Gunslinger theme[peach]

Post/Author/DateTimePost
#1

lady_ishtar

May 19, 2011 7:20:45
Here is another one of my steampunkish themes, Gunslinger. Pretty straight forward on what he is supposed to do. Paragon Path and some feats are included.

Since this class uses firearms, here are stats for some of the most common ones:
Simple firearm: +2 proficiency, 1d8 damage, range 8/16
Military firearm: +3 proficiency, 1d8 damage, range 10/20
Superior firearm: +3 proficiency, 1d8 damage, range 10/20, high crit, brutal 1

Comments and criticisms are welcome.
#2

lady_ishtar

May 23, 2011 11:56:09
No takers? Is the theme fine as is? too powerful? too weak?

How about the paragon path? too confusing?
#3

El_Karlos

May 26, 2011 16:18:50
In the last campaign I DM'd, I helped one of my players who played a monk|rogue hybrid create a Gunslinger paragon path.

In our campaign, firearms were treated as crossbows for feat purposes.

Simple Pistol: +2 Proficiency, 1d10 damage, range 10/20 (Replaces Hand Crossbow)
Military Rifle: +2 Proficiency, 1d12 damage, range 15/25 (Replaces Repeating Crossbow)

To balance the bigger damage dice, I made anyone who used a firearm roll a 1d4 after each attack roll. On a 1, the attack still hit, but the weapon jammed and could not be used until they spent a standard action to clear the jam. Players could take the Gunslinger feat to reroll weapon jam rolls and clear jams as a minor action.

Our Gunslinger paragon path's 11th level feature let the player make ranged attacks without provoking opportunity attacks, perfect for close-range pistol dueling against monsters. The 11th level gunslinger's action allowed the player to forego taking an extra action in order to make two ranged basic attacks (one with each pistol).

Regarding your theme and paragon path:

I'd model the theme's Hip Shot power after the L7 Rogue encounter, Snap Shot. That is, change it to a minor action, drop the Effect line, but reduce the damage to 1[W] flat. That way, its a good supplement to a standard action attack but not overpowered at level 1. You could even add a Special: line that says "You may draw your weapon as a free action as part of this attack," or "You do not provoke opportunity attacks when making this attack" to get that in-your-face quickdraw flavor and start of the encounter shooting.

Speaking of which, Jump the Gun, from the paragon path is RIDICULOUSLY good. I'd probably change it to 1[W] or 2[W] plus modifier damage and make it a Daily.

Hurricane of Lead
, while probably awesome to visualize, suffers a bit in its complexity and due the fact that enemies get to make saving throws against forced movement effects that can cause them to take fall damage, which ruins the whole point of the attack (Warlocks have the same problem when they try to teleport people 8 squares up in the air). I'd make it the Encounter power, remove the forced movement, keep the 3 attacks and 1[W] flat damage, but add cumulative penalties to the target for each successful hit, e.g. slowed -> immobilized -> restrained. Instead of sustain minor, just make the effects (save ends).

Fusillade Flight is creative and sounds fun as hell, but for a daily utility power, I'd expect more reliability. What happens if you roll a 1? You'd spend a daily power to fly one square. Try making it an encounter power, or adding a flat number of squares + the damage roll.

Face Shot should probably be worded like Sorcerous Blade Channeling. Drop the Special line from it and turn it into its own Rogue-only feat that allows use of guns with both rogue powers and their sneak attack feature.

Rapid Reload should be worded like Speed Loader.

Everything else looks pretty good to me, Nice work!





 
#4

lady_ishtar

May 26, 2011 23:32:44
As for firearms, these are stats we used for two campagins already and they are working well for us.

Good point on hip shot, I will just change it to a minor (or move?) action, and drop the forefiting actions nonsense.

I ant to keep Jump the Gun as an encounter, but you are right, it is silly. How about this:

Jump the Gun (encounter)
Free action (Trigger: initiative is rolled)
Attack: attack vs AC, make two attacks with combat advantage.
Hit: 1[W] damage, or 1[W] + ability mod if both attacks hit.

As for Hurricane of Lead, good catch on the forced movement thing. Would putting in a line where you cannot make a save against this forced movement make it daily worthy?

Fusillade Flight you are right about the reliability. I guess at level 12 1/encounter flight is not a big deal.

Thanks a lot.