This is sure to get folks heated. A firearms class! based off the warlock! Two wildely divisive choices for RPGs back in the 3e era, and still to this day. This class was written because I love both of them, and I really wanted to play a magic cowboy. Only been used once or twice, and it’s still a bit in the concept/shorthand approach I tend to start writing in, but it’s certainly playable. This one pre-dates pathfinder 1, or I’d probably have just used their firearm rules. It wasn’t designed with them in mind, but you could. Their rules might be a bit of a buff with the touch attack, but also a nerf with the terrible nonsense they included around misfires and costs.
Gun Mage

LEVEL BAB FORT REF WILL Special
1 1 0 2 2 Evocation
Gun Magic
2 2 0 3 3 Quick Imbibing
3 3 1 3 3
4 4 1 4 4 Combat Style
5 5 1 4 4 Good Evocations
Ethereal strike
6 6 2 5 5 Faster Imbibing
7 7 2 5 5
8 8 2 6 6 Advanced Combat Style
9 9 3 6 6 Twin Evocation
10 10 3 7 7 Better Evocations
11 11 3 7 7
12 12 4 8 8 Superior Combat Style
13 13 4 8 8
14 14 4 9 9
15 15 5 9 9 Best Evocations
16 16 5 10 10
17 17 5 10 10 Master Combat Style
18 18 6 11 11
19 19 6 11 11
20 20 6 12 12 True Twinning
Hit Die– D8
Skills– 4+Int: Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), and Use Rope (Dex).
Weapons/Armor: All simple weapons, and guns. Light armor no shields.
Evocations: Wisdom based, imbued into a gun as a move action. Deals weapon damage, and then this goes off. The newest evocation applies to a bullet, overriding previous evocations that have been placed on it. Bullets can be imbued while in a gun. Evocations can be used at will, with no limit on the amount known. Many evocations have a range of personal. They apply to the person holding the gun until the shot is fired or their duration expires. Evocations count as spells for all intents and purposes, but do ignore SR. A character knows their Wisdom modifier base evocations. As they level they learn more. They learn a new evocation as indicated in the following list. Level 3, 6, 9, 10, 12, 14, 16, 18, and 20. At level 5, you can learn “good evocations”, level 10 you can learn “better evocations, and at level 15 you can learn “best evocations”. An evocation has a given spell equivalent level (SEL) for determining saves and other effects if they allow it. An Evocation can be stored in a bullet outside of a gun, and lingers for up to 5 minutes at which point it is considered expended. Save DC’s for any evocation are 10 + SEL + Wisdom mod. A personal evocation is stored in a gun and only active provided that is the gun you are wielding. Most characters can only wield 2 weapons at most. See the normal dual-wielding rules if you choose to wield more than one gun. A personal evocation expires when the gun is no longer wielded, or the bullet holding the evocation has been fired.
Base –
- Elemental Charge – Your bullet does +1d6/2 caster levels damage of a given energy type. Fire, Cold, Acid, or Electric. This energy type must be chosen when the power is first chosen, and cannot be changed. This evocation may be chosen up to 4 times. SEL = 2
- Invisibility – Personal. You are invisible until you attack as per the invisibility spell. If the invisibility is broken, this bullet is no longer charged. SEL = 3
- Spider climb – Personal. You can climb walls like a spider. Gain a climb speed of your movement speed. SEL = 1
- Dimension Door – Personal. You can quickly hop to the side of an incoming attack. This power remains charged for up to 5 minutes, and functions as the spell of the same name. It is triggered whenever you are attacked before you know the result. You can choose not to trigger it when attacked. Once triggered it no longer has an effect. SEL = 2
- Heal – Your bullet instead provides a small amount of healing. Make a touch attack against a target and heal the target whatever the damage that would normally be dealt. This is positive energy, and undead are treated accordingly. SEL = 1
- Fog – Personal. You shed an aura of fog in a 30ft radius. All creatures within gain total concealment and all sight is obscured. SEL = 2.
- Fatigue – A creature hit by this bullet becomes fatigued. Fort Save negates. SEL = 2.
Good –
- Teleportation – Personal. You can teleport as per the spell. This is a onetime effect. Although it may be cast multiple times as per normal. SEL = 5.
- Weakening Strike – Your bullet deals 1d6 strength damage instead of normal damage. The target gets a fort save for half. SEL = 4.
- Clumsy Strike – Your bullet deals 1d6 dexterity damage instead of normal damage. The target gets a fort save for half. SEL = 4.
- Flight – Personal. As per the spell. SEL = 4
- Haste – Personal. As per the spell. SEL = 4.
- Greater Invisibility – Personal. As per the spell. SEL = 5
- Dispel Magic – As per the spell, but works as a target dispel on a single target. Your caster level is equal to your character level. SEL = 4
Better –
- Immobilize – The target of this attack is stunned for 2d4 rounds. Reflex save negates. SEL = 7.
- Disfiguring Strike – Your bullet deals 1d6 Charisma damage instead of normal damage. The target gets a will save for half. SEL = 6.
- Clouding Strike – Your bullet deals 1d6 Wisdom damage instead of normal damage. The target gets a will save for half. SEL = 6.
- Deafen – The target becomes Deaf. Fort save negates. SEL = 7
- Dumbing Strike – Your bullet deals 1d6 Intelligence damage instead of normal damage. The target gets a will save for half. SEL = 6.
- Disease – The target of this attack is inflicted with a given disease as per the contagion spell. Fort negates. SEL = 7.
Best –
- Weakening Strike – Your bullet deals 1d6 Constitution damage instead of normal damage. The target gets a fort save for half. SEL = 8.
- Blind – The target is blinded. Fort negates. SEL = 9.
- Mute – The target is mute, and thus cannot cast spells or use abilities with a verbal component. Fort negates. SEL = 9.
- Plane Shift – Personal. You can travel as per the spell. This is a onetime effect. Although it may be cast multiple times as per normal. You appear exactly where you wish, not within 5-500 miles as normal. SEL = 9.
- Sleep – Targets struck require a will save or immediately fall asleep for 2d4 rounds. They awaken immediately after receiving damage from a source outside of this attack. SEL = 9.
Quick Imbibing – You can imbue your bullets with your Evocations as a swift action.
Faster imbibing – You can imbue your bullets with your Evocations as a free action.
Ethereal Strike – Your bullets hit foes on the ethereal plane and insubstantial foes without the normal miss chance associated with this.
Combat Style –
- Longarm – You can spend a move action to ignore armor and natural armor for your next attack.
- Pistoleer – You gain the two weapon fighting feat for free
Advanced Combat Style –
- Longarm – You can use the hide skill in any sort of terrain, even one that doesn’t grant cover or concealment, without any sort of penalty.
- Pistoleer – Improved TWF feat for free.
Twin Evocation – As a move action, you can apply two Evocations to the same bullet. They do not override one another. A third Evocation will override both evocations.
Superior Combat Style –
- Longarm – You can use the hide skill even while being observed at no penalty.
- Pistoleer – Two Weapon Defense bonus feat for free.
Master Combat Style –
- Longarm – While hiding from an opponent, you cannot be detected by the following. Tremor sense, blindsense, scent, blindsight, or any sort of “Detect invisible creatures” natural ability.
- Pistoleer – You can make a 5th attack at +0 BAB with both of your weapons.
True Twining – You can use the twin evocation ability as a free action.
Guns – Exotic Weapons
Pistol 1d8 X2 Range Increment 50ft – Takes a 6 round clip. Reloading that is a move action and requires a free hand. Pistols count as a light one handed weapon.
Rifle 1d10 X2 Range Increment 100ft – Takes a move action to reload after every other shot. Rifles count as a two handed weapon.
