A multifaceted blog on RPGs

The Gunmage IV – Daily Powers, lvl 1

In Black Powder Weapons, D&D 4E on April 21, 2009 at 7:43 am

I received a fair amount of criticism for my last post about encounter powers (and also for the at-wills). According to my critics (I’m looking at you PrecociousApprentice) the powers were overpowered and the Gunmage was a better controller than a wizard and a better striker than the ranger. The critics were, of course, right and I have since edited the powers to make the Gunmage more on par with other strikers. Even if the balance was a bit off on the first take, it seems like the flavor of the class is generally appreciated and I take that as an incentive to continue on the same path.

This time I hope I’ve done a better job at balancing as I give you the 1st level daily powers of the gunmage:

Fiery Cloud
Gunmage Attack 1

Black, fiery clouds burst out from your musket
Daily * Arcane, Fire, Weapon
Standard Action               Close blast 3
Requirement: You must be wielding a black powder weapon.
Target: Each creature in blast
Attack: Dexterity vs. AC. If you use a witchfire bullet, Dexterity vs Fortitude.
Hit: 2[W] + Dexterity modifier damage and the target is weakened until the end of your next turn.
Miss: Half damage and the target is not weakened.
Hammershot
Gunmage Attack 1

The shot hits your enemy square in the chest, sending him reeling backwards.
Daily * Arcane, Weapon
Standard Action               Ranged weapon
Requirement: You must be wielding a black powder weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage and you push the target your Intelligence modifier squares and knock it prone.
Miss: Half damage and the target is not pushed or knocked prone.
Ice Shell
Gunmage Attack 1

From your frosty bullet, ice spreads over your enemy and imprisons him.
Daily * Arcane, Cold, Weapon
Standard Action
               Ranged weapon
Requirement: You must be wielding a black powder weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and target is immobilized (save ends). If you use a hoarfrost bullet, the target has -2 to his save.
Miss: Half damage and the target isn’t immobilized.
Aftereffect: Target is slowed (save ends)
Lightning Charge
Gunmage Attack 1

When hit with the arcane bullet, the creature becomes charged with lightning. Arcs of blue energy strikes from him into his allies.
Daily * Arcane, Lightning, Weapon
Standard Action
               Ranged weapon

Requirement: You must be wielding a black powder weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. At the beginning of the creature’s turn, make a new secondary attack (save ends).
Miss: Half damage and secondary attack only deals Intelligence modifier damage. No extra secondary attacks.
Secondary Target: One enemy within a close burst 2 of the target.

Secondary Attack: Intelligence vs. Reflex

Hit: 1d8 + Intelligence modifier lightning damage. If you used a crackling lightning bullet, the secondary attack instead deals 1d10 + Intelligence modifier lightning damage.
Roaring Thunder
Gunmage Attack 1

Your enemy staggers with pain from the continuing thunder in his ears.
Daily * Arcane, Thunder, Weapon
Standard Action
               Ranged weapon
Requirement: You must be wielding a black powder weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Target is dazed and each time he attacks, he takes Intelligence modifier thunder damage, if you used a thundershell bullet, target is also deafened (save ends all).
Miss: Half damage and target is dazed (and deafened if using a thundershell bullet) until the end of your next turn, he takes no damage on attack..
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  1. Ok, release the critics 😉

  2. I gotta say, this is pretty nice work. Still flavorful and not nearly as overpowered as your first attempts. This is good stuff. Keep up the good work. It will be interesting to see where this goes to.

    As a side note, if you are going for a striker, you might want to think about adding some mobility powers. All the strikers have them. This is one of the features that makes them a striker. This guy still has hard leanings toward control, but the powers you have here aren’t things that make choosing them or the gunmage a no-brainer.

    NIce work, and I will check back to see how this project gets along.

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