First post, with a question about customizing the Essentials Slayer

Nemesis Destiny

Adventurer
Hello ENWorld!

I'm a longtime player (since mid-80s), DM (since early 90s), and ENWorld Lurker (since 3.0 era). I've got plenty of experience with other RPGs as well and I've been on other gaming sites, but I really like the atmosphere here; much friendlier than some of the others.

Now that introductions are out of the way, I want to ask for some opinions regarding customizing the Slayer class for a player in one of my upcoming games.

The player in question has been gaming with me for 12 years or so, starting with 2e. He liked that and has not really caught on to the advanced options of newer editions. I showed him the Essentials books and he really seemed to dig the concept of the new martial class design choices emphasising simplicity.

The character concept is that of a swashbuckling flintlock pistol-wielding sailor who has a tendency toward using just a little too much black powder. He's a bit mentally unbalanced (dumped Wis), but is an excellent shot (high Dex). He started using this character in a 2e game a long time ago, which got put on hold, and now the character is coming back for 4e. He used to be a fighter/thief multiclass, so I'm thinking that Slayer would be a good place to start.

Slayers already have some nice ranged options, but I was thinking about switching out his melee-only Power Strike encounter power for a pistol-related abiility. Here is my concept:

Too Much Powder: As an encounter power, you may make a ranged basic attack with a black powder weapon using twice the normal amount of powder. Add 1[W] to the damage, and make a secondary attack. The secondary attack is Dex vs. Reflex and deals 1d6 fire and thunder damage to all targets in a close blast 3, or an area burst 1 centred on the primary target.

It could presumably scale at the same rate as Power Strike, becoming usable more times per encounter and dealing extra damage. The secondary attack part I presume to be balanced against the fact that the power would not trigger off a hit, and therefore would miss sometimes, unlike Power Strike, which is only expended on hit.

I'm not necessarily looking for publishable-quality balance here, just a little feedback.
 

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I'd be tempted to leave Power Strike as is because it's an important reflection of how the Slayer class works. You could either just give him a "magic" pistol, with an encounter power like you described, or give him a Theme ala Dark Sun themes, with that power.

I'd recommend against making the power too flexible with the blast/burst. I kind of like the flavor of the blast, so I'd stick with that, but either one works.

For the damage, instead of d6 damage (which is a damage roll and can get a ton of modifiers), I'd stick with a more static number like Dex Modifier, scaling to 2+Dex at 11th, and 4+Dex at 21st (or you could go with 5/10/15 damage and take Dex out of the equation).

Both the extra [W] damage, and the blast sounds like it may be a little too much (though I don't know the [W] you use for a fire arm, if it's something like 1d6, then the extra [W] is probably okay).

So if you make it a Theme power, it would look something like:

Extra Gunpowder
Encounter * Standard Action
Ranged weapon * Target: One creature
Keywords: Martial, Thunder, Fire, Weapon
Special: Requires fire arm, and double the indicated ammunition, and this attack does not provoke opportunity attacks.
Attack: Primary ability vs. AC
Hit: 1[W] + ability modifier damage.
Level 11: 2[W] + ability modifier damage.
Level 21: 3[W] + ability modifier damage.
Secondary Attack: Primary ability vs. Reflex, all creatures in close blast 3
Hit: 5 fire and thunder damage.
Level 11: 10 fire and thunder damage.
Level 21: 15 fire and thunder damage.

I added the no opportunity attack bit, because there is something extra fun about blasting someone in the face with extra gun powder at point blank. I debated about making the secondary attack an effect, rather than relying on the first hit. It may be better that way, but also more powerful, so it's up to you how much power (powder?) you want to hand to your player. If you miss maybe nothing happens, because you had a bad patch of powder or a misfire, so you can have fluff explanation either way.
 

I don't see how switching Power Attack to a ranged bonus would affect balance any, but I'm thinking that a Thief might suit this character better. Particularly with tricks like Acrobat's Trick, Ambush Trick, Feinting Trick, and Unbalancing Trick.

As for your proposed replacement for Power Attack, I would have the area burst centered on the character (thereby including him in it) and not the target. This provides the potential of dealing some damage to surrounding enemies, but not without cost.
 
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Thanks for the replies and welcomes.

@Rune - I thought about making him a Thief too, but I fear that even that many options might overwhelm this particular player. In fact my first 4e incarnation of this character was a non-e Rogue.

Basically, this player likes to keep things simple and options few. He has played Fighters and Rangers in our other 4e games, and he pretty much just sticks to spamming his At-wills because he doesn't know what else to do or when to properly use his encounter or daily powers. We try to suggest courses of action to him, and rather than actually learn something, just goes, "Well, ok, whatever you guys think I should do..."

Strangely he played a warlord in a one-shot that another group member ran and he did fairly well juggling powers and reminding others to add bonuses that his warlord was providing.

@Mengu, I like the idea of making it a Theme power. I had considered using themes, but that did not occur to me! Thanks for the suggestion and the comments. Though, I like the idea of him getting to use this power more than once per encounter, since he is so black powder focused. I may use your write up as a model for how this will work though. Nicely done.

I too like the flavour of keeping it a close blast, and that was my original concept for it. Strangely, I'd be more worried that simply having the choice would be too much for this particular player, rather than any balance issue about versatility.
 

That looks reasonable.

Although my campaign replaces gunpowder with 'sunpowder' (a powder made by distilling sunlight first into a liquid and then treating and drying it to produce a volatile powder), here's a paragon path you might be interested in. You'd have to change a few details- I doubt whether powder conservation is a significant issue for your campaign, for instance- but you could prolly make this work pretty well with minimal effort.


Pistoleer

“Meet me in the town square at high noon, and we’ll settle this once and for all.”

Prerequisite: Ranger, Exotic Weapon Proficiency (sunpowder weapons)

As a ranger, you are skilled with ranged weapons, but your interests have turned from bows or crossbows to sunpowder weapons. Whether you are an orc or you have captured them from foes, you have learned the use and care of these weapons, and your training in them has paid off. Now your skills have grown to the point that you consider yourself to be a pistoleer.

Pistoleer Path Features

Pistol Facility (11th level):
You can use a pistol as a melee weapon without harming it. As a melee weapon, it has a +2 proficiency bonus and deals 1d6 points of damage.

Pistoleer Action (11th level): Whenever you spend an action point to take an extra action, you may also make a ranged basic attack with a pistol.

Powder Scavenger (16th level): You are so good and conserving and scavenging sunpowder that you only expend one shot’s worth for every two shots you fire.

Pistoleer Exploits

Shoot on the Run--- Pistoleer Attack 11
You move across the battlefield, firing as you do so.
Encounter--- Martial, Weapon
Requirement:
You must be wielding sunpowder weapons.
Standard Action--- Ranged weapon
Effect: You move your speed and make two attacks at any point during this movement.
Special: If you also spend your move action, you may instead move twice your speed and make two attacks at any point during this movement.
Attack: Dexterity vs. AC, two attacks.
Hit: 1 [W] + Dexterity modifier damage per attack.
Effect: Each square that you shoot from it filled with smoke until the end of your next turn. This provides concealment to creatures in the smoke-filled squares or if the smoke breaks line of sight between two creatures.

Burning Bullets--- Pistoleer Utility 12
You sprinkle your bullets with some sunpowder, making a dangerously volatile and explosive weapon out of it.
Encounter--- Martial
Requirement: You must expend one shot of sunpowder.
Minor Action--- Personal
Effect:
The next time you make a ranged attack with a sunpowder weapon before the end of your next turn, you score a critical hit on a 19-20 and deal extra fire damage equal to your Wisdom modifier.

One-Man Fusillade--- Pistoleer Attack 20
You fire with unbelievable speed, filling the air around you with smoke.
Daily--- Martial, Weapon, Zone
Requirement:
You must be using a sunpowder weapon.
Standard Action--- Close blast 10
Target: Each enemy in blast
Attack: Dexterity vs. AC.
Hit: 1 [W] + Dexterity modifier damage and the target is dazed until the end of your next turn.
Effect: You create a zone of smoke in a close burst 1 around you. Each creature in the zone gains concealment. The zone lasts until the end of your next turn.
 

I thought about making him a Thief too, but I fear that even that many options might overwhelm this particular player. In fact my first 4e incarnation of this character was a non-e Rogue.

Basically, this player likes to keep things simple and options few. He has played Fighters and Rangers in our other 4e games, and he pretty much just sticks to spamming his At-wills because he doesn't know what else to do or when to properly use his encounter or daily powers. We try to suggest courses of action to him, and rather than actually learn something, just goes, "Well, ok, whatever you guys think I should do..."

Curious. The thief doesn't seem any more complex to me than the slayer. Instead of choosing stances to drop into, you choose tricks to apply every round, but they are really simple--and situational, so they're only relevant when their relevant.

...But, if he's just not interested in that minor level of complexity, it probably doesn't even matter what class he is. If he's just going to point and shoot, almost anything will do. The class will only matter when it comes to numbers.
 

Yeah, that's pretty much where we're at. I would totally agree that a Thief doesn't seem that much harder, but yeah, he's kind of hung up on the 2e "stand there and spam a basic attack" mentality.

His facility with his warlord in the one shot surprised everyone.
 

I should add a thank-you to the Jester for including that example of a Paragon Path. I had been thinking on something like that. I don't know that this group will get to Paragon Tier, but it's handy to have something ready just in case.

Sunpowder is an interesting idea, but this world usually tries to pay at least a nod to Earth history (it's semi-gritty fantasy, maybe in the 120-200 range, but with plenty of water to ease the chafing). We're basically treating black powder as an alchemical item (probably level 1), produceable via Brew Potion or Enchant Magic Item rituals. I will probably include the ability to make it with a Martial Practise as well.
 

Hey there, and welcome!

I would agree with the others who said that a Thief would probably fit better. They are ranged/melee hybrids already, love rapiers, and love their ranged weapons!

With that said, if you're set on an Easy Mode character, just give them Tactical Trick and Ambush Trick and just assume that they are getting CA every single attack. :)

-O
 


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