Gun Mage P.E.A.C.H.

Post/Author/DateTimePost
#1

lady_ishtar

Feb 23, 2009 17:59:50
my first attempt at a Paragon Path, so please be gentle. the firearms that this PP will use are here. Thanks in advance.

Gun Mage

Prerequisite: any arcane class or multiclass, proficient with at least one one-handed firearm.

Gun mages combine their formidable arcane powers with their love of firearms. They are able to imbue the bullets they fire with magical energies and channel eldritch powers through their guns to a devastating effect.

Magelock Pistol (11th level): You can use your one handed firearms as an implement for your ranged powers with an Arcane keyword that deal damage. When you use your magelock pistol as an implement do not add the weapon’s proficiency bonus to your attack rolls, but you benefit from any other properties the weapon might have (such as High Crit or Brutal). In addition you use the range of your firearm instead of the range of the power (you take standard penalty for long range). All others effects of your power remain unchanged (such as relevant ability modifiers and keywords). Your weapon must be loaded to function as an implement.

Arcane Focus (11th level):
All your Gun Mage attack and damage rolls are based on the primary ability of your arcane class. If you have multiple primary abilities you must pick one. Once chosen you cannot change this.

Arcane Barrage (11th level): When you spend an action point to take an extra action, until the end of your turn you add the weapon’s proficiency bonus to all attack rolls and add 1[W] (2[W] at level 21) to your damage rolls until the end of your turn.

Brutal Aim (16th level): When you score a critical hit using your Magelock Pistol knock the target prone and deal 5 ongoing damage (save ends), or increase unnamed ongoing damage the power deals by 5.
[b]Thunderblast Shot (level 11 Gun Mage attack power)[/b]<br /> [b]Encounter ** Arcane, Implement, Thunder[/b]<br /> [b]Immediate Reaction ** Range[/b] 5<br /> [b]Requirement:[/b] You must be wielding one handed firearm.<br /> [b]Special[/b]: You may reload your Magelock Pistol before making an attack as a free <br /> action. You do not provoke an Opportunity Attack for using this power.<br /> [b]Trigger:[/b] An enemy makes a melee attack against you.<br /> [b]Target:[/b] Triggering enemy.<br /> [b]Attack:[/b] see Arcane Focus vs. Ref.<br /> [b]Hit: [/b]1[W] + ability modifier (see Arcane Focus) thunder damage, and the <br /> target is pushed back 2 squares and knocked prone.
#2

krakenkaos

Feb 23, 2009 18:40:04
Got any recommended stats for gun implements?
#3

shivafang

Feb 24, 2009 0:31:51
I recommend that you change the Implement keyword for the existing powers to Weapon, since they use [W] damage (which makes no sense for implement keyword). This also prevents the powers from being used with the original class implements. See the Artificer and Swordmage for templating on weapon spells.

If you do that add a requirment that they be used with a Gun. (Or any ranged weapon - if you wanted to make the class more versatile for tangent-concepts such as crossbow users. 4e PPs seem to be tangent-concept friendly with minimal requirements even if it defeats flavour.)

Everything else seems fine to me. Neat idea btw!
#4

arakis

Feb 24, 2009 6:10:43
I use the following stats for firearms:

Superior Weapons (type: gunpowder)
Pistol: 1d6 range 15/30 explosive, recharge minor, gunpowder
Gun: 1d10 range 10/150 explosive, recharge move, gunpowder
Hand Cannon: 2d8 range 5/200 explosive, brutal 1, high critical, recharge standard, gunpowder

Explosive special rule:
if you roll a natural 1 on your to-hit roll, you deal basic weapon damage to yourself.

New feat:

quick reload

You can recharge a gunpowder weapon whit a lesser action type (pistols whit a free, guns whit a minor, hand cannon whit a move)
#5

lady_ishtar

Feb 24, 2009 8:14:19
i added the gun requirement for the powers. im going to keep these powers as Implement, as looking at Swordmage there are Implement powers that do [W] damage. and as implement you dont add weapon's proficiency bonus to attacks, which is what i want.

also the firearms i'm using are linked in my sig and on top of the original post.

thanks for input.
#6

moondoggy

Feb 24, 2009 12:33:37
This may just be me being dumb, but why exactly do the guns need to be loaded to use them as an implement?

This locks off your powers if you run out of ammunition, which I can understand if they were martial powers, but they're arcane powers.

Personally, I'd rule that if you had a power that used the gun as an implement and at the very least had a functioning gun (i.e. not broken), you could use the power because it's magic.
#7

lady_ishtar

Feb 24, 2009 13:42:31
This may just be me being dumb, but why exactly do the guns need to be loaded to use them as an implement?

This locks off your powers if you run out of ammunition, which I can understand if they were martial powers, but they're arcane powers.

Personally, I'd rule that if you had a power that used the gun as an implement and at the very least had a functioning gun (i.e. not broken), you could use the power because it's magic.

you essentially imbue the bullet with the spell. if reloading is an issue in playtesting, i will change it.