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<blockquote data-quote="Tzeentch" data-source="post: 4405891" data-attributes="member: 13222"><p>Comments appreciated.</p><p></p><p>[sblock=The Obvious Class Conversions]</p><p><strong>Obvious Class Conversion</strong></p><p>First, getting these out of the way.</p><p><em>Barbarian, Berserker:</em> Use a Fighter.</p><p><em>Bard, War-Bard:</em> Use a Warmaster.</p><p><em>Cleric:</em> Use a Cleric.</p><p><em>Druid:</em> Use the Druid presented on these forums, or a Wizard with different looking spell effects.</p><p><em>Fighter:</em> Use a Fighter.</p><p><em>Monk:</em> Use a Fighter.</p><p><em>Paladin:</em> Use a Paladin.</p><p><em>Ranger, Scout:</em> Use a Ranger (probably ranged).</p><p><em>Rogue:</em> Use a Rogue.</p><p><em>Sorceror:</em> Use a Warlock.</p><p><em>Wizard:</em> Use a Wizard.</p><p>[/sblock]</p><p></p><p>[sblock=IK-specific Classes]</p><p><strong>Iron Kingdoms Specific Classes</strong></p><p>Thoughts on the not-so-obvious ones.</p><p><em>Arcane Mechanik:</em> Wizard who selects the <strong>Charge Accumulator</strong> feat (basically, making it safer and more efficient - those not trained can accidently drain their encounter and daily powers into the condensors). Accumulators and spell charges are a bit more difficult to represent in 4e mainly due to how best to reflect at-wills charging the condensors and accumulators but most of the mechanika work just fine - especially if you simply convert the 3e spell effects into 4e terms where applicable - mechanika already used a rather limited array of arcane and divine spells that, for the most part, fit into 4e as a new power source.</p><p><em>Bodger:</em> Use the Artificer, probably with an alternative set of powers? This one is a bit tricky as many of the bodger powers are basically useless unless you have a lot of mechanika in your party or adventures.</p><p><em>Fell Caller:</em> Basically a loud warmaster.</p><p><em>Gun Mage:</em> Wizard who selects <em>Attune Gunlock</em> and similar feats (see below).</p><p>[/sblock]</p><p></p><p><strong>Healing</strong></p><p>This is difficult to reflect in 4e due to the much more prevalent nature of healing among various power sources and the fact that healing backlash would significantly alter the power of the cleric, paladin, and warmaster classes (at the very least). Limiting resurrection is pretty simple, and many of the ritual magics are simply not available in the IK, or heavily limited in effect. Still thinking about this, as it's a major point of divergence that IK had from 3e.</p><p></p><p><strong>Guns</strong></p><p>Seems fairly straightforward, see later post.</p><p></p><p><strong>Heroic Feats</strong></p><p></p><p><strong>Attune Gunlock [Wizard]</strong></p><p>Prerequisites: Wizard</p><p>Benefit: You may treat a gunlock as a wand implement. In addition, as long as you wield a gunlock in your hands you gain a +2 feat bonus to initiative.</p><p></p><p><strong>Paragon Feats</strong></p><p></p><p><strong>Gunmage [Wizard]</strong></p><p>Prerequisites: Attune Gunlock, wizard</p><p>Benefit: Once per encounter, as a move action, you may focus the next ranged attack spell you cast through your gunlock. The attack roll becomes Dexterity vs. Reflex, with a Range equal to the max range of the gunlock.</p></blockquote><p></p>
[QUOTE="Tzeentch, post: 4405891, member: 13222"] Comments appreciated. [sblock=The Obvious Class Conversions] [b]Obvious Class Conversion[/b] First, getting these out of the way. [I]Barbarian, Berserker:[/I] Use a Fighter. [i]Bard, War-Bard:[/i] Use a Warmaster. [i]Cleric:[/i] Use a Cleric. [i]Druid:[/i] Use the Druid presented on these forums, or a Wizard with different looking spell effects. [i]Fighter:[/i] Use a Fighter. [i]Monk:[/i] Use a Fighter. [i]Paladin:[/i] Use a Paladin. [i]Ranger, Scout:[/i] Use a Ranger (probably ranged). [i]Rogue:[/i] Use a Rogue. [i]Sorceror:[/i] Use a Warlock. [i]Wizard:[/i] Use a Wizard. [/sblock] [sblock=IK-specific Classes] [b]Iron Kingdoms Specific Classes[/b] Thoughts on the not-so-obvious ones. [i]Arcane Mechanik:[/i] Wizard who selects the [b]Charge Accumulator[/b] feat (basically, making it safer and more efficient - those not trained can accidently drain their encounter and daily powers into the condensors). Accumulators and spell charges are a bit more difficult to represent in 4e mainly due to how best to reflect at-wills charging the condensors and accumulators but most of the mechanika work just fine - especially if you simply convert the 3e spell effects into 4e terms where applicable - mechanika already used a rather limited array of arcane and divine spells that, for the most part, fit into 4e as a new power source. [i]Bodger:[/i] Use the Artificer, probably with an alternative set of powers? This one is a bit tricky as many of the bodger powers are basically useless unless you have a lot of mechanika in your party or adventures. [i]Fell Caller:[/i] Basically a loud warmaster. [i]Gun Mage:[/i] Wizard who selects [i]Attune Gunlock[/i] and similar feats (see below). [/sblock] [b]Healing[/b] This is difficult to reflect in 4e due to the much more prevalent nature of healing among various power sources and the fact that healing backlash would significantly alter the power of the cleric, paladin, and warmaster classes (at the very least). Limiting resurrection is pretty simple, and many of the ritual magics are simply not available in the IK, or heavily limited in effect. Still thinking about this, as it's a major point of divergence that IK had from 3e. [b]Guns[/b] Seems fairly straightforward, see later post. [b]Heroic Feats[/b] [b]Attune Gunlock [Wizard][/b] Prerequisites: Wizard Benefit: You may treat a gunlock as a wand implement. In addition, as long as you wield a gunlock in your hands you gain a +2 feat bonus to initiative. [b]Paragon Feats[/b] [b]Gunmage [Wizard][/b] Prerequisites: Attune Gunlock, wizard Benefit: Once per encounter, as a move action, you may focus the next ranged attack spell you cast through your gunlock. The attack roll becomes Dexterity vs. Reflex, with a Range equal to the max range of the gunlock. [/QUOTE]
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