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Gunslinger (first draft)
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<blockquote data-quote="the Jester" data-source="post: 6151860" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">High Noon Duelist</span></strong> </p><p> </p><p><em>“It's time. Only one of us is going to walk away.”</em></p><p> <strong>Prerequisites:</strong> Gunslinger</p><p></p><p> You've always fancied the image of the duelist, and gunslinging orcs have had pistol duels for centuries. Why can't you? Indeed, although sometimes calling what you do in battle a “duel” is nothing more than an affectation, you can think of it no other way.</p><p></p><p><strong><span style="font-size: 15px">High Noon Duelist Path Features</span></strong></p><p> </p><p><strong>Duel (11th level):</strong> You gain the duel feature. </p><p></p><p><strong>Duel --- High Noon Duelist Feature</strong> </p><p><em>You and one chosen enemy- that's all that exists.</em></p><p>At Will --- Martial </p><p>Minor Action --- Close burst 20 </p><p>Effect: You choose one enemy as your enemy in a duel. As long as you are conscious and visible, you do not use this power on another creature and none of your allies attack the target, it is marked by you. If any of the target's allies attack you, you gain a +2 bonus to your next attack roll against the target before the end of your next turn.</p><p></p><p> <strong>High Noon Duel (11th level):</strong> If you spend your action point to make a gunslinger or high noon duelist attack against the target of your duel, after your extra action, you may choose to allow the target to make a ranged basic attack against you. If it does, you may make a ranged basic attack against it. This sequence continues until one or the other of you declines to make a ranged attack. </p><p> </p><p><strong>Duelist's Deadliness (16th level): </strong>When you make a ranged weapon attack with a sunpowder weapon against the target of your duel, your critical range expands by 1. </p><p></p><p><strong><span style="font-size: 15px">High Noon Duelist Path Exploits</span></strong></p><p></p><p><strong>Seek the Weakness --- High Noon Duelist Attack 11 </strong> </p><p><em>You try to anticipate the target's defenses, shooting to exploit any weakness you see.</em></p><p>Encounter --- Martial, Weapon </p><p>Standard Action --- Ranged weapon </p><p>Requirement: You must be wielding a sunpowder weapon.</p><p>Target: One creature</p><p>Attack: Dexterity vs. AC, Fortitude and Reflex, one attack.</p><p>Hit: 2 [W] + Dexterity modifier damage. The attack hits if it hits any of the targeted defenses. </p><p></p><p><strong>Standoff --- High Noon Duelist Utility 12 </strong></p><p><em>When an enemy is about to attack, you threaten simultaneous retaliation.</em></p><p>Daily --- Martial </p><p>Free Action - Interrupt --- Personal </p><p>Requirement: You must be wielding a sunpowder weapon.</p><p>Trigger: An enemy within 5 squares makes a ranged attack. </p><p>Effect: The triggering enemy does not make its attack and loses the triggering action (but not the triggering attack). </p><p></p><p><strong>High Noon --- High Noon Duelist Attack 20 </strong></p><p><em>It is time to end your duel. </em></p><p>Daily --- Martial, Weapon </p><p>Standard Action --- Ranged weapon </p><p>Requirement: You must be wielding a sunpowder weapon.</p><p>Target: The target of your duel</p><p>Attack: Dexterity vs. AC </p><p>Hit: 4 [W] + Dexterity modifier damage, and until it is no longer the target of your duel, whenever it makes an attack that does not include you as a target, you may make a ranged basic attack against it as an immediate reaction.</p><p></p><p><strong><span style="font-size: 18px">Sacred Rifleman </span></strong></p><p></p><p> <em>“You misunderstand- the sunpowder, and the god from whom it comes, are the important part, not the weapons.”</em></p><p> <strong>Prerequisites: </strong>Gunslinger</p><p></p><p> Sunpowder comes, ultimately, from a divine source. Many gunslingers forget that, but you do not, not ever. It is important to keep that divine connection in mind. You honor the old, lost god Galador, who brought the Sun to ignition long ago. Few still follow him, but he has graced you with some of his waning power.</p><p></p><p> Although this paragon path is called the sacred rifleman, there are also sacred pistoleers.</p><p> </p><p><strong><span style="font-size: 15px">Sacred Rifleman Path Features</span></strong></p><p> </p><p><strong>Faith (11th level):</strong> You gain a +1 bonus to your Will defense.</p><p><strong>Radiant Action (11th level):</strong> When you spend an action point to take an extra action, until the end of your next turn, each creature hit by an attack from your sunpowder weapons takes extra radiant damage equal to your Wisdom bonus. </p><p><strong> Walk in the Light (16th level):</strong> You gain resist 15 radiant. </p><p></p><p><span style="font-size: 15px"><strong>Sacred Rifleman Prayers</strong></span></p><p></p><p><strong>Sacred Bullet --- Sacred Rifleman Attack 11 </strong></p><p><em>You fire at the target, knowing that your god is on your side and will help you pass through your foe's armor.</em></p><p>Encounter --- Divine, Radiant, Weapon </p><p>Standard Action --- Ranged weapon </p><p>Requirement: You must be wielding a sunpowder weapon.</p><p>Target: One creature</p><p>Attack: Dexterity vs. Reflex</p><p>Hit: 2 [W] + Dexterity modifier radiant damage.</p><p></p><p><strong>Healing Powder --- Sacred Rifleman Utility 12 </strong> </p><p><em>With a fervant prayer, you unlock the holy power of sunpowder. </em></p><p>Encounter --- Divine, Healing</p><p>Minor Action --- Melee touch </p><p>Target: You or one ally </p><p>Effect: Spend 3 charges of sunpowder, and the target can spend a healing surge. </p><p></p><p><strong>Guns for Galador --- Sacred Rifleman Attack 20</strong> </p><p><em>Sure of your divine mission, you let your guns blaze with holy powder as you unleash a storm of bullets. </em></p><p>Daily --- Divine, Radiant, Weapon </p><p>Standard Action --- Ranged weapon </p><p>Requirement: You must be wielding a sunpowder weapon.</p><p>Target: One creature, two or three creatures</p><p>Attack: Dexterity vs. AC, three attacks </p><p>Hit: 2 [W] + Dexterity radiant modifier damage per attack.</p><p>Miss: Half damage (each attack).</p><p>Effect: You reload after each shot.</p></blockquote><p></p>
[QUOTE="the Jester, post: 6151860, member: 1210"] [B][SIZE=5]High Noon Duelist[/SIZE][/B] [I]“It's time. Only one of us is going to walk away.”[/I] [B]Prerequisites:[/B] Gunslinger You've always fancied the image of the duelist, and gunslinging orcs have had pistol duels for centuries. Why can't you? Indeed, although sometimes calling what you do in battle a “duel” is nothing more than an affectation, you can think of it no other way. [B][SIZE=4]High Noon Duelist Path Features[/SIZE][/B] [B]Duel (11th level):[/B] You gain the duel feature. [B]Duel --- High Noon Duelist Feature[/B] [I]You and one chosen enemy- that's all that exists.[/I] At Will --- Martial Minor Action --- Close burst 20 Effect: You choose one enemy as your enemy in a duel. As long as you are conscious and visible, you do not use this power on another creature and none of your allies attack the target, it is marked by you. If any of the target's allies attack you, you gain a +2 bonus to your next attack roll against the target before the end of your next turn. [B]High Noon Duel (11th level):[/B] If you spend your action point to make a gunslinger or high noon duelist attack against the target of your duel, after your extra action, you may choose to allow the target to make a ranged basic attack against you. If it does, you may make a ranged basic attack against it. This sequence continues until one or the other of you declines to make a ranged attack. [B]Duelist's Deadliness (16th level): [/B]When you make a ranged weapon attack with a sunpowder weapon against the target of your duel, your critical range expands by 1. [B][SIZE=4]High Noon Duelist Path Exploits[/SIZE][/B] [B]Seek the Weakness --- High Noon Duelist Attack 11 [/B] [I]You try to anticipate the target's defenses, shooting to exploit any weakness you see.[/I] Encounter --- Martial, Weapon Standard Action --- Ranged weapon Requirement: You must be wielding a sunpowder weapon. Target: One creature Attack: Dexterity vs. AC, Fortitude and Reflex, one attack. Hit: 2 [W] + Dexterity modifier damage. The attack hits if it hits any of the targeted defenses. [B]Standoff --- High Noon Duelist Utility 12 [/B] [I]When an enemy is about to attack, you threaten simultaneous retaliation.[/I] Daily --- Martial Free Action - Interrupt --- Personal Requirement: You must be wielding a sunpowder weapon. Trigger: An enemy within 5 squares makes a ranged attack. Effect: The triggering enemy does not make its attack and loses the triggering action (but not the triggering attack). [B]High Noon --- High Noon Duelist Attack 20 [/B] [I]It is time to end your duel. [/I] Daily --- Martial, Weapon Standard Action --- Ranged weapon Requirement: You must be wielding a sunpowder weapon. Target: The target of your duel Attack: Dexterity vs. AC Hit: 4 [W] + Dexterity modifier damage, and until it is no longer the target of your duel, whenever it makes an attack that does not include you as a target, you may make a ranged basic attack against it as an immediate reaction. [B][SIZE=5]Sacred Rifleman [/SIZE][/B] [I]“You misunderstand- the sunpowder, and the god from whom it comes, are the important part, not the weapons.”[/I] [B]Prerequisites: [/B]Gunslinger Sunpowder comes, ultimately, from a divine source. Many gunslingers forget that, but you do not, not ever. It is important to keep that divine connection in mind. You honor the old, lost god Galador, who brought the Sun to ignition long ago. Few still follow him, but he has graced you with some of his waning power. Although this paragon path is called the sacred rifleman, there are also sacred pistoleers. [B][SIZE=4]Sacred Rifleman Path Features[/SIZE][/B] [B]Faith (11th level):[/B] You gain a +1 bonus to your Will defense. [B]Radiant Action (11th level):[/B] When you spend an action point to take an extra action, until the end of your next turn, each creature hit by an attack from your sunpowder weapons takes extra radiant damage equal to your Wisdom bonus. [B] Walk in the Light (16th level):[/B] You gain resist 15 radiant. [SIZE=4][B]Sacred Rifleman Prayers[/B][/SIZE] [B]Sacred Bullet --- Sacred Rifleman Attack 11 [/B] [I]You fire at the target, knowing that your god is on your side and will help you pass through your foe's armor.[/I] Encounter --- Divine, Radiant, Weapon Standard Action --- Ranged weapon Requirement: You must be wielding a sunpowder weapon. Target: One creature Attack: Dexterity vs. Reflex Hit: 2 [W] + Dexterity modifier radiant damage. [B]Healing Powder --- Sacred Rifleman Utility 12 [/B] [I]With a fervant prayer, you unlock the holy power of sunpowder. [/I] Encounter --- Divine, Healing Minor Action --- Melee touch Target: You or one ally Effect: Spend 3 charges of sunpowder, and the target can spend a healing surge. [B]Guns for Galador --- Sacred Rifleman Attack 20[/B] [I]Sure of your divine mission, you let your guns blaze with holy powder as you unleash a storm of bullets. [/I] Daily --- Divine, Radiant, Weapon Standard Action --- Ranged weapon Requirement: You must be wielding a sunpowder weapon. Target: One creature, two or three creatures Attack: Dexterity vs. AC, three attacks Hit: 2 [W] + Dexterity radiant modifier damage per attack. Miss: Half damage (each attack). Effect: You reload after each shot. [/QUOTE]
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