
Detect Magic |
4 people marked this as a favorite. |

Arcane Mechanik (based on the summoner, but quite evidently a class of its own), and the Gun Mage (magus alternate class).
Been working on these for a while, and not sure if they're right yet. Tell me whatcha think.

xorial |

Arcane Mechanik (based on the summoner, but quite evidently a class of its own), and the Gun Mage (magus alternate class).
Been working on these for a while, and not sure if they're right yet. Tell me whatcha think.
Would you mind if I reposted one or both of these on a website I am creating for a homebrew campaign?

Valfen |
Excellent work on the presentation !
The Gunmage looks solid enough already. It may overshadow "regular" Magus a bit, but it's to be expected, with the emphasis on ranged magic. It may also be a bit on the powerful side compared to gunslinger and magus, but I lack experience with those two classes, so I'm not the best judge for that. Otherwise, the design is sound and mechanics in line with fluff. I like it.
The Arcane Mechanik is not quite there yet, I'm afraid. The handful of higher level abilities I find a bit wonky as written, especially the "immune while perched atop servitor" which sound slightly ridiculous. While I like the full companion for the class, I have no idea how to rewrite or what to replace those weird abilities with, I'm sorry. You merged the Bodger with the Arcane Mechanik. While it loses some of the original flavor of the Bodger, it's probably a good idea too, given the power level of Pathfinder classes. Overall, it's not bad at all either, but I feel it needs more refining.
In case you're interested, there is a different take on a PF Gunmage here : http://privateerpressforums.com/showthread.php?7181-Pathfinder-Gunmage-I-co uld-use-some-collective-thoughts&p=278560&viewfull=1#post278560; It was made before the Magus and looks really solid too.
For those willing to put these conversions on their websites, remember that the original classes were not OGL, and as such remain under the intellectual property of Privateer Press. Although I very much doubt they would mind much, given the lack of support given to their RPG line - a pity, the setting is absolutely awesome, and the fluff books were truly excellents as well.
Best of luck in those conversions, it's always a pleasure to see people keen on keeping the Iron Kingdoms thriving. :)

Detect Magic |

Thanks for the kind words.
Did you hear about the new IK-RPG? There's an interview explaining some things in one of the new NQ issues.
I am geeked for it ^_^

Detect Magic |

It's supposedly going to use Warmachine/Hordes mechanics as a foundation. I s'pose that's easier than building a system from the ground up, since they have already invested so much into their war games. Still a lot of work.
Not sure what to expect out of it, but I'm still geeked. Hell, if they release another World Guide or Campaign Setting book, that will be well worth purchasing. Not sure if any of you managed to pick up the d20 version, but I was too late into IK to have much of an opportunity. So, such a tome would easily be adaptable to another game system.
^ Rambling (I love IK).

Drejk |

It's supposedly going to use Warmachine/Hordes mechanics as a foundation. I s'pose that's easier than building a system from the ground up, since they have already invested so much into their war games. Still a lot of work.
Not sure what to expect out of it, but I'm still geeked. Hell, if they release another World Guide or Campaign Setting book, that will be well worth purchasing. Not sure if any of you managed to pick up the d20 version, but I was too late into IK to have much of an opportunity. So, such a tome would easily be adaptable to another game system.
^ Rambling (I love IK).
Of Iron Kingdoms my favorite are Monsternomicons - some of the best bestiaries produced for 3.0/3.5. I wasn't completly convinced to arcane tech (or whatsitsname) - execution seemed clunky to me, as I love the general idea of various kinds of magitech. Still, when it comes to setting I prefer Eberron over IK.

Detect Magic |

The Liber Mechanika item creation was pretty bad. I mostly ignored it, simply re-flavoring magic items as mechanika.
I love the IK-flavor. Corvis has got to be one of the coolest settings for a game.
Have never played Eberron; heard good things, though. I have adapted Warforged for my own purposes. Awesome race.

Katerek |

...Not sure if any of you managed to pick up the d20 version, but I was too late into IK to have much of an opportunity. So, such a tome would easily be adaptable to another game system...
The IK World Guides were hands down the highest quality 3rd Party stuff put out during the d20 craze. Absolutely phenomenal work. I heartily recommend getting your hands on them if you are a fan of the setting. IMHO they are easily worth cover + 50-75%. Also, the monsternomicons are splendid as well.

Valfen |
*glances at his full IK RPG line book collection* Looks like I'm one of those lucky few then. :P
The price tag on both pdf and second-hand paper editions is truly ridiculous, by the way.
In all honesty, balance and mechanics in the IK RPG aren't very good. But the fluff. The fluff is hands down one of the best I've seen. In particular, the Monsternomicons are truly amazing, a standard by which I now judge every other bestiaries.
I'll keep an eye on the new RPG line when it finally launches, if only to see if mechanics are more satisfying than the d20 incarnation. I've always liked the high magic feel of Eberron, but it's hard to beat the flavor of the Iron Kingdoms. Maybe the success of Warmachines and Horde will give a brighter future to their new RPG system. The setting truly deserves a good RPG line.

BlackKestrel |

For those willing to put these conversions on their websites, remember that the original classes were not OGL, and as such remain under the intellectual property of Privateer Press. Although I very much doubt they would mind much, given the lack of support given to their RPG line - a pity, the setting is absolutely awesome, and the fluff books were truly excellents as well.
Actually the classes are open content per page 87 of the IKCG

Valfen |
Actually the classes are open content per page 87 of the IKCG
Good catch ! I retract my statement. :)
Only the fluff text is not OGL, all other general class description and mechanics are in fact open content. I checked my Liber Mechanika too, but apparently the revised Arcane Mechanik in there is not OGL, unless everything in there is OGL, which I doubt, but I may have missed something (again). In any case, it's not a problem from a conversion standpoint.
Incidentally, the last line in every legal disclaimer of Privateer Press, at least for IK books and No Quarter magazines, makes them the best legal disclaimers ever. :P

KylenPhylar |
The Liber Mechanika item creation was pretty bad. I mostly ignored it, simply re-flavoring magic items as mechanika.
I love the IK-flavor. Corvis has got to be one of the coolest settings for a game.
Have never played Eberron; heard good things, though. I have adapted Warforged for my own purposes. Awesome race.
Bah on Corvis. Five Fingers is the best city ever. Big enough that you never have to leave the area for a campaign, and just boiling with stuff to get in trouble with.
Great conversions by the way. Gonna look into using them hopefully. Any plans on the Bodger class?

Detect Magic |

There's no reason you can't use the Arcane Archer prestige class, replacing all mention of bows/arrows for guns/bullets--that is, if your DM is okay with it.
A gunslinger/sorcerer/arcane "gunner" could serve your concept pretty well, unless I am mistaken. The only downside is that it would be a bit MAD, requiring high Dexterity, and at least decent Wisdom and Charisma. Like all characters, it would need Constitution, so that's four ability scores that you need. Then again, there's that sorcerer archetype that uses Wisdom in place of Charisma, if that fits with the character (and is allowed by the DM).

Jonah "Deadshot" Johnson |
There's no reason you can't use the Arcane Archer prestige class, replacing all mention of bows/arrows for guns/bullets--that is, if your DM is okay with it.
A gunslinger/sorcerer/arcane "gunner" could serve your concept pretty well, unless I am mistaken. The only downside is that it would be a bit MAD, requiring high Dexterity, and at least decent Wisdom and Charisma. Like all characters, it would need Constitution, so that's four ability scores that you need. Then again, there's that sorcerer archetype that uses Wisdom in place of Charisma, if that fits with the character (and is allowed by the DM).
I was actually hoping for something that relied less on spells and arcane classes (Since my character comes from a non magic world like ours) and more on a special gun imbued with magic (like something an artificer would make) but i guess that could just be flavor text. I'm really inspired to make a gun like the "Shindanjuu" from Tegami Bachi (letter Bee)

Detect Magic |

The soulknife might be a good basis for such a character, though they're normally limited to melee weapons. A similar progression for gaining enhancement bonuses to your gun, coupled with "gun skills" could make for an interesting, manga-like character.

Jonah "Deadshot" Johnson |
The soulknife might be a good basis for such a character, though they're normally limited to melee weapons. A similar progression for gaining enhancement bonuses to your gun, coupled with "gun skills" could make for an interesting, manga-like character.
that is a good suggestion to make like an Archetype of the soulknife...thanks for the advise. I may have figured out what im gonna do with the character. thug 4/Gunslinger 11/ Magus 3/ Arcane Archer ???
I figured out story wise how to do it. My character is rather intelligent so he understands things like physics and what not, we have a duskblade (from dnd 3.5) in the group who has cross classed into wizard (which pretty much makes him a magus.) He can teach me how to channel energy while i learn from his spell book. Thankfully I have "tongues" permanently cast upon me so language barrier are not an issue.
Detect Magic |

Detect, I had a question about the Arcane Mechanik. What is the level 17 ability "Mechanikal Breakthrough"? What exactly does it do?
Oh, wow--I completely overlooked this question. The intent was that the player work with the DM to determine what breakthrough their character has made. Thus, there's no hard rules for determining what your invention (or theory) does. I realize I should have included some rough guidelines explaining what sort of things are possible, but I didn't. Sorry about that.

![]() |

Has anyone figured out how to make the Bladebound archetype work for the Gun Mage yet? It's an idea I'm kind of curious to see developed. It could actually serve as another gun mage order, like the Amethyst Rose or Arcane Tempest (which could also be potentially made into archetypes from the prestige classes presented in No Quarter #16).

![]() |

There's nothing difficult about doing it the way you suggest. And as far as I know, you didn't miss anything. See, I wasn't trying to call you (or anyone else) out on this. The mere fact that you put in the work to convert the class is just awesome in and of itself. In fact, your take on the gun mage has made one of my players a very happy soul, as he'll be using it in my forthcoming Wrath of the Righteous game.
No, I was just curious as to whether anyone had done more than a palette swap (to borrow a video game term). The idea of a 'blackgun magus' is a strong one. But calling it that.... doesn't sit well with me. So, I figured putting more of an IK spin on the archetype would make it something that would stand apart even more from the classic bladebound. Like, changing the names of certain abilities provided by the archetype. For example, calling the firearm a 'blacklock' (kind of a portmanteau of 'black blade' and 'magelock'). Or calling 'Black Blade Strike' 'Arcane Shot' instead. Or even changing 'Life Drinker' to 'Body Count' (taking a cue from the Pistol Wraith).
It's little things like that which would bring a stronger sense of identity to the gun mage version of the archetype. Much like the gauntlet witch from Kobold Quarterly 23. There's no denying that its the witch version of the bladebound, but it possesses enough flavor mixed in with the crunch to make it really stand out in the manner that I'm talking about.

Detect Magic |

All's cool, man. I didn't take offense or anything. Perhaps my diction indicated otherwise, but that was not my intention. I was attempting to demonstrate that I had, perhaps, overlooked something in the archetype that would make applying it to a ranged character into a headache.
As you've suggested, a thematic re-working is in order, but mechanically, the "bladebound" archetype fits a gun mage like a glove.
I'm glad one of your players has found this conversion to his liking, and that you, as a DM, have approved of it's use.
To tell you the truth, I made this version of the gun mage quite a long while ago, and with re-newed interested in the Iron Kingdoms, I might be taking another look at it to see what (if any) I'd like to change about it. Hardwiring the "bladebound" archetype into the class, for example, might be on the top of my list (what better way to represent a magelock than a "blackgun"?).

![]() |

Glad to see all's cool.
I personally don't think you need to re-work what you've done, but if you're going to then I look forward to the end result. Especially if you're hardwiring bladebound into the class.
That might actually make my idea of turning the Amethyst Rose and Arcane Tempest Prestige Classes into archetypes a little more feasible. Still trying to work that out in my head, but class design was never that strong a point for me (as it turns out, I have a strange sense of what's balanced compared to others).