Steampunk Paragon Paths

Grimgrin

First Post
Every good steampunk character needs anachronistic weapon or gadget, so I will start this thread with a list of steampunk equipment.

Simple Weapons

One-Handed Weapon
Pistol Prof: +2, Damage: 1d6, Range: 10/20, Cost: 40gp, Wt: 3lb/1.4kg, Group: Firearm, Properties: Armor Piercing, High Crit, Load Move, Jams 1

Simple Ranged Two-Handed Weapons
Musket Prof: +2, Dam: 1d8, Rng: 20/40, Cost: 60gp. Wt: 5lb/2.3kg
Group: Firearm, Properties: Armor Piercing, High Crit, Load Standard, Jams 1


Martial Weapons

Crew Serviced Cannons

Hand Cannon (4lb Ball), Prof: +3, Dam: 1d12, Rng: 40/80, Cost: 150gp, Wt. 31 lb/15 kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 2 Standard, Requires Cooling

Light Cannon (8lb Ball) Prof: +3, Dam: 4d6, Rng: 75/
150, Cost: 600gp, Wt: 3,000lb/1,350kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 2 Standard, Requires Cooling

Medium Cannon (12lb Ball), Prof: +3, Dam: 4d10, Rng:110/220, Cost: 1000gp, Wt: 4,800lb/2,200kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 3 Standard, Requires Cooling

Heavy Cannon (16lb Ball), Prof: +3, Dam: 4d12, Rng: 130/260, Cost: 1800gp, Wt: 6,700lb/3,000kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 3 Standard, Requires Cooling

Siege Cannon* ( 32lb Ball), Prof: +3, Dam: 4d20, Rng: 180/360, Cost: 5000gp, Wt: 10,000lb/4,500kg, Group: Artillery, Properties: Armor Piercing, Inaccurate, Load 4 Standard, Requires Cooling
* Siege Cannons are too heavy for most conveyances and are essentially limited to fixed defenses.

Superior Weapons

Two-Handed Superior Ranged Weapons

Junk Cannon Prof: NA*, Dam: 1d4*, Rng: 20/40, Cost: 60gp, Wt: 10lbs + 20lb Air Tank (20 shots), Group: Artillery, Properties: Load Standard, Explodes 1**
* Junk cannon generally fire improvised weapons, but any two pound or less thrown weapon will be boosted to the cannon’s range.
** Explodes on an attack roll of 1 and the ranged attack automatically hits the shooter rather than the target.

Flame Gun, Prof: NA, Dam: 1d8 +INT Modifier, Rng: Close Blast 3, Cost: 380gp, Fill w/Oil: 150gp; Wt: 5lb+ 45lb Four Gallon Whale Oil Tank (5 shots), Group: Flame Gun, Properties: Blast Weapon: Intelligence vs. Reflex attack roll, Jams 2

Weapon Groups:
Artillery: Black powder artillery is muzzle loaded and ignited by a burning fuse. A basic attack with an Artillery Weapon always uses Intelligence for attack and damage modifier. Loading a cannon requires a powder charge of equal weight to the cannon ball fired.

Flame Gun: A flame gun is a long hollow pipe of metal with a small pilot light at one end and a pressurized hose at the other end. Whale Oil is spewed through the hose and ignited. All in the blast zone of the Flame Gun may suffer severe burns. The Flame Gun is flickle and on a natural attack roll of one or two either the hose jams or the pilot light goes out requiring 1d4 standard actions to restore function. Flame Guns utilize INT modifier rather than STR or DEX on attack and damage rolls.

Firearms: In this steam punk campaign the characters wield flintlock firearms. A basic attack with a firearm always uses Dexterity for an attack and damage modifier. Firearms also count as Crossbows for the prerequisites, requirements, and effects of feats and all powers that have an area of effect other than “Blast”. A flintlock misfires or jams on an attack roll of "1". It takes 1d4 standard actions to clear a jam. Heavy rain or dunking in water increases misfire chance to 1, 2, and 3.

Weapon Properties:
These new weapon properties apply to the black powder weapons listed above.
Armor Piercing: Any weapon with this property can reduce an armor bonus by 1 or reduce the AC of an armored monster by 1.
Inaccurate: Inaccurate weapons take a -2 penalty to all attack rolls.
Jams: The weapon jams on the indicated attack roll die number and takes 1d4 standard actions to clear.
Load: Flintlock pistols take a move action to reload and muskets require a standard action to reload. Cannons usually require a crew to reload them. Each crew member can expend a standard action in order to be able to fire the weapon once per round.
Requires Cooling: If you fire two times within two consecutive rounds with this weapon, you must roll a saving throw after the second shot. If you fail, the weapon cannot fire again for the duration of the encounter since the cannon barrel has warped due to over heating. When a volley of weapons with this property is fired, make one saving throw for all.

Weapon Modifications:
Double Barrel: Any flintlock firearm can be modified to possess an extra barrel and trigger. Each barrel must be reloaded separately. This modification doubles the cost of the firearm and increases the weight of the weapon by 50%.









Cannonball Variations: Artillery is classified by the size and type of ammunition. All firearms and cannons used it this campaign are smoothbore. Smoothbore cannons fire spherical ammunition which comes in five different types.
  • Solid Shot: This is a simply a heavy sphere of metal and is the default ammunition of smoothbore cannons. Cost: 5gp per 4 pounds
  • Shells: This is a hollowed out iron sphere filled with a bursting charge of black powder. Instead of striking a single target, the shell detonates in a burst. The shooter makes a single attack roll against all targets within the burst. The radius of the burst varies according to the size of the cannonball but the damage it inflicts is halved. 4lbs: burst 1, 8lbs: burst 2, 16lbs: burst 3, 32lbs: burst 4. Cost: 15gp per 4 pounds
  • Case Shot: This is a wooden shell filled with loose lead or iron balls in a layer of sulfur and coal tar. Case shot is intended to explode in the air and thus uses time fuses. The metal balls become shrapnel greatly increasing the kill radius. Properly timing the fuse requires an INT attribute check with a DC equal to one tenth the range the shell travels before it is supposed to explode. Poorly timed fuses explode to early or not at all generating an automatic miss. A case shot has the same radius as a shell but inflicts normal cannon damage to all its victims. Cost: 50gp per 4lbs.
  • Chain Shot: This is two halves of the same sphere chained together. It is generally used to foul rigging and ship masts. The chain shot affects the target and one adjacent target at the same time. Only one attack roll is made for both targets. Cost: 10gp per 4 pounds
  • Grape Shot: This is a mass of heavy metal balls in a cloth bag. Unlike the ammunition above this is a close blast weapon normally used against enemy infantry. Only one attack roll is made and applied to all targets. 4lbs: blast 3, 8lbs: blast 4, 16lbs: blast 5, 32lbs blast 6. Cost: 50gp per 4 pounds.
Flintlock Accessories:
Bayonet: As a minor action, the musket holder can attach or remove a long, thin blade to the end of his musket. A bayonet turns a musket into the equivalent of a “spear” simple melee weapon. While a bayonet is attached the musket has a -1 ranged attack roll penalty. W: 2lb. Cost: 5gp.
Bullet Bandoleer: Bullets are specific for each flintlock since every gun is hand made and regionally specific. W: 1lb, Cost: 20 bullets for 1gp.
Powder Horn: Enough loose powder for 12 shots with any flintlock firearm or one shot with any hand cannon. The need to carefully pour the proper amount of loose powder into a firearm’s muzzle doubles the reload time. W: 5lbs filled, Cost: 24gp (2gp per shot)
Cartridge Box: Wooden box with 20 pre-measured paper cartridges of black powder for a specific firearm. They are quicker to use than loose powder. W: 6lbs, Cost: 60gp (3gp per shot)
Swine Feather: This forked metal rod can be used to support a long barreled musket. It requires relatively soft ground to set up and takes a standard action to properly plant which provokes an opportunity attack. Thereafter, it grants a +1 Equipment Bonus to range attacks while firing from a stationary position and using a two handed firearm. Weight: 2lbs, Cost: 2gp
Glass Optical Scope: Grants a +1 ranged attack bonus for the firearm if the shooter expends a move action before firing. Weight: 1lb., Cost: 100gp
 
Last edited:

log in or register to remove this ad

Brimstone Preacher
Upon the wicked I shall rain fire, thunder, and brimstone, and a horrible tempest of pain. This shall be the fate of the aberrant, corrupt, and unrepentant.

Prerequisites: Channel Divinity class feature.
As a Brimstone Preacher you have found a way to channel your divine energy through your junk gun. By launching the implements of your faith, you can inflict grievous wounds on the undead and intangible. You also fearlessly and aggressively encourage others to obey the tenets of your moral philosophy. When you accept this path, you commit yourself to the unending struggle against the forces of darkness. When you are not loading your junk cannon with divine power you often use it to fire flasks of blessed oil, holy water, or religious pamphlets at your sacrilegious enemies.

Brimstone Preacher Path Features
Brimstone Action (11th Level): When you spend an action point to take an extra action, you add 5 points of ongoing poison damage to any standard action attack make this turn. A successful fortitude save will end this ongoing damage.
Expose the Unseen (11th Level): Any invisible creatures adjacent to you are rendered visible.
Weapon Training (11th Level): You are proficient with the junk cannon.
Bane of the Unliving (16th Level): Your attacks ignore the intangible trait and the immunities and resistances of the undead.

Brimstone Preacher Prayers

Scathing Sermon Brimstone Preacher Attack 11
You deliver a severe tongue lasting to all the sinners about you and shore up your allies.
_______________________
Encounter Divine, Thunder, Zone, Implement
Standard Action Close burst 8
Target: All enemies in burst area
Attack: Charisma vs. Will or Wisdom vs. Will
_______________________
Hit: 3d8 + Wisdom Modifier thunder damage
Effect: A zone of divine energy lingers in your burst area granting you and any of your allies a +2 bonus on all saving throws until the end of your next turn

Holy Cannon Brimstone Preacher Utility 12
You use your junk cannon to fire your holy symbol at a target and release a divine prayer on impact.
_______________________
Minor Action Divine, Implement
Requirements: Junk Cannon and a holy symbol as expendable ammunition
Target: One creature
_______________________
Hit: Release a predetermined prayer on target
Miss: The Holy Cannon power and whatever divine power you chose is expended to no effect.
Effect: You can combine this utility power with any standard action prayer and allow the Brimstone Preacher to center the prayer on the target. Using the "Holy Cannon" power effectively requires the permanent sacrifice of a holy symbol, a line of sight on the target, and a successful standard ranged attack roll.

Pulpit Pounder Brimstone Preacher Attack 20
You channel your divine fury into words of power. Your foes can not entirely avoid the impact of your echoing words.
_______________________
Daily Implement, Divine
Standard Action Range 10
Target: One creature
Attack: Wisdom vs. Will or Charisma vs. Will
_______________________
Hit: 5d10 + Wisdom modifier damage and “deafened” (save ends)
Miss: Half damage on your target and your target can still hear.
 

Working on Chainsaw Warrior, Djinn Splicer, and Flesh Grafter. Anyone got some ideas/suggestions/responses?
 
Last edited:

Grenadier
The sound of a kiss ain’t so loud as a cannon, but its echo lasts a great deal longer.

Prerequisites: Fighter Class
The grenadier is practiced in the use of high explosives, cannons, and alchemical weaponry. Your great strength is an asset in carrying heavy munitions loads, firing hand cannons, and smashing enemies that get too close. Your second most important attribute is intelligence since firing cannons, crafting explosives, and measuring gunpowder requires a high degree of technical competence. Your class often pairs heavy weapons with heavy armor. You are often used to plow through enemy lines, storm fortified positions, or provide artillery support.

Grenadier Path Features
Loose Cannon (11th Level): You can use a "hand cannon" as two handed weapon without the normal "inaccuracy" penalty (-2 to attack).
Powder Drill (11th Level): You do the work of two men rather than one when loading a cannon.
Bombastic Power (16th Level): Add your Strength Modifier as a damage bonus when firing cannons or throwing alchemical grenades (minimum of +1 to damage).

Grenadier Exploits
Cannonball Toss
Grenadier Attack 11
You have developed brawny arms by catching and tossing cannon balls. You can hurl any thrown weapon with massive force.
________________________
Encounter * Martial
Standard Action Ranged weapon
Requirements: Any thrown weapon.

Special: Using an actual cannonball with this power inflicts d12 damage with a range of 10 squares (50ft).
Target: One creature
Attack: Strength vs. Reflex
________________________
Hit: 2{W} + Strength Modifier damage and you knock your opponent prone.

Arcing Shot
Grenadier Utility 12
Instead of firing directly at the target, you point your weapon skywards and plot a parabolic path for your projectile.
________________________
At Will * Martial
Move Action Ranged
Requirements: Must use a thrown weapon or cannon.
Special: Can only be used with basic ranged attacks
Target: One creature or target square
________________________
Effect: Ignore any cover other than overhead between you and your target.

Direct Hit Grenadier Attack 20
Using your massive muscle to help hold the cannon steady, you attempt to hit your target with a zero deflection shot and inflict massive damage. Destroying the target will rain debris on the surrounding area.
________________________
Daily * Martial
Standard Action
Requirements: Must be armed with a hand cannon
Target: One creature
Attack: Strength vs. AC
________________________
Hit: 4[W] + Intelligence Modifier
Effect: If you reduce the target to 0 or fewer hit points you can make a secondary attack.
Secondary Target: All creatures adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Secondary Hit: 1d6 + Intelligence Modifier damage from cannonball shrapnel.



NEW FEAT:
Cannon Bearer [Fighter]

Prerequisite: Fighter, Weapon Focus (Artillery)
Benefit: Your hand cannon is no longer an improvised melee weapon, but instead is the equivalent of a "Maul" martial weapon. Any feats, powers, or class abilities applicable to a maul can now be applied to your hand cannon when using it as a melee weapon.
 
Last edited:

Hellfire Adept
Everything burns if you apply enough heat.

Prerequisites: Possess "Arcane" Powers

As a Hellfire Adept, you specialize in the combination of arcane magic and the flame gun. With this device you can draw walls of flame about yourself or your enemies.

Hellfire Adept Path Features

Line of Fire (11th Level): You can draw a wall of flames as a standard action with the use of your flame gun. The range of the attack is a wall of 9 squares starting at the nozzle of your flame gun.

Hellfire Action (11th Level): When you spend an action point you gain a +4 damage bonus on fire attacks including those with your flame gun until the start of your next turn.

Flame Gun Implement (11th Level): You are proficient with the flame gun, and the flame gun counts as a "wand" implement in your hands. Warlocks can use their CON modifiers instead of INT modifiers when wielding a flame gun.

Fuel Economizer (16th Level): Once per Day you can refill your flame gun tank with conjured fuel.

Hellfire Adept

Controlled Burn Hellfire Adept Attack 11
You can channel your arcane energies into sustaining a line of fire drawn with your flame gun.
_______________________
Encounter Fire, Implement, Weapon, Arcane
Action Close wall 9
Prerequisites: Equiped with a loaded Flame Gun
Target: All targets moving through or standing in the wall of fire
_______________________
Hit: 1d8 +INT Modifer or CON Modifier fire damage
Sustain Standard: Wall continues to burn and inflict damage.
Special: You can only sustain the line of fire for a number of rounds equal to your CHA modifier or INT modifier (whichever is higher)


Firewalker Hellfire Adept Utility 12
You can move through fire without injury
_______________________
Daily Arcane
Minor Action Personal
_______________________
Effect: Immune to Fire until the start of your next turn


Pyromaniac Hellfire Adept Attack 20
The people you lite on fire with your flame gun tend to stay on fire.
_______________________
Daily Fire, Implement, Weapon, Arcane
Standard Action Close wall 9
Prerequisites: Requires a loaded Flame Gun
Target: All creatures hit by your flame gun
Attack: Intelligence vs. Reflex or Constitution vs. Reflex
_______________________
Hit: 5d6 + INT Modifier or CON Modifier fire damage, and ongoing 10 fire damage (save ends)
Miss: Half Damage, and ongoing 5 fire damage (save ends)



NEW HEROIC FEAT

Bootleg Alchemy
Prerequisite: Proficiency with a flame gun, Trained in Arcana or Thievery.
Benefit: You can create alchemical volatiles of your level and lower with the proper formula and use liquid volatiles as fuel for your flame gun. Up to five grenades of the same time can be poured into the fuel tank of the flame gun. The volatile inflicts the damage as designed to the flame gun’s area of effect, but alchemical attacks are limited to basic flame gun attacks. Different volatiles can not be mixed together and they can not be mixed with the flame guns normal fuel oil. The Hellfire Adept can reshape the flame with its “Line of Fire” ability as normal. This feat does not provide you with the ability to create other types of alchemical formulas.
 
Last edited:

Musketeer
You, boy, are arrogant, hot tempered and entirely too bold. I like that. Reminds me of me.

Prerequisites: Range class, Precision Fighting Style
As a musketeer you are a warrior that scorns the use of armor in order to maintain your agility, maneuverability, and flexibility. Your chief weapons are your paired sword and dagger and your musket. You are famed for your loyalty to your cause, your clever banter, and your precision fighting style. You can load, aim, and fire a flintlock musket with unmatched speed. You are no slouch with a pair of blades either and have developed various techniques utilizing a sword and dagger combination. Dexterity, strength, and wisdom are most prized.

Musketeer Path Features
Musketry Action (11th Level): You can spend an action point to immediately reload and fire an empty musket (basic attack only), clean a jammed musket, or re-roll a missed ranged attack with a musket instead of gaining an extra action.
Crack Shot (11th Level): Reduce the ranged attack penalty against a foe behind cover or concealment by 2.

Weapon Proficiency (11th Level): You gain proficiency with a rapier.
Award for Marksmanship (16th Level): When you score a critical hit with a musket, you regain one the use of a ranger encounter power you have already used during the encounter.

Musketeer Exploits
Main-Gauche
Musketeer Attack 11
You use your off-hand weapon to open your opponent's guard for a quick thrust of your primary weapon.
_______________________
Encounter * Martial
Standard Action Melee
Requirements: You must be wielding a pair of weapons (usually a rapier and a dagger).
Target: One creature
Attack: Dexterity +2 vs. AC
_______________________
Hit: 2[W] + Strength Bonus damage

All for One and One for All
Musketeer Utility 12
As a comrade falters you spring into action in retaliation
_______________________
Daily * Martial
Immediate Reaction Personal
Trigger: An ally is reduced to 0 hit points or less
_______________________
Effect: You gain an action point that you must use before the end of your next turn.

Agonizing Wound
Musketeer Attack 20
You wound your foe in a difficult to reach vital area that weakens it greatly.
_______________________
Daily * Martial
Standard Action Melee or Ranged
Target: One creature

Attack: Dexterity -2 vs. Fortitude
_______________________
Hit: 4[W] damage and the target is "weakened" until the end of your next turn.

Miss: 2[W] damage and your target is not weakened.

New Ranger Fighting Style:
Precision Fighting Style: You specialize in inflicting the most damage with every attack. You gain “Lethal Hunter” as a bonus feat.
 

Pistoleer
In my line of work there is only the quick and the dead and the cowards that will shoot you in the back.

Prerequisites: Rogue class
As a pistoleer, you are the paragon of pistol duelists. Whether you meet your foes on the dueling range or in the back alleys, your reputation as a fast and deadly gun proceeds you. Your key attributes as a Pistoleer are Dexterity, Charisma, and Constitution.

Pistoleer Path Features
Marked for Death (11th Level): If you miss a ranged attack using a firearm or crossbow, your target is “marked” until the start of your next turn.
Pistoleer's Action (11th Level): When you spend an action point to gain an extra action, you also gain a +4 bonus to your attack rolls until the start of your next turn.
Bullet Scarred Killer (16th Level): You gain a Constitution modifier bonus to all intimidation checks. Also once per combat encounter, you can use an intimidation check to gain a combat advantage over one foe until the end of your next turn within line of sight.

Pistoleer Exploits
Ricochet Pistoleer Attack 11
You fire against a solid surface, and the bullet turns towards the target from an unexpected angle.
_______________________
Encounter * Martial
Standard Action Ranged
Requirements: Firearm or Crossbow
Target: One creature
Attack: Dexterity vs. AC
_______________________
Hit: 2[W] + Dexterity modifier damage, and you ignore any penalties from cover or superior cover
Special: The target gives you combat advantage against this attack.


Nine Lives Pistoleer Utility 12
You frequently escape death by the skin of your teeth.
_______________________
Daily * Martial
Immediate Interrupt Personal
Trigger: You fail a saving throw
_______________________
Effect: You can re-roll your saving throw roll but must use the new result.


Legendary Pistoleer Pistoleer Attack 20
You revel in your reputation as the most dangerous pistol duelist of your generation. Even your enemies understand that they are facing a living legend, and may violently attempt to prevent others from attacking you out of sheer terror.
_______________________
Daily * Martial, Fear, Psychic
Action Close blast 5
Target: Each enemy in burst
Attack: Charisma vs. Will. You use your legendary reputation to terrify your opponents. It does not work on non-sentient creatures.
_______________________
Hit: All targets are dazed until the start of your next turn. Whenever a creature attacks you, the target must make a basic attack against that creature (save ends). If it can't make the attack, the target takes 2d8 + Charisma modifier psychic damage.

NEW HEROIC FEAT
Prerequisite: Proficiency with a pistol
Benefit: Rather than use your pistol as an improvised melee weapon, you can use a pistol as a "club" melee weapon.
 
Last edited:

Rifleman
The deadliest weapon in the world is me an' my rifle.

Prerequisites: Far Shot Feat, "Insight" is a trained skill.

As a sharpshooter, you use intellect and will power to focus on his target. You can slow your breath and even your heartbeat to help steady your firearm. Through intensive training you develop a near mystical ability to accurately predict the movements of your target and the effect of the weather on the path of your bullet. Riflemen are know by a wide range of names including sharpshooter, sniper, dead shot, fusilier, dragoon, and Uhlan.

Rifleman Path Features
Shoot and Scoot (11th Level): When you spend an action point to take an additional action you also gain a "move" action you can use during another turn later in the same encounter.
Gun Control (11th Level): When utilizing a "swine feather" to stabilize your gun you can add your INT modifier or WIS modifier as an equipment attack bonus rather than the normal +1 bonus.
Weapon Proficiency (11th Level): You are skilled with the "Big Bore Rifle".
Retake the Shot (16th Level): Whenever you make a ranged attack with a firearm, you can roll twice and use the higher roll as an immediate free action. If both rolls miss you are "dazed" in wonderment at your incompetence until the end of your next turn.


Rifleman Exploits

Called Shot Rifleman Attack 11
You know where to put your bullet where it will do the most damage.
_______________________
Encounter & Martial, Weapon
Immediate Reaction Ranged
Trigger: Successfully strike your target with a ranged attack from a crossbow or firearm
Requirements: You must be attacking with a crossbow of firearm.
_______________________
Effect: The ranged attack you just made automatically inflicts critical damage.


Perfect Cover Rifleman Utility 12
You find for yourself and your companions the perfect shooting blind. Your expertise with camouflage allows you to rapidly divine for others the perfect hiding places on the battle field. Common camouflage tricks include rearranging bushes and tree limbs to conceal you, digging a shallow trench to lie in, covering yourself with plant foliage, or hidding your weapon inside an apparently innocent object.
_______________________
Daily & Martial, Illusion
Standard Action Close burst 10
_______________________
Effect: You and any companions within 10 squares gain "total concealment" (-5 to strike) until the start of your next turn once combat begins.
Sustain Minor: You can sustain you camouflage as a minor action until combat starts which will quickly reveal your position.
Special: You and your allies must attempt to be inconspicuous, moving around, talking, or fidgeting spoils the effect.

One Shot, One Kill Rifleman Attack 20
You have a near mystic ability to arc bullets around obstructions and properly judge lead time on moving targets. Before you even take the shot, you play it out in your head and can tell if you will miss or not and take the appropriate action.
_______________________
Daily & Martial, Reliable, Weapon
Standard Action Ranged
Requirements: You must be attacking with a crossbow or firearm
Target: One creature
Attack: Dexterity vs. AC and you can ignore the penaties from partial cover and concealment.
_______________________
Hit: 5d10 plus either your Wisdom Modifier or your Intelligence Modifier
Miss: If you miss, you can rewind your turn to before the point you used this power and use another in its place. You can use this power again during this encounter but can save it for the next encounter.



NEW SUPERIOR WEAPON
Big Bore Rifle: Prof: +3, Dam: 1d10, Range: 30/60, Cost: 300gp & 1gp for 10 bullets, Wt: 12lbs & 5lbs for 10 bullets, Group: Firearm, Properties: Armor Piercing (-1 AC), Load: Standard, Jams 1, Overlong (Spend a move action to brace before firing).

Description: The Big Bore Rifle (BB Gun) is commonly described as as long as a man is tall. This immense musket is rifled (at considerable expense) in order to ensure the accuracy of its massive brass ball ammunition that warps into the groves of the rifle when fired. Like all muskets this weapon is reloaded by pushing a charge of black powder down the muzzle of the barrel followed by a single round of ammunition. This weapon is to heavy and awkward to fire properly while standing upright. When shooting, you must expend a move action to brace the weapon before you can fire it.


NEW PARAGON FEAT

Trained Sniper
Prerequisites: Far Shot, Weapon Focus: Firearms
Benefit: You can ignore the -2 penalty for partial cover or partial concealment when using firearms or crossbows. Total cover and concealment is still fully effective.
 
Last edited:

Chainsaw Warrior
You can't appeal to my humanity. I'm more machine than man.

Prerequisites: STR 15, CON 15

As a chainsaw warriors, you sacrifice your humanity for a measure of mechanical advantage. The name comes from the common practice of replacing one of your hands with a motorized saw blade. Chainsaw warriors (a.k.a. Rust Hulks, M&M’s, or Franken-tins) are basically bulldozers with a human brain. You have had several of your organs amputated, been injected with steroids and artificial adrenaline, and had iron plates riveted to your body. Hard as an anvil, ugly as a warthog, and murderously violent; you have become a macabre weapon of mass destruction. Chainsaw warriors are nearly unbeatable in a stand up fight, and are packed with an assortment of close range weapons nasty enough to chew through plate steel. Unfortunately, you are ponderous and earthbound, and your obvious augmentations designate you a target for snipers and long-range combatants. Some acquire this paragon class to recover from devastating injury or illness through mechanical augmentation. Others are slave laborers and gladiators forced into this class by cruel masters. All Rust Hulks are forever branded as bizarre and monstrous. This class relies on a STR/CON build common to fighters and barbarians.

Chainsaw Warrior Path Features

Mechanical Action (11th Level): When you spend an attack point, you also gain resist 10 on all attacks until the start of your next action.

Prosthetic Weapon (11th Level): One of your arms is replaced by a metal limb. This arm is a one handed melee weapon that functions normally as a tool, but with a minor action it can be activated as a powered weapon. The five common weapons are a chainsaw, jackhammer, rivet gun, power drill, and arc welder. Unfortunately, these weapons have a limited endurance and can only be used for a number of rounds equal to your CON modifier per day. Without power these weapons are treated as normal one handed weapons, but with power they inflict two die size greater damage.

CHAINSAW: Longsword, Powered Damage: 1d12
JACKHAMMER: Warhammer, Powered Damage: 2d6
RIVET GUN: Hand Crossbow (metal bolts), Powered Damage: 1d10 fire damage
POWER DRILL: War Pick, Powered Damage: 1d12
ARC WELDER: Unpowered: Short Sword, Powered Damage: 1d10 electrical damage.

Permanent Plate Armor (11th Level): You gain proficiency with the heaviest of armor type and no longer need to remove it to rest or sleep due to your special metal reinforced bones. The armor can only be surgically removed after you are dead.

Carbon Copy (16th Level): You can choose any first level at-will class power you can use as an "encounter" power by virtue of a mechanical implant placed in your body.

Chainsaw Warrior Attunements

Steamroller Chainsaw Warrior Attack 11
The chemicals pumped through your body give you unnatural power and allow to build overwhelming momentum.
_______________________
Encounter
Primal, Weapon
Standard Action Melee
Target: One creature
Attack: Strength vs. AC
_______________________
Hit: 3[W] + STR Modifier and you can continue to move past your target up to the limit of your movement allowance.


'Roid Rage Chainsaw Warrior Utility 12
When heavily injured you find a desperate strength to make a stand against your enemies fueled by the pain and suffering inflicted by your transformation.
_______________________
Encounter
Primal, Stance
Immediate Reaction Self
Trigger: You become bloodied by your foes.
_______________________
Effect: Until the stance ends, you gain a +2 attack bonus on all attacks rolls, but suffer a -2 penalty on all saving throws and your AC total. During this stance, your weapon prosthetic is charged and can inflict “powered” damage.

Battle Hardened Body Chainsaw Warrior Attack 20
You can shrug off the attacks of others with the intent of driving home your own.
_______________________
Daily Primal, Weapon
Action Melee or Ranged
Target: One creature
Attack: Strength vs. AC
_______________________
Hit: 4[W] + STR Modifier damage
Miss: Half damage
Effect: You gain an AC and saving throw bonus equal to your CON Modifier until the start of your next turn.
 
Last edited:

People are looking but no one is saying jack!?.

Working on few more paragons: Fallen Angel, Sonambulist, Sword-swallower, and a few other notions.

I would like to get some action on this thread. If anyone has a idea, editorial comment, or a paragon request they would like to see please post it.
 
Last edited:

Remove ads

Top