GMforPowergamers
Legend
Hey guys, I know it is hardly orginal, but I have a game that we want to use firearms for. The world has alot of things going for it, and I want teh guns to make it unque and intresting. Could you guys help me see about these thing?
thanks in advance for any feedback...
Feats:
Mystic Shots:
Prerequisite: Immortal Origin
Benefit: You may treat a pistol as a rod for the purpose of casting.
Maverick
Prerequisite: Proficiency with a firearm, sneak attack class feature.
Benefit: You may choose to apply your sneak attack damage to successful
attacks made with firearm weapons
Hurried Reload
Prerequisite: Dexterity 13, proficiency with a firearm.
Benefit: Once per encounter you can reload a flintlock as a move action instead of a standard
action.
Special: at 11th level increase this to twice per encounter, and at 21st level increase to three times per encounter
Firearms Expertise
Benefit: You gain a +1 to hit with all firearms, this increase to +2 at 11th level, and +3 at 21st level.
Special: You do not provoke opp attacks from the target of any of your ranged attacks with guns.
Mystic gunslinger
Prerequisite: Mystic shots, Immortal Origin, and warlock curse feature.
Benefit: You can apply your warlocks curse to any target you have hit with a basic attack with a pistol as a minor action.
Deadly Firearms:
Prerequisite: 11th level
Benefit: all firearms work as a high crit weapon.
Two Gun Kid
Prerequisite: 11th level Proficient with pistols
Benefit: When you wield two pistols of the same type you may reload them both as part of the same action.
Weapons:
Flint lock pistol Simple Weapon One handed 15 gp
+2 prof range 10/20 2d6 brutal 1 load standard
A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire.
Flint Lock Musket Military Weapon Two Handed 20 gp
+2 prof range 20/40 2d8 brutal 1 load standard
A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire.
Blunderbuss Military Weapon Two handed 25 gp
+2 prof range 5/10 2d10 brutal 2 load standard
A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire.
Pepper box pistol Military Weapon One handed 25 gp
+2 prof 1d8 range 10/20 brutal 1 4 shots reload short rest
A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though.
Pepper box Musket Military Weapon Two handed 35 gp
+2 prof 1d10 range 15/30 brutal 2 5 shots reload short rest
A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though.
Rifle Superior weapon two handed 35 gp
+3 prof 3d4 range 20/40 brutal 1 reload minor
A much more complex gun, the barrel opens and cartage and cap are placed in, then slammed ****. It takes a quick hand, and a trained eye to properly use this system, however it allows the rifling of the barrel to make it much more accurate at range.
Alchemy:
Cartages and caps are both made from an alchemy formula for dark powder… it costs
Enchantments:
Rifle of Accuracy Level 2+ Common
This weapon contains special counterweights to help keep it steady while aiming.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Weapon: Any musket or rifle.
Enhancement: Attack and damage rolls.
Critical: +1d8 damage per plus
Property: You gain a +1 bonus to attack rolls against targets that are 10 squares away
or further.
Seeker powers:
Loaded with Bear Seeker Attack 1
You call apon the spirits of the bear to add power to your shot
_______________________
At-Will ✦ Primal, weapon
Standard Action
Requirements: must use a firearm
Target: 1 creature
Attack: Wisdom vs. AC
_______________________
Hit: 2[w] increase to 4[w] at 21st level
Special: this can be used as a basic attack
Argent Agony Seeker Attack 7
The spirits make any weapon you fire into just the right attack
_______________________
Encounter ✦ Primal, weapon
Standard Action
Requirements: must use a firearm
Target: 1 creature
Attack: Wisdom vs. Reflex
_______________________
Hit: 1[w}+1d8+Wis mod. If the target is vulnerable to any damage types, your attack instead deals damage of that type. If the target has more than one vulnerability, you choose which damage type to deal.
Musketeer windage Seeker Utility 16
You correct your aim from a missed shot to insure your next hits
_______________________
Encounter ✦ Primal
Free Action
Trigger: You miss with an attack
Requirements: must use a firearm
Target: self
_______________________
Effect: You gain a +3 to hit against the same target until the end of your next turn.
thanks in advance for any feedback...
Feats:
Mystic Shots:
Prerequisite: Immortal Origin
Benefit: You may treat a pistol as a rod for the purpose of casting.
Maverick
Prerequisite: Proficiency with a firearm, sneak attack class feature.
Benefit: You may choose to apply your sneak attack damage to successful
attacks made with firearm weapons
Hurried Reload
Prerequisite: Dexterity 13, proficiency with a firearm.
Benefit: Once per encounter you can reload a flintlock as a move action instead of a standard
action.
Special: at 11th level increase this to twice per encounter, and at 21st level increase to three times per encounter
Firearms Expertise
Benefit: You gain a +1 to hit with all firearms, this increase to +2 at 11th level, and +3 at 21st level.
Special: You do not provoke opp attacks from the target of any of your ranged attacks with guns.
Mystic gunslinger
Prerequisite: Mystic shots, Immortal Origin, and warlock curse feature.
Benefit: You can apply your warlocks curse to any target you have hit with a basic attack with a pistol as a minor action.
Deadly Firearms:
Prerequisite: 11th level
Benefit: all firearms work as a high crit weapon.
Two Gun Kid
Prerequisite: 11th level Proficient with pistols
Benefit: When you wield two pistols of the same type you may reload them both as part of the same action.
Weapons:
Flint lock pistol Simple Weapon One handed 15 gp
+2 prof range 10/20 2d6 brutal 1 load standard
A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire.
Flint Lock Musket Military Weapon Two Handed 20 gp
+2 prof range 20/40 2d8 brutal 1 load standard
A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire.
Blunderbuss Military Weapon Two handed 25 gp
+2 prof range 5/10 2d10 brutal 2 load standard
A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire.
Pepper box pistol Military Weapon One handed 25 gp
+2 prof 1d8 range 10/20 brutal 1 4 shots reload short rest
A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though.
Pepper box Musket Military Weapon Two handed 35 gp
+2 prof 1d10 range 15/30 brutal 2 5 shots reload short rest
A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though.
Rifle Superior weapon two handed 35 gp
+3 prof 3d4 range 20/40 brutal 1 reload minor
A much more complex gun, the barrel opens and cartage and cap are placed in, then slammed ****. It takes a quick hand, and a trained eye to properly use this system, however it allows the rifling of the barrel to make it much more accurate at range.
Alchemy:
Cartages and caps are both made from an alchemy formula for dark powder… it costs
Enchantments:
Rifle of Accuracy Level 2+ Common
This weapon contains special counterweights to help keep it steady while aiming.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Weapon: Any musket or rifle.
Enhancement: Attack and damage rolls.
Critical: +1d8 damage per plus
Property: You gain a +1 bonus to attack rolls against targets that are 10 squares away
or further.
Seeker powers:
Loaded with Bear Seeker Attack 1
You call apon the spirits of the bear to add power to your shot
_______________________
At-Will ✦ Primal, weapon
Standard Action
Requirements: must use a firearm
Target: 1 creature
Attack: Wisdom vs. AC
_______________________
Hit: 2[w] increase to 4[w] at 21st level
Special: this can be used as a basic attack
Argent Agony Seeker Attack 7
The spirits make any weapon you fire into just the right attack
_______________________
Encounter ✦ Primal, weapon
Standard Action
Requirements: must use a firearm
Target: 1 creature
Attack: Wisdom vs. Reflex
_______________________
Hit: 1[w}+1d8+Wis mod. If the target is vulnerable to any damage types, your attack instead deals damage of that type. If the target has more than one vulnerability, you choose which damage type to deal.
Musketeer windage Seeker Utility 16
You correct your aim from a missed shot to insure your next hits
_______________________
Encounter ✦ Primal
Free Action
Trigger: You miss with an attack
Requirements: must use a firearm
Target: self
_______________________
Effect: You gain a +3 to hit against the same target until the end of your next turn.