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| #1TovahNov 25, 2011 22:52:47 | This is only a starting point. I just want to know if it is balanced. Gunmage (Swordmage) Role: Striker Power Source: Arcane Key Abilities: Dexterity, Intelligence Armor Proficiencies: Cloth, leather. Weapon Proficiencies: Simple melee, simple ranged. Bonus to Defense: +1 Reflex +1 Will. Hit Points at 1st Level: 12+ Constitution Score. Hit Points per Level Gained: 5 Healing Surges per Day: 6+ Constitution Modifier. Trained Skills: Arcana. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Diplomacy (Cha), Dungeoneering (Int), History (Int), Intimidate (Cha), Nature (Wis), Perception (Wis), Thievery (Dex). Class Features: Runic Weapon You forge a runic weapon by spending 1 hour etching special runes on a ranged weapon that uses ammunition and that you are proficient with. On your turn retrieving or stowing this weapon is a free action. Your runic weapon can be used as an implement for any implement powers you may gain. You may have only one runic weapon at one time. You may forge a new runic weapon using the same process stated above (for instance, if you acquire a new gun that has magical abilities). If you etch runes with a different ranged weapon, the old runes dissipates. Gunmage Gestalt When choosing daily attack powers and utility powers you choose from the swordmage's spell lists. Any power that has a range of melee weapon is replaced with ranged weapon. Also using a swordmage daily attack power as a ranged attack does not provoke opportunity attacks. When making attack and damage rolls with your swordmage daily attack powers you may use your Dexterity modifier instead of your Intelligence modifier for the attack. Arcane Bullet You gain the arcane bullet power. Arcane Bullet Gunmage Attack You super charge your bullet for added damage. Encounter Arcane No Action Personal Trigger: You hit a creature within 10 squares of you with an attack using your runic weapon. Target: The creature you hit Effect: The target takes 1d10 extra damage from the triggering attack. Level 3: 2d10 extra damage. Level 7: 3d10 extra damage. Level 13: 4d10 extra damage. Level 17: 5d10 extra damage. Level 23: 6d10 extra damage. Level 27: 7d10 extra damage. Special: You regain the use of this power if you spend an action point. Rune Infusion You gain three at-will gunmage attack powers that have the rune keyword. Show Incendiary Rune Gunmage Attack A ring flame circles your weapon. At-Will (Special) Arcane, Fire, Rune No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: Intelligence modifier fire damage, and the target grants combat advantage until the end of your next turn. Level 11: 2 + Intelligence modifier fire damage. Level 21: 4 + Intelligence modifier fire damage. Special: You can use only one runic infusion power per triggering attack. Solar Rune Gunmage Attack The ammunition that you fired shines like the sun. At-Will (Special) Arcane, Radiant, Rune No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: The target and one adjacent creature take Intelligence modifier radiant damage. Level 11: 2 + Intelligence modifier radiant damage. Level 21: 4 + Intelligence modifier radiant damage. Special: You can use only one runic infusion power per triggering attack. Frost Bite Rune Gunmage Attack Frost forms on your weapon and snow swirls around the bullet you fired. At-Will (Special) Arcane, Cold, Rune No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: Intelligence modifier cold damage, and the target is slowed until the end of its next turn. Level 11: 2 + Intelligence modifier cold damage. Level 21: 4 + Intelligence modifier cold damage. Special: You can use only one runic infusion power per triggering attack. Spark Rune Gunmage Attack An arc of lightning leaps from the bullet you fired encircle a foe in a crackling ring. At-Will (Special) Arcane, Lightning, Rune No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: Intelligence modifier lightning damage, and the first time the target moves before the end of your next turn, it takes the lightning damage again. Level 11: 2 + Intelligence modifier lightning damage. Level 21: 4 + Intelligence modifier lightning damage. Special: You can use only one runic infusion power per triggering attack. Rune of Shadow Gunmage Attack The bullet you fire disappears but the shadow of it remains hitting your enemy. At-Will (Special) Arcane, Necrotic, Rune No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: Intelligence modifier necrotic damage, Level 11: 2 + Intelligence modifier necrotic damage. Level 21: 4 + Intelligence modifier necrotic damage. Special: You can use only one runic infusion power per triggering attack. Force Rune Gunmage Attack You fire your weapon revealing a blue bolt of energy that strikes you foe and drags them over the battle field. At-Will (Special) Arcane, Force, Rune No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: Intelligence modifier force damage, and you slide the target 2 squares. Level 11: 2 + Intelligence modifier force damage. Level 21: 4 + Intelligence modifier force damage. Special: You can use only one runic infusion power per triggering attack. Acidic Rune Gunmage Attacks A green acid drips off the tip of this ammunition. At-Will (Special) Arcane, Acid, Rune No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: Intelligence modifier acid damage, and the target takes a -2 penalty to AC until the end of your next turn. Level 11: 2 + Intelligence modifier acid damage. Level 21: 4 + Intelligence modifier acid damage. Special: You can use only one runic infusion power per triggering attack. Rune of Thunder Gunmage Attack This bullet has a concussive sound that lays you enemy flat on their back. At-Will (Special) Arcane, Rune, Thunder No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: Intelligence modifier thunder damage,and the target falls prone. Level 11: 2 + Intelligence modifier thunder damage. Level 21: 4 + Intelligence modifier thunder damage. Special: You can use only one runic infusion power per triggering attack. Rune of Illusion Gunmage Attack This ammunition clouds the eyes of your enemy making it hard for them to see your allies. At-Will (Special) Arcane, Psychic, Rune No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: Intelligence modifier psychic damage, and your allies have total concealment against the target until the end of your next turn. Level 11: 2 + Intelligence modifier psychic damage. Level 21: 4 + Intelligence modifier psychic damage. Special: You can use only one runic infusion power per triggering attack. |
| #2rampantNov 26, 2011 10:48:08 | Um it doesn't seem overpowered. In fact it comes off a bit underpowered. No proficiency in military ranged weapons, trying to be a striker using defender powers, and for some reason arcane bullet has a no recharge rule attached to it. |
| #3willowsNov 26, 2011 12:06:02 | So, let's assume that this is built to look like a bladesigner, eh? There are some issues. - Duel Runes should be Dual Runes if you mean it to mean "Two Runes together." Duel Runes means "Runes for the purpose of a ritual fight between two participants." - No Blue Bullet! What gunmage is complete without the ability to cast 1,000 Needles? - Rune infusions need to be explained. I mean, sure, we know what they are, but they do need to be in rules text. - Rune infusions aren't strikery enough! Radiant, Frost Bite, Shadow, Force, and Illusion (particularly Illusion) are off-role. Let's try and build classes that at least have role-appropriate at-wills. The other infusions (CA, extra damage, AC penalty) are good stuff. Here are suggested revisions (no level bumps listed): Radiant Rune Gunmage Attack The ammunition that you fired shines like the sun. At-Will (Special) Arcane, Radiant, Rune No Action Area Burst 1 within 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: Two creatures in burst Effect: Intelligence modifier radiant damage Level 11: 2 + Intelligence modifier radiant damage. Level 21: 4 + Intelligence modifier radiant damage. Special: You can use only one runic infusion power per triggering attack. Frost Bite Rune Gunmage Attack Frost forms on your weapon and snow swirls around the bullet you fired. At-Will (Special) Arcane, Cold, Rune No Action Area Burst 1 within 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature in area Effect: Intelligence modifier cold damage. Creatures within the area have Vulnerable Cold 5 until the end of your next turn. Level 11: 2 + Intelligence modifier cold damage. Level 21: 4 + Intelligence modifier cold damage. Special: You can use only one runic infusion power per triggering attack. Rune of the Shadow Gunmage Attack The bullet you fire disappears but the shadow of it remains hitting your enemy. At-Will (Special) Arcane, Necrotic, Rune No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: Intelligence modifier necrotic damage. Level 11: 2 + Intelligence modifier necrotic damage. Level 21: 4 + Intelligence modifier necrotic damage. Special: You can use only one runic infusion power per triggering attack. I don't really want to look up the verbiage, but it seems like the fluff of this calls for a mechanic like Witch Bolt's sustain. Force Rune Gunmage Attack You fire your weapon revealing a blue bolt of energy that strikes you foe and drags them over the battle field. At-Will (Special) Arcane, Force, Rune No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: Intelligence modifier force damage, and you slide the target 2 squares. Level 11: 2 + Intelligence modifier force damage. Level 21: 4 + Intelligence modifier force damage. Special: You can use only one runic infusion power per triggering attack. Rune of Thunder Gunmage Attack An arc of lightning leaps from the bullet you fired encircle a foe in a crackling ring. At-Will (Special) Arcane, Rune, Thunder No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: Intelligence modifier thunder damage,and the target falls prone. The size condition here is an extraneous nerf. Level 11: 2 + Intelligence modifier thunder damage. Level 21: 4 + Intelligence modifier thunder damage. Special: You can use only one runic infusion power per triggering attack. Rune of Illusion Gunmage Attack An arc of lightning leaps from the bullet you fired encircle a foe in a crackling ring. At-Will (Special) Arcane, Psychic, Rune No Action Ranged 10 Trigger: Once per turn, you hit an enemy with a ranged basic attack using your runic weapon. Target: One creature Effect: Intelligence modifier psychic damage, and your allies have total concealment against the target until the end of your next turn. Let's permit one control feature for variety. Level 11: 2 + Intelligence modifier psychic damage. Level 21: 4 + Intelligence modifier psychic damage. Special: You can use only one runic infusion power per triggering attack. |
| #4TovahNov 28, 2011 0:54:28 | I have made some of the changes you two have suggested. What more can I add to it. I am trying to make it more like the Gunmage in the Iron Kingdoms world. |
| #5rampantNov 28, 2011 1:10:11 | The big issue is that unless you intro guns, you need to change the name. Secondly You haven't addressed the proficiency issue, and you're still relying on the daily and utility powers of a defender for a striker. Thirdly the shadow bullet, the one that deals necrotic damage, seems pretty underpowered since unlike the others all it seems to do is a little necro damage which seems to be considered the second worst type in the game behind poison. Fourthly most of those feel more like controller powers than striker. |
| #6TovahNov 28, 2011 1:38:53 | First: I can use Gunmage or Arcane Archer for a name but in the end it is still a class that enhances ammunition. I just use the name because it sounds cool and I hope that my DM will add guns in his world. Secondly: I leave the weapon proficiency as it is because the rogue has similar weapon issues. I used the online compendium to look at daily powers of a rogue and swordmage and they seem pretty close in power. The utility powers of a swordmage look more appropriate to the class. Thirdly: I'm still working on the Rune of Shadow power at-will. As far as the other at-will it gives the class a secondary role of controller. Fourthly: I know they seem like controller powers because I based the class off the Bladesinger. I'm looking for helpful fixes to this class that is all. |
| #7rampantNov 28, 2011 8:00:49 | The rogue can get away with lower damage powers than some other strikers because his extra damage comes from sneak attack, which is fairly easy to set up in 4e. Your striker only gets his damage boost on basic attacks, and not his dailies. Striker dailies are supposed to hurt or set someone up for a hurting. Furthermore your encounter power is still rather off. Unlike other powers it can't be recharged, nor do you get extra uses per fight like with similiar essentials style abilities. |
| #8TovahNov 28, 2011 9:43:47 | Do you have any suggestions to fix the damage problem? |
| #9rampantNov 28, 2011 10:09:49 | Stop trying to use a controller trick as a striker mechanic? or simply allow the at-will damage boosters to apply to the daily powers and hit the target of the original attack. |