the Jester
Legend
BACKGROUND: Guns in the campaign are rare and mostly possessed by the enemy. They don't use gunpowder; instead, they run on powdered sunlight (sunpowder). Only a certain sect of orcs knows how to make sunpowder weapons, but the pcs in my campaign captured a few and a few shots' worth of sunpowder. The sunpowder pistols do 1d10 damage, and when you fire one, the square you are in is filled with smoke, granting concealment to creatures in it until the end of your next turn. The wizard took one of the pistols and loves it- ever seen Wizards?- so I put this together for him.
Please critique.
PISTOL MAGE
“Everyone needs a backup.”
Prerequisite: Arcane power source, Exotic Weapon Proficiency (sunpowder weapons)
While some wizards disdain any weapon but their magic, you have a fondness for your ultimate backup weapon- a gun. You have learned to use it to channel your magic; you have determined to learn to use it to improve your magic.
PISTOL MAGE PATH FEATURES
Pistol Implement (11th level): Choose an arcane implement that you specialize in, whether the wand, staff or orb. You can use a pistol as if it were that type of arcane implement when casting your spells. You do not gain your proficiency bonus to spells without the Weapon keyword, but you do gain any enhancement bonus that the pistol may have.
Sunpowder Action (11th level): When you spend an action point to gain an extra action, all attacks that you make before the end of your next turn gain the fire and radiant keywords.
Sunpowder Mastery (11th level): You can fire your shots with a miniscule amount of sunpowder. You no longer expend sunpowder when using your pistol.
Pistol Mastery (16th level): You do not provoke opportunity attacks when firing your pistol, and you crit on a 19-20 when firing your pistol.
Shot from the Hip--- Pistol Mage Attack 11
He who fires first has the edge.
Encounter--- Arcane, Weapon
No Action (at start of encounter, before initiative is rolled)--- Ranged weapon
Requirement: You must be wielding a pistol.
Effect: You make this attack immediately, before initiative is resolved, and then act again normally on your initiative.
Attack: Intelligence vs. Reflex--- Target: One creature.
Hit: 2 [W] + Intelligence modifier damage.
Effect: You gain concealment until the end of your next turn.
Tap the Power of the Sun--- Pistol Mage Utility 12
You use the power locked in the sunpowder you possess, to charge your magic with the sun’s energy.
Encounter--- Arcane
Minor Action--- Personal
Effect: Until the end of your next turn, all of your attack powers gain the fire and radiant keywords.
Hail of Bullets--- Pistol Mage Attack 20
You fire a hail of magical bullets at your enemies, blazing with fire and radiant energy.
Daily--- Arcane, Fire, Implement, Radiant
Standard Action--- Close blast 5
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier fire and radiant damage, and target is blinded until the end of your next turn.
Miss: Half damage, and target is not blinded.
Effect: You gain concealment until the end of your next turn.
Please critique.
PISTOL MAGE
“Everyone needs a backup.”
Prerequisite: Arcane power source, Exotic Weapon Proficiency (sunpowder weapons)
While some wizards disdain any weapon but their magic, you have a fondness for your ultimate backup weapon- a gun. You have learned to use it to channel your magic; you have determined to learn to use it to improve your magic.
PISTOL MAGE PATH FEATURES
Pistol Implement (11th level): Choose an arcane implement that you specialize in, whether the wand, staff or orb. You can use a pistol as if it were that type of arcane implement when casting your spells. You do not gain your proficiency bonus to spells without the Weapon keyword, but you do gain any enhancement bonus that the pistol may have.
Sunpowder Action (11th level): When you spend an action point to gain an extra action, all attacks that you make before the end of your next turn gain the fire and radiant keywords.
Sunpowder Mastery (11th level): You can fire your shots with a miniscule amount of sunpowder. You no longer expend sunpowder when using your pistol.
Pistol Mastery (16th level): You do not provoke opportunity attacks when firing your pistol, and you crit on a 19-20 when firing your pistol.
Shot from the Hip--- Pistol Mage Attack 11
He who fires first has the edge.
Encounter--- Arcane, Weapon
No Action (at start of encounter, before initiative is rolled)--- Ranged weapon
Requirement: You must be wielding a pistol.
Effect: You make this attack immediately, before initiative is resolved, and then act again normally on your initiative.
Attack: Intelligence vs. Reflex--- Target: One creature.
Hit: 2 [W] + Intelligence modifier damage.
Effect: You gain concealment until the end of your next turn.
Tap the Power of the Sun--- Pistol Mage Utility 12
You use the power locked in the sunpowder you possess, to charge your magic with the sun’s energy.
Encounter--- Arcane
Minor Action--- Personal
Effect: Until the end of your next turn, all of your attack powers gain the fire and radiant keywords.
Hail of Bullets--- Pistol Mage Attack 20
You fire a hail of magical bullets at your enemies, blazing with fire and radiant energy.
Daily--- Arcane, Fire, Implement, Radiant
Standard Action--- Close blast 5
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier fire and radiant damage, and target is blinded until the end of your next turn.
Miss: Half damage, and target is not blinded.
Effect: You gain concealment until the end of your next turn.