Gunslinger (first draft)

the Jester

Legend
Hey, y'all!

First of all, a lot of the material in this thread relies on assumptions built into my campaign, as well as on my colorful critical hit system (which adds a 'severity roll' and 'severity effect' to critical hits).

The short version is, what you roll for severity depends on how bad the crit was. If it did less than half your current hps, severity is 1d20; if it did more than half but left you conscious, severity is 2d12+6 (or something like that, I don't have the table in front of me); if it reduced you to 0 or less, it's higher, and if it killed you outright, it's 3d12+36.

The idea is that a crit severe enough to kill you won't occur unless... well, unless the crit kills you (e.g. "Decapitated").

HOWEVER! A lot of the gunslinger mechanics in this first draft play with increased severity dice. (This is an uncommon, but not rare, type of effect in my game.)

On to the draft... I'd love feedback on it, especially regarding balance vis-a-vis other ranger builds.
 

log in or register to remove this ad

the Jester

Legend
New Ranger Build: The Gunslinger

The gunslinger is a ranger build that focuses on sunpowder weapons (either pistol or rifle). Sunpowder is a material created by first distilling sunlight into a volatile liquid and then condensing it into an explosive powder. Sunpowder weapons are a group of exotic ranged weapons that were originally unique to orcs, but have spread. However, sunpowder itself can only be created by members of certain obscure religious orders, so non-orcish gunslingers often have problems (at least until they attain the ability to create their own sunpowder at 2nd level).

Weapon --- Prof. --- Damage --- Range --- Price --- Weight --- Properties
Pistol --- +2 --- 1d8 --- 10/20 --- 50 gp --- 3 lbs. --- Load minor, smoke
Rifle --- +2 --- 1d10 --- 20/40 --- 100 gp --- 6 lbs. --- Load minor, smoke

Load Minor: It takes a minor action to load a sunpowder weapon.
Smoke: When a sunpowder weapon fires, one square of its wielder's space is filled with smoke until the start of its next turn. A creature fully within smoke-filled squares gains concealment.

Sunpowder: Sunpowder, where available, costs 1 gp per charge. It is likely very difficult to find, however. One charge of sunpowder is sufficient for one shot from a sunpowder weapon. It is expensive to be a gunslinger, especially at low levels.

NOTES ON CRITICAL HITS:
Gunslingers have many powers that have improved critical range and severity. It is important for the player of a gunslinger to understand the intricacies of the critical hit rules. Most importantly, if a roll would indicate a critical hit but would not actually hit, it is a miss. Moreover, if a given roll would indicate a critical hit but it is exactly the number required to hit, it is instead a normal hit.


THE GUNSLINGER

Martial Striker: Your training makes you a crack shot with a gun. You need little else.
Key Abilities: Dexterity, Wisdom.

GUNSLINGER TRAITS
Hit Points:
You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonuses to Defenses: +1 to Fortitude, +1 to Reflex
Healing Surges per Day: 6 + Constitution modifier
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged, sunpowder weapons
Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Nature (Wis), Perception (Wis), Stealth (Dex).
Trained Skills: Five from the list of class skill.


GUNSLINGER HEROIC TIER
Total XP --- Level --- Feats --- Class Features and Powers
0 --- 1 --- 1 --- At will powers, Grim Gunnery, Gunslinger's Aim, Sunpowder Burst, sunpowder weapon talent
1,000 --- 2 --- 2 --- Sunpowder creation
2,250 --- 3 --- 2 --- Encounter powers
3,750 --- 4 --- 3 --- Ability score increase
5,500 --- 5 --- 3 --- Daily powers
7,500 --- 6 --- 4 --- Overwatch
10,000 --- 7 --- 4 --- Encounter powers
13,000 --- 8 --- 5 --- Ability score increase
16,500 --- 9 --- 5 --- Daily powers
20,500 --- 10 --- 6 --- Utility powers
 

the Jester

Legend
Level 1: At Will Powers
You have trained extensively with sunpowder weapons. Choose two of the following at will attack powers.

Deadly Shot --- Gunslinger Attack 1
You fire a single, deadly shot.
At Will --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature
Attack: Dexterity vs. AC
Effect: This attack scores a critical hit on a 19 or 20.
Hit: 1 [W] + Dexterity modifier damage per attack.
21st level: Increase damage to 2 [W] per attack.

Mobile Shot --- Gunslinger Attack 1
You dart to a better position and fire.
At Will --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Effect: Before the attack, you shift 1 square.
Target: One creature
Attack: Dexterity vs. AC.
Hit: 1 [W] + Dexterity modifier damage.

Precise Shot --- Gunslinger Attack 1
You fire at a weak spot in your target's armor.
At Will --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1 [W] + Dexterity modifier damage.
21st level: Increase damage to 2 [W] per attack.


Quick-Loading Shot --- Gunslinger Attack 1
You fire and reload almost with the same motion.
At Will --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature
Attack: Dexterity vs. AC.
Hit: 1 [W] + Dexterity modifier damage.
Effect: You reload your sunpowder weapon.

Rapid Shot --- Gunslinger Attack 1
You fire quickly, discharging two pistols at once.
At Will --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding two pistols, and both must be loaded.
Targets: One or two creatures
Attack: Dexterity vs. AC, two attacks
Hit: 1 [W] damage per attack.
21st level: Increase damage to 2 [W] per attack.

Sneaky Shot --- Gunslinger Attack 1
You fire and then instantly duck down in the smoke produced by your shot.
At Will --- Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be trained in Stealth and wielding a sunpowder weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1 [W] damage, and you may make a Stealth check to hide in the concealment offered by the smoke discharged by your attack.
21st level: Increase damage to 2 [W] per attack.

Unhindered Shot --- Gunslinger Attack 1
You fire at a nearby target without dropping your guard.
At Will --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Special: This attack does not provoke an opportunity attack from the target.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1 [W] + Dexterity modifier damage.
21st level: Increase damage to 2 [W] per attack.

Level 1: Grim Gunnery
Sometimes it is necessary to load and fire so fast that you burn yourself in the discharge of your powder.
Benefit: You gain the grim gunnery power.

Grim Gunnery --- Gunslinger Attack 1
You make the grim choice to fire so fast that you yourself may burn.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One, two or three creatures
Attack: Dexterity vs. AC, three attacks
Effect: This attack scores a critical hit on a 19 or 20 and gains +1d4 to critical severity. After each attack, you reload the weapon as a free action.
Hit: 1 [W] + Dexterity modifier damage per attack.
Effect: You may make one or two additional attacks, but you take 5 points of fire and radiant damage for each.

Level 1: Gunslinger's Aim
You have trained your aim to almost supernatural levels of accuracy. With but a moment's focus, you can select your target with deadly intent.
Benefit: You gain the gunslinger's aim power.

Gunslinger's Aim --- Gunslinger Class Feature
You set your eye on a target, taking deadly aim.
At Will --- Martial
Special: You may use this power only once per round.
Minor Action --- Personal
Effect: Choose one enemy that you can see within 10 squares. Until the chosen enemy moves or the start of your next turn, when you attack that creature with a sunpowder weapon, you ignore cover or concealment (but not total cover or concealment), gain a damage bonus equal to your Wisdom bonus and gain a bonus of +1d6 to critical severity.
11th level: The damage bonus increases to 2 + your Wisdom bonus, and the bonus to critical severity increases to +1d8.
21st level: The damage bonus increases to 4 + your Wisdom bonus, and the bonus to critical severity increases to +2d6.

Level 1: Sunpowder Burst
Sunpowder is unpredictable stuff. Sometimes, what should be a simple hit turns out to be substantially more explosive.
Benefit: You gain the sunpowder burst power.

Sunpowder Burst --- Gunslinger Feature
Your shot strikes true- and then explodes.
Encounter --- Fire, Martial, Radiant
No Action --- Personal
Trigger: You hit an enemy with a ranged attack using a sunpowder weapon.
Target: The triggering enemy.
Effect: The target takes 1d6 fire damage and 1d6 radiant damage.
11th level: 1d10 fire damage and 1d10 radiant damage.
21st level: 2d8 fire damage and 2d8 radiant damage.

Level 1: Sunpowder Weapon Talent
You are specially trained in sunpowder weapons, and are more accurate than those not so trained.
Benefit: You gain a +1 bonus to attack rolls with sunpowder weapons.
 

the Jester

Legend
Level 2: Sunpowder Creation
You have discovered secret ways of crafting your own sunpowder.
Benefit: Once per day, you can spend an hour to perform a ritual that creates crude sunpowder. For every 1 gp in religion components you expend, you create one charge of crude sunpowder. About half of this crude sunpowder becomes inert after one day.

Level 3: Encounter Powers
Your skills continue to grow, allowing you to perform more intricate, quicker and more dangerous shots with your sunpowder weapons. Choose one of the following encounter powers.

Blazing Bullet --- Gunslinger Attack 3
Some bullets are hot enough to ignite what they hit.
Encounter --- Fire, Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1 [W] + Dexterity modifier damage, plus ongoing 5 fire damage (save ends).

Exploding Shot --- Gunslinger Attack 3
Your shot strikes true- and then explodes.
Encounter --- Fire, Martial, Radiant, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 2 [W] + Dexterity modifier fire and radiant damage, and each creature adjacent to the target takes fire damage equal to your Wisdom modifier.

Running Shot --- Gunslinger Attack 3
You rush to a better position, then fire.
Encounter --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Effect: Before the attack, you move your speed.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 2 [W] + Dexterity modifier damage.

Shoot for the Heart --- Gunslinger Attack 3
You take careful aim at your target, firing at a vital organ.
Encounter --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Special: This attack scores a critical hit on a natural roll of 17-20 and gains a bonus of +1d4 to critical severity.
Hit: 1 [W] + Dexterity modifier damage.
Special: If you hit but do not score a critical hit, this power is not expended.

Smoky Shot --- Gunslinger Attack 3
Sometimes, especially with homemade powder, a shot is especially smoky.
Encounter --- Martial, Weapon, Zone
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 2 [W] + Dexterity modifier damage.
Effect: The attack creates a zone of smoke that lasts until the end of your next turn in a close burst 1 centered on you. Creatures within the zone gain concealment.

Level 4: Ability Score Increase
Your constant training hones your body and mind.
Benefit: You increase two ability scores of your choice by 1.

Level 5: Daily Powers
Your growing tactical acumen and martial skill serve you well. You gain one of the following daily attack powers.

Gut Shot --- Gunslinger Attack 5
You fire a bullet into your enemy's midsection, leaving it bleeding.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 2 [W] + Dexterity modifier damage, plus ongoing damage equal to 2 + your Wisdom modifier (save ends).
Miss: Half damage.

Powder Flash --- Gunslinger Attack 5
Instead of firing a bullet accurately, your powder burns with a sudden bright flash.
Daily --- Martial, Radiant, Weapon
Standard Action --- Close burst 2
Requirement: You must be wielding a sunpowder weapon.
Target: Each creature in burst.
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier radiant damage, and the target is blinded (save ends).
Miss: Half damage.

Swift Shot --- Gunslinger Attack 5
You load and snap off a shot with incredible speed.
Daily --- Martial, Reliable, Weapon
Minor Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Effect: Before the attack, you may load your weapon.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 1 [W] + Dexterity modifier damage.
Miss: This power is not expended.

Thick Smoke Shot --- Gunslinger Attack 5
Instead of firing a bullet accurately, your powder burns with a sudden bright flash.
Daily --- Martial, Weapon, Zone
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 2 [W] + Dexterity modifier damage.
Effect: The attack creates a zone of smoke that lasts until the end of your next turn in a close burst 1 centered on you. Creatures within the zone gain concealment. While you are in the zone, you gain combat advantage against enemies and score a critical hit on a 19-20 with sunpowder weapons.
Sustain Minor: You expend one charge of sunpowder, and the zone persists.
 

the Jester

Legend
Level 6: Overwatch
You have learned the art of setting an ambush and know how to get the edge from a prepared position.
Benefit: When you are wielding a loaded rifle and you have cover, you may ready a ranged basic attack even when you are not on initiative. You can keep such a shot readied for a number of minutes equal to your Constitution score or until you move.

Level 7: Encounter Powers
As your proficiency with sunpowder weapons continues to increase, so does your repertoire of trick shots and clever maneuvers. You gain one of the following powers.

Brilliant Shot --- Gunslinger Attack 7
Your bullet explodes with radiance as it hits, unleashing the power of the radiance of the Sun.
Encounter --- Martial, Radiant, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 2 [W] + Dexterity modifier radiant damage.
Effect: After the attack, you may reload your sunpowder weapon.

Bullet to the Center --- Gunslinger Attack 7
Foregoing trick shots, you put one in your foe's central body, attempting to do maximum damage.
Encounter --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 3 [W] + Dexterity modifier damage.

Deceptive Wound --- Gunslinger Attack 7
You inflict a wound that looks far worse than it really is.
Encounter --- Fear, Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1 [W] + Dexterity modifier damage, and the target and each enemy within 2 squares of it that can see it is dazed until the end of your next turn.

Shot to the Leg --- Gunslinger Attack 7
You fire a bullet into your enemy's leg to slow it down.
Encounter --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 2 [W] + Dexterity modifier damage, and the target is slowed (save ends).

Stop Them Cold --- Gunslinger Attack 7

As an enemy tries to move, you stop it in the way you know best- with a bullet.
Encounter --- Martial, Weapon
Immediate Interrupt --- Ranged 10
Trigger: An enemy within range leaves a square that you can see.
Requirement: You must be wielding a sunpowder weapon.
Target: The triggering creature.
Attack: Dexterity vs. AC.
Hit: 1 [W] + Dexterity modifier damage, and the target is immobilized until the start of its next turn.

Level 8: Ability Score Increase
Constant exertion continues to improve your body and mind.
Benefit: You increase two ability scores of your choice by 1.

Level 9: Daily Powers
Your skills with sunpowder weapons have increased even further, and your deadliness continues to increase. Choose one of the following daily powers.

Covering Fire --- Gunslinger Attack 9
When your ally makes its move, you fire at an enemy before it can take advantage of the opportunity.
Daily --- Martial, Weapon
Immediate Interrupt --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Trigger: An ally provokes an opportunity attack from an enemy in range.
Target: The triggering enemy.
Attack: Dexterity vs. AC
Hit: 2 [W] + Dexterity modifier damage, and the target cannot use opportunity actions until the start of its next turn.
Miss: Half damage, and the target takes a -4 penalty on the triggering opportunity attack.

Disarming Shot --- Gunslinger Attack 9

Taking careful aim, you shoot a weapon or other object free from your target's hand.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 2 [W] + Dexterity modifier damage, and the target drops one item of your choice that it is holding. You then push that item 3 squares.
Miss: Half damage.

Killer's Stance --- Gunslinger Attack 9
You take grim satisfaction in every fallen foe.
Daily --- Healing, Martial, Stance
Minor Action --- Personal
Effect: You enter the killer's stance. While the stance lasts, when you drop an enemy with a sunpowder weapon, you regain hit points equal to your 2 + Wisdom bonus.

Ricochet Bullet --- Gunslinger Attack 9
You shoot, not at your enemy, but at a nearby wall, surface or object, letting the ricochet do the work for you.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC. This attack ignores cover and improved cover.
Hit: 3 [W] + Dexterity modifier damage.
Miss: Half damage.

Too Much Lead! --- Gunslinger Attack 9
You fire a series of bullets at your target, throwing off its riposte.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC, two attacks.
Hit: 1 [W] + Dexterity modifier damage per attack, and if you hit the target at least once, it takes a -2 penalty on attacks that include you as a target until the end of your next turn.
Miss: Half damage, and the target takes a -2 penalty on its next attack roll against you before the end of your next turn.

Level 10: Utility Powers
Your ability to use your weapon is not your only skill. Indeed, your growing mastery of sunpowder has given you a few unexpected tricks.
Benefit: Choose one of the utility powers below, or a ranger, skill or racial utility power of your level or lower.

Deep Breath --- Gunslinger Utility 10
You pause a moment to restore your flagging strength.
Daily --- Healing, Martial
Minor Action --- Personal
Effect: You spend a healing surge and make a saving throw.

Find the Bullseye --- Gunslinger Utility 10
With focus, you become even deadlier.
Daily --- Martial
Minor Action --- Personal
Effect: Until the end of your next turn, any attack you make with a sunpowder weapon has its critical range expanded by one (for example, if an attack scores a critical hit on a 19-20, it instead scores a critical hit on an 18-20), and you gain a bonus of +1d6 to critical severity with sunpowder weapons.
Sustain Minor: The effect persists. You cannot sustain this power if you have scored a critical hit with it in effect.

Sunpowder Torch --- Gunslinger Utility 10
A little sunpowder rubbed onto a hard surface can create a long-burning light.
At Will --- Martial
Minor Action --- Melee touch
Effect: You expend one or more chargea of sunpowder, grinding into the surface of a nonflammable surface or object within reach. That object or surface radiates bright light in a close burst 10 and sheds dim light within 3 squares of the bright light. The light remains for 10 minutes per charge of sunpowder that you expend.

Vanish in the Smoke --- Gunslinger Utility 10
You duck into the smoke produced by your gun, seeming to vanish.
Encounter --- Martial
Move Action --- Personal
Requirement: Your space must be obscured by smoke, fog or something similar.
Effect: You make a Stealth check to hide with a +5 bonus. If you succeed, you are hidden until the end of your turn as long as you remain obscured by smoke. In addition, you may shift your speed, and if you end this shift with total cover or concealment, you remain hidden.
 

the Jester

Legend
GUNSLINGER PARAGON TIER
Total XP --- Level --- Feats --- Class Features and Powers
26,000 --- 11 --- 7 --- Ability score increase, paragon path encounter power, paragon path features
32,000 --- 12 --- 8 --- Paragon path utility power
39,000 --- 13 --- 8 --- Replace an encounter power
47,000 --- 14 --- 9 --- Ability score increase
57,000 --- 15 --- 9 --- Replace a daily powers
69,000 --- 16 --- 10 --- Paragon path feature, utility powers
83,000 --- 17 --- 10 --- Replace an encounter power
99,000 --- 18 --- 11 --- Ability score increase
119,000 --- 19 --- 11 --- Replace a daily powers
143,000 --- 20 --- 12 --- Paragon path daily power

Level 11: Ability Score Increase
With experience, your body grows ever mightier and your mind grows ever sharper.
Benefit: Each of your ability scores increases by 1.

Level 11: Paragon Path Encounter Power
Your skills as a gunslinger have led you to a specialized path, and you begin to learn the secrets of that path.
Benefit: You gain an encounter attack power associated with your paragon path.

Level 11: Paragon Path Features
Your chosen paragon path has given you more than additional attacks. It also teaches you new techniques and talents.
Benefit: You gain one or more features associated with your paragon path.

Level 12: Paragon Path Utility Power
Your continued specialization grants you more tricks to use.
Benefit: You gain a utility power associated with your paragon path.

Level 13: Replace an Encounter Power
You have not been idle as a gunslinger while studying your new paragon path abilities.
Benefit: You may choose one of your gunslinger encounter attacks to replace with one of the options below.

Explosive Bullet --- Gunslinger Attack 13
If you pack the powder in a bullet just right, you can produce dramatic results over a surprising area.
Encounter --- Fire, Martial, Radiant, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Primary Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1 [W] + Dexterity modifier damage, and make the following secondary attack.
--- Close burst 1 centered on the primary target
--- Secondary Target: Each creature in burst.
--- Secondary Attack: Dexterity vs. AC.
--- Hit: 1 [W] + Dexterity modifier fire and radiant damage.

Fan the Hammer --- Gunslinger Attack 13
You fire as fast as you can.
Encounter --- Fire, Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One, two or three creatures.
Attack: Dexterity vs. AC, three attacks.
Hit: 1 [W] + Dexterity modifier damage per attack.

Flaming Bullet --- Gunslinger Attack 13
Sometimes your bullets make your foes catch fire.
Encounter --- Fire, Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 2 [W] + Dexterity modifier damage, plus ongoing 10 fire damage (save ends).

In the Eye --- Gunslinger Attack 13
You fire at the target's face, momentarily blinding it.
Encounter --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1 [W] + Dexterity modifier damage, and the target is blinded (save ends).
Special: If you score a critical hit with this attack, you shoot out one of the target's eyes.

Kneecap Shot --- Gunslinger Attack 13
A bullet to the knee prevents even the toughest enemy from moving quickly.
Encounter --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1 [W] + Dexterity modifier damage, and the target is slowed until the end of the encounter.
Special: If you score a critical hit with this attack, you get a bonus of +2d4 to severity, but the critical hit must be to the leg (or similar appendage).

Level 14: Ability Score Increase
Each new challenge that you overcome makes you mightier.
Benefit: You increase two ability scores of your choice by 1.
 
Last edited:

the Jester

Legend
Level 15: Replace a Daily Power
New, deadlier foes demand that you develop new, deadlier attack forms of your own.
Benefit: You may choose one of your gunslinger daily attacks to replace with one of the options below.

Bullets Mean Bleed --- Gunslinger Attack 15
Your shot leaves blood pumping from your foe.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 3 [W] + Dexterity modifier damage, plus ongoing 10 damage (save ends).
--- Aftereffect: Ongoing 5 damage (save ends).
Miss: Half damage, plus ongoing 5 damage (save ends).

Frantic Firefight --- Gunslinger Attack 15
Sometimes, you have to fire fast, accept the burn and forgo anything too fancy.
Daily --- Martial, Stance
Minor Action --- Personal
Effect: You enter the stance of the frantic firefight. Until the stance ends, you can reload one sunpowder weapon as a free action each time you make an attack with a sunpowder weapon , and you can use your any of your gunslinger at will attacks as a minor action, but each time you do so, you take 5 points of fire and radiant damage.

Perfect Shot --- Gunslinger Attack 15
You fire a perfect shot, destined to hit no matter what.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Effect: The target takes 3 [W] damage, and you reload your sunpowder weapon.

Takedown Shot --- Gunslinger Attack 15
You fire your gun and knock your enemy back and down.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 3 [W] + Dexterity modifier damage, you push the target 2 squares and the target falls prone.
Miss: Half damage.

Level 16: Utility Powers
You have learned yet another trick, further demonstrating your savvy.
Benefit: Choose one of the utility powers below, or a ranger, skill or racial utility power of your level or lower.

Clinging Smoke --- Gunslinger Utility 16
The smoke from your gun clings to you.
Daily --- Martial
Free Action --- Personal
Trigger: You make an attack with a sunpowder weapon.
Effect: The smoke produced by the attack moves with you until the end of your next turn, granting you concealment.
Sustain Move: You shift 1 square, the smoke moves with you, and both the effect and the smoke persist until the end of your next turn.

Crouch --- Gunslinger Utility 16
You don't need cover to take cover, at least until your enemies adjust.
Encounter --- Martial
Move Action --- Personal
Effect: Until the end of your next turn, you gain the benefits of cover.

Gunslinger's Eye --- Gunslinger Utility 16
You have trained your senses to be especially acute.
Encounter --- Martial
No Action --- Personal
Trigger: You roll a Perception check and dislike the result.
Effect: Reroll the triggering check with a +2 bonus. You may take the higher result.

Instincts of the Gun --- Gunslinger Utility 16
You can sense trouble, even when you shouldn't be able to.
Encounter --- Martial
Minor Action --- Personal
Effect: Until the end of your next turn, you are unaffected by invisibility and automatically detect hidden creatures within 2 squares of you.
Sustain Minor: The effect persists until the end of your next turn..

Level 17: Replace an Encounter Power
Each foe that you defeat is replaced by another, mightier enemy. Thus, you continue to teach yourself new, mightier attacks.
Benefit: You may choose one of your gunslinger encounter attacks to replace with one of the options below.

Aim for the Heart --- Gunslinger Attack 17
If you keep shooting for the vitals, you are bound to hit something important eventually.
Encounter --- Fire, Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Special: This attack scores a critical hit on a natural roll of 17-20 and gains a bonus of +2d4 to critical severity.
Hit: 2 [W] + Dexterity modifier damage.
Special: If you hit but do not score a critical hit, this power is not expended.

Powder Bomb --- Gunslinger Attack 17
Clever use of powder can leave a dangerous surprise waiting for your enemies.
Encounter --- Fire, Martial, Radiant
Standard Action --- Melee touch
Effect: You expend 3 charges of sunpowder and lay a bomb in one square within reach. The bomb detonates at the end of your next turn, when a creature enters its square or when its square is subject to fire damage. When you lay the bomb, you may expend additional charges of powder in order to delay its detonation by up to two rounds per additional charge, but you must determine when it will detonate when you lay it. When the bomb detonates, make the following attack, using the bomb's square as the center of the burst.
--- Free Action --- Close burst 1
--- Target: Each creature in burst.
--- Attack: Dexterity + 4 vs. Reflex.
--- Hit: 3d6 fire and radiant damage, and the target falls prone.

Protective Enfilade --- Gunslinger Attack 17
You are ready to protect your ally's move.
Daily --- Martial, Weapon
Immediate Interrupt --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Trigger: An ally provokes an opportunity attack
Effect: Until the end of the triggering ally's turn, each time an enemy in range makes an opportunity attack against the triggering ally, make the following attack.
Target: The triggering enemy.
Attack: Dexterity vs. AC
Hit: 2 [W] + Dexterity modifier damage, and the target cannot use opportunity actions until the start of its next turn.
Effect: You reload your sunpowder weapon.

Shoot from the Smoke --- Gunslinger Attack 17
You use the smoke from your shots to get an advantage.
Encounter --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 3 [W] + Dexterity modifier damage.
Effect: The smoke produced by this attack lasts until the end of your next turn. As long as you remain in the smoke, you gain concealment and combat advantage.
Sustain Standard: Make a ranged basic attack with your sunpowder weapon. The smoke produced by this attack lasts until the end of your next turn, and the effect persists.
 

the Jester

Legend
Level 18: Ability Score Increase
The challenges you face are too dangerous for anyone of lesser might. Your physical and mental puissance continues to grow to match them.
Benefit: You increase two ability scores of your choice by 1.

Level 19: Replace a Daily Power
New, deadlier foes demand that you develop new, deadlier attack forms of your own.
Benefit: You may choose one of your gunslinger daily attacks to replace with one of the options below.

Deadly Enfilade --- Gunslinger Attack 19
You stitch a long line of bullets across the battlefield.
Daily --- Martial, Weapon
Standard Action --- Area wall 6 within 10
Requirement: You must be wielding a sunpowder weapon.
Target: Each creature in wall.
Attack: Dexterity vs. AC
Hit: 2 [W] + Dexterity modifier damage.
Miss: Half damage.
Effect: After each attack, you reload your sunpowder weapon.

Exacting Shot --- Gunslinger Attack 19
Sometimes it's simply about maximizing your damage, even at the expense of accuracy.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity - 2 vs. AC
Hit: 6 [W] + Dexterity modifier damage.
Miss: On your next turn, you may repeat the attack as a standard action, but with a further -2 penalty. If this second attack misses, the power is expended.

Gunfire --- Gunslinger Attack 19
When you need to, you are quite capable of putting the “fire” in gunfire.
Daily --- Fire, Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 3 [W] + Dexterity modifier damage, plus ongoing 10 fire damage (save ends).
Miss: Half damage, plus ongoing 5 fire damage (save ends).
Effect: Each creature adjacent to the target takes 10 fire damage and ongoing 5 fire damage (save ends).

Opportunistic Shot --- Gunslinger Attack 19
When an ally strikes, you follow up.
Daily --- Martial, Weapon
Opportunity Action --- Ranged weapon
Trigger: An enemy in range triggers an opportunity attack from an ally.
Requirement: You must be wielding a sunpowder weapon.
Target: The triggering enemy.
Attack: Dexterity vs. AC
Hit: 3 [W] + Dexterity modifier damage, and the target is immobilized until the end of its turn.
Miss: Half damage, and the target is slowed until the end of its turn.

Level 20: Paragon Path Daily Attack Power
You have learned another attack from your more specialized interests.
Benefit: You gain a daily attack power associated with your paragon path.
 

the Jester

Legend
GUNSLINGER EPIC TIER
Total XP --- Level --- Feats --- Class Features and Powers
175,000 --- 21 --- 13 --- Ability score increase, epic destiny features
210,000 --- 22 --- 14 --- Utility powers
255,000 --- 23 --- 14 --- Replace an encounter power
310,000 --- 24 --- 15 --- Ability score increase, epic destiny feature
375,000 --- 25 --- 15 --- Replace a daily power
450,000 --- 26 --- 16 --- Epic destiny power
550,000 --- 27 --- 16 --- Replace an encounter power
675,000 --- 28 --- 17 --- Ability score increase
825,000 --- 29 --- 17 --- Replace a daily power
1,000,000 --- 30 --- 18 --- Epic destiny power

Level 21: Ability Score Increase
You are an epic hero now, and your physical and mental acuity exceed all mortal limits.
Benefit: Each of your ability scores increases by 1.

Level 21: Epic Destiny Features
As you enter the epic tier, your final destiny comes into focus. This destiny plays out as you continue to advance toward your final state, changing you even as you change the world around you.
Benefit: You gain one or more features associated with your epic destiny.

Level 22: Utility Powers
You have mastered sunpowder's more obscure uses and have developed abilities beyond the ken of most mortals.
Benefit: Choose one of the utility powers below, or a ranger, skill or racial utility power of your level or lower.

Cauterize Wound --- Gunslinger Utility 22
Applied properly, sunpowder can cauterize wounds and help bring a companion out of a state of shock.
Encounter --- Healing, Martial
Minor Action --- Melee touch
Target: One creature.
Effect: You expend one charge of powder. The target can spend a healing surge, and each of the following conditions on the target ends: ongoing acid, fire or untyped damage, dazed or marked.

Gritty Determination --- Gunslinger Utility 22
You grit your teeth and throw it off.
Encounter --- Martial
Minor Action --- Personal
Effect: Make a saving throw with a +5 bonus. If you fail, you get a +5 bonus to saves to end the condition you saved against until the start of your next turn.

Ground Bomb --- Gunslinger Utility 22
Using powder, you create an area of broken ground.
Encounter --- Martial, Zone
Move Action --- Personal
Effect: Choose up to three unoccupied squares within your melee touch range. You expend 3 charges of sunpowder per square, and each chosen square becomes difficult terrain.

Gunslinger's Luck --- Gunslinger Utility 22
Once in a while, you get lucky.
Encounter --- Martial
No Action --- Personal
Trigger: You roll a d20 and dislike the results after learning them.
Effect: You reroll the triggering roll. You must keep the second roll.

Preternatural Awareness --- Gunslinger Utility 22
You react with inhuman speed.
Daily --- Martial
No Action --- Personal
Trigger: You are surprised.
Effect: You are not surprised, and gain a +10 bonus to initiative. If your initiative is 20 higher than the next highest initiative, you gain an extra standard action on your first turn.

Level 23: Replace an Encounter Power
You continue to learn ever-better ways to attack with your guns.
Benefit: You may choose one of your gunslinger encounter attacks to replace with one of the options below.

Double Pump --- Gunslinger Attack 23
You fire twice in rapid succession at the same target.
Encounter --- Fire, Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC, two attacks.
Hit: 2 [W] + Dexterity modifier damage per attack. If both attacks hit, the target falls prone.

Horrific Wound --- Gunslinger Attack 23
You leave a gaping, horrifying wound in the target.
Encounter --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. Fortitude.
Hit: 3 [W] + Dexterity modifier damage, and the target is weakened (save ends).

Precision Enfilade --- Gunslinger Attack 23
You fire with uncanny speed and precision, sewing a row of bullets.
Encounter --- Martial, Weapon
Standard Action --- Area wall 10 within 20
Requirement: You must be wielding a sunpowder weapon.
Target: Each enemy in wall.
Attack: Dexterity vs. AC.
Hit: 1 [W] + Dexterity modifier damage per attack.
Effect: You reload your sunpowder weapon after each attack.

Take the Shot --- Gunslinger Attack 23
Your enemy drops his guard for an instant, and you are ready.
Encounter --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon, and you must have combat advantage against the target..
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 5 [W] + Dexterity modifier damage.
 

the Jester

Legend
Level 24: Ability Score Increase
No matter how dangerous the situation you encounter, you have honed your mind and body to overcome it.
Benefit: Increase two ability scores of your choice by 1.

Level 24: Epic Destiny Feature
Your final fate looms ahead, and ever more power leads you toward it.
Benefit: You gain a feature associated with your epic destiny.

Level 25: Replace a Daily Power
Your repertoire of attacks grows ever deadlier.
Benefit: You may choose one of your gunslinger daily attacks to replace with one of the options below.

Head Shot --- Gunslinger Attack 25
Even the toughest foe slows down when subjected to a head shot.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 2 [W] + Dexterity modifier damage, and the target is stunned (save ends).
--- Aftereffect: The target is dazed (save ends).
Miss: Half damage, and the target is dazed (save ends).

Herding Fire --- Gunslinger Attack 25
Your bullets force your enemies to flee- right where you want them.
Daily --- Fear, Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Effect: You expend six charges of sunpowder and fire six bullets, reloading after each one, then slide the target and each creature adjacent to it 3 squares.
Attack: Dexterity vs. AC
Hit: 3 [W] + Dexterity modifier damage.
Miss: Half damage.

Killing Shot --- Gunslinger Attack 25
Every creature has vital organs. You take careful aim with utterly no mercy, ignoring threats around you.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Effect: You grant combat advantage until the start of your next turn.
Attack: Dexterity vs. AC
Hit: 4 [W] + Dexterity modifier damage. If this reduces the target to 15 hit points or less, it dies.
Miss: Half damage, and the target is dazed (save ends).

Spray of Bullets --- Gunslinger Attack 25
You stitch a long line of bullets across the battlefield.
Daily --- Martial, Weapon
Standard Action --- Close blast 5
Requirement: You must be wielding a sunpowder weapon.
Target: Each creature in blast.
Attack: Dexterity vs. AC
Hit: 3 [W] + Dexterity modifier damage.
Miss: Half damage.
Effect: After each attack, you reload your sunpowder weapon.

Level 26: Epic Destiny Power
As you draw near to your final fate, deadly enemies assail you. They cannot stop you. Nothing can stop you.
Benefit: You gain a power associated with your epic destiny.

Level 27: Replace an Encounter Power
You are near the zenith of your abilities.
Benefit: You may choose one of your gunslinger encounter attacks to replace with one of the options below.

Aim for the Vitals --- Gunslinger Attack 27
You aim for the target's most vulnerable organs, hoping to land an especially deadly hit.
Encounter --- Fire, Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Special: This attack scores a critical hit on a natural roll of 17-20 and gains a bonus of +2d6 to critical severity.
Hit: 2 [W] + Dexterity modifier + Wisdom modifier damage.
Special: If you hit but do not score a critical hit, this power is not expended.

Gun on the Run --- Gunslinger Attack 27
You move and shoot simultaneously.
Encounter --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Effect: You shift your speed. At any point before, during or after this movement, make the following attack.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 3 [W] + Dexterity modifier damage.

Sucking Chest Wound --- Gunslinger Attack 27
You fire directly into the target's chest.
Encounter --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 2 [W] + Dexterity modifier damage, plus ongoing 15 damage (save ends).
--- First Failed Save: Ongoing 20 damage (save ends).

Terrifying Display --- Gunslinger Attack 27

You give out a terrifying roar as you fire, then brandish your weapon menacingly.
Encounter --- Fear, Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 3 [W] + Dexterity modifier damage and make a secondary attack.
--- Area burst 2 centered on the primary target
--- Secondary Targets: Each enemy in burst other than the primary target
--- Secondary Attack: Dexterity vs. Will
--- Hit: You push the target 2 squares.

Level 28: Ability Score Increase
As you near the pinnacle of your achievements, you continue to hone yourself in body and mind.
Benefit: Increase two ability scores of your choice by 1.

Level 29: Replace a Daily Power
You are so deadly with a gun that even the gods fear you.
Benefit: You may choose one of your gunslinger daily attacks to replace with one of the options below.

Blessings of the Gun --- Gunslinger Attack 29
You enter an almost meditative stance, aiming and firing faster than you can think.
Daily --- Martial, Stance
Minor Action --- Personal
Effect: Whenever you make a ranged attack with a sunpowder weapon, you may target one extra creature, reloading before you do.

Duck and Fire --- Gunslinger Attack 29
Even as you dive for cover, you squeeze off several shots.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Effect: You shift your speed to a space in which you have cover, improved cover or total cover from at least one enemy. At any point along the way, make the following attack three times.
Target: One creature.
Attack: Dexterity vs. AC, three attacks
Hit: 2 [W] + Dexterity modifier damage per attack.
Miss: Half damage.

Inescapable Gunnery --- Gunslinger Attack 29
Your target cannot escape.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 4 [W] + Dexterity modifier damage, and until the end of the encounter, each time the target moves or shifts, you may load your sunpowder weapon and make a ranged basic attack at it.
Miss: Half damage, and until the end of the encounter, each time the target moves or shifts, you may load your sunpowder weapon and make a ranged basic attack at it.

Invigorating Shot --- Gunslinger Attack 29
When your shot strikes home, it reinvigorates you, helping you improve your aim.
Daily --- Martial, Weapon
Standard Action --- Ranged weapon
Requirement: You must be wielding a sunpowder weapon.
Target: One creature.
Attack: Dexterity vs. AC
Hit: 5 [W] + Dexterity modifier damage, and until the end of the encounter, you gain a +2 bonus to attack and damage rolls against the target.
Miss: Half damage.

Level 30: Epic Destiny Power
At last you have achieved your ultimate power. Now your fate surely looms. One last power may make the difference between eternal success and everlasting doom.
Benefit: You gain a power associated with your epic destiny.
 

Remove ads

Top