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Gunslinger (first draft)
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<blockquote data-quote="the Jester" data-source="post: 6151863" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">Sunpowder Sniper </span></strong></p><p></p><p> <em>“....”</em></p><p> <strong>Prerequisites:</strong> Gunslinger, trained in Stealth </p><p></p><p> Many gunslingers have a flair for the dramatic, but you are a different sort entirely. You prefer to hang back, striking silently from the shadows, never even letting your foe know you are there until it is too late.</p><p></p><p><strong><span style="font-size: 15px">Sunpowder Sniper Path Features</span></strong></p><p></p><p> <strong>Instinct for Camouflage (11th level): </strong>You gain a +3 bonus on Stealth checks.</p><p> <strong>Sniper's Action (11th level):</strong> Instead of spending an action point to take an extra action, you can spend it when you make a ranged attack with a sunpowder weapon at long range while you are hidden from the target. If you do so, you increase the attack's critical range by 3 and increase the severity of any resulting critical by +1d10. If the attack misses, you remain hidden and regain the action point. </p><p> <strong>Sniper's Movement (16th level): </strong>If you are hidden from a creature and you move to another location from which you have total cover or concealment in a single move action, you may make a Stealth check to remain hidden, as if you had not broken cover or concealment.</p><p></p><p><strong><span style="font-size: 15px">Sunpowder Sniper Exploits </span></strong></p><p></p><p><strong>Sniper Shot --- Sunpowder Sniper Attack 11 </strong></p><p><em>When the target doesn't know it's coming, you can hit it hard.</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 that you have combat advantage against</p><p>Attack: Dexterity vs. AC.</p><p>Hit: 3 [W] + Dexterity modifier damage.</p><p></p><p><strong>Sudden Disappearance --- Sunpowder Sniper Utility 12 </strong></p><p><em>You excel at seeming to vanish. </em></p><p>Daily --- Martial </p><p>Minor Action --- Personal </p><p>Requirement: You must have concealment.</p><p>Effect: You become invisible until the end of your turn.</p><p></p><p><strong>Hidden Doom --- Sunpowder Sniper Attack 20 </strong></p><p><em>From hiding, you are at your deadliest, dealing death to your enemies in gruesome fashion.</em></p><p>Daily --- Martial, Stance </p><p>Minor Action --- Ranged weapon </p><p>Effect: While you have combat advantage, you increase your critical range with sunpowder weapons by 1 and your critical severity by +1d8.</p><p></p><p><strong>Terror Gunner </strong> </p><p></p><p> <em>“You ever seen the kind of wounds that sunpowder weapons leave?”</em></p><p> <strong>Prerequisites:</strong> Gunslinger, trained in Intimidate</p><p></p><p> Fear. It is fear that is the greatest weapon a person can wield- fear that pushes foes to give up the fight without even striking a blow, fear that allows a ruler to rule, fear that holds the world's fragile order together. You have learned to use fear- to use it to reduce your enemies to blubbering babies pissing themselves. </p><p></p><p><strong><span style="font-size: 15px">Terror Gunner Path Features</span></strong></p><p> </p><p><strong>Frightful Presence (11th level):</strong> While you are conscious, adjacent lower-level enemies grant combat advantage.</p><p><strong> Terrifying Action (11th level):</strong> When you use an action point to make a gunslinger or terror gunner attack, that attack gains the Fear keyword. After resolving the attack, you can push each target hit by the attack a number of squares equal to its speed.</p><p><strong> Love of Fear (16th level):</strong> You are immune to fear. Additionally, when you make an attack with the Fear keyword, you get a +1 bonus on attack rolls against creatures that are not immune to fear.</p><p></p><p><strong><span style="font-size: 15px">Terror Gunner Exploits </span></strong></p><p></p><p><strong>Terror Shot --- Terror Gunner Attack 11 </strong></p><p><em>When you hit an enemy, you fill it with fear. </em></p><p>Encounter --- Fear, Martial, Psychic </p><p>Free Action --- Ranged weapon </p><p>Trigger: You hit an enemy with an attack with a sunpowder weapon.</p><p>Effect: In addition to the attack's other effects, you push the target a number of squares equal to its speed, and the target takes 1d12 psychic damage and grants combat advantage (save ends). </p><p></p><p><strong>Frightful Mien --- Terror Gunner Utility 12</strong> </p><p><em>You pour incredible intensity into your threatening glower and snarling demeanor.</em></p><p>Daily --- Martial, Stance </p><p>Minor Action --- Personal </p><p>Effect: You gain a +4 bonus on Intimidate checks.</p><p></p><p><strong>Terrorize --- Sunpowder Sniper Attack 20 </strong></p><p><em>You give out a terrifying roar, then follow it up with a morale-breaking shot to an enemy.</em> </p><p>Daily --- Fear, Martial, Weapon </p><p>Standard Action --- Close blast 5 </p><p>Target: Each enemy in blast </p><p>Attack: Wisdom vs. Will</p><p>Hit: You push the target 3 squares. </p><p>Effect: Make the following secondary attack.</p><p> --- Secondary Attack --- Ranged weapon </p><p> --- Requirement: You must be wielding a sunpowder weapon.</p><p> --- Target: One creature.</p><p> --- Attack: Dexterity vs. AC</p><p> --- Hit: 4 [W] + Dexterity modifier damage, and the target grants combat advantage until the end of the encounter.</p><p> --- Miss: Half damage.</p></blockquote><p></p>
[QUOTE="the Jester, post: 6151863, member: 1210"] [B][SIZE=5]Sunpowder Sniper [/SIZE][/B] [I]“....”[/I] [B]Prerequisites:[/B] Gunslinger, trained in Stealth Many gunslingers have a flair for the dramatic, but you are a different sort entirely. You prefer to hang back, striking silently from the shadows, never even letting your foe know you are there until it is too late. [B][SIZE=4]Sunpowder Sniper Path Features[/SIZE][/B] [B]Instinct for Camouflage (11th level): [/B]You gain a +3 bonus on Stealth checks. [B]Sniper's Action (11th level):[/B] Instead of spending an action point to take an extra action, you can spend it when you make a ranged attack with a sunpowder weapon at long range while you are hidden from the target. If you do so, you increase the attack's critical range by 3 and increase the severity of any resulting critical by +1d10. If the attack misses, you remain hidden and regain the action point. [B]Sniper's Movement (16th level): [/B]If you are hidden from a creature and you move to another location from which you have total cover or concealment in a single move action, you may make a Stealth check to remain hidden, as if you had not broken cover or concealment. [B][SIZE=4]Sunpowder Sniper Exploits [/SIZE][/B] [B]Sniper Shot --- Sunpowder Sniper Attack 11 [/B] [I]When the target doesn't know it's coming, you can hit it hard.[/I] Encounter --- Martial, Weapon Standard Action --- Ranged weapon Requirement: You must be wielding a sunpowder weapon. Target: One creature that you have combat advantage against Attack: Dexterity vs. AC. Hit: 3 [W] + Dexterity modifier damage. [B]Sudden Disappearance --- Sunpowder Sniper Utility 12 [/B] [I]You excel at seeming to vanish. [/I] Daily --- Martial Minor Action --- Personal Requirement: You must have concealment. Effect: You become invisible until the end of your turn. [B]Hidden Doom --- Sunpowder Sniper Attack 20 [/B] [I]From hiding, you are at your deadliest, dealing death to your enemies in gruesome fashion.[/I] Daily --- Martial, Stance Minor Action --- Ranged weapon Effect: While you have combat advantage, you increase your critical range with sunpowder weapons by 1 and your critical severity by +1d8. [B]Terror Gunner [/B] [I]“You ever seen the kind of wounds that sunpowder weapons leave?”[/I] [B]Prerequisites:[/B] Gunslinger, trained in Intimidate Fear. It is fear that is the greatest weapon a person can wield- fear that pushes foes to give up the fight without even striking a blow, fear that allows a ruler to rule, fear that holds the world's fragile order together. You have learned to use fear- to use it to reduce your enemies to blubbering babies pissing themselves. [B][SIZE=4]Terror Gunner Path Features[/SIZE][/B] [B]Frightful Presence (11th level):[/B] While you are conscious, adjacent lower-level enemies grant combat advantage. [B] Terrifying Action (11th level):[/B] When you use an action point to make a gunslinger or terror gunner attack, that attack gains the Fear keyword. After resolving the attack, you can push each target hit by the attack a number of squares equal to its speed. [B] Love of Fear (16th level):[/B] You are immune to fear. Additionally, when you make an attack with the Fear keyword, you get a +1 bonus on attack rolls against creatures that are not immune to fear. [B][SIZE=4]Terror Gunner Exploits [/SIZE][/B] [B]Terror Shot --- Terror Gunner Attack 11 [/B] [I]When you hit an enemy, you fill it with fear. [/I] Encounter --- Fear, Martial, Psychic Free Action --- Ranged weapon Trigger: You hit an enemy with an attack with a sunpowder weapon. Effect: In addition to the attack's other effects, you push the target a number of squares equal to its speed, and the target takes 1d12 psychic damage and grants combat advantage (save ends). [B]Frightful Mien --- Terror Gunner Utility 12[/B] [I]You pour incredible intensity into your threatening glower and snarling demeanor.[/I] Daily --- Martial, Stance Minor Action --- Personal Effect: You gain a +4 bonus on Intimidate checks. [B]Terrorize --- Sunpowder Sniper Attack 20 [/B] [I]You give out a terrifying roar, then follow it up with a morale-breaking shot to an enemy.[/I] Daily --- Fear, Martial, Weapon Standard Action --- Close blast 5 Target: Each enemy in blast Attack: Wisdom vs. Will Hit: You push the target 3 squares. Effect: Make the following secondary attack. --- Secondary Attack --- Ranged weapon --- Requirement: You must be wielding a sunpowder weapon. --- Target: One creature. --- Attack: Dexterity vs. AC --- Hit: 4 [W] + Dexterity modifier damage, and the target grants combat advantage until the end of the encounter. --- Miss: Half damage. [/QUOTE]
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