenerative energy that could be elementally charged with the proper ritual. He collected several of them and returned to his lab to begin experimentation. ![]() ![]() While hunting underground caverns for natural crystals he could use in his experiments, an artificer stumbled upon an outcrop of crystals with unique elemental capabilities. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |