Gunmage (Iron Kingdoms conversion)

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.

Code:
Level       Rune Bullet Extra Damage
1st-10th        +1d6
11th-20th       +2d6
21st-30th       +3d6
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.​
 

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Firearms

The gunmage class is built assuming the following stats for fantasy firearms in a campaign:
Code:
[B]MILITARY RANGED WEAPONS[/B]

One-Handed
Weapon  Prof.  Damage   Range   Price   Weight  Group    Properties
Pistol  +1      1d10    10/20   50 gp    4 lb.  Firearm  Load minor, off-hand, high-crit

Two-Handed
Weapon  Prof.  Damage   Range   Price   Weight  Group    Properties
Rifle   +1      1d12    20/40   75 gp    6 lb.  Firearm  Load minor, high-crit
These weapons are not of the powder-horn, wadding and ram-rod loading type, but use the Iron Kingdom's model of bullet and alchemical gunpowder inside a small silk "cartridge", giving load times which, while not "historically accurate", make for an actually playable option for characters who want to focus on gun-wielding.
 
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Notes

Rune Bullet is a bit more powerful than comparable Striker role abilities (Hunter's Quarry and Sneak Attack). If the gunmage knows a creature has vulnerability or resistance to a particular energy type, he can switch to a more favorable type.

However, the Rune Bullet ability requires a minor action each time it is used. Hunter's quarry needs only spend a single minor action per target, and Sneak Attack needs Combat Advantage, no action expenditure required. Add to that the action needed to reload or draw another firearm, and the Gunmage loses much of the mobility which characterizes the other Striker classes. This is a key factor.

Another minor disadvantage is the gunmage's best armor is one step less than the rangers (and his reflex bonus one less than the rogues.)

Some of the balancing factors, in addition to the flexibility of the Rune Bullet damage type, is an additional Healing Surge over the ranger, and the Firearm Talent, which gives an "always-on" +1 similar to the rogue's class feature, instead of the situational +1 of the ranger's Prime Shot.

Whether or not all of these things work out is the point of posting the class. :)

Any comments or suggestions for things like feats, powers, builds, paragon paths, etc. are welcome.
 
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Feats

Holy Bullet [Gunmage]
Tier: Paragon
Prerequisites: Rune Bullet class feature, trained in Religion
Benefit: Add Radiant to the list of damage types you can use with your Rune Bullet ability.
 

Rituals

The original Gunmage had fairly detailed rules to handle the creation of rune bullets and magelocks. I personally found the system a bit clunky and not adding much in play value. But for those simulationists who wish to keep such things in the game, as an optional rule, gunmages know the following rituals when they start play.

Etch Rune Bullet
Your ammunition can deliver extra arcane power when fired from a magelock.
Level: 1
Category: Creation
Time: 10 minutes
Duration: Permanent
Component Cost: 5 gp
Market Price: 50 gp
Key Skill: Arcana
Make an Arcana check. You successfully create a number of rune bullets equal to your check divided by two (round down).

Enchant Magelock
A properly crafted magelock is like an extension of the gunmage's own arm.
Level: 1
Category: Creation
Time: 10 minutes
Duration: Permanent
Component Cost: 50 gp
Market Price: 250 gp
Key Skill: Arcana (no check)
This ritual allows you to turn an ordinary firearm into a magelock and/or bond with it if you are a gunmage.
 
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Just wanted to say thanks for posting. I've been planning my next campaign as a gunpowder world and now with 4E released, these are some interesting ideas in taking that on.
 

I'd rather see them with their own power list myself... most of the ranger powers that use more than one attack just don't fit. Of course that's a huge ordeal to stat up and balance...

At the very least some unique at-wills would be nice.
 

Destil said:
I'd rather see them with their own power list myself... most of the ranger powers that use more than one attack just don't fit.
Oh, I don't know... I could easily see these applied for a dual pistol wielding character.
Of course that's a huge ordeal to stat up and balance...
Yeah, that's going to be the biggest home-brew pain for this edition: creating a power list for new classes. All classes are now like building a 3E cleric or wizard class from scratch each time, with a completely unique but balanced spell list.

At the very least some unique at-wills would be nice.
Hey, first draft. Open to suggestions :D
 

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