Skade said:
Though I guess we are now delving into rules (so did my first post
), I'd say the spells are done as a sorceror, and the gun is done like a familiar. They do pay for it. Considering it familair benefits, as well as subbing for components, and being a kick butt firearm, I think that's fair.
The only problem is that a military pistol in the Iron Kingdoms starts at 600 gp, and a mage lock pistol is likely to go way, way above that. (No price given, though it mentions being able to have more than one.)
Guessing that the price for the dwarven forged mage lock pistol would be at least as much as for master working that eats up the entire starting funds for a 2nd level character, without even adding in the price of bonding with it.
In my own campaign I wanted guns to be a lot more common, so I dropped the price accordingly. Even so a starting character could never afford one, even if he maxed his starting funds.
You are correct about the starting spells.
I worry that this class may be one of the ones that folks swap out of after reaching 3rd level or so, especially since the rules don't state that only Gun Mage spells can be used to pump the rune cast bullets. The large number of levels without any class features, plus the slow spell progression worrie me in that regard.
I still think that it's an incredibly cool class, I am just worried.
The Auld Grump.
*EDIT* And yes, the
Confrontation figures with guns are perfect for this setting. I also recommend the plastic figures for
Mordheim (repackaged now as
Empire Militia) and the Witch Hunter figures, also from Mordheim. One of the Wyrds from
Necromunda can also be used.