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First post, with a question about customizing the Essentials Slayer
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<blockquote data-quote="the Jester" data-source="post: 5389611" data-attributes="member: 1210"><p>That looks reasonable. </p><p></p><p>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. </p><p></p><p><span style="font-size: 22px"><span style="font-family: 'Book Antiqua'"></span></span></p><p><span style="font-size: 22px"><span style="font-family: 'Book Antiqua'">Pistoleer</span></span></p><p><em>“Meet me in the town square at high noon, and we’ll settle this once and for all.”</em></p><p></p><p><strong>Prerequisite:</strong> Ranger, Exotic Weapon Proficiency (sunpowder weapons)</p><p></p><p>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.</p><p></p><p><strong>Pistoleer Path Features</strong></p><p><strong> </strong></p><p><strong>Pistol Facility (11th level):</strong> 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. </p><p> </p><p><strong>Pistoleer Action (11th level): </strong>Whenever you spend an action point to take an extra action, you may also make a ranged basic attack with a pistol. </p><p> </p><p><strong>Powder Scavenger (16th level):</strong> You are so good and conserving and scavenging sunpowder that you only expend one shot’s worth for every two shots you fire. </p><p></p><p><strong>Pistoleer Exploits</strong></p><p></p><p><strong>Shoot on the Run--- Pistoleer Attack 11 </strong></p><p><em>You move across the battlefield, firing as you do so.</em></p><p><strong>Encounter--- Martial, Weapon</strong></p><p><strong>Requirement:</strong> You must be wielding sunpowder weapons.</p><p><strong>Standard Action--- Ranged</strong> weapon </p><p><strong>Effect: </strong>You move your speed and make two attacks at any point during this movement.</p><p><strong>Special:</strong> If you also spend your move action, you may instead move twice your speed and make two attacks at any point during this movement.</p><p><strong>Attack:</strong> Dexterity vs. AC, two attacks.</p><p><strong>Hit:</strong> 1 [W] + Dexterity modifier damage per attack.</p><p><strong>Effect:</strong> 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. </p><p></p><p><strong>Burning Bullets--- Pistoleer Utility 12 </strong></p><p><em>You sprinkle your bullets with some sunpowder, making a dangerously volatile and explosive weapon out of it. </em></p><p><strong>Encounter--- Martial</strong></p><p><strong>Requirement:</strong> You must expend one shot of sunpowder.</p><p><strong>Minor Action--- Personal</strong></p><p><strong>Effect:</strong> 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. </p><p></p><p><strong>One-Man Fusillade--- Pistoleer Attack 20 </strong></p><p><em>You fire with unbelievable speed, filling the air around you with smoke.</em></p><p><strong>Daily--- Martial, Weapon, Zone</strong></p><p><strong>Requirement:</strong> You must be using a sunpowder weapon.</p><p><strong>Standard Action--- Close</strong> blast 10</p><p><strong>Target:</strong> Each enemy in blast</p><p><strong>Attack: </strong>Dexterity vs. AC.</p><p><strong>Hit:</strong> 1 [W] + Dexterity modifier damage and the target is dazed until the end of your next turn.</p><p><strong>Effect:</strong> 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.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5389611, member: 1210"] 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. [SIZE="6"][FONT="Book Antiqua"] Pistoleer[/FONT][/SIZE] [I]“Meet me in the town square at high noon, and we’ll settle this once and for all.”[/I] [B]Prerequisite:[/B] 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. [B]Pistoleer Path Features Pistol Facility (11th level):[/B] 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. [B]Pistoleer Action (11th level): [/B]Whenever you spend an action point to take an extra action, you may also make a ranged basic attack with a pistol. [B]Powder Scavenger (16th level):[/B] You are so good and conserving and scavenging sunpowder that you only expend one shot’s worth for every two shots you fire. [B]Pistoleer Exploits[/B] [B]Shoot on the Run--- Pistoleer Attack 11 [/B] [I]You move across the battlefield, firing as you do so.[/I] [B]Encounter--- Martial, Weapon Requirement:[/B] You must be wielding sunpowder weapons. [B]Standard Action--- Ranged[/B] weapon [B]Effect: [/B]You move your speed and make two attacks at any point during this movement. [B]Special:[/B] If you also spend your move action, you may instead move twice your speed and make two attacks at any point during this movement. [B]Attack:[/B] Dexterity vs. AC, two attacks. [B]Hit:[/B] 1 [W] + Dexterity modifier damage per attack. [B]Effect:[/B] 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. [B]Burning Bullets--- Pistoleer Utility 12 [/B] [I]You sprinkle your bullets with some sunpowder, making a dangerously volatile and explosive weapon out of it. [/I] [B]Encounter--- Martial[/B] [B]Requirement:[/B] You must expend one shot of sunpowder. [B]Minor Action--- Personal Effect:[/B] 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. [B]One-Man Fusillade--- Pistoleer Attack 20 [/B] [I]You fire with unbelievable speed, filling the air around you with smoke.[/I] [B]Daily--- Martial, Weapon, Zone Requirement:[/B] You must be using a sunpowder weapon. [B]Standard Action--- Close[/B] blast 10 [B]Target:[/B] Each enemy in blast [B]Attack: [/B]Dexterity vs. AC. [B]Hit:[/B] 1 [W] + Dexterity modifier damage and the target is dazed until the end of your next turn. [B]Effect:[/B] 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. [/QUOTE]
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