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Old 14th November 2008, 12:41 AM   #1 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
Steampunk Paragon Paths

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
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Old 14th November 2008, 01:05 AM   #2 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
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.
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Old 14th November 2008, 06:08 AM   #3 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
Working on Chainsaw Warrior, Djinn Splicer, and Flesh Grafter. Anyone got some ideas/suggestions/responses?
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Old 14th November 2008, 06:09 AM   #4 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
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.
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Old 14th November 2008, 06:33 AM   #5 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
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.
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Old 14th November 2008, 06:46 AM   #6 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
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.
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Old 14th November 2008, 07:02 AM   #7 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
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.
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Old 16th November 2008, 04:49 AM   #8 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
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.
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Old 17th November 2008, 02:08 PM   #9 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
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.
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Old 19th November 2008, 10:18 PM   #10 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
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.
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Old 22nd November 2008, 09:11 PM   #11 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
Djinn Splicer
Move without motion, no more substantial than smoke. That is the power of the Djinn Splicer

Prerequisites: Ability to teleport, DEX 15

Your body has been turned into a loosely conjoined molecular miasma through an intense series of forbidden Djinn Nimbus Atomizer (DNA) treatments. You can create colored smoke or fog, you have the ability to become intangible, and you can use your teleporting ability to surprise attack your enemies. This paragon class favors teleporting rogues with a DEX/CON build or warlock build with a CHA/CON build and sneak attack ability.

Djinn Splicer Path Features
Teleporting Sneak Attack (11th Level): When you use teleport to move adjacent to your enemy, you gain combat advantage against your foe until the end of your turn.
Vanishing Action (11th Level): You can spend an action point to gain an additional use of your teleporting power as a move action.
Alchemical Dagger Proficiency (11th Level): You gain proficiency with the alchemical dagger.
Puff of Smoke (16th Level): You can leave behind a cloud of smoke that fills the 5ft square you are leaving as a free action. The smoke cloud creates partial concealment for any that must attack through it or anyone inside it. The smoke cloud lasts until the end of your next turn.


Djinn Splicer Mysteries

Swirling Alchemical Nimbus Djinn Splicer Attack 11
You are surrounded by a swirling nimbus of alchemical energy that bites into your foes and defends you against like energy
_______________________
Encounter ✦ Shadow, Weapon
Standard Action Close burst 1
Prerequisite: You must be equipped with an flask of some alchemical volatile to use this power.
Target: All creatures adjacent to the Djinn Splicer
Attack: Dexterity vs. Reflex or Charisma vs. Reflex
_______________________
Hit: 1[W] + DEXERITY plus the energy damage normally inflicted by the volatile filling the alchemical blade.
Effect: You gain immunity to the energy type released by the alchemical dagger until the start of your next turn.


Smoke Form Djinn Splicer Utility 12
You are no more substantial than smoke.
_______________________
Daily ✦ Shadow, Polymorph
Immediate Interrupt Personal
_______________________
Effect: You turn your self and your personal gear intangible. You can not make any attacks while intangible and are only affected by emotional or psionic effects. While intangible you can not speak or attack others but can still move. You can remain intangible for a number of rounds equal to your CON modifier.
Sustain Standard: You remain intangible

Teleporting Burst Attack Djinn Splicer Attack 20
You can make multiple teleports to surprise attack your enemies.
_______________________
Daily ✦ Shadow, Teleportation, Weapon
Standard Action Close burst 3
Target: You can attack a number of targets equal to your CON modifier.
Attack: Dexterity vs. AC or Charisma vs. AC
_______________________
Hit: Basic Melee Damage (1[W] + STR Modifier damage) plus you gain "combat advantage" over your foe.
Effect: You return to your original square after all attacks are resolved.

NEW SUPERIOR WEAPON
Alchemical Dagger
Resembling a cross between a dirk and a hypodermic needle, this dagger is designed to hold a single dose of poison or an alchemical oil. As a free action during a basic attack action you can release the stored solution to cover the blade. Poisons inflict bonus damage to the target of the melee attack according to their level and type. Oils simply cover the weapon as a free action. Reloading the dagger is a standard action that provokes opportunity attacks. This weapon can be used as an ordinary dagger by those not proficient with an alchemical dagger.
Alchemical Dagger, PROF: +3, DAM: 1d4, RNG: 5/10, Wt. 1lb., Price: 100gp, Group: Light Blade, Properties: Off-Hand, Light Thrown.
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Old 25th November 2008, 06:08 AM   #12 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
Flesh Grafter
Nothing contributes so much to stimulate the mind as a noble purpose. Reuse, Recycle, Repurpose, nothing goes to waste.

Prerequisites: Trained in Healing and Arcana skills, Toughness Feat.

You are highly skilled in removing the superior organs found in beasts and monsters and transplanting them into your own body. You are equiped with hiddeous or unearthly limbs, but you care little for appearances and prize functionality.

Flesh Grafter Path Features
Corrosive Action (11th Level): When you spend an action point to take an extra action, if you use your action to make an attack that hits, that attack deals ongoing 10 acid damage (save ends) from corrosive bile released during the attack.
Graft Power (11th Level): You can exchange one attack power in each of the three categories (At-Will, Encounter, and Daily) for one of equal level in any other class. Each of these powers comes from a monsterous graft implanted in you body. Each of these powers gains the keyword "graft". The key attribute of these substitued powers can be changed to "Wisdom" if you wish.
Bone Saw Proficiency (11th Level): You are proficient with the bone saw.
Cunning Grafts (16th Level): When you are bloodied, you gain a +2 bonus to attack rolls when you use a power with the keyword "graft"


Flesh Grafter Attunements

Bitter Scream Flesh Grafter Attack 11
You unleash a thundering roar of challenge that knocks back your foes and splaters them with corrosive acid.
_______________________
Encounter ✦ Primal, Acid, Thunder, Graft
Standard Action Close blast 3
Target: All creatures in the path of the blast
Attack: Wisdom vs. Fortitude
_______________________
Hit: 2d6 + WIS Modifier acid damage plus deafened (save ends)
Effect: All creatures in the path of the blast are pushed back a number of squares equal to your WIS Modifier.

Flesh Harvester Flesh Grafter Utility 12
You quickly extract your pound of flesh from your dying foe. You utilize the fresh organs, bone marrow, and blood to reinvigorate yourself.
_______________________
Encounter ✦ Primal, Necrotic, Weapon
Immediate Reaction Melee
Trigger: Perform Coup De Grace on your foe and kill them outright.
_______________________
Effect: You recover a healing surge which you can spend immediately as a free action or save for later.

Surgical Slasher Flesh Grafter Attack 20
You whirl about striking with sugical precision at all foes that come within reach. The blows you land inflict increadible pain that leaves your opponents dazed.
_______________________
Daily ✦ Primal, Weapon, Graft
Standard Action Close burst 1
Target: All foes in reach that you can see.
Attack: Wisdom vs. Fortitude
_______________________
Hit: 2[W] + Wisdom Modifier plus the target is dazed until the end of your next turn.


NEW SUPERIOR WEAPON
Bone Saw: The bone saw resembles a carpenter’s hand saw, but is used to amputate limbs. It is a large rectangular metal blade with a serrated edge and an ivory handle. If this weapon inflicts a critical wound the target suffers 1 HP ongoing damage from blood loss. Ongoing damage stops with a successful Healing check (15 DC) or a successful fortitude saving throw ends.
Bone Saw: PROF: +3, DAMAGE: 1D10, PRICE: 60gp, GROUP: Axe, PROPERTIES: Versatile, Serrated Edge (see description).

NEW HEROIC FEAT
Pound of Flesh
Benefit: When you mark a helpless target, you gain a +4 damage bonus on all “Coup De Grace” attacks made against the creature that you have marked.
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Old 26th November 2008, 09:36 AM   #13 (permalink)
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vidkim Kobold Slinger (Lvl 1)
Good job

Hey, that's pretty neat, but you cannot really use steampunk only as a paragon's path, it kills the purpose of the paragon's tier. And steampunk would not be complete without some kind of golems (firearms are fine, but that's only a crossbow that go bang).

Nice work though, detailed enough to be used and adapted.
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Old 26th November 2008, 06:28 PM   #14 (permalink)
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sirbrillig Goblin Sharpshooter (Lvl 2)
Wonderful Rules

Well done! I'm running entirely low-level games currently, so I appreciate the weaponry more than the paragon paths, but they seem very well crafted.

I think the Inaccurate weapon attribute seems unnecessarily complex. You can get the same effect from tinkering with the proficiency bonus in both the weapon's stats and the paragon path powers with one less new concept.

Similarly, I would simplify Jamming by replacing the 1d4 round recovery time with a static time, perhaps "a jammed weapon cannot be fired until the end of the player's next turn". Alternatively, make it more like a status effect, such as "a jammed weapon cannot be fired (save ends)".

I'm definitely excited to run a steampunk adventure in 4th ed. A few things I'd still like to see/create are some steam-powered vehicles (land and even airships) and some ideas/replacements on how to apply skills to mechanical devices.

Also it would very useful to apply all this to a PDF (or several) for ease-of-use.

Thanks again!
-Payton
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Old 26th November 2008, 07:17 PM   #15 (permalink)
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sirbrillig Goblin Sharpshooter (Lvl 2)
Another suggestion would be to simplify Armor Piercing as well using simple attack bonuses, possibly as follows: "Any weapon with this property applies a +1 bonus to attack rolls against a target wearing heavy armor."

As it stands, Armor Piercing appears to just be a +1 to attack rolls against everything, unless I'm reading it incorrectly.
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Old 30th November 2008, 03:34 AM   #16 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
THX for the feedback/interest.

VIDKIM,

I might add some heroic level powers (no more than one per class level) that apply specifically to steampunk weapons/vehicles latter on, but I don't see any need to create an entire set of heroic classes. I am adding the "Artificer" and like many of the homebrew classes posted here including the "Shadow Mage" by Cadfan and "Lancer, Dreadnaught, and Gambler" by FF6shadow.

Note that firearms can be applied to any ranged weapon attack powers, and pistols apply to the rogues "crossbow" attack powers. If I make any epic classes it will be only one or two.

SIR BRILLIG,

I wrote up these weapon stats before I used them in play. Jamming was to demonstrate the unreliablity of firearms and "armor piercing" was to compensate for the added aggravation. Initially we tried "armor piercing" as a property that allowed the user to use firearms as DEX vs Fortitude/Reflex (which ever is higher) showing that firearms easily blow through archaic armors, but this proved too powerful.

After a few game sessions we dropped jamming and armor piercing entirely, and just use them like long range/slower loading crossbows.

I will think about steampunk modfiers/contests for skills, equipment, and vehicles after I'm finished with the last three paragons I'm working on. I haven't yet attempted vehicles for 4E. Generally I use massive vehicles such as zepplins, submersibles, locomotives, and steamliners as large moving 'dungeons' rather than having a PC "play the ship".

I'm working on a PDF (a sort of STEAM-POWER ebook). I tend to post one after I finish my first draft which is almost done. What's written in the PDF will be my formalized version of what is posted above.

PS: I like your user name, shows your a gentleman of superior refinement. You should check out my website: http://grimgrin4488.tripod.com
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Old 30th November 2008, 04:21 AM   #17 (permalink)
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RyvenCedrylle Goblin Sharpshooter (Lvl 2)
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A lot to read through here, but it seems viable enough. I do wonder if you're going to to totally ignore the clever 'cannon'/'canon' pun for the Brimstone Preacher
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Old 30th November 2008, 06:48 PM   #18 (permalink)
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Quote:
Originally Posted by RyvenCedrylle View Post
A lot to read through here, but it seems viable enough. I do wonder if you're going to to totally ignore the clever 'cannon'/'canon' pun for the Brimstone Preacher

I never ignore any pun and shamelessly use them at every opportunity.
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Old 30th November 2008, 06:49 PM   #19 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
Iron Monger
You may control men but I control metal.

Prerequisites: You must possess an arcane power that inflicts electrical damage, and you must have the "inspiring word" warlord ability. This paragon class is used by warlord & wizard multiclass characters with a high STR and INT score.

As an iron monger, you have developed your dual abilities of inspiring others and casting spells into the ability to control iron and steel. Your study of warfare makes you a superb commander and your arcane power is channelled into the creation of electricity and magnetism. You use your abilities to command iron constructs on the battlefield and defend yourself with magnetized armor.

Iron Monger Path Features

Arcane Armor (11th Level): Rather than wear ordinary steel armor, you can wear loose iron plates. Steel armor is bound to you by magnetism rather than straps and clamps. While wearing any steel armor you are proficient with you automatically gain the "armor specialization" feat with it.

Alternatively, you can cover your bare skin with any loose iron or steel you find lying about to give yourself "scrap armor" as a STANDARD action and drop it as a FREE action. SCRAP ARMOR: +3 armor bonus, -1 Skill Check, -1 Speed, 40lbs, You are automatically proficient with scrap armor. Commonly scrap armor is formed from horseshoes, chains, eating utensiles, coins, buttons, cans, and other steel objects. Scrap armor can not be made from metal weapons which are too heavy and dangerous to wear against your skin. The wearer can not use any other type of armor while wearing scrap armor.

Personal Magnetism (11th Level): You ordinarily load your blunderbuss with iron pellets and can reshape the buckshot cloud to avoid your allies. Additionally, when you spend an action point your personal magnetic field surges and provides you with a +4 AC and +4 Reflex Save against all iron or steel-tipped weapons until the start of your next turn.

Blunderbuss Proficiency (11th Level): You are proficient with a blunderbuss

Iron Giant (16th Level): You make a personal bond with a metal construct and can treat it as an ally for your warlord powers. This construct will follow your orders as you intend and will act to defend you without orders. When you use your "inspiring word" ability you can spend one of your own healing surges to heal the construct. Additionally you can sacrifice your normal standard action attack so that the construct can add one half your class level to its attack roll. You must be with 30ft (6 squares) of your construct and have a clear Line of Sight (LOS) to use either ability.

Iron Monger Spells

Arcane Dynamo Iron Monger Attack 11
You crackle with electrical energy as you slam your weapon or staff into the ground which energizes the constructs around you.
_______________________
Encounter ✦ Arcane, Lightning, Implement or Weapon, Construct
Standard Action Close burst 1
Target: All foes adjacent to the Iron Monger
Attack: Strength vs. Fortitude or Intelligence vs. Fortitude
_______________________
Hit: You push back your enemy one square.
Effect: All allied constructs within six squares of you gain your INT modifier as a lightning bonus on their damage rolls for their next turn.


Command Nexus Iron Monger Utility 12
You can aid all nearby friendly constructs with the benefit of your personal combat training.
_______________________
Encounter ✦ Arcane, Psychic, Construct
Standard Action Close burst 6
Requirements: Construct
_______________________
Effect: You provide all nearby constructs with the benefit of one of your combat feats of your choice for their next turn.


Mechanical Marshal Iron Monger Attack 20
You cry out a battle command as you lunge to attack and all the constructs in your regiment deliver a massive unified assault with you.
_______________________
Daily ✦ Arcane, Weapon, Construct
Immediate Reaction Close burst 10
Trigger: You attempt a basic melee attack
Target: You make a basic melee attack against one creature
Attack: Strength vs. AC
_______________________
Hit: 1[W] + STR modifier damage
Effect: All allied constructs within you area of effect make an immediate basic attack action on the foe nearest to them with either a melee weapon or a ranged weapon.


NEW SUPERIOR WEAPON
Blunderbuss
PROF: +0
DAM: 1d6
RNG: Close Burst 3
PRICE: 50gp
Wt: 4lbs/1.8kg
GROUP: Firearm
PROPERTIES: Blast Weapon: DEX vs. Reflex, Load Standard, Jams 1



NEW CLASS FEATURE


Automaton Cohort
The Automaton Cohort class feature is available to any arcane spell caster who wishes to gain an construct slave. To select this class feature, you must give up the "Arcane Implement Mastery" class feature. If you have multiclassed as a wizard you must take the "Construct Companion" paragon multiclass feat instead. Your automaton cohort can not have a level higher than your own. Increasing the ability scores of your automaton requires rebuilding the construct. You treat your cohort as a companion and ally. Your automaton cohort has two "healing surges" representing a quick fix by its creator or switching to back-up systems. The construct recovers hit points equal to one quarter of its maximum hit points as normal. You may build more than one construct, but can only bond with one automaton cohort at a time. Automaton Cohorts come in the following catogories. You choose one general type but can thouroghly customize its appearance. Unlike beasts, automatons can use weapons, armor, and simple tools (including magic items), but automatons don't heal normally and must be patched up by their creators.


Commanding A Cohort
Giving your cohort orders constitutes part of your own action. Ordering your automaton to perform a standard action (such as attacking) is a "move action" for you. Ordering your automaton to move is a "minor action" for you.


Technological Automaton
This mechanical marvel is tougher and stronger than other automatons, but requires periodic refueling. A medium steam powered automaton requires water (25 gallons) and coal (5lbs per hour) or wood (10lbs per hour). Double fuel requirements with each size increase. A clockwork automaton will function for 30 minutes then must be rewound by an assistant (1 minute). A voltaic construct functions for 3 hours but must recharge its power cells for the rest of the day. Technological Automatons can wear armor, use hand held weapons, and use simple machines. They possess all the proficiencies of a "Paladin"

TECHNOLOGICAL STATISTICS
Ability Scores: STR 16, CON 14, DEX 12, INT 6, WIS 12, CHA 6
Size: Starts at Medium but can be increased by rebuilding
Speed: 5
Defenses: AC 10 + level + any armor, Fortitude 12 + level, Reflex 10 + level, Will 12 + level
Hit Points: 16 + 10 per level
Attack Bonus: Level +2
Damage: 1d12 bash (treat as mace) or by hand held weapon
Melee Basic Attack: Spiked Blow; level +2 vs. AC, 1d12 + STR modifier damage
Trained Skills: Athletics, Endurance



Botanical Automaton
Botanical Automatons are rugged, springy, and patient warriors that often wait motionless for an openning before striking. Plants need sunlight, water, and nutrious soil to stay in peak form. The construct must put down roots for at least 6 hours per day. Botanical Automatons are often equiped with the organic equivalent of armor and weapons. This botanical equipment is part of the creature and can not be changed with out rebuilding the automaton. Like other automations the botanical must be patched up by its user by grafting on new limbs or sealing gashes with resin. Botanical Automatons have the proficiencies of the "ranger" class.

BOTANICAL STATISTICS
Ability Scores: STR 14, CON 14, DEX 16, INT 6, WIS 12, CHA 6
Size: Starts at medium but can be rebuilt to a larger size
Speed: 5, burrow 5
Defenses: AC 10 + level + simulated armor, Fortitude: 12 + level, Reflex 13 + level, Will 12 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level +4
Damage: 1d8 lash (treat as flail) or by simulated weapon
Melee Basic Attack: Vine Whip; level +4 vs. AC, 1d8 + DEX modifier damage
Opportunity Attacks: A botanical gains a bonus to opportunity attack damage rolls equal to its STR modifier.
Trained Skill: Stealth



Alchemical Automaton
This automaton was created in an alchemical laboratory rather than inspired by nature. Unlike a technological or botanical automaton it has no moving parts or cell structure. This design is powered either by divine, arcane, or elemental energy. This energy source is finite and last for a fortnight (two weeks) of continuous power until the automaton becomes inert and must be reanimated (10% of the build cost) by a day long ceremony. Alchemical automatons is the only automaton in which a magical item can be build as an integral part of the creature and can be stolen by looters. An alchemical automaton has all the proficiencies of the "cleric" class.

ALCHEMICAL STATISTICS
Abilities: STR 14, CON 14, DEX 14, INT 6, WIS 14, CHA 6
Size: Starts at medium but can be increased at higher levels
Speed: 7
Defenses: AC: 10 + Level + armor, Fortitude 12 + level, Reflex 12 + level, Will 13 + level
Hit Points: 14 +8 per level
Attack Bonus: Level +4
Damage: 1d8 slice (treat as heavy blade) or by weapon
Melee Basic Attack: Slashing Blow; level +4 vs. AC, 1d8 + STR modifier damage
Combat Advantage: When an alchemical automaton has combat advantage over a foe it gains its WIS modifier as a bonus to damage rolls.
Trained Skills: Endurance, Perception



Necromantic Automatons
These automatons are built from dead flesh, bones, and cursed steel. They are powered by negative energy. You must sacrifice a sentient creature upon the automaton for each day of useage. These skeletal designs often have four legs and insect or crablike appendages. Necromatic automatons have the proficiencies of the "fighter" class.

NECROMATIC STATISTICS
Ability Scores: STR 14, CON 12, DEX 16, INT 6, WIS 12, CHA 6
Size: Starts at Medium but can be rebuilt larger
Speed: 6, climb 6
Defenses: 10 + level + armor, Fortitude 11 + level, Reflex 12 + level, Will 12 + level
Hit Points: 14 +8 per level
Attack Bonus: Level +4
Damage: 1d8 stab (treat as light blade) or by hand held weapon
Melee Basic Attack: Matis Jab; level +4 vs. AC, 1d8 + DEX modifier damage
Trained Skills: Athletics, Stealth



BUILD or REBUILD AUTOMATON COHORT
Using a variety of components and techniques you craft your Automaton Cohort. Using the same methods you can restore hit points lost in battle at a cost of 10gp per hit point.

Level: 1
Component Cost: 50gp + 12gp per level cubed.
Category: Creation
Market Price: 50gp per level cubed.
Time: One day of work per 15 hit points (round up)
Key Skill: Depends on automaton type: Technological (Thievery or Insight), Botanical (Nature), Alchemical (Arcana or Dungeoneering), and Necromantic (Religion or History). It requires a successfull skill challenge to succeed in creating an functional automaton (DC: Determined by level of the automaton, One skill check per day of work). An automaton improves its attribute scores as the builder increases in experience. Add one to two of your automaton's base ability scores at level 4, 8, 14, 18, 24, and 28. A paragon tier builder can create a "large" automaton. A epic tier builder can create a "huge" automaton.


EXAMPLES OF POSSIBLE AUTOMATONS VARIATIONS FROM THE MONSTER MANUAL

Bat {Elemental} (Heroic Alchemical), Battlebriar (Paragon Botanical), Colossus (Epic Technological), Eidolon (Heroic Alchemical), Flame Skull (Heroic Necrotic), Golem {Flesh} (Paragon Necrotic), Golem {Stone}(Paragon Alchemical), Guardian (Paragon Technological), Helmed Horror (Paragon Necrotic), Homunculus (Heroic Technological)
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Old 2nd December 2008, 02:04 AM   #20 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)


Fallen Angel
If your not a fallen angel, your just a risen ape

Prerequisites: Two-blade fighting style. War Pick Proficiency, Trained in Acrobatics

Your life as a fallen angel is one of highs and lows. Harnessing the power of steam to provide flight is a difficult art to master and puts you in an elite cadre of warriors. The risk involved deters many from ever pursuing this class. The proud few who take to the air are respected for their skill and daring. The piece of technology that makes flight possible is their Steam Tube Wings. The metal wings of the fallen angel are strapped to your back and closely resemble the skeletal remains of a pair of bird or bat wings. You direct these wings with your hands preventing you from the use of any other hand held weapons while flying. Fallen angels also use their wings as melee weapons (war picks) and as sonic blast weapons (steam whistles). Unfortunately the steam tubes have a limited endurance of ten shots per tube and require a pair of shots for flight time. Some pilots link their wings to long steam hoses attached to a massive boiler common to locomotives, steamships, and steam driven automatons for a continuous supply of steam. They are irreverently known as "tethered angels".

Fallen Angel Path Features

Wing Beat Tempo (11th Level): You can use your pair of steam tube wings in melee combat as a pair of war picks. Anytime you hit with at least two melee attacks on your turn with a pair of matched weapons, you gain an immediate opportunity attack against an adjacent foe of your choice.

Rocket Action (11th Level): You have a specialized pair of steam tube wings that allows for flight when you fire them into the ground as a move action. When you spend an action point to make an extra move action to fly you do not deplete the payload of your steam pipe wings. At the end of your turn you drop to the ground if you aren't already there.

Steam Tube Proficiency (11th Level): You are proficient with the Steam Tube.

Steam Tube Maestro (16th Level): While weilding a steam pipe as a ranged or melee weapon you can add your WIS modifier to the damage you inflict.

Fallen Angel Exploits

Death From Above Fallen Angel Attack 11
You launch yourself high into the air and then drop down on your foe attempting to impale it with your wings.
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Encounter Martial, Weapon
Standard Action Melee
Requirements: Steam Tube Wings
Target: One creature
Attack: Strength vs. AC
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Hit: [2]W + STR modifier damage and you can attempt a secondary attack
Effect: You fly to your target on a burst of steam from your wings
Secondary Target: Same creature
Secondary Attack: Strength vs. AC
Hit: [2]W +STR modifier damage


Ascending Angel Fallen Angel Utility 12
You rapidly boost high into the air emitting a keening whistle that inspires your fellow warriors and unnerves your enemies.
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Daily Martial, Fear, Weapon
Move Action Close burst 10
Requirements: Steam Tube Wings
Target: Each humanoid enemy in the radius of effect that can hear you.
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Effect: The wailing shriek of your steam wings focuses all attention on you and inflicts a -1 penalty on all attacks against your allies. This penalty lasts until the end of the encounter. If you possess training in "Acrobatics", you also gain combat advantage against your targets until the end of your next turn.


Calliope Cacophony Fallen Angel Attack 20
You emit a blast of steam, heat, and sound that affects all those around you.
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Daily Martial, Fire, Thunder, Zone, Weapon
Standard Action Close burst 5
Requirements: Steam Tube Wings
Target: All creatures (friend or foe) in area of effect
Attack: Wisdom vs. Fortitude
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Hit: 4d6 + WIS modifier thunder damage and you shift 6 squares.
Effect: The burst creates a lingering cloud of super heated steam that lasts until the end of your turn. A creature that enters the zone or starts its turn there takes 1d8 + WIS Modifier fire damage.



NEW SUPERIOR WEAPON

Steam Tube: A steam tube was originally used as an industrial cleaning device, but quickly found its way onto the battle field. It consists of a small insulated water boiler connected to a steam hose and pressure nozzle handgun. With a success attack that inflicts damage you may attempt to inflict “Blindness” as a secondary attack with its scalding steam (DEX vs. Fort, save ends). The boiler uses an electrical heating element to boil the water and takes at least 10 minutes to generate steam from a cold start. The voltaic cells of the steam tube are good for reheating the boiler 4 times before they need to be replaced (200gp).

STEAM TUBE (1H): Prof: +3, Dam: 1d6 fire, Range: 5/10, Price: 240gp, Wt. 3lb gun, 20lb boiler (10 shots), Group: Firearm, Properties: Blinding (DEX vs. Fort, save ends), Loading: Between Encounters.
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My Website: Cabbages & Kings

Last edited by Grimgrin; 2nd December 2008 at 02:29 AM..
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