Gun Sage (Gunslinger/Wizard)

In the far reaches of the west are found certain gunmen who incorporate a limited form of arcane magic into their deadly art. 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. 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. (Original Concept by Christos Gurd)

Primary Class: Gunslinger.

Secondary Class: Wizard.

Alignment: Any.

Hit Dice: d8.

Bonus 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. The gun sage gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The gun sage is proficient with all simple and martial weapons, all firearms, and light armor, but not with shields. She can cast sorcerer/wizard spells while wearing light armor without incurring the normal arcane spell failure chance. 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. A multiclass gun sage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A gun sage casts arcane spells drawn from the sorcerer/wizard spell list. A gun sage treats all sorcerer/wizard spells of 7th level and higher as if they were not on her spell list. A gun sage must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the gun sage must have an Intelligence score equal to at least 10 + the spell level. Th