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View Full Version : [4E] Gunslinger - New Class, Feats and Weapons (WIP)



Nefarion Xid
2008-11-27, 03:47 PM
Preface: Submitted here is the unfinished and presently-being-formatted Gunslinger, along with some new weapons and feats appropriate for the class. Nothing but crunch here so far. The default flavor for this class is a mage-punk gunslinger who can imbue his weapon with spells, but it works equally well if you'd like to make an Arcane Archer or a Witch Hunter style character who can use a sword and a crossbow simultaneously. This is, of course, a work in progress, so bring on the constructive criticism.

Gunslinger

Role: Striker. You excel at striking down lesser foes at a distance while remaining a frustrating target yourself.

Power Source: Arcane. Your connection to the arcane grants you a preternatural sense of battle and rune etched bullets deliver your spells with deadly accuracy.

Key Abilities: Intelligence, Wisdom, Strength

Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, military light blades, military heavy blades, simple ranged, military firearms
Implements: Any firearm. Your gun adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your gun as a implement.

Bonus to Defense: +1 Reflex, +1 Will

Hit Points at 1st Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution Modifier

Trained Skills: Arcana. From the class skills list below, choose four more trained skills at 1st level.
Athletics (Str), Dungeoneering (Wis), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha)

Build Options: Vanguard Gunslinger, Outlaw Gunslinger
Class Features: Eyes of the Magi, Rune Bound Revolver, Runic Conduit

Eyes of the Magi:
You may use your Wisdom Modifier +1 instead of your Dexterity Modifier when rolling Initiative.

Rune Etched Revolver:
By spending 1 hour of meditation with a chosen firearm, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away. You can forge a bond with a different gun using the same meditation process (for instance, if you acquire a new gun that has magical abilities). If you forge a bond with a different gun, the old bond dissipates. If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragments of the weapon in existence, so you can’t use it to create multiple copies of a broken weapon.) Your bonded gun facilitates the use of your Runic Conduit class feature.

Runic Conduit:
Once per round, as a minor action, you can mark one creature and open an arcane channel between your bonded gun and your target, granting you magical accuracy. When wielding your rune etched weapon, you receive a +1 bonus to ranged attack rolls against any target marked by this ability.
The runic conduit effect remains active until the end of the encounter, until the marked target is defeated, or until you mark a different target. You can designate one enemy as the recipient of this ability at a time.



Level 1 At-Will Spells

Double Shot Gunslinger Attack 1
At-Will § Arcane, Weapon
Standard Action Ranged Weapon
Targets : One or two creatures
Attack : Intelligence vs. AC
Hit : 1[W] damage per attack.
Special : When wielding a Light or Heavy Blade and a Firearm you may attack once with each.

Dragonfire Round Gunslinger Attack 1
At-Will § Arcane, Implement, Fire
Standard Action Close Blast 3
Targets : Each creature in blast
Attack : Intelligence vs. Reflex
Hit : 1d6 + Intelligence modifier fire damage.

Elemental Strike Gunslinger Attack 1
At-Will § Arcane, Cold/Fire/Lightning, Weapon
Standard Action Ranged Weapon
Targets : One creature
Attack : Intelligence vs. AC
Hit : 1[W] + Intelligence modifier damage
Special : Chose cold, fire or lightning. If your target is marked by your Runic Conduit ability, you deal +1d6 damage of that type.

Point-Blank Strike Gunslinger Attack 1
At-Will § Arcane, Weapon
Standard Action Ranged Weapon
Targets : One adjacent creature
Attack : Intelligence vs. AC
Hit : 1[W] + Intelligence modifier damage.
Special : You do not provoke opportunity attacks when using this power. If no other target is adjacent to you, you deal additional damage equal to your Wisdom modifier.

Thunderous Rebuke Gunslinger Attack 1
At-Will § Arcane, Implement, Thunder
Standard Action Range 5
Targets : One creature
Attack : Intelligence vs. Fortitude
Hit : 1[W] + Intelligence modifier thunder damage and you push the target a number of squares equal to your Strength modifier


Level 1 Encounter Spells

Vanguard’s Charge Gunslinger Attack 1
Encounter § Arcane, Weapon
Standard Action Ranged Weapon and Light or Heavy Blade
Targets : One or two creatures
Attack : Intelligence vs. AC (ranged weapon)
Hit : 1[W] + Intelligence modifier damage.
Effect : You shift a number of squares equal to your Wisdom modifier and make a secondary attack with a light or heavy blade.
Secondary Attack : Strength vs. AC (light or heavy blade)
Hit : 1[W] + Strength modifier damage.

Rolling Thunder Shot Gunslinger Attack 1
Encounter § Arcane, Implement, Thunder
Standard Action Area Burst 1 within 10 squares
Targets : Each creature in burst
Attack : Intelligence vs. Fortitude
Hit : 1d10 + Strength modifier thunder damage, and push the target 1 square.

Suppressive Fire Gunslinger Attack 1
Encounter § Arcane, Weapon
Standard Action Ranged Weapon
Targets : One creature
Attack : Intelligence vs. AC
Hit : 1[W] + Intelligence modifier damage. If the target attacks you before the end of your next turn, you make a ranged basic attack against that target with a bonus equal to your Wisdom modifier as an immediate interrupt.

Wyvern Sting Gunslinger Attack 1
Encounter § Arcane, Weapon
Standard Action Ranged Weapon
Targets : One creature
Attack : Intelligence vs. AC
Hit : 2[W] + Intelligence modifier damage, and ongoing poison damage equal to your Wisdom modifier.


Level 1 Daily Spells

Blue Dragon Arc Gunslinger Attack 1
Daily § Arcane, Weapon
Standard Action Ranged Weapon
Primary Target : One or two creature
Attack : Intelligence vs. AC
Hit : 1[W] + Intelligence modifier damage. Make a secondary attack.
Secondary Target : One creature within 5 squares of the primary target
Secondary Attack : Intelligence vs. Reflex
Hit : 1d8 + Wisdom lightning damage. Make a tertiary attack.
Tertiary Target : One creature within 5 squares of the secondary target
Tertiary Attack : Intelligence vs. Reflex
Hit : 1d8 + Wisdom lightning damage.

Deadeye Shot Gunslinger Attack 1
Daily § Arcane, Reliable, Weapon
Standard Action Ranged Weapon
Primary Target : One creature
Attack : Intelligence + Wisdom modifier vs. AC
Hit : 2[W] + Intelligence modifier damage.

Frost Shard Strike Gunslinger Attack 1
Daily § Arcane, Weapon
Standard Action Ranged Weapon
Primary Target : One creature
Attack : Intelligence vs. AC
Hit : 2[W] + Intelligence modifier cold damage and the target is slowed (save ends).

White Lion’s Roar Gunslinger Attack 1
Daily § Arcane, Weapon
Standard Action Ranged Weapon and Light or Heavy Blade
Primary Target : One creature
Attack : Intelligence vs. AC (ranged weapon)
Hit : 2[W] + Intelligence modifier damage and shift up to your speed towards the target. If you end your shift adjacent to the target, make a secondary melee attack against it.
Secondary Attack : Strength vs. AC (light or heavy blade)
Hit : 1[W] + Strength modifier damage.


Level 2 Utility Spells

Flashy Reload Gunslinger Utility 2
Encounter § Arcane
Minor Action Personal
Effect : Reload one ranged weapon with a magazine or cylinder.




*New Feats*

Vanguard Style
Prerequisite: Str 13, gunslinger
Benefit: You can wield a one-handed light or heavy blade in your off hand as if it were an off-hand weapon when wielding a revolver or one-handed crossbow in your main hand.

Vanguard Defense
Prerequisite: Str 13, gunslinger, Vanguard Style
Benefit: When wielding a crossbow or revolver in your main hand, any light or heavy blade in your off-hand gains the Defensive property.



*New Weapons*

Military Ranged Weapons
Revolver
{table]Prof.|Damage|Range|Price|Weight|Group|Properties|
+2|1d8|15/30|40 gp|4 lb.|Firearm|Load Free*, Unsteady[/table]

Superior Ranged Weapons
Heavy Revolver
{table]Prof.|Damage|Range|Price|Weight|Group|Properties|
+2|1d10|15/30|60 gp|5 lb.|Firearm|Load Free*, Unsteady[/table]

*Loading an empty revolver is a standard action. As long as their is ammunition in the cylinder, the next round is always "loaded" as a free action. A revolver's cylinder holds 6 bullets.

Unsteady: Unsteady weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage and gain a +1 bonus to attacks made with that weapon.

Ammunition: Bullets come in boxes of 30 that cost 2 gp and weigh 2 pounds.

JackMage666
2008-11-27, 05:08 PM
The class itself seems pretty solid, but you need to clarify some things in the weapon section -

Unsteady seems to be a bit strong, effectively turning the weapon +1 if you weild it two handed - I'd either make it +1 to attack, or +1 damage, but not both.

How many bullets can a Revolver hold? How much do bullets cost?

Nefarion Xid
2008-11-27, 05:31 PM
I've play tested the Heavy Revolver and it stands up pretty well compared to the Superior ranged weapons presented in the Adventurer's Vault. Without a pip of extra damage, it's just an inferior version of the Superior Crossbow with lower range and a loading drawback. And without the attack bonus it's much worse than the Greatbow.

Plus, since it's not a crossbow, it can't be used to deliver a Sneak Attack.

And, after just 3 rounds of Double Shots (Twin Strikes when I played a Ranger flavored as a gunslinger)...the fun's over and it's time to blow a round reloading.

+3 Prof and 1d12 damage would be way over the top (even with the reload drawback), but since Unsteady doesn't stack with multiple weapon dice, I think it works.