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Homebrew D&D Class: The Pistoleer [4e]

Hello to all of the innmates out there! Ann adaptation of a D&D homebrew setting (that I co-create with 'clockwork demise') sees the advent of black powder throughout the world. I won't go into the details and lore of it under this forum topic, but I am going to place the plans for a new player class playable in said setting.

This new class, the Pistoleer, is a 4th Edition Player Class that utilizes the newest breakthrough in weaponry to full effect. It plays the role of a Martial Striker, primarily, but the unique mechanics of its weaponry causes it to lack the defensive and rounded abilities of the Seeker or Ranger. In return, however, its attacks (when they hit) deal a chunk more damage, and it's variety of self-aid utilities place its status slightly closer to a Fighter.

To play a Pistoleer requires slighly more effort than an Archery Ranger (possibly the closest equivalent). Pistoleers eat their way through their Actions every turn, often trading in their Standard and Move actions for Minor. In addition, through utilities and class features, Pistoleers tend to stack up bonuses to hit (bonuses they desperately need, since they are vastly less reliable than Rangers in hitting what they aim at).

As of writing this post, I have created all of the Class Traits and Class Features of the Pistoleer, and have begun the long and difficult task of creating their list of Powers, currently having only completed Level 1 and 2 powers.

Though I have plans for much more (including Paragon Paths and higher level Powers), I shall place my most recent developments on the class here.

All feedback would be greatly appreciated. I have spent a long time trying to balance the Pistoleer against the other classes from all three Players Handbooks, but I'll take as many opinions, thoughts and observations as I can get.

Posted on 2011-12-08 at 16:50:26.
Edited on 2011-12-11 at 07:53:39 by Celtia

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403 Posts

The Black Powder Category and the Pistol Weapon.

Black-Powder based weaponry, due to their unique mechanics, do not fit the same weapon categories as "Simple" "Military" "Superior" or "Improvised" Ranged Weapons, instead appearing as "Black Powder" Ranged Weapons. This means that feats regarding such categories do not affect Black Powder weapons, and no existing class has proficiency with this weapon. Eventually, new feats will be made for the new weapon category.

The 'Pistoleer' class is set in an area or time which has created pistols that work in a design similar to a Flintlock, but has yet to discover the effectiveness of longer-barreled weapons. As such, many Pistoleer abilities are incompatible with two-handed Black Powder weapons, such as primitive Rifles or Blunderbluss'.

The statistics of the Pistol are as below...

One-Handed Weapon. Prof. Damage. Range. Price. Weight. Group. Pistol......+0.....1d12........8.......65gp....1.5 lbs....Pistol

Properties Complex Load, Lightweight Trigger, Unsafe, Inaccurate, Brutal 1, Small

As you can see, all of the properties (almost all of them new) are where the Pistol is differentiated so. However, before I break down each of its properties I'd like to point out the extreme cost of such a weapon (almost three times that of a crossbow), as well as its short range, which cannot be extended unlike other ranged weapons (I reasoned that because of how quickly such a projectile loses its deadly energy, particularly since such a pistol uses heavy, spherical 'shots'). Its apparent lack of proficiency bonus becomes clear with the weapon properties, which I will explain below...

Complex Load: Before reloading a shot, a minor action must be taken to clear the blackpowder residue from the weapon. To reload a shot takes a Standard Action, requires a free Off-Hand, and provokes Oppurtunity Attacks.
Lightweight Trigger: To fire this weapon requires a Minor Action instead of a Standard. To drop this weapon requires a Minor Action instead of a Free.
Unsafe: If a ‘1’ is rolled on the Hit Dice, then an automatic miss occurs and the player must roll the d20 again and suffer the effects as per the table below.
Inaccurate: Without proficiency, suffer a -2 penalty to hit.
Brutal 1: As per existing rules (on a damage roll for the Weapon, re-roll any dice that lands on a '1')
Small: As per PH1.

As per the 'Unsafe' property, an automatic miss will trigger a d20 roll with the following effects detailing how severe a misfire it was.
0-5 Weapon is destroyed and requires repair. Wielder takes 1d10 Fire Damage.
6-10 Wielder takes 1d6 Fire Damage.
11-19 No effect
20 Shot is not used (no reload will be required)

As visible, the Pistol is a complicated weapon. Fortunately, for enemies/monsters using such a weapon, many of these rules will be either ignored or simplified. In addition, the 'misfire' event is partially imposed to limit other classes making TOO easy a use of this one-handed minor-action using weapon, since Pistoleers automatically recieve a Feat that negates any penalizing effect from a Misfire. Also, the time consumption of reloading, as well as the inaccuracy and lack of range, means that the pistol does not render any other ranged weapon obsolete.

EDIT: The 'lightweight trigger' keyword has been changed to include dropping the pistol requiring a minor action, due to the method of grip and where the trigger finger lay means that you cannot simply relax your grasp and have a pistol drop from your hand (it would simply hang on your trigger finger). This is primarily for gameplay reasons...theoretically, a player with the Quick Draw feat and carring 3 pistols would be able to make three attacks in one turn (not including Action Points) by switching his Move and Standard actions with Minor. Even so, this can still be exploited to save actions (dropping instead of reloading), but can Crossbows in the base game if you have Quick Draw.

Posted on 2011-12-08 at 17:21:47.
Edited on 2011-12-11 at 12:00:07 by Celtia

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The Pistoleer Class Traits

Finally, here we are...the basic Class Traits and Class Features of the Pistoleer. I'll try to refrain from inputting in lore-related information (such as what Gods a Pistoleer may often follow) since, like I mentioned, that's not the point of this. This is to get feedback on the mechanics and balance of the class, and in the meantime allow anybody else on the Inn to use such ideas.

"The pistol is the gentleman's weapon. It is elegant in its craftsmanship, easy to conceal in polite company, and able to kill in an instant."

Role: Striker. You excel at tearing the health out of your enemies one by one, as long as you remain far enough away to be safe. A small host of abilities allow you to utilize certain Blast attacks, leading to a secondary role as a minor Controller.
Power Source: Martial. Your skills are borne from your knowledge of the weapon, the perception of your surroundings and the practice required to fire straight and steadily.
Key Abilities: Dexterity, Wisdom, Constitution

Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged, Pistol
Bonus to Defense: +1 Reflex, +1 Fortitude

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 8 + Constitution modifier

Trained Skills: Perception. From the class skills list below, choose 4 more trained skills at 1st level.
Class Skills: Acrobatics , Thievery, Bluff, Intimidate, Dungeoneering, History, Perception, Streetwise

Build Options: Enthusiast Pistoleer, Gunslinger Pistoleer
Class Features: Ammunition Change, Pistol Talent,
Blackpowder Mixer, Return Fire

As seen above, the Pistoleer is very close to the Ranger, but with less proficiencies with Weaponry or Armor, but in turn having more healing surges and a very different set of class skills. The class skills lack stealth (for guns aren't known for their silence) but does have Bluff and Intimidate...tactics that work well with a weapon, be it through threats and/or ensuring someone that yes, the weapon is loaded. Also, automatic training in Perception is unique to the class, as such eyes would be a prerequisite to handle such an unwieldy weapon of war.

Below I explore the class features in detail.

Ammunition Change Pistoleers have thrown themselves headfirst into the new technology and changes that Black Powder offers, and so it is little surprise that many are inventive and keen to experiment and try new things. Whether in an attempt to gain an edge in a gunfight, or purely to test the limits of such weaponry, it is common among Pistoleers to try alternative ammunition forms. Being so experimental, Pistoleers are constantly coming up with new alternative shot types, all with their own advantages and disadvantages.

To change ammunition type requires a minor action without a shot already loaded, this minor action entails opening up a different compartment or pouch to where new ammunition is kept. It is often done before battle begins.

Hard Shot: All weapon attacks with a pistol have a +1 to hit, but have -2 range.
Normal Shot: No difference.
Soft Shot: All weapon attacks with a pistol use a 2d6 hit die, but have -2 range.

Pistol Talent Enthusiast Style - Expert Reload: If you move at half or less than your speed during a Move Action, you may clear your weapon of residue as a free action.
Gunslinger Style - Sharpshooter: All Blackpowder weapons may fire up to two squares further away.

Blackpowder Mixer When using any Blackpowder weapon: Upon an automatic miss, all misfire effects are treated as ‘no effect’ unless a 20 is rolled.

Return Fire Gain a +1 bonus to attack rolls while concealed or in cover from your target.

The ammunition change class feature went through many many revisions. At one point (indeed, I still have the notes) I created over a dozen types of deeply detailed forms of ammunition, including Adamantium and even Dragonbone shots. They'd act almost like Magic Weapons, but changed many features of the pistol from the range, damage die...even creating special effects on critical hits. Ultimately, the complexity (even for me) was far out of proportion of anything in the 4th edition, so I scrapped it for the simple system you now have.

The 'blackpowder mixer' benefits are available to other classes, but only if a feat is taken. I have yet to decide whether it is merely a feat or specifically a multiclass feat benefit.

Finally, the 'return fire' element also went through revisions, acting to slightly offset the disastrously low chances of hitting as a Pistoleer.

Posted on 2011-12-08 at 18:03:25.

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Level 1 and 2 powers.

Finally, here are the powers created so far. The two major builds of the Pistoleer include the Enthusiast - which centers on additional effects including movement and faster reloading - and the Gunslinger - which has improved capabilities to throw conditions at enemies as well as ensuring its attacks hit. The gunslinger is rather more simple, but an Enthusiast will be able to utilize terrain and more tricky tactics.

Dexterity is for the vast majority of attacks and damaging, but Wisdom is often used for additional effects (making Wisdom more important for Enthusiasts than Gunslingers). Constitution is usually used in burst and blast attacks, where a pistoleer can - however briefly - utilize elements of a Controller.

Down the Sights .Level 1 Pistoleer Attack
You look down the sights of your pistol, aim carefully, then pull the trigger. At-Will �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity+2 vs. AC
Hit: 1[W] Damage
Increase the damage to 2[W] at 21st level
Special: You may use this power as a ranged basic attack

Afterburn .Level 1 Pistoleer Attack
As your hear the satisfying 'THUNK' of your bullet, you allow the sense of pride to fill you, as warm as the sparks from the muzzle of your weapon. At-Will �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 1[W] Damage and gain temporary hit points equal to your Wisdom Modifier
Increase the damage to 2[W] at 21st level

Pistol Whip .Level 1 Pistoleer Attack
While it may not be a recommended use of a pistol, with the right know-how you can utilize one as an effective mace-like weapon. At-Will �� Martial, Weapon
Standard Action ... Melee Requirement: You must be wielding a Blackpowder Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1d6 + Strength modifier damage
Increase the damage to 2d6 + Strength modifier at 21st level

Covering Fire .Level 1 Pistoleer Attack
There’s not many things a pistol can do much better than cause a distraction. Particularly when that distraction is in the form of a heavy shot to the body. At-Will �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity Modifier Damage
Increase the damage to 2[W] + Dexterity Modifier at 21st level
Effect: Target is marked to you
Special: You can use this power as a ranged basic attack

Run and Gun .Level 1 Pistoleer Attack
While moving, you take a skilful shot towards your target, gaining the ground you need to begin the reload process. Encounter �� Martial, Weapon
Standard Action ... Blackpowder Weapon
Target: One Creature
Special: Before or after making the attack, you may move a number of squares equal to 1 + your wisdom modifier.
Enthusiast: You may empty your weapon of blackpowder residue as a free action after making the attack
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity Modifier Damage

Deer Slug .Level 1 Pistoleer Attack
You let loose a shot able to fell lesser creatures in an instant. Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity Modifier Damage.

Bloodied Bullet .Level 1 Pistoleer Attack
You fire your weapon at a target’s vital points, the energy of your shot tearing through armour and flesh alike to leave your enemy clutching at their wounds. Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity vs. Reflex
Hit: 1[W] Damage. If the target moves on its next turn, it takes 5 damage.

Blow'em Down .Level 1 Pistoleer Attack
Loading a specially crafted soft shot, you take a risky shot to the upper torso of your enemy, throwing them to the floor and slowing their advance upon you. Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One creature of your size or smaller
Attack: Dexterity vs. AC
Hit: 1[W] and target is knocked prone
Gunslinger: You gain a +2 bonus to hit.

Shrapnel Shot .Level 1 Pistoleer Attack
Your specially-crafted brittle shot is torn apart as it leaves the pistol’s barrel, its remaining – deadly – shrapnel hurtling towards multiple targets. Daily �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One, two or three creatures within range and within two squares of each other
Attack: Dexterity vs. AC, one attack per target
Hit: 1[W] + Dexterity Modifier Damage and target takes 2 ongoing damage (Save Ends)
Miss: Half Damage

Powderblast .Level 1 Pistoleer Attack
Instead of a shot, you take your time instead to load a significantly greater amount of black powder, hold your pistol with both hands, then let loose a small, but energetic, burst of flame and cinders. Daily �� Martial, Fire
Standard Action ... Close Blast 3
Special: You must be wielding a pistol, with an empty off-hand
Target: Each creature in blast
Attack: Dexterity vs. Reflex
Hit: 2d8 + Constitution Modifier Fire Damage
Miss: Half damage

Hunter’s Bullet .Level 1 Pistoleer Attack
It’s impossible to make a silent kill with a gun...but as any hunter knows, it’s possible to make a sure one. Daily �� Martial, Weapon, Reliable
Standard Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity+2 vs. AC
Hit: 1[W] + Dexterity Modifier damage, and the target is slowed (save ends)

Gunner’s Reprieve .Level 2 Pistoleer Utility
You find a moment of calm in the middle of battle, and you take the opportunity to stop the endless stream of reloading, breathe, let the ringing in your ears cease, and return to your senses. Daily �� Martial, Healing
Minor Action ... Personal Prerequisite: No enemies are within 4 squares of you.
Effect: Spend a healing surge, and you may make a saving throw.

Weighted Words .Level 2 Pistoleer Utility
You can get more with a kind word and a gun, than you can with just a kind word... Encounter �� Martial, Weapon
Minor Action ... Personal Prerequisite: You must be carrying a loaded pistol
Effect: You gain a +5 to your next intimidate check, until the end of the encounter.

Sight Target .Level 2 Pistoleer Utility
It’s important to make every shot count with a pistol, so you take the time to feel which way the wind is blowing, and check to see how your unsuspecting target is moving. Daily �� Martial
Minor Action ... Range 10
Target: One Creature you can see that does not have cover or concealment.
Effect: Gain a +1 Power Bonus to attack rolls against that creature until you lose sight of it or until the end of the encounter.

Posted on 2011-12-08 at 18:20:00.
Edited on 2012-01-10 at 15:12:38 by Celtia

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403 Posts

Tired...but I'm glad I'm done with all of that.

Wow...all that takes up WAY more space on the forum than I expected. It also doesn't look as neat, since I had to change a lot of the formatting. Oh well.

Anyway, to anyone who braved those walls of text, please let me know what you think of the class. I'll happily take any and all advice or thoughts or even questions as I slowly develop it. I have done my best to keep it balanced yet unique...something that's taken me a long, long time.

Heh, just to adapt it all to these forums means I've stayed up all night, from 2am to 5:30am. That'll teach me to start things late at night.

Posted on 2011-12-08 at 18:27:29.
Edited on 2011-12-09 at 01:47:01 by Celtia

Eol Fefalas
Keeper of the Kazari
RDI Staff
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Can't say that I'm really familiar with 4e, at all...

...but at first read the class sounds pretty darn cool. +1 for the interesting concept and such.

Posted on 2011-12-08 at 19:29:15.

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Thanks! I didn't really see the concept as being remarkable alone, truly...placing a gun-wielding class into D&D is something that has been attempted by many people. Just look at the Fable series of video games for a mixture of flintlock and clockwork pistols and rifles alongside swords and crossbows.

The difficulty, in this case, was to make a class that did not overpower any other existing D&D class (4e). Which is where I had the ideas for the complicated reloading system, as well as the lack of range and inaccuracy. That said, in tests - a level 2 pistoleer has fared slightly better when up against a level 2 Ranger...which is fair enough, considering a pistoleer is designed for single-target combat, for the most part.

EDIT: And yes....I'm slightly dubious that I'll find that many 4th Edition D&D players on the site. Can't say I blame them.

Posted on 2011-12-09 at 02:06:58.
Edited on 2011-12-09 at 02:08:55 by Celtia

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Level 3 to 5 powers.

Well, after more updating, comparing and testing (and a LOT of brainstorming for names of abilities....I don't know how Wizards of the Coast manage to find names for so many weapons, abilities, feats and monsters, sometimes)... I'm ready to release the next batch of powers for the Pistoleer. This makes the class playable (absent of unique feats or magic items, for now) up to Level 5, which I consider a milestone. Half-way to Paragon Tier so far!

Anyway, as the Pistoleer grows to higher levels, it shares a trait with a few other classes that it starts to gather powers to do specific types/keywords of damage. In the Pistoleer's case, this is almost always Fire, usually by somehow setting off black powder. On the rare occasion this will also include the Force keyword.

Later, you'll see powers come up that can enforce Vulnerability to Fire upon enemies. Suitable...since if you're covered in black powder, you probably should stay away from fire. Indeed, one of the Pistoleer Paragon Paths - the Blackpowder Fiend - is planned to be largely centered around utilizing the volatility of black powder in many manners outside merely firing a weapon.

Owlbear Slug .Level 3 Pistoleer Attack
You let loose a shot able to fell lesser monsters in an instant. Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity Modifier + 1d6 Damage

Hammershot .Level 3 Pistoleer Attack
The ringing left by your shot as it strikes is as the ringing of a hammer against metal, deafening and distracting your target. Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity Modifier damage and the target is deafened (save ends). Your target takes a -2 penalty to all opportunity attack rolls until the end of your next turn.
Enthusiast: The -2 penalty applies to all of the target’s attack rolls until the end of your next turn.

Knightbane Shot .Level 3 Pistoleer Attack
Your foe will regret their bodily limits as your bullets leave dents and bruises across their armour or body. Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dexterity Modifier Damage, and target takes a -2 penalty to Fortitude and Reflex defences until the end of your next turn.

Swordsman's Folly .Level 3 Pistoleer Attack
The enemy rushing at you will realize his mistake after your shot hurtles him back to square one. Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] damage and you push the target 2 squares.
Gunslinger: The number of squares your target is pushed equals 1 + your Constitution modifier

Blackpowder Shockwave .Level 5 Pistoleer Attack
As you fire your shot, the kickback from your weapon is magnified into a wave of force that staggers those around you as you stand strong. Daily �� Martial, Force, Weapon
Standard Action ... Blackpowder Weapon
Special: You must be wielding a pistol, with an empty off-hand
Primary Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] Damage
Miss: Half Damage
Effect: After attacking the primary target, make a secondary attack that is a Close Burst 1.
Secondary Target: Each enemy in burst.
Secondary Attack: Dexterity vs. Fortitude
Hit: 1d6 + Constitution modifier force damage, and target is pushed one square.

Forgeshot .Level 5 Pistoleer Attack
Your iron shot burns with the heat of the forge that created it as it is propelled through the air. As it hits the enemy, traces of black powder suddenly ignite as the bullet slows to a stop, leaving flame clinging to the target. Daily �� Martial, Fire, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity Modifier Fire Damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, and ongoing 5 fire damage until the end of your next turn.

Golemfist Attack .Level 5 Pistoleer Attack
Your shot expands in size as it leaves the barrel of your weapon, flying straight and true to deliver a great amount of force to its target. Daily �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 1[W] + Wisdom modifier damage, and target is dazed (Save Ends)
Miss: 1[W] damage + Wisdom modifier damage

Posted on 2011-12-11 at 07:48:27.
Edited on 2012-01-10 at 15:15:41 by Celtia

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403 Posts

Level 6 powers.

The time I've been granted to work on these is steadily decreasing, and soon enough I'll be absent from the Internet for a few weeks over Christmas and New Years. As such, for now I only have three more powers to update the class with so far.

Anyway, with these batch of utility powers, the Pistoleer is further cemeted as a class with a rather heavier focus on direct combat than the Ranger. At this level, a Ranger may choose from powers to enhance their movement, prevent allies from being Surprised (essentially negating enemy Surprise Rounds) or even improve an ally's Skill Check. The Pistoleer, on the other hand, can choose between a Stance that can be useful if you're consistently hitting a single target (or with a fire-using ally), a power to use against concealed foes which is limited in its usefulness depending on what terrains or enemies your DM tends to throw at you, and a basic reroll ability in case neither of the other powers take your fancy, essentially acting as the Racial Power "Elven Accuracy".

While I'm not too happy about the reroll power (largely because, like I mentioned, it's almost a carbon copy of a Racial Ability), it seems to be balanced in a gameplay sense and allows for another Utility designed to offset the low chances of hitting, while not rendering the earlier power "Sight Target" obsolete or merely a 'weaker variant'.

Anyway, hopefully the next batch of powers will include the levels 7, 9 and 10, which will complete all of the Pistoleer Class for Heroic Tier. Once that is done, I can work on Pistoleer and Blackpowder Feats (including a Multiclass Pistoleer feat), a handful of relevant Magic Items...

Then I'll have a fully playable class up to Level 10. I'll save the celebrations until that day, then.

Black Spray .Level 6 Pistoleer Utility
By utilizing alternative ammunition, your shots leave the barrel of your weapon clad in a fine layer of undetonated black powder. Upon a hit, the substance sticks to the target, leaving a highly-flammable mark upon the unfortunate foe. Daily �� Martial, Stance
Minor Action ... Personal Effect: Any enemy hit by a Weapon attack gains Vulnerable 2 Fire until the end of your next turn.

Spotter .Level 6 Pistoleer Utility
You take a quick note of what is not immediately clear, and share your observations with your allies. Daily �� Martial
Minor Action ... Range sight
Target: Up to three enemies you can see that are Lightly Obscured or benefiting from Concealment.
Effect: As long as you can see a target, that target cannot benefit from concealment to you or any ally.

Trigger Discipline .Level 6 Pistoleer Utility
Where a lesser gunman would be frustrated by the cycle of reloading, you simply let the time and effort of every reload embolden you to make every shot count. Daily �� Martial
Free Action ... Personal Effect: Reroll a Weapon attack roll. Use the outcome of the second roll, even if it’s lower.

Posted on 2011-12-19 at 15:49:59.
Edited on 2011-12-19 at 15:50:25 by Celtia

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i love new classes and strike is always where i play (if im not dming) this concept is really good from where im standing and when complete i could see me enjoying the play verry much as this class

Well done

Posted on 2011-12-19 at 16:17:07.
Edited on 2011-12-19 at 16:17:50 by mortsonne

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an asumpton

im asuming your new world this class has been built in has a very steam punk feel about it

Posted on 2011-12-19 at 16:23:15.

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Thanks for the feedback!

Actually, not really a steampunk feel at all. Like I mentioned before, it might take a bit too long to describe the setting entirely within this forum topic (the setting has been built and adapted and evolved over a very, very long time) but...

To be brief, black powder was an alchemical was an unusual mixture of the most basic and common of materials without any magical aid needed in its creation. Once enough uses for it was found, its popularity increased and spread across the lands. The use of it in handheld weaponry, such as the Flintlock Pistol, is an unusual and experimental idea to say the least.

While the 'advent' of Black Powder has changed a centerpoint of the setting (a great city, the largest in the Natural/Common Realm), where political shifts mean that a level of unhealthy control and manipulation is working its way through the populace, the creation of these pistols (though strictly outlawed) have allowed the criminal undergound a feasible weapon against the less-than-kind, armored Paladins that are the city guardsmen. Easier to conceal than a crossbow and much more deadly, despite the...flaws in using a weapon on a battlefield (long reload time amongst them).

Long story short, the arrival of black powder, despite offering new weapons, does not immediately transform the setting. Political and military shifts, yes, but the world, as a whole, still uses and relies upon the technology they always have to get by. Mills, mine shafts, brute strength.... there's no steam power, trains, reliance upon metals or 'visualized' technology from an older era here, and they are some of the features of steampunk.

Posted on 2011-12-20 at 01:47:04.

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still cool

see above lol tis very good

Posted on 2011-12-20 at 02:39:47.

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403 Posts

Level 7 to 10

Well, I've almost done it. A playable Heroic-Tier Class. Still have feats and items to go, but here are the pistoleer's final powers before Paragon Tier.

Hah. I have to admit I like the "___ Slug" attacks, the most recent one being "Troll Slug" as you can see below. For every group of Encounter Attacks, there will always be one of these attacks which are nothing more than powers that do more damage to a single target than a basic attack. Nothing else remarkable or special. Each grow in power from the last, and their names change accordingly, from Deer Slug and Owlbear Slug, to Troll Slug and later even Dragon Slug. You'll see more unfold as more powers do, of course. Simple backup powers.

As for other notes on this batch of powers...well as far as the attacks go, the 'warshriek' is a nice power to have as it lends a temporary Leader element to the Pistoleer. Plenty of classes have similar abilities (such as a Ranger one that supports allies' skill checks). The Daily attacks have a host of unusual, if not downright unique, effects and elements. The shot that knocks enemies prone on a miss, or mere damage on a hit? A shorter-range attack (resembling the "Point Blank Shot" attack in a very vague sense) with a powerful kick behind it? And of course, an attack where you choose between two defenses to attack against, and get bonus effects regarding your choice.

Yes...I'm glad at how this is progressing. The Pistoleer is becoming it's own creation, as opposed to just an alternate Ranger. Of course, all attempts are still being made to prevent overpowered-ness.

The level 10 utilities are protective/survivalist in nature - rare for the pistoleer. But on the turn of Paragon Tier, they should get one last chance to choose how they survive a difficult battle, if they do at all. One of the powers, 'Play Dead', creates its own rules as such, but the unusual situation it creates is not unheard of in the official books. By which I mean that an enemy having to treat you as if you are dead is little different to the Rogue utility that forces you to occupy the same space as a larger creature, or the Slaads that believe you to be hallucinations (though that is in an extended rulebook). I am confident about placing such an unusual ability into my class without breaking the game or rendering the class suddenly 'visibly homemade', but I'm not as confident as to it being a level 10 utility as opposed to an earlier level.

Does anyone else think I should exchange "Play Dead" with a low-level utility, and buff the low-level utility so its worthy of being level 10? All feedback is, of course, wholly welcome.

Troll Slug .Level 7 Pistoleer Attack
You let loose a shot able to fell many a feared monster. Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity Modifier Damage

Executioner's Shot .Level 7 Pistoleer Attack
As your enemy charges towards you, you calmly prepare to put him down right when you know you won’t miss. Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One creature
Attack: Dexterity vs. AC
Gunslinger: If the target is within a range of 2 squares, gain a +4 power bonus to the attack roll.
Hit: 1[W] + Dexterity Modifier Damage, and the target grants combat advantage until the end of your next turn.

Gunner's Secret .Level 7 Pistoleer Attack
Just as the echoes of your first shot dissipate, your enemies are shocked as your gun sounds once again a second later. Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Special: You may make this attack without a loaded weapon. However, it must still be clear of blackpowder residue.
Enthusiast: This attack leaves no blackpowder residue upon a hit.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + 1d4 Damage

Warshriek .Level 7 Pistoleer Attack
The bellow of your weapon signals a change in the tides of battle, driving your allies forward. Encounter �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity Modifier Damage, and target is pushed 1 square.
Effect: You may slide a number of allies equal or less to your Wisdom modifier up to 2 squares.

Explosive Load .Level 9 Pistoleer Attack
You load in a test shot you prepared earlier. Filled with blackpowder and scrapings of flint...if the shot hits its target the only surefire way to be safe is to hit the ground before the explosion. Daily �� Martial, Weapon, Fire
Minor Action ... Area burst 1 within weapon range
Special: You must be wielding a pistol, with an empty off-hand
Target: All creatures in burst
Attack: Dexterity vs. Reflex
Hit: 2[W] + Constitution Modifier Fire damage
Miss: Target is knocked prone, if it is of your size or smaller

Roulette Shot .Level 9 Pistoleer Attack
Some enemies make the mistake of thinking they know the limited threats a gun can hold. Of course, you know much better, and you utilize the unpredictability of the pistol to your advantage. Daily �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Target: One Creature
Attack: Dexterity+2 vs. AC or Dexterity vs. Reflex
Hit: 2[W] + Wisdom Modifier damage
Miss: 1[W] + Wisdom Modifier damage
Effect: If this attack was against AC, target takes a -1 to all attack rolls until the end of your next turn. If this attack was against Reflex, target takes a -1 to all defense rolls until the end of your next turn.

Scattershot .Level 9 Pistoleer Attack
Loading a number of smaller ammunition at once, you prepare to fire a deadly salvo of closely grouped shots at short range. Daily �� Martial, Weapon
Minor Action ... Blackpowder Weapon
Special: The range of your weapon, for the purpose of this power, is reduced by 5 squares
Target: One or two creatures adjacent to each other
Attack: Dexterity vs. AC
Hit: 1[W] + 4d4 + Dexterity Modifier damage, and the target is weakened (save ends)
Miss: Half Damage

Triumphant Dodge .Level 10 Pistoleer Utility
Just when all seems hopeless, and your enemy has engaged you in close combat which you are not used to, he makes an error in his strikes and you dodge with surprising ease. The sudden realization as to your enemies faults fill you with a newfound sense of hope, and you prepare to fight back. Daily �� Martial, Healing
Immediate Reaction ... Personal Trigger: An enemy misses you with a melee attack
Effect: Spend a healing surge, and gain a +2 power bonus to your next attack against the triggering enemy.

Flee to higher ground .Level 10 Pistoleer Utility
You abandon any pretence of protecting yourself directly against the far-too-close enemies, instead putting all of your effort into moving into a more advantageous position to fire from. Encounter �� Martial
Move Action ... Personal Prerequisite: You must be able to see one enemy within 5 squares of you.
Effect: Move up to your speed +2 and increase the range of your next weapon attack by 4 squares.

Play Dead .Level 10 Pistoleer Utility
As your enemies’ blade throws you to the ground, you decide it wouldn’t be such a bad trick to stay there, as long as you’re fortunate to still be alive. Daily �� Martial
Immediate Reaction ... Personal Trigger: You take damage by an attack and are bloodied before or after taking damage
Prerequisite: You must be trained in Bluff
Effect: You fall prone and make a Bluff check opposed by the attacking creature’s Insight check. If the Bluff check succeeds, all enemies treat you as dead unless their passive insight pierces your cover. At the beginning of every turn, make a Bluff check as a free action with a +5 power bonus to maintain your cover opposed by the passive insight of any enemies that can see you. Taking any other actions will break the cover.

Posted on 2012-01-10 at 15:58:45.
Edited on 2012-01-10 at 15:59:53 by Celtia

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