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DragonBaneDM
2009-06-23, 10:40 PM
So, I'm going to college.

And I can't effing wait. My buddy's gotta campaign running up there, and he's a great DM. Now, I'm going to be playing a Dwarf Ranger, but with one special twist, that being that there is a focus on technology in this game, which I'm going to take advantage of to use the firearms, or IronBows, in this campaign.

As it stands right now, I'm just taking the Archery Fighting Style, but I was interested in making my own Gunslinger Style, the benefit being proficiency in firearms.

As it turns out, the ones I can start with are Martial Weapons in his campaign, due to their wide use. So that idea's been shot, no pun intended, unless you guys can help me out on a different benefit, which I'm hoping you can.

Also, I want this ranger to use a wide range of explosives. Grenados, mines, remote charges, etc. Alchemy or another weapon group? What thinks ye???

Here's some of the mechanics he's giving me to work with, and the shotgun, which is probably going to be my signature weapon for heroic tier(eff, I forgot how to use spoilers...):

Clip: After making an attack with a weapon with the clip property, roll the indicated die; if you roll a 1, the weapon is out of ammo and must be reloaded. Weapons with the clip property will always also have the load property, but you do not need to reload them until you roll a 1 on your clip die after an attack. You only roll the die once per attack power, after the power is completely done.

Spread: Whenever you make a ranged attack with a spread weapon and the attack has only a single target, if the attack hits then every creature adjacent to the target takes 1[W] damage.
***Me again. Gonna couple this with powers such as split the tree and twin strike on adjacent targets a lot. That's 4d4 against two targets with an at will!!!***

Unreliable: When making an attack roll with an unreliable weapon, if your natural d20 roll (before applying modifiers) is equal to or lower than the unreliable value given for the weapon, the weapon jams. You may not make any more attacks with the weapon again until you’ve spent a standard action clearing it. A weapon jamming does not prevent any portion of a given power from working, so for example if a power has a secondary attack and you jam while rolling for the primary attack you still get to make the secondary attack. In essence, the jamming doesn’t happen until after the attack is completely done. If you roll a jam but the attack would otherwise hit, it still hits as normal.

Shotgun
Type - Military Ranged, Two-Handed
Group - Ironbow
Proficiency - +2
Damage - 2d4
Range - 5/10
Price - 45 gp
Weight - 7 lbs
Properties -
Clip d8
Unreliable 3
Load Move
Spread

Keep in mind I'm just a player here, and these rules aren't mine to change. But I'm looking to make this Ranger play REALLY unique, so I welcome any and all ideas and suggestions. But I really can't do anything with constructive criticism... Hahaha.

Don't let me down. :D

Crossfiyah
2009-06-25, 01:53 AM
Hello all. I'm the DM.

Pertinent information:

Clip: After making an attack with a weapon with the clip property, roll the indicated die; if you roll a 1, the weapon is out of ammo and must be reloaded. Weapons with the clip property will always also have the load property, but you do not need to reload them until you roll a 1 on your clip die after an attack. You only roll the die once per attack power, after the power is completely done.

Spread: Whenever you make a ranged attack with a spread weapon and the attack has only a single target, if the attack hits then every creature adjacent to the target takes 1[W] damage.

Unreliable: When making an attack roll with an unreliable weapon, if your natural d20 roll (before applying modifiers) is equal to or lower than the unreliable value given for the weapon, the weapon jams. You may not make any more attacks with the weapon again until you’ve spent a standard action clearing it. A weapon jamming does not prevent any portion of a given power from working, so for example if a power has a secondary attack and you jam while rolling for the primary attack you still get to make the secondary attack. In essence, the jamming doesn’t happen until after the attack is completely done. If you roll a jam but the attack would otherwise hit, it still hits as normal.

Revolver
Type - Military Ranged, One-Handed
Group - Ironbow
Proficiency - +3
Damage - 1d8
Range - 15/30
Price - 35 gp
Weight - 2 lbs
Properties -
Clip d6
Unreliable 2
Load Minor

Shotgun
Type - Military Ranged, Two-Handed
Group - Ironbow
Proficiency - +2
Damage - 2d4
Range - 5/10
Price - 45 gp
Weight - 7 lbs
Properties -
Clip d8
Unreliable 3
Load Move
Spread

Rifle
Type - Military Ranged, Two-Handed
Group - Ironbow
Proficiency - +3
Damage - 1d10
Range - 20/40
Price - 50 gp
Weight - 7 lbs
Properties -
Clip d10
Unreliable 3
Load Move

Magnum
Type - Superior Ranged, One-Handed
Group - Ironbow
Proficiency - +3
Damage - 1d10
Range - 15/30
Price - 75 gp
Weight - 7 lbs
Properties -
Clip d8
Unreliable 3
Load Move
High Crit
Brutal 1

Assault Rifle
Type - Superior Ranged, Two-Handed
Group - Ironbow
Proficiency - +2
Damage - 1d10
Range - 10/20
Price - 125 gp
Weight - 12 lbs
Properties -
Clip d12
Unreliable 3
Load Move
Spread
Brutal 1

Sniper Rifle
Type - Superior Ranged, Two-Handed
Group - Ironbow
Proficiency - +3
Damage - 1d12
Range - 25/50
Price - 150 gp
Weight - 10 lbs
Properties -
Clip d10
Unreliable 3
Load Standard
Brutal 1

New Items:

Ammunition: Self-explanatory

Speed Loader: Can be loaded ahead of time, in order to load a Revolver as a free action, or a Magnum as a minor action once per encounter. This increases the unreliable value by 2 for the remainder of the encounter.

New Feats:

Heroic:

Conservative Shot -
Requirements: Weapon Proficiency (Ironbows)
Effects: Once per encounter, when you roll a 1 on a clip die, you can reroll that die. You can also spend an action point to reroll a clip die.

Paragon:

Deadeye -
Requirements: Weapon Proficiency (Ironbows)
Effects: Ignore the range penalty for using a sniper rifle at long range. The sniper rifle gains the high crit property. The magnum gains the property brutal 2.

Rapid Reload-
Requirements: Weapon Procifiency (Ironbows), Dex 15
Effects: For the purpose of reloading ironbows, you can spend a minor action as though it were a move action and you can spend a move action as though it were a standard action.

Epic:

Gunsmith -
Requirements: Weapon Proficiency (Ironbows)
Effects: Decrease all ironbow unreliable values by 1.

Ironbow Mastery -
Requirements: Str 17, Dex 21
Effects: When you make a ranged weapon attack with an ironbow, you can score a critical hit on a natural roll of 19 or 20.

Lost Demiurge
2009-06-25, 09:58 AM
Okay, these rules? Pretty awesome. I think I'm going to steal a few if you don't mind.

Crossfiyah
2009-06-25, 04:12 PM
I'm thinking of changing Spread to only affect one adjacent target. Thoughts?

Ninetail
2009-06-26, 08:39 PM
A couple of possible Ranger class features come to mind:

Gunslinger: The Unreliable rating of any firearm you wield is treated as 1 (or 2?) lower.

One Bullet Left: When you roll a 1 on your clip die, your firearm has one bullet left. You need not reload until after you next attack with that firearm.

Deadeye: You gain the Far Shot feat for free, and when you wield any firearm, your normal and long ranges are increased by an additional 5 each (10 each total).

Quick on the Trigger: You can draw a firearm as part of the action used to attack with that firearm. Additionally, during a surprise round, when you make an attack using a firearm, you may place your Hunter's Quarry on one target of that attack as a free action prior to resolving that attack. (This means you get to add Quarry damage on a surprise round.)

Personally, I rather like that last one.

Human Paragon 3
2009-06-26, 09:37 PM
"Uniquenessism?" Are you sure college is for you?

DragonBaneDM
2009-07-06, 01:21 PM
Hahaha! Hilarious!

Lert, A.
2009-07-06, 02:45 PM
Well, it is a pirate college after all. If you can spell anything with "R" you get admitted.