Iron Kingdoms RPG: Gunmage conversion thoughts


Conversions


I have seen a lot of renditions of the Gunmage but have never really been satisfied and I am building my own and I wanted some input to help balance the class.

The Gunmage absolutely needs some extras in order to make it a class you would want to take for 20 levels. Also I feel like some of the thematic things Gunmages do in Warmachine are not represented well.

When you think of a Gunmage you think of him shooting bullets with spell effects. Casting waiting a turn and then shooting a spell is not a desirable usage of 2 turns so my Gunmage has pretty much never done this. Dumping a spell slot (one of the few) for a d6 per spell level is not efficient, so again my Gunmage in my party has pretty much never done this. These need a fix or replacement.

Channel Arcane Energy

My thought is to have the Gunmage burn a spell level in order to get a spell effect that he can shoot right away. Like a bank of spells he can quicken, the variety would increase with level and they would mostly be iconic Gunmage spells like:

Snipe, brutal dmg, arcane inferno, mage storm, fire beacon, thunderbolt/thunder strike, magic bullet,. Details on what they will do and what level of spells you would burn for them are in progress. Other ideas to add are more than welcome.

I would also like to add a few other abilities on the build that are iconic of Gunmages but have been absent in the Gunmage build such as"

Gunfighter- You no longer incur attacks of opportunity from shooting or reloading in melee.

Range amplifier- increases spell's range, this could be a higher level Magelock ability.

(Improved) Two pistol fighting- Perhaps put it in the build or just leave it in the bonus feat section.

Jackmarshall-Rune shot ability, where the jack can benefit from the Gunmage's abilities. Perhaps some minor version of a warcaster boost. This would be a very high levels (But hey we have 20 levels to put stuff in, I'd like to make them interesting).

Quick load- Gunmages should have access to this ability and not have to go into pistoleer in order to be a master of using pistols. I am thinking of placing this at lever 12.

Other abilities I was thinking of adding:

A quicker rune bullet magic + when channeling spells to make that option even more attractive.

Light armor give no spell failure chance, or a reduced spell failure chance.

The spells per day and spells known of a bard.

d8 HD

I am going to type up something more formal soon but I wanted more input from other sources who are not invested in my campaign already (biased ).

I would like feedback of the burning spell slots for lesser quickened iconic spell effects. What level spell slot would they burn for what effect and how would they improve over level increases. Anything else you can think to add or give your opinion of I would be glad to hear.

Thanks!


Wow, that took a lot to type up. This really turned into a monster after I got the ball rolling. The power level is on the upper end of classes but when you compare this class to the Pathfinder Paladin or Wizard of comparable level he is not doing much more damage, but he is a bag of tricks, which is what I think a Gun Mage should be. I am also looking for this class to do things it does in Warmachine and keep it iconic.

I am keeping most of the original gun mage class abilities. The gunmage can still cast one turn and shoot the next and channel rays and such, I left out the normal stuff for brevity. Perhaps I will write up a new Magelock bonding chart too.

I want constructive feedback that can help me balance this class because I know it is not perfect.

Pathfinder: Iconic Gun mage
HD: D8
Spell know and per day as Bard
Skills: Unchanged

Level Special
1 Arcane Focus, Light Armored Caster, Magelock Bond, Snipe
2 +1 Channel Arcane , Craft Rune Bullet, Reinforcing runes
3 Thunderstrike
4 Brutal Damage
5 +2 Channel Arcane, Gunfighter, Bonus Feat
6 Keen
7 Descriptor Change
8 +3 Channel Arcane
9 Magic Bullet, Jack Marshal
10 Bonus Feat
11 +4 Channel Arcane
12 Quick Load
13 Arcane Inferno
14 +5 Channel Arcane
15 Bonus Feat, Range Amplifier
16 Mage Storm
17 +6 Channel Arcane
18 Phantom Seeker Bullet
19 Improved Quickload
20 Gun Mage Mastery

Light Armored Caster- Arcane spell failure chance -10% when wearing light armor

Gun Mage Abilities: By sacrificing a spell of the appropriate level the Gun Mage may add a gun mage ability and channel it when shooting a rune bullet. Any save DC = the spell level the ability needs sacrificed + Charisma modifier. A Gun Mage may sacrifice a higher level spell to stack effects upon the shot. A level 2 spell = 2 level 1 abilities. A level 3 spell = 3 level 1 abilities or 1 level 1 and a level 2 and so forth.

Gun Mage Ability: Snipe- The gun mage may as a swift action use a level 1 spell per day slot to multiply the base range increment of the gun by 2. At level 7 this becomes x 3, and x 4 at 13.

Channel Arcane- When the Gunmage channels a spell or a gunmage ability into a rune bullet the attack is treated as if being a +1 magic weapon for purposes of attack and damage rolls. This ability increases +1 for every three levels the character has in the Gun Mage class (Max + 6).

Gun Mage Ability: Thunderstrike- The gun mage may as a swift action use a level 1 spell per day slot to move the target hit back 1d6 x 5'. The target is knocked down if it does not make a reflex save of DC 11 + charisma modifier. This ability cannot be used against huge or larger creatures.

Gun Mage Ability: Brutal Damage- The gun mage may as a swift action use a level 1 spell per day slot to add 1d6 force damage to his bullet. Add 1d6 for every level past the 4th this character has in the Gun Mage class.

Gunfighter- The Gunmage no longer takes attacks of opportunity for firing or reloading his weapon while within a threatened square.

Bonus Feat- As the standard Gun Mage bonus feat list adding Two pistol fighting and Prowl.

Feat: Prowl- Treat any miss chance due to concealment as one step higher for miss chance.

Gun Mage Ability: Keen- The gun mage may as a swift action use a level 1 spell per day slot to give their weapon the Keen ability, multiplying the crit range x 2.

Gun Mage Ability: Descriptor Change- The Gun Mage may as a swift action use a level 1 spell per day slot to change the descriptor of the damage the bullet does. At 7th level you may change it to fire, at 9th to electrical, at 11th Cold, at 13th Acid, at 15th Sonic.

Gun Mage Ability: Magic Bullet- The gun mage may as a swift action use a level 2 spell per day slot to create a magical copy of his bullet. This bullet only does base damage of the original and cannot be altered or increased with other abilities but the original can. You may choose a new target for this bullet that is within 15' of the original. Roll a separate attack roll for the second target. At 14th level you may choose a third target, at 19th you may choose a forth.

Jack Marshal- The Gun Mage may use the Jack Marshal skill as a move action instead of a standard. As a swift action the Gun Mage may apply any Gun Mage Ability to the Jack's ranged attack after sacrificing a spell of the appropriate level.

Quickload- Reloading time increases by one step for the Gun Mage. From standard to move, from move to swift and from swift to free.

Improved Jack Marshal- You may use the jack marshal skill as a free action. Once per turn as a swift action you my sacrifice one level 1 spell per day to give the jack +1d6 to an attack or damage roll or to give it the usage of a feat for one turn (see warcaster focus usage feat list that they can give jacks)

Gun Mage Ability: Arcane Inferno- The gun mage may as a swift action use a level 3 spell per day slot to create a 20' radius blast centered on the target hit. Everyone in the blast takes 1d6 fire damage for every 2 levels the caster has (max 10 d6). You must hit for Arcane inferno to be triggered, if target is missed then this effect fizzles. Reflex Save Halves Damage.

Range Amplifier- When casting a spell that is not being sent through an arc node or bullet holding a mage lock pistol gives an increase of 50% range.

Gun Mage Ability: Mage Storm- The gun mage may as a swift action use a level 4 spell per day slot to Create a 20' radius blast centered on the target hit. Everyone in the blast takes 1d6 electricity damage for every level the caster has (max 10 d6). You must hit for Mage Storm to be triggered, if target is missed then this effect fizzles. Reflex Save Halves Damage.

Gun Mage Ability: Phantom Seeker Bullet- The gun mage may as a swift action use a level 3 spell per day slot to make his bullet ignore any miss chance or bonus to AC from terrain, armor or shields (besides natural armor).

Improved Quickload- As long as you have one hand free you my reload your weapon one more step faster. Standard ->Move->Swift->Free

Gun Mage Mastery- You may treat a number of spells per day as quickened when you channel them through your gun. This is as per the metamagic feat but you need not use a spell of 4 levels higher. You may use this ability a number of times per day equal to your Charisma modifier.


*** Update notice***
I have thought this trough and changed the ability system to a pool system like the bard much like Gun nut mentioned. I have altered some abilities, now channeling also improves spell DC and ability DCs are as a bard (improved). Jack marshal got an update to make them more iconic. I am still looking for feedback so let me know what you all think.

Pathfinder: Iconic Gun mage
HD: D8
Spell know and per day as Bard
Skills: Unchanged

Level Special
1 Arcane Focus, Light Armored Caster, Magelock Bond, Snipe
2 +1 Channel Arcane , Craft Rune Bullet, Reinforcing runes
3 Thunderstrike
4 Brutal Damage
5 +2 Channel Arcane, Gunfighter, Bonus Feat
6 Keen
7 Descriptor Change
8 +3 Channel Arcane
9 Magic Bullet, Jack Marshal
10 Bonus Feat
11 +4 Channel Arcane
12 Quick Load
13 Arcane Inferno
14 +5 Channel Arcane
15 Bonus Feat, Range Amplifier
16 Mage Storm
17 +6 Channel Arcane
18 Phantom Seeker Bullet
19 Improved Quickload
20 Gun Mage Mastery

Light Armored Caster- Gun Mage's suffer no arcane spell failure chance for wearing light armor

Gun Mage Abilities: The Gun Mage has an ability pool equal to 4 + Charisma modifier. He may use a point in order to add a Gun Mage ability to his shot when firing a rune bullet. He may also use multiple ability points with one swift action up to his level of channel arcane bonus (+3= 3 points in one swift action). The Gun Mage receives the Channel Arcane bonus on attacks in which an ability is channeled through. The gun Mage's ability pool replenishes after normal rest. The DC for saves against abilities is equal to 1/2 of his Gun Mage levels + Charisma modifier.

Gun Mage Ability: Snipe- The gun mage may as a swift action use a level 1 spell per day slot to multiply the base range increment of the gun by 2. At level 7 this becomes x 3, and x 4 at 13.

Channel Arcane- When the Gunmage channels a spell or a gunmage ability into a rune bullet the attack is treated as if being a +1 magic weapon for purposes of attack and damage rolls. This ability increases +1 for every three levels the character has in the Gun Mage class (Max + 6). A normal spell channeled through the gun (not a Gun Mage ability) receives bonus to save DCs of half of his Channel Arcane bonus (rounding up).

Gun Mage Ability: Thunderstrike- The gun mage may as a swift action use an ability point to move the target hit back 1d6 x 5'. The target is knocked down if it does not make a reflex save. This ability cannot be used against huge or larger creatures. No attacks of opportunity are given from this movement.

Gun Mage Ability: Brutal Damage- The gun mage may as a swift action use an ability point to to add 1d6 to the base damage to his bullet. Add 1d6 for every 4 levels past 4th this character has in the Gun Mage class.

Gunfighter- The Gunmage no longer takes attacks of opportunity for firing or reloading his weapon while within a threatened square.

Bonus Feat- As the standard Gun Mage bonus feat list adding Two pistol fighting, evasion, improved evasion and Prowl.

Feat: Prowl- Treat any miss chance due to concealment as one step higher for miss chance.

Gun Mage Ability: Keen- The gun mage may as a swift action use an ability point to give their weapon the Keen ability, multiplying the crit range x 2. Keen does not stack with the improved critical feat.

Gun Mage Ability: Descriptor Change- The Gun Mage may as a swift action use an ability point to change the descriptor of the damage the bullet does as well as any spell it is delivering. At 7th level you may change it to fire or electrical, at 11th Cold or Acid, at 15th Sonic is adding to the choices.

Gun Mage Ability: Magic Bullet- The gun mage may as a swift action use an ability point to create a magical copy of his bullet. This bullet only does base damage of the original and cannot be altered or increased with other abilities but the original can. You may choose a new target for this bullet that is within 15' of the original increasing to 20' at level 14 and 25' at level 19. Roll a separate attack roll for each additional target. At 14th level you may choose a third target, at 19th you may choose a forth.

Jack Marshal- The Gun Mage may use the Jack Marshal skill as a move action instead of a standard. As a swift action the Gun Mage may apply any Gun Mage Ability to the Jack's ranged attack after sacrificing an ability point. Once per turn the Gun Mage may sacrifice a level 1 spell to give the jack run, Combat Reflexes, Improved Initiative, or to give the jack an additional d3 to attack or damage rolls.

Quickload- Reloading time increases by one step for the Gun Mage. Standard->Move->Swift->Free

Improved Jack Marshal- You may use the jack marshal skill as a free action. Once per turn as a swift action you my sacrifice one level 1 spell per day to give the jack +1d6 to an attack or damage roll or to give the jack the usage of one of the following feats: Power attack (Improved bull rush, Improved sunder, great cleave), Improved critical.

Gun Mage Ability: Arcane Inferno- The gun mage may as a swift action use an ability point to create a 20' radius blast centered on the target hit. Everyone in the blast takes 1d6 fire damage for every 2 levels the caster has (max 10 d6). You must hit for Arcane inferno to be triggered, if target is missed then this effect fizzles. Reflex Save Halves Damage.

Range Amplifier- When casting a spell that is not being sent through an arc node or bullet holding a mage lock pistol gives an increase of 50% range.

Gun Mage Ability: Mage Storm- The gun mage may as a swift action use 2 ability points to Create a 20' radius blast centered on the target hit. Everyone in the blast takes 1d6 electricity damage for every level the caster has (max 10 d6). You must hit for Mage Storm to be triggered, if target is missed then this effect fizzles. Reflex Save Halves Damage.

Gun Mage Ability: Phantom Seeker Bullet- The gun mage may as a swift action use an ability point to make his bullet ignore any miss chance or bonus to AC from terrain, armor or shields. This bullet becomes incorporeal until it bypasses the armor of its target. He my also ignore line of sight when using this ability.

Improved Quickload- As long as you have one hand free you my reload your weapon one more step faster. Standard ->Move->Swift->Free

Gun Mage Mastery- You may treat a number of spells per day as quickened when you channel them through your gun. This is as per the metamagic feat but you need not use a spell of 4 levels higher. You may use this ability a number of times per day equal to your Charisma modifier.

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