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Gunmage (Iron Kingdoms conversion)
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<blockquote data-quote="Sir Brennen" data-source="post: 4299363" data-attributes="member: 553"><p>The gunmage is a character class from Privateer Press' Iron Kingdoms. They are arcane gunfighters, semi-spellcasters like the paladin, ranger, or hexblade. </p><p></p><p>Here's an initial draft of a 4E conversion, trying to capture the flavor if not all of the specific mechanics:</p><p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="font-size: 18px"><strong>Gunmage</strong></span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="color: gold"><span style="font-size: 12px"><strong>Class Traits</strong></span></span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Role:</strong></span> 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.</p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Power Source:</strong></span> 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. </p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Key Abilities:</strong></span> Dexterity, Intelligence, Charisma</p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Armor Proficiencies:</strong></span> Cloth, leather</p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Weapon Proficiencies:</strong></span> Simple melee, simple ranged, firearms</p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Bonus to Defense:</strong></span> +1 Reflex, +1 Will</p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Hit Points at 1st Level:</strong></span> 12 + Constitution score</p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Hit Points per Level Gained:</strong></span> 5</p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Healing Surges per Day:</strong></span> 7 + Constitution modifier</p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Trained Skills:</strong></span> Arcana (Int)</p> <p style="margin-left: 20px">From the class skills list below, choose four more trained skills at 1st level.</p> <p style="margin-left: 20px"><em>Class Skills:</em> Arcana (Int), Acrobatics (Dex), Endurance (Con), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha)</p> <p style="margin-left: 20px">Build Options: Pistoleer</p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Class Features:</strong></span> Magelock, Rune Bullet, Gunmage Firearm Talent</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="color: gold"><span style="font-size: 12px"><strong>Class Features</strong></span></span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Magelock:</strong></span> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="color: darkorange"><strong>Rune Bullet: </strong></span>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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[code]Level Rune Bullet Extra Damage</p> <p style="margin-left: 20px">1st-10th +1d6</p> <p style="margin-left: 20px">11th-20th +2d6</p> <p style="margin-left: 20px">21st-30th +3d6[/code]<span style="color: DarkOrange"><strong>Gunmage Firearm Talent:</strong> </span>When you wield a firearm, you gain a +1 bonus to attack rolls.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="color: gold"><span style="font-size: 12px"><strong>Powers</strong></span></span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">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.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 4299363, member: 553"] 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: [INDENT] [size=5][b]Gunmage[/b][/size] [color=gold][size=3][b]Class Traits[/b][/size][/color] [COLOR=darkorange][b]Role:[/b][/COLOR] 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. [color=darkorange][b]Power Source:[/b][/color] 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. [COLOR=darkorange][b]Key Abilities:[/b][/color] Dexterity, Intelligence, Charisma [COLOR=darkorange][b]Armor Proficiencies:[/b][/color] Cloth, leather [COLOR=darkorange][b]Weapon Proficiencies:[/b][/color] Simple melee, simple ranged, firearms [COLOR=darkorange][b]Bonus to Defense:[/b][/color] +1 Reflex, +1 Will [COLOR=darkorange][b]Hit Points at 1st Level:[/b][/color] 12 + Constitution score [COLOR=darkorange][b]Hit Points per Level Gained:[/b][/color] 5 [COLOR=darkorange][b]Healing Surges per Day:[/b][/color] 7 + Constitution modifier [COLOR=darkorange][b]Trained Skills:[/b][/color] Arcana (Int) From the class skills list below, choose four more trained skills at 1st level. [i]Class Skills:[/i] Arcana (Int), Acrobatics (Dex), Endurance (Con), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha) Build Options: Pistoleer [COLOR=darkorange][b]Class Features:[/b][/color] Magelock, Rune Bullet, Gunmage Firearm Talent [color=gold][size=3][b]Class Features[/b][/size][/color] [COLOR=darkorange][b]Magelock:[/b][/color] 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. [COLOR=darkorange][b]Rune Bullet: [/b][/color]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[/code][COLOR=DarkOrange][b]Gunmage Firearm Talent:[/b] [/COLOR]When you wield a firearm, you gain a +1 bonus to attack rolls. [color=gold][size=3][b]Powers[/b][/size][/color] 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.[/INDENT] [/QUOTE]
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