Sir Brennen
Legend
The gunmage is a character class from Privateer Press' Iron Kingdoms. They are arcane gunfighters, semi-spellcasters like the paladin, ranger, or hexblade.
Here's an initial draft of a 4E conversion, trying to capture the flavor if not all of the specific mechanics:
Gunmage
Class Traits
Role: Striker. You concentrate on ranged attacks to deal a lot of damage to one enemy at a time. Your attacks rely on speed and mobility, since you prefer to use hit-and run tactics whenever possible.
Power Source: Martial/Arcane. Your talents depend on extensive training and practice, which have unlocked both a natural proficiency and the knowledge to channel arcane forces through your weapons.
Key Abilities: Dexterity, Intelligence, Charisma
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged, firearms
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana (Int)
From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Arcana (Int), Acrobatics (Dex), Endurance (Con), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha)
Build Options: Pistoleer
Class Features: Magelock, Rune Bullet, Gunmage Firearm Talent
Class Features
Magelock: A gunmage begins play bonded with a special firearm, called a magelock. This weapon allows the gunmage to make use of the Rune Bullet class ability. In addition, the magelock functions as an implement for any wizard powers the gunmage selects which have the Implement keyword. Using the magelock in this way does not expend any ammunition. A gunmage knows the ritual necessary to bond with a new magelock or break the bond with an existing one, and may bond with a number of additional magelocks equal to his Charisma modifier.
Rune Bullet: Gunmages etch their bullets with arcane symbols that allow them to empower the bullets with mystical energy when fired from a magelock. Unlocking the arcane energy in the bullet requires a minor action, and affects one attack per round. The attack deals extra damage to your target. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If the attack is untyped damage, the gunmage can choose to change the damage to one of the following types instead: Acid, Cold, Fire or Lightning. Otherwise, the rune bullet's added damage is of the same type as the attack.
Gunmage Firearm Talent: When you wield a firearm, you gain a +1 bonus to attack rolls.
Powers
A Gunmage may select from any Ranger powers that apply to ranged weapons, and any Wizard powers with the Ranged attack type (i.e. no AoE or Burst powers) that include the Acid, Cold, Fire or Lightning keywords. To use any ranger powers that allow two attacks in a round, the gunmage must be wielding a loaded one-handed ranged weapon in each hand. Utility powers are selected from any on the wizard class list.
Here's an initial draft of a 4E conversion, trying to capture the flavor if not all of the specific mechanics:
Gunmage
Class Traits
Role: Striker. You concentrate on ranged attacks to deal a lot of damage to one enemy at a time. Your attacks rely on speed and mobility, since you prefer to use hit-and run tactics whenever possible.
Power Source: Martial/Arcane. Your talents depend on extensive training and practice, which have unlocked both a natural proficiency and the knowledge to channel arcane forces through your weapons.
Key Abilities: Dexterity, Intelligence, Charisma
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged, firearms
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana (Int)
From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Arcana (Int), Acrobatics (Dex), Endurance (Con), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha)
Build Options: Pistoleer
Class Features: Magelock, Rune Bullet, Gunmage Firearm Talent
Class Features
Magelock: A gunmage begins play bonded with a special firearm, called a magelock. This weapon allows the gunmage to make use of the Rune Bullet class ability. In addition, the magelock functions as an implement for any wizard powers the gunmage selects which have the Implement keyword. Using the magelock in this way does not expend any ammunition. A gunmage knows the ritual necessary to bond with a new magelock or break the bond with an existing one, and may bond with a number of additional magelocks equal to his Charisma modifier.
Rune Bullet: Gunmages etch their bullets with arcane symbols that allow them to empower the bullets with mystical energy when fired from a magelock. Unlocking the arcane energy in the bullet requires a minor action, and affects one attack per round. The attack deals extra damage to your target. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If the attack is untyped damage, the gunmage can choose to change the damage to one of the following types instead: Acid, Cold, Fire or Lightning. Otherwise, the rune bullet's added damage is of the same type as the attack.
Code:
Level Rune Bullet Extra Damage
1st-10th +1d6
11th-20th +2d6
21st-30th +3d6
Powers
A Gunmage may select from any Ranger powers that apply to ranged weapons, and any Wizard powers with the Ranged attack type (i.e. no AoE or Burst powers) that include the Acid, Cold, Fire or Lightning keywords. To use any ranger powers that allow two attacks in a round, the gunmage must be wielding a loaded one-handed ranged weapon in each hand. Utility powers are selected from any on the wizard class list.