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View Full Version : [4e] Firearms, Related Feats, and Gunslinger Class P.E.A.C.H.



dsmiles
2009-12-16, 11:20 AM
I'm running a lower-magic/higher-technology game. I believe these models to be historically accurate based on my research.

Equipment

Bomb – Proficiency: +2; Damage: 2d4; Range: 5/10; Price: 50 g.p.; Weight: 3 lb.; Group: Firearms; Properties: Area Burst 1, Heavy Thrown, High Critical. (Simple Ranged)

Pistol – Proficiency: +2; Damage: 2d6; Range: 10/20; Price: 150 g.p.; Weight: 2 lb.; Group: Firearms; Properties: Load Move. (Superior Ranged)

Rifle – Proficiency: +3; Damage: 2d10; Range: 30/60; Price: 300 g.p.; Weight: 8 lb.; Group: Firearms; Properties: Load Standard. (Superior Ranged)

Cannon - Proficiency: +2; Damage: 5d6; Range: 250/500; Price: 2,000 g.p.; Weight: 1,500 lb.; Group: Siege Weaponry; Properties: Blast 2, Load Full. (Superior Ranged)

Before anyone starts PEACHing:

The Gunslinger class is written to be comparable in power to a Ranger or Rogue of the same level.

I went with load times as Move, Standard and Full, mostly because I didn't want firearms characters to feel left out of the combat.

I used blast instead of burst instead of the cannon because, as an artilleryman, I've done blast crater analysis, and the explosion goes primarily in the direction of travel of the projectile. Also, the cannon is based on 16th century English cannons that fired 6 lb shot.

dsmiles
2009-12-16, 11:21 AM
Skills

Engineering (Int)
You have picked up knowledge and skills related to engineering and architecture, including the crafting of various tools and weapons, building construction, and small bits of chemistry.
If you have selected this skill as a trained skill, your knowledge represents formalized study or extensive experience, and you have a better chance of knowing esoteric knowledge in this field.
Craft Firearm: 1 week.
Make an Engineering check to correctly design and construct a firearm such as a cannon, a pistol, or a rifle. You must have a foundry available to craft the barrel correctly. DC: DC 25 to correctly craft a firearm, but the DM may adjust the DC based on availability of, and quality of the tools and equipment needed.
Craft Gunpowder: 1 day.
Make an Engineering check to correctly apply chemicals to produce gunpowder. You must have an alchemy laboratory available to produce gunpowder. DC: DC 15 to produce gunpowder. DC 20 to produce fireworks. DC 25 to craft an explosive, or incendiary, device such as a bomb.
Design Building: Varies.
Make an Engineering check to perform duties as an architect. DC: Varies. The DM will assign a DC based on the complexity of the desired structure.

Feats

Crack Shot – Heroic Tier Feat
You gain a +1 feat bonus on attack rolls with pistols and rifles.

Siege Engineer - Heroic Tier Feat
You gain a +1 feat bonus on attack rolls with all weapons in the Siege Weapon Group.

Rapid Reload – Paragon Tier Feat
You may reload a pistol as a minor action (instead of a move action). You may also reload a rifle as a move action (instead of a standard action).

Sniper’s Eye – Paragon Tier Feat
You gain a +1 feat bonus to attacks with a rifle between 20 and 30 squares; beyond 30 squares you gain a +2 feat bonus to attacks instead.

Fastest Gun in the West – Epic Tier Feat
You threaten up to three squares, and can make opportunity attacks within this range when wielding a pistol.

dsmiles
2009-12-16, 11:22 AM
The Gunslinger

"You gotta ask yourself one question: 'Do I feel lucky?' Well, do ya, punk?"

http://www.northkeep.com/portfolio/images/gunslinger_by_NgBoy_color_by_jkconlin.jpg
Class Traits
Role: Striker. You concentrate on ranged attacks with your twin pistols or your rifle. You rely on speed and mobility to get the job done, because only a fool stands toe to toe with the enemy.
Power Source: Martial. Your exploits depend on your weapons and your natural ability and training with those weapons.
Key Abilities: Dexterity, Intelligence, Charisma
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple Melee, Firearms group, Bombs
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at First Level: 12 + Constitution Score
Hit Points per Level gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Engineering (Int). From the class skills list below, choose four more trained skills at first level.
Class Skills: Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha)
Build Options: Pistoleer, Rifleman
Class Features: Fighting Style, Quick on the Draw, Sneak Attack
Gunslingers are those men and women who have dedicated their lives to mastering the weapons that few even know exist: firearms. Trained by skilled dwarven and goblin engineers, these adventurous souls go forth into the world seeking a reputation, and maybe even a little gold.
You are a highly mobile striker, and rely on your quick hands, quick wits, and quick tongue to get you out of the stickiest of situations. Where others are quick to charge into battle, you are content to talk your way out of it, or if worse comes to worse, let your enemies come to you.
Creating a Gunslinger
Gunslingers depend on Dexterity for nearly all of their powers, but some few rely on Intelligence or Charisma. Constitution is also useful, as it lets them soak up damage from returned fire. The two Gunslinger builds presented below are the Pistoleer and the Rifleman.
Pistoleer
You are a master of the twin pistol fighting style. You prefer to let your enemies get a little closer, then hit them hard. Then you'll hit them again, just to make sure. Your attack powers depend greatly on Dexterity, so Dexterity should be your highest ability score. If you occasionally find yourself in melee, you may want your Constitution to be high as well. More Constitution means more hit points, after all. Choose powers that reflect your affinity for pistols.
Suggested Feat: Crack Shot (Human Feat: Human Perserverance)
Suggested Skills: Acrobatics, Bluff, Diplomacy, Intimidate, Streetwise
Suggested At-Will Exploits: BANG!BANG!, Run-By Shooting
Suggested Encounter Exploit: Twin Shot
Suggested Daily Exploit: Doubleshot
Rifleman
You are a master of the rifle. You prefer to keep your enemies at a distance, and hit them while they're still trying to find you. Then you'll hit them again, just to make sure. Your attack powers depend greatly on Dexterity, so Dexterity should be your highest ability score. Choose powers that reflect your affinity for rifles.
Suggested Feat: Crack Shot (Human Feat: Human Perserverance)
Suggested Skills: Acrobatics, Endurance, Perception, Stealth, Streetwise
Suggested At-Will Exploits: Careful Aim, Quick Shot
Suggested Encounter Exploit: Glancing Shot
Suggested Daily Exploit: Easy Meat
Gunslinger Class Features
Fighting Style
Choose one of the following fighting styles and gain its benefit.
Pistoleer: Because of your focus on the lighter, smaller pistols, you can wield a pistol in each hand. In addition, you gain Quickdraw as a bonus feat.
Rifleman: Because of your focus on the longer range rifle, you gain Alertness as a bonus feat, to better see your enemies.
Quick on the Draw
At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
Sneak Attack
Almost everyone underestimates the speed of a firearm (when loaded). Once per round, when you have combat advantage against an enemy and are wielding a firearm, an attack you make against that enemy deals extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. As you advance in level, your extra damage increases.
Level - Sneak Attack Damage
1st-10th - +1d6
11th-20th - +2d6
21st-30th - +4d6

Level 1 At-Will Exploits

BANGBANG!! Gunslinger Attack 1
"BANGBANG!!" - Cactus Jack
At-Will, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding two pistols.
Target: One or two creatures.
Attack: Dexterity vs. AC
Hit: 1[W] damage per attack.
Increase damage to 2[W] damage per attack at 21st level.

Careful Aim Gunslinger Attack 1
The iron sights on your rifle provide you with a better aim.
At-Will, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding a rfle.
Target: One creature.
Attack: Dexterity +3 vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Quick Shot Gunslinger Attack 1
You quickly pull and fire your weapon, with minimal aim.
At-Will, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding a firearm.
Target: One creature.
Attack: Dexterity +1 vs. AC
Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.

Run-By Shooting Gunslinger Attack 1
Stopping only for a split second, you fire your weapon mid-stride.
At-Will, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding a firearm.
Target: One creature.
Special: Shift 1 square both before and after you attack.
Attack: Dexterity vs. AC
Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.

Level 1 Encounter Exploits

Glancing Shot Gunslinger Attack 1
You fire a shot designed to glance off of your enemy's head.
Encounter, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding a rifle.
Target: One creature.
Attack: Dexterity +3 vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.

Painful Target Gunslinger Attack 1
You fire directly into a pain-sensitive area of your enemy's body.
Encounter, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding a firearm.
Target: One creature.
Attack: Dexterity +3 vs. AC
Hit: 2[W] + Dexterity modifier damage.

Shoot, Move, and Communicate Gunslinger Attack 1
Keep moving, that's the key.
Encounter, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding a firearm.
Target: One creature.
Special: You may shift a number of squares equal to 1 + your Intelligence modifier either before or after you attack.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.

Twin Shot Gunslinger Attack 1
Two shots are indeed better than one.
Encounter, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding two pistols.
Target: One creature.
Attack: Dexterity vs. AC, two attacks.
Hit: 1[W] + Dexterity modifier damage per attack. If both attacks hit, you deal extra damage equal to your Intelligence modifier.

Level 1 Daily Exploits

Distraction Gunslinger Attack 1
Look, it's in this hand. Nope, it's in this hand!
Daily, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding a firearm.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage and the target grants combat advantage to you (save ends).

Doubleshot Gunslinger Attack 1
You simultaneously strike two different targets with your pistols.
Daily, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding two pistols.
Target: Two creatures within 4 squares of each other.
Attack: Dexterity vs. AC. Make two attack rolls, take the higher result and apply it to both targets.
Hit: 2[W] + Dexterity modifier damage.

Easy Meat Gunslinger Attack 1
You hit the target so hard, he is easy meat for your comrades.
Daily, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding a rifle.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, the target is slowed, and grants combat advantage to you and one ally within 2 squares of the target(save ends both).
Miss: 1[W] damage, and the target grants combat advantage to you until the end of your next turn.

Hamstring Gunslinger Attack 1
If they can't run, they're easy meat.
Daily, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding a firearm.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, the target is slowed, and ongoing 5 damage (save ends both).
Miss: 1[W] damage, and the target is slowed until the end of your next turn.


Level 2 Utility Exploits

Beginner's Luck Gunslinger Utility 2
It's just beginner's luck, I guess.
Daily, Martial
Free Action, Personal
Trigger: You roll an attack and dislike the result.
Effect: Reroll the check. You decide whether to make the reroll before the DM announces the result.

Fall Back Gunslinger Utility 2
You fall back at just after you are attacked to re-think the situation.
Daily, Martial
Immediate Reaction, Personal
Trigger: You are damaged by a melee attack.
Effect: You may shift a number of squares equal to your Intelligence modifier. Gain a +2 power bonus to all defenses until the end of the encounter.

Fast-Talker Gunslinger Utility 2
You talk faster than other people can think.
Encounter, Martial
Free Action, Personal
Trigger: You roll a Bluff, Diplomacy, or Intimidate check and dislike the result.
Prerequisite: You must be trained in the skill used.
Effect: Reroll the check. You decide whether to make the reroll before the DM announces the result.

Hasty Cover Gunslinger Utility 2
You quickly dive behind the nearest cover. It's not perfect, but it'll do.
Encounter, Martial
Standard Action, Personal
Effect: You gain a +2 circumstance bonus to all defenses until the end of the encounter. If you move, you lose this bonus.


Level 3 Encounter Exploits

Disarm Gunslinger Attack 3
A shot to the enemies weapon arm will turn the tide of battle.
Encounter, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding a firearm.
Target: One creature
Attack: Dexterity +2 vs AC
Hit: 2[W] damage and the target is weakened (save ends).
Miss: 1[W] damage and the target is weakened until the end of your next turn.

Extra Powder Gunslinger Attack 3
Gunpowder burns HOT!
Encounter, Martial, Ranged Weapon, Fire
Standard Action, Close Blast 2
Requirement: You must be wielding a rifle.
Target: Each creature in blast
Hit: 2[W] fire damage and ongoing 5 fire damage (save ends).

Gotcha! Gunslinger Attack 3
Your timely shot allows your ally to better defend himself.
Encounter, Martial, Ranged Weapon
Immediate Interrupt
Requirement: You must be wielding a firearm.
Trigger: Your ally is attacked by a creature.
Target: The attacking creature.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. The target takes a penalty to its attack roll equal to 3 + your Intelligence modifier.

Shattershot Gunslinger Attack 3
Firing one bullet into the back of another, you shatter your enemy's armor.
Encounter, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding two pistols.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. The target takes a -2 penalty to its AC (save ends).


Level 5 Daily Exploits

Actions Speak Louder than Words Gunslinger Attack 5
If you shoot the hat off of your enemy, he may see things differently.
Daily, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding a firearm.
Target: One creature
Attack: Dexterity + 2 vs AC
Hit: Target is stunned (save ends).

BOOM! Gunslinger Attack 5
"This is my BOOM! stick." - Ash
Daily, Martial, Ranged Weapon
Standard Action, Close Burst 2
Requirement: You must be wielding a rifle.
Target: Each creature in burst
Attack: Intelligence + 2 vs. Fortitude
Hit: 1[W] damage and the creature is deafened (save ends) and stunned until the end of your next turn.
Miss: No damage, and the creature is deafened until the end of your next turn.

Kneecapper Gunslinger Attack 5
Ra, ra re. Kick 'em in the knee! Ra, ra, rass. Kick 'em in the...other knee!
Daily, Martial, Ranged Weapon
Standard Action
Requirement: You must be wielding a firearm.
Target: One creature
Attack: Dexterity + 2 vs AC
Hit: 2[W] + Dexterity modifier damage, and the creature is slowed (save ends) and knocked prone until the end of your next turn.

Rapid Fire Gunslinger Attack 5
You fire a blinding barrage of shots all around you.
Daily, Martial, Ranged Weapon
Standard Action, Close Burst 2
Requirement: You must be wielding two pistols.
Target: Each creature in burst
Attack: Dexterity vs. AC
Hit: 1[W] damage and the creature is blinded (save ends).


Level 6 Utility Exploits

Dodge, Dip, Duck, Dive, and Dodge Gunslinger Utility 6
You're untouchable as you move across the battlefield.
Encounter, Martial
Immediate Interrupt, Personal
Trigger: An enemy moves adjacent to you.
Effect: You may shift a number of squares equal to your Intelligence modifier.

Lightning Hands Gunslinger Utility 6
They say you're the fastest gun in the west.
Daily, Martial
No Action, Personal
Effect: You gain a +10 bonus to your initiative check. Use this power after rolling your Initiative.

The Thousand Yard Stare Gunslinger Utility 6
As your battle-weary gaze becomes unfocused, your aggression seems to leech into your weapon.
Daily, Martial
No Action, Personal
Effect: Until the end of the encounter, you increase the range of your firearms by a number of squares equal to your Charisma modifier.

Your Reputation Precedes You Gunslinger Utility 6
"I heard tell he's killed a hunnert men." "Naw, they say it's two hunnert."
Daily, Martial
Free Action
Prerequisite: You must be trained in Intimidate.
Target: One creature
Effect: Make an Intimidate skill check with a +2 bonus. If successful, the target is dominated (save ends).
Special: Increase skill check bonus to +4 at 11th level, and +8 at 21st level.


I have precious little time to work on this, but I will attempt to post new powers at least every other day.

dsmiles
2009-12-16, 11:23 AM
Reserved For Paragon Paths

Possible Paragon Paths include (but are not limited to):

The Artillerist
The Grenadier
The Gunfighter
The Sniper

dsmiles
2009-12-16, 11:29 AM
Reserved for Firearms-Related Magic Items

Possible New Weapon Enchantments include (but are not limited to):

Accuracy
Distance
Repeating

Possible New Wonderous Items include (but are not limited to):

Everfull Powderhorn
Pouch of Infinite Shot

dsmiles
2009-12-16, 12:41 PM
Firearms and You

Ranger

The following ranger exploits work equally well with a single pistol or rifle, if the pistol or rifle is loaded: (Level 1) Careful Attack, Nimble Strike, Evasive Strike, Fox’s Cunning, Hunter’s Bear Trap, (Level 3) Disruptive Strike, Shadow Wasp Strike, (Level 5) Excruciating Shot, Splintering Shot, (Level 7) Hawk’s Talon, (Level 9) Close Quarters Shot, (Level 13) Knockdown Shot, Pinning Strike, (Level 17) Arrow of Vengeance, (Level 19) Great Ram Arrow, (Level 23) Hammer Shot, (Level 27) Lightning Shot.
In addition, the following ranger exploits work equally well when wielding two pistols: (Level 1) Twin Strike, Two-Fanged Strike, Split the Tree, (Level 3) Cut and Run, Thundertusk Boar Strike, (Level 7) Spikes of the Manticore, (Level 9) Attacks on the Run, (Level 19) Two-in-One Shot, (Level 25) Bloodstorm.

Rogue

The following rogue exploits work equally well with a pistol or rifle, if the pistol or rifle is loaded: (Level 1) Deft Strike, Sly Flourish, King’s Castle, Easy Target, Trick Strike, (Level 3) Trickster’s Blade, (Level 5) Walking Wounded, (Level 7) Rogue’s Luck, (Level 15) Slaying Strike, (Level 17) Dragon Tail Strike, Hounding Strike, (Level 19) Feinting Flurry, Snake’s Retreat, (Level 23) Knave’s Gambit, (Level 25) Biting Assault, Hamstring, (Level 27) Perfect Strike, (Level 29) Assassin’s Plot, Immobilizing Strike, Moving Target.

dsmiles
2009-12-16, 04:31 PM
Level 1 At-Wills and Encounters posted.

gnownek
2009-12-17, 12:19 AM
http://www.giantitp.com/forums/showthread.php?t=122283

Want to take you up on that review comment in your signature. Pls feel free to comment straight in that thread. Its firearms rules.

Volin
2009-12-17, 02:20 AM
Not to post up competition, but you may take a look at the site in my sig. We have a full gunslinger class up based on the Iron Kingdoms setting (with very similar guns to the ones you're looking for).

dsmiles
2009-12-17, 05:27 AM
Level 1 Dalies are up.

Weimann
2009-12-17, 06:07 AM
I like the idea, and while I'm not qualified to make any mechanical calls, it's fun to see some 4e homebrew ^^

The feel of the class is good. Dexterity, Intelligence and Charisma as primary stats make it easy to play it any which way; either a planning precision sniper or an over-the-top, both-guns-blazing gun monster.

What annoys me a bit is that you've recommended Strength for a gunslinger, since he might get into melee combat. Strength wasn't mentioned in the Key Abilities entry, so it might cause some confusion.

I know there are only listed 1st level powers yet, but I'd like to point out for the future that I think Charisma could play more into it. You've utilized Dexterity well, and a few powers provided synergy with Intelligence, but yet no Charisma.

These two problems might solve each other. How about making the rifleman work primarily off of Dexterity and Intelligence, and the Pistoleer mostly with Dexterity and Charisma? It fits the themes; at range, it's easier to get a close overview of the situation and to think clearly, while up-and-close combatants will value ways to influence and cow their current opponent more.

Maybe also provide range-gaining melee attacks with guns that are based of Charisma? :)

dsmiles
2009-12-17, 07:55 AM
Level 2 Utilities up.

@Weimann: Yeah, I'm working on the Charisma powers, most of them will probably be utilities. Plus, if you notice, 4 of his 9 available class skills are Charisma-based. There will definitely be some utility Charisma based powers, when the gunslinger starts to gain a decent reputation (starting at the level 5 daily powers, probably). For the gunslinger, it was all about reputation ("I heard tell he's killed a hunnerd men." "No, they said it were two-hunnerd.")

I'll probably change the wording on the Strength bit. I'm still in the draft stage for all the fluff'n'stuff. I have a good idea on how to write crunch, but I lost my fluff writer when he moved to Florida, and he's been busy at work, so I haven't had much successful communication with him.

Duos Greanleef
2009-12-17, 09:03 AM
This is fantastic.
Keep up the good work, friend.

gnownek
2009-12-17, 11:48 PM
Good work, but be careful on the exploits. Some are clearly better than the other. eg painful target vs shoot, move and communicate... one is clearly better than the other. they are the same but one allows additional movement ....

dsmiles
2009-12-18, 05:14 AM
Good point. Just made painful target more accurate.

dsmiles
2009-12-18, 05:43 AM
Level 3 Encounter Exploits and Level 5 Daily Exploits posted.

dsmiles
2009-12-18, 09:55 AM
Level 6 Utilities posted.

dsmiles
2009-12-21, 07:15 AM
I may not get back to this until after the holidays, sorry for any inconvenience that this may cause.