Wanted Dead or Alive: Gunmage, my attempt to homebrew the class.

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PLAYTEST VERSION IS OUT!
Below is a
n older version of the class. The current version is HERE. That's a Google Docs link to the play test version that is 100% playable through heroic tier, level 1 to 10.

GUNMAGE

"Go ahead, make my day."
Role: Striker. Whether in one-on-one duels or opening fire into hordes of foes, your guns are more than capable of putting your enemies down. You lean into Controller as a secondary role, as your arcane bullets can dole out an array of debilitating effects.
Power Source: Arcane. You combine skilled gunplay with bullets infused with arcane energy to create truly devestating effects. Enemies flee from you, for you wield the most fearsome aspects of both gunmen and sorcerers.
Ability Scores: Dexterity, Wisdom, Charisma

Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple Melee, Simple Ranged, Military Firearm (Similar to how Swordmages gain proficiency in Military Light Blades and Heavy Blades.)
Implements: Any firearm. When using your firearm as an implement, it adds its enhancement bonus to attack and damage rolls, as well as any extra damage granted by the weapon's property (if applicable). You do not gain your weapon proficiency bonus to the attack roll when using your firearm as an implement.
Bonus to Defense: +1 Reflex, +1 Will (Fast reflexes and a strong will see you through harrowing battles.)

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 list below, choose four more trained skills at 1st level.
  Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex)

Build Options: Sharpshooter Gunmage, Desperado Gunmage
Class Features: Gunplay, Call Out, Magic Bullet

GUNPLAY
Choose either Sharpshooter or Desperado for your Gunplay style at first level. You gain all of the benefits listed that style.
  Sharpshooter Gunmages can single out individual foes and gain renewed vigor when facing impossible odds. They favor Wisdom as their secondary ability score.
  Desperado Gunmages terrorize groups of enemies and demonstrate terrifying power and fearless resolve when their back is against the wall. They favor Charisma as their secondary ability score.

Sharpshooter:
 
High Noon: You gain a bonus to damage against your called out enemy equal to your Wisdom modifier +1. This bonus increases to your Wisdom modifier +3 at 11th level and your Wisdom modifier +5 at 21st level.
  Last Stand: While bloodied, you gain a +2 bonus to all defenses against opportunity attacks and a +2 bonus to saving throws against conditions with the Fear keyword.
Desperado:
 
Notorious: You gain a bonus to damage against your called out enemy equal to your Charisma modifier +1. This bonus increases to your Charisma modifier +3 at 11th level and your Charisma modifier +5 at 21st level.
 
Wanted Dead: You gain a +2 bonus to Intimidate against bloodied creatures. In addition, bloodied enemies take a -2 penalty to saving throws against conditions with the Fear keyword while called out by you.

CALL OUT

  In a firefight, you pick your target and you make sure they know you're coming for them. You can spent a minor action to call out the enemy closest to you until the end of the encounter or until you use Call Out again.
  You gain a +1 bonus to attack rolls against your called out enemy.
  A single enemy can only be called out by one gunmage at a time; if another gunmage calls him out, the first instance is cancelled.

MAGIC BULLET
  You can imbue a number of bullets with potent arcane energy each day, chosen from a selection of enchantments you have mastered. You begin knowing two Gunmage daily attack powers. Each time you gain a level that allows you to select a Gunmage daily attack power, select two daily attack powers of that level instead. After an extended rest, you can prepare a number of Gunmage daily attack powers according to what you can cast per day for your level. You can't prepare the same power twice.
If you replace a power through retraining or a power swap feat, you can no longer prepare the previous power.

  In addition, you master the Enchant Magic Item ritual and can perform it without the Ritual Caster feat, but you can only enchant Firearms. At DM discretion, you may also use the ritual to enchant ammunition. (See Adventurer's Vault 2.)
You also master the Master Artisan martial practice and can perform it without the Practiced Study feat and without training the Athletics skill, but only to create Firearms you are proficient with and ammunition for firearms. At DM discretion, you may also use the practice to create masterwork Firearms.


POWERS
GUNMAGE POWERS
Gunmage powers are known as spells. However, while other arcane casters draw forth and shape magical energies in battle, you place more emphasis on preparation. You carefully craft your spells and imbue them into bullets each morning. In battle, the only incantation you need is the pull of a trigger and the roar of a gun barrel.

Note that, unless specifically mentioned otherwise, none of these powers require using a firearm. How you rationalize firing enchanted bullets with a staff (or other implement) is up to you and your DM to figure out. (Though I recommend watching Stargate for one possible solution...)

HEROIC TIER
Level 1 At-Wills

Icicle Fall
You shoot a frozen bullet into the air. It hovers over your foe, raining blades of ice down upon them.
At-Will * Arcane, Cold, Implement, Zone
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1d6 + Dexterity modifier cold damage.
Level 21: 2d6 + Dexterity modifier cold damage.
Effect: One square within the target's space is filled with a zone of falling icicles. Any creature that enters the zone or starts its turn there takes cold damage equal your Dexterity modifier. A creature can take damage from the zone no more than once per round. The zone lasts until the end of your next turn.

Lightning Strike

Your shot is accompanied by a bolt of lightning through your target's heart.
At-Will * Arcane, Lightning, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Wisdom modifier lightning damage.
Level 21: 2[W] + Dexterity modifier + Wisdom modifier lightning damage.

Stardust Reverie

Your bullet explodes in a shower of sparkling dust that clouds your target's mind.
At-Will * Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Will
Hit: Dexterity modifier psychic damage and the target grants combat advantage to you until the end of your turn.
Level 21: 5 + Dexterity modifier psychic damage.
Special: At first level, choose either Wisdom or Charisma. You add the modifier from the chosen ability score to this power's damage. This choice cannot be changed.

Thunder Drum Shot

The thundering bellow of your gun's barrel makes your enemies stagger.
At-Will * Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity modifier thunder damage and you push the target a number of squares equal to your Charisma modifier.
Level 21: 2d6 + Dexterity modifier thunder damage.

Level 1 Encounter

Blood Seeker
This enchanted bullet seeks out the uninjured and remedies that.
Encounter * Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier necrotic damage. The target takes 1d10 extra damage if it was at full hit points when you hit it with this attack.

Ghastly Dream

Your foe is assailed by horrifying visions that trick it into attacking its own allies.
Encounter * Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Will
Hit: 1d6 + Dexterity psychic damage and the target makes a melee basic attack against a creature of your choice within range, gaining a bonus to its damage roll equal to your Charisma modifier.

Grounded Lightning

You cripple the target's legs with a lightning charged bullet.
Encounter * Arcane, Lightning, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier lightning damage and the target is slowed until the end of your next turn.
  Sharpshooter: The target also cannot shift until the end of your next turn.

Ricochet

This bullet ricochets at impossible angles, guided by enchantments to strike multiple foes.
Encounter * Arcane, Implement
Standard Action Area burst 1 within 10
Target: Each creature in burst
Attack: Dexterity vs. Reflex
Hit: 1d12 + Dexterity modifier damage.

Level 1 Daily

Blazing Star
This brilliantly shining bullet leaves your target blind.
Daily * Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier radiant damage and the target is blinded until the end of your next turn.
Miss: Half damage and the target takes a -2 penalty to attack rolls until the end of your next turn.
  Sharpshooter: Instead of a -2 penalty to attack rolls, the target is blinded until the end of your next turn.

Dragon's Breath

The arcane energy of this bullet is released as a blast of intense flames.
Daily * Arcane, Fire, Implement
Standard Action Close blast 3
Target: Each creature in blast
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier fire damage and ongoing 5 fire damage (save ends).
Miss: Half damage and no ongoing damage.

Specter of Death

Your foes look on you and see the face of death itself, driving them to flee from you.
Daily * Arcane, Fear, Implement, Psychic
Standard Action Close burst 2
Target: Each enemy in burst
Attack: Dexterity vs. Will
Hit: 3d6 + Dexterity modifier psychic damage.
  Desperado: The target cannot willingly move closer to you until the end of your next turn.
Effect: You push the target 2 squares.

Sylphae Storm
You summon up the force of a mighty storm to batter your foes and press them into a more advantageous position.
Daily * Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One, two or three creatures
Attack: Dexterity vs. Fortitude
Hit: 1d10 + Dexterity modifier thunder damage and you slide the target 3 squares.
Miss: Half damage and you slide the target 1 square.

Level 2 Utility

Active Camouflage
You activate arcane energies in your armor that allow you to blend into your environment.
Encounter * Arcane, Illusion
Minor Action Personal
Effect: You have light concealment until the end of your next turn.

Breaching Charge
Knock spell doesn't work? Make your own door.
Encounter * Arcane, Implement
Standard Action Ranged 5
Target: One inanimate object not held or worn by a creature
Effect: The target's damage resistances are reduced by 10. The target then takes 4d10 + Dexterity modifier damage.

Long Shot
Keen eyes and good ammunition grant you superior range.
Encounter * Arcane
Minor Action Personal
Effect: Until the end of your turn, add your Wisdom modifier to the range of your ranged Gunmage powers and ranged weapon attacks.

Voice of Terror
You speak with a voice that can chill bone.
Encounter * Arcane
Minor Action Personal
Effect: You make an Intimidate check with a +5 power bonus.

Level 3 Encounter

Blazing Bullet
This attack ignites your foe and guides your allies' attacks.
At-Will * Arcane, Fire, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier fire damage and the next attack made against the target before the end of your next turn gains a +2 power bonus to the attack roll.
  Sharpshooter: The power bonus to the attack roll is equal to 1 + your Wisdom modifier.

Hammer's Thunder
You ready your weapon to fire with a resounding click, instilling fear in your foes.
At-Will * Arcane, Fear, Implement, Thunder
Standard Action Close Burst 2
Target: Each enemy in burst
Attack: Dexterity vs. Will
Hit: 1d10 + Dexterity modifier thunder damage and you push the target 2 squares.
  Desperado: You push the target a number of squares equal to 1 + your Charisma modifier.

Illusion Star
You call down an illusion of meteors crashing on your enemies, but it's real enough to send them running for cover.
At-Will * Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10
Target: Each enemy in burst.
Attack: Dexterity vs. Will
Hit: 2d8 + Dexterity psychic damage and you slide the target 1 square.

Shoot the Moon
You fire into the sky, your bullet calling down a powerful beam of light down on your foe. A moment later, it shines down again.
At-Will * Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier radiant damage
Effect: The target takes radiant damage equal to your Dexterity modifier at the start of its next turn.

Level 5 Daily

Sunstone Shot
This bullet is made of a brightly glowing material that continues to release energy after being imbedded in your target.
At-Will * Arcane, Implement, Radiant, Reliable
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier radiant damage and ongoing 10 radiant damage (save ends).
  Sharpshooter: The target has a -2 penalty to saving throws against the ongoing radiant damage.

Hailstorm
You fire a bullet that explodes into a whirling hailstorm.
At-Will * Arcane, Cold, Implement, Zone
Standard Action Area burst 1 within 10
Target: Each creature in burst
Attack: Dexterity vs. Fortitude
Hit: 3d6 + Dexterity modifier cold damage.
Effect: The burst creates a zone of hail that lasts until the end of your next turn. The zone is difficult terrain. Creatures who enter the zone or start their turn there take cold damage equal to your Dexterity modifier.
Sustain Minor: The zone persists.

Silent Selene
You call forth silent phantasms to hound your foe, distracting them from the battle at hand.
At-Will * Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Will
Hit: 3d8 + Dexterity modifier psychic damage and the target is dazed (save ends).
Miss: Half damage and no daze.

Scarlet Netherworld
Your bullet bursts into a thick red mist that saps the life from those within it.
At-Will * Arcane, Implement, Necrotic, Zone
Standard Action Area burst 1 within 10
Target: Each creature in burst
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier necrotic damage.
Effect: The burst creates a zone of red mist that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10 + your Dexterity modifier necrotic damage. As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists.
  Desperado: The zone does not block your line of sight.

Level 6 Utility

Explosive Ammo
If you don't mind the risk to life and limb, explosive spells can be supercharged for greater area of effect.
Daily * Arcane
Minor Action Personal
Effect: Until the end of your turn, increase the size of your Gunmage powers' bursts and blasts by 1.

Firefight Footwork
You can dodge and weave through the fray.
Daily * Arcane, Stance
Minor Action Personal
Effect: Until the stance ends, you can shift as a minor action.

Wall Run
Enchanted bullets, enchanted boots, very surprised enemies.
Encounter * Arcane
Minor Action Personal
Effect: Until the end of your turn, you can treat vertical surfaces (such as walls) as horizontal ground. If you do not end your turn on horizontal ground, you fall.

Unbreakable Will
Daily * Arcane
Minor Action Personal
Requirement: You must be bloodied.
Effect: You gain temporary hit points equal to either twice your Wisdom modifier or twice your Charisma modifier.

FEATS
Gunmage Specific Feats
Expanded Arsenal
Prerequisite: Wis 13, Gunmage
Benefit: Choose one daily Gunmage power of each level you know. When preparing powers after an extended rest, you can also choose from these powers.
Each time you gain a new level of daily Gunmage attack powers, you learn one additional power of that level. (In other words, you learn three instead of two.)
This feat doesn't change the number of daily attack powers you can prepare each day.

Non-Class Specific Feats

Marksmanship Training
Benefit: You gain proficiency in all simple and military firearms.
(Note: This feat is suggested to be used with caution, and preferably only if the DM does not house rule firearm proficiencies into non-homebrew classes, such as Ranger or Rogue.)

Speedloader

Prerequisite: Proficiency in at least one firearm, Dex 15.
Benefit: Once per turn, you may a firearm's Load property as one step lower. Load Standard would become Load Move, Load Move would become Load Minor, and Load Minor would become Load Free. This benefit also applies to weapons like the Revolver, allowing you to fully reload it with a Move action instead of a Standard.

EQUIPMENT
AMMUNITION
Firearm Bullets (30)    2 gp    5 lb.

FIREARMS

Note: I've had to change the list around a bit due to formatting troubles. I apologize if it's hard to read. (Does anyone know how to make a chart on the forum?)

    Simple One-Handed
Pistol
 Prof. +3, Damage d6, Range 15/30, Price: 30 gp, Weight: 2 lb., Group: Firearm, Properties: Load Minor
Derringer
 Prof. +2, Damage d6, Range 10/20, Price: 20 gp, Weight: 1 lb., Group: Firearm, Properties: Load Minor, Off-hand

    Simple Two-Handed
Breech-Loading Rifle
 Prof. +2, Damage d8, Range 20/40, Price: 45 gp, Weight: 6 lb., Group: Firearm, Properties: Load Minor
Muzzleloader
 Prof. +2, Damage d10, Range 20/40, Price: 45 gp, Weight: 6 lb., Group: Firearm, Properties: Load Move, Brutal 1

    Military One-Handed
Revolver
 Prof. +3, Damage d8, Range 15/30, Price: 50 gp, 2lb., Group: Firearm, Properties: Load Free*
Clockwork Pistol
 Prof. +2, Damage d10, Range 15/30, Price; 60 gp, 3 lb., Group: Firearm, Properties: Load Free*
Sawed-Off Shotgun
 Prof. +2, Damage d8, Range 10/20, Price: 45 gp, Weight: 4 lb., Group: Firearm, Properties: Load Minor, High Crit, Versatile

    Military Two-Handed
Bolt-Action Rifle
 Prof. +2, Damage d10, Range 20/40, Price: 55 gp, Weight: 6 lb., Group: Firearm, Properties: Load Free**, Brutal 1
Shotgun
 Prof. +3, Damage d8, Range 10/20, Price: 55 gp, Weight: 6 lb., Group: Firearm, Properties: Load Minor, High Crit

    Superior One-Handed
Erathis' Revolver
 Prof. +3, Damage d10, Range 15/30, Price: 75 gp, Weight: 2 lb., Group: Firearm, Properties: Load Free*

    Superior Two-Handed
Clockwork Rifle
 Prof. +3, Damage d10, Range 25/50, Price: 75 gp, Weight: 7 lb., Group: Firearm, Properties: Load Free**, Brutal 1
Kord's Cannon
 Prof. +2, Damage 2d6, Range 20/40, Price: 85 gp, Weight: 10 lb., Group: Firearm, Properties: Load Move, Brutal 1
Bahamut's Blunderbus
 Prof. +3, Damage d12, Range 10/20, Price: 85 gp, Weight: 7 lb., Group: Firearm, Properties: Load Minor, High Crit
*This weapon can hold six bullets at a time. While it has ammunition in it, the weapon has the Load Free property. It takes a standard action to load the weapon with six bullets. The weapon can be still be reloaded before its entire reserve has been fired.
**This weapon can hold ten bullets at a time. While it has ammunition in it, the weapon has the Load Free property. It takes a standard action to load the weapon with ten bullets. The weapon can be still be reloaded before its entire reserve has been fired.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
One, you're ARCANE, your powers are SPELLS, period.  With that out of the way, now to read the actual class...
One, you're ARCANE, your powers are SPELLS, period.  With that out of the way, now to read the actual class...


It's just a name. If you'd feel more comfortable, you're welcome to call them spells. Or just call them "powers."
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
One, you're ARCANE, your powers are SPELLS, period.  With that out of the way, now to read the actual class...


It's just a name. If you'd feel more comfortable, you're welcome to call them spells. Or just call them "powers."



Established conventions do not exist to be ignored.  Arcane powers are called spells.  Period, end of story.  This will remain a point of contention until you edit it or change the power source.

That being said, Sharpshooters get way too much stuff compared to Desperados.  Bonus to-hit, higher damage, plus godskill Perception autotrained?  Versus standard Striker bonus, NO attack bonus, and Intimidate, which isn't nearly so useful.  Also, this is an Arcane class, you're actually better off labeling them as Fear powers and dropping the Rattling keyword.

The first portion of the Magic Bullet feature (pertaining to daily powers) is broken as written, especially in combination with Expanded Arsenal; there's nothing stopping you from loading up the three dailies you just picked up back at 19th and to hell with everything that came before.  Wizards, by comparison, have to pick one daily of each level, so they can't prepare both Fireball and Visions of Avarice in the same day.

In addition, half your powers as written are actually more appropriate as Martial powers (exploits) than Arcane.  Here, I'd stop and consider if this might be better off as a straight Martial gunslinger before branching off into gishes.

You've already pointed out the possible issue with Marksmanship Training.  I'll point out that rangers already get proficiency with simple and military firearms, which are of course ranged weapons, by default, so there's really no need for it.

Weapons I'll have to pick at later.  At first glance they seem alternately overly powerful and completely inferior to other ranged options, but then, D&D's always had issues with firearms... 
Established conventions do not exist to be ignored.  Arcane powers are called spells.  Period, end of story.  This will remain a point of contention until you edit it or change the power source.


I'll deal with it when I deal with it. "It's established convention" is a poor justification, though. Homebrew is, by nature, not following the convention of official WotC content.

That being said, Sharpshooters get way too much stuff compared to Desperados.  Bonus to-hit, higher damage, plus godskill Perception autotrained?  Versus standard Striker bonus, NO attack bonus, and Intimidate, which isn't nearly so useful.  Also, this is an Arcane class, you're actually better off labeling them as Fear powers and dropping the Rattling keyword.


Sharpshooters also only get those bonuses while they attack the same target each round and they don't gain the bonus for the first attack against a new target. Also, in my experience, Perception has never been a 'godskill'. Could you explain where the problem with Perception training might come in?

As for being an arcane class that uses Rattling, the class is, in my mind, something of a hybrid between arcane and martial. But the system doesn't support multiple power sources.

The first portion of the Magic Bullet feature (pertaining to daily powers) is broken as written, especially in combination with Expanded Arsenal; there's nothing stopping you from loading up the three dailies you just picked up back at 19th and to hell with everything that came before.  Wizards, by comparison, have to pick one daily of each level, so they can't prepare both Fireball and Visions of Avarice in the same day.


It was actually supposed to be limited to preparing only one power from any given level, but I may have erased that by accident. Thanks for pointing it out.

In addition, half your powers as written are actually more appropriate as Martial powers (exploits) than Arcane.  Here, I'd stop and consider if this might be better off as a straight Martial gunslinger before branching off into gishes.


See above about mixing arcane and martial. Also, as you're concerned about convention: The swordmage uses a similar mix of weapon and implement powers.

You've already pointed out the possible issue with Marksmanship Training.  I'll point out that rangers already get proficiency with simple and military firearms, which are of course ranged weapons, by default, so there's really no need for it.


I figured it was safer to treat firearms as a different class of weapon for now and let DMs house rule them in as they see fit. I suppose I could have put in suggestions, though.

Weapons I'll have to pick at later.  At first glance they seem alternately overly powerful and completely inferior to other ranged options, but then, D&D's always had issues with firearms... 


Well, there aren't a lot of ranged weapons to compare them against. I tried matching them up against the Greatbow and Superior Crossbow for Superior weapons and I used the Repeating Crossbow as a base for the base for revolvers and rifles. The handcrossbow is terrible, military ranged weapons are largely generic.

Weapons aren't like powers, where I've got a dozen books to compare my homebrew material. There's the PHB and AV1. That's... about it. Maybe a few weapons in the EPG, if I recall right.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
Perception can prevent monster ambushes and enable PCs to do the ambushing.  In other words, you see Team Monster before they see you.  High Wisdom plus trained Perception pretty much ruins anything hoping to use Stealth.

As to "convention:"  If homebrew is to be accepted, it must follow established conventions to some level.  What powers are called is, as you've pointed out, relatively minor, but it helps to ground your class's fluff and (at least in my attempts at it) helps to determine some power mechanics.  Case in point, Fear versus Rattling:  A magic-user can force his targets to be afraid, where someone who can't use magic can only hope to unnerve them for a moment.

And I wasn't complaining about the weapon/implement thing (I've played swordmage before, it's absolutely glorious when the rest of the party understands what you're doing), but about the written fluff.  Even the swordmage's weapon attacks indicate magic is being used; the gunmage's (and that's another thing, can we see about that name?) seem to just be pointing out special aiming tricks.

As for mixing power sources:  Take a look at more recent "classes," specifically the executioner, scout and hunter.  The first is (officially!) Martial and Shadow, the latter two are Martial and Primal.  This might actually work well built that way, focused on RBA's for attacks with the powers bringing the magic?  It might also be easier for you to make it that way, too. Wink

Oh, and yes, there are other weapons in the Eberron Player's Guide, and the Dark Sun Campaign Setting as well.
Perception can prevent monster ambushes and enable PCs to do the ambushing.  In other words, you see Team Monster before they see you.  High Wisdom plus trained Perception pretty much ruins anything hoping to use Stealth.


I've never seen that problem come up, in all the campaigns I've been in. (Honestly, Diplomacy winds up being the broken skill in most campaigns I've been in.) But then again, there's always been someone with high wisdom trained in Perception in all those groups. Which is why I don't quite get the issue: If Perception is so powerful, what's the difference between getting it 'free' as opposed to taking it as one of the Ranger's four chosen skills?

And about the skills: Sorcerer has one required (Arcana) and three chosen. Ranger has one required (Nature or Dungeoneering) and four chosen. I wanted to create a halfway point between these two, hence why the class skill list is a mix of those classes, and so I decided on two required skills (Arcana plus whichever one you get from Gunplay), plus three chosen.

As to "convention:"  If homebrew is to be accepted, it must follow established conventions to some level.  What powers are called is, as you've pointed out, relatively minor, but it helps to ground your class's fluff and (at least in my attempts at it) helps to determine some power mechanics.  Case in point, Fear versus Rattling:  A magic-user can force his targets to be afraid, where someone who can't use magic can only hope to unnerve them for a moment.


My problem with replacing Rattling with Fear is that Rattling is a clear and concise keyword. That makes it very easy to have powers and features that refer to it, so it's "Take this thing you're very familiar with, but alter it just slightly, like so" as opposed to... Well, Fear powers can have wildly different effects. If nothing else, it would complicate the language on some features and powers. With the exception of a couple munchkins out to exploit vague wording, I've yet to meet a player who likes overly complicated powers.

But if you'd offer some way to replace Rattling with Fear without causing those problems, then I'm all ears. Or eyes, in this case.

And I wasn't complaining about the weapon/implement thing (I've played swordmage before, it's absolutely glorious when the rest of the party understands what you're doing), but about the written fluff.  Even the swordmage's weapon attacks indicate magic is being used; the gunmage's (and that's another thing, can we see about that name?) seem to just be pointing out special aiming tricks.


Well, then help me find a better balance between the two aspects of the class. Give me suggestions on how to get it closer to the fluff. But there's bound to be at least a couple purely trick shot based powers, if only because I want the class to differ from playing a sorcerer.

Basically, I want the class to have a strong arcane flavor, but still clearly feel like the character is using guns. And what action movie is complete without an implausible but awesome ricochet shot, eh?

There's also the fact that I'm not going to make an entire gun using class just for purely martial powers. (Though, if I get bored, I might make a Ranger or Rogue fighting style.)

...Hm, speaking of class favor, I should watch a few westerns to get into the spirit of the class.

As for mixing power sources:  Take a look at more recent "classes," specifically the executioner, scout and hunter.  The first is (officially!) Martial and Shadow, the latter two are Martial and Primal.  This might actually work well built that way, focused on RBA's for attacks with the powers bringing the magic?  It might also be easier for you to make it that way, too. 


I don't bother with Essentials material. (Please don't take that the wrong way: I'm happy if you or anyone else likes it, I just don't care for it.) Read a couple Essentials supplements, didn't like what I saw, so I didn't bother with any future Essentials material. So I can't take any cues from it, since I don't have it.

Oh, and yes, there are other weapons in the Eberron Player's Guide, and the Dark Sun Campaign Setting as well.


I don't have any Dark Sun campaign material. And the only two ranged weapons in the EPG seem rather underpowered, so they aren't much to go on. I'll admit, for some the weapons I just looked at melee weapons and asked myself "If I made this ranged, but gave it Load Move, it might work."

I even resisted the urge to make the ranged weapons incredibly long range, at least compared to bows and crossbows. Though I doubt it would make much difference, since I haven't seen many encounters take place over distances large enough to make the difference between 15/30 and 20/40 make much difference.

Originally, I was just going to use Polyhedral's black powder weapons, but the more I thought about it, the less I liked it. I mean, I like the weapons themselves, but I wanted a more setting/time period-versatile set of weapon.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
It's not so much that I like Essentials as that I'm more open-minded than certain others in my group about it. Tongue Out

That said, here's another homebrew thing that I used for ideas when I tried this awhile ago (incidentally, my attempt was for a purely Martial gunslinger):

www.giantitp.com/forums/showthread.php?p...

For suggestions, how about adding more damage types that generally aren't associated with guns?  Acid, cold, radiant, force... use these for the weapon attacks?  Hell, tap into Metroid for a bit, too!  Cold or necrotic bullets hinder movement, fire or radiant ones burn, electric or thunder ones ignore cover... and then have area attacks key off your weapon in implement mode!

For more inspiration, the manga series Kurohime is about magic gunslingers; specifically witch-gunslingers whose shells can heal, turn their targets to steel, or turn into dragons, and quite a bit in-between.

...But I'll have to get back to you on the actual weapons and the gunplay styles. Innocent 
It's not so much that I like Essentials as that I'm more open-minded than certain others in my group about it. 


I'm open minded in the sense that I don't mind that people like it and I wouldn't care much if I played in a game with Essentials class characters, just so long as I could stay in my own comfort zone. I'm not a rabid "RWAR, IT'S TERRIBLE!" type of person about it. (Heck, I also liked 3.5e and I have a full set of 2e books, though I've never run a campaign with them. I'm apparently in the minority when it comes to edition wars.)

About the only Essentials material I've ever been interested in is the Pixie, and that's only because I'd reflavor it into a fairy... And now, I'm curious if they'd be effective gunslingers.

For suggestions, how about adding more damage types that generally aren't associated with guns?  Acid, cold, radiant, force... use these for the weapon attacks?  Hell, tap into Metroid for a bit, too!  Cold or necrotic bullets hinder movement, fire or radiant ones burn, electric or thunder ones ignore cover... and then have area attacks key off your weapon in implement mode!


Well, there are Cold and Psychic powers in there. Though it's a bit ironic that you'd suggest more damage types, since back when I was looking for a gunslinger-type class I found a couple forums on Wizards. In one, people were complaining about "Those are damage types associated with controllers, not strikers!"

...Though now I've got the mental image of a rifle opening up and firing a missile. (Or that useless emergency pistol, eesh.)

For more inspiration, the manga series Kurohime is about magic gunslingers; specifically witch-gunslingers whose shells can heal, turn their targets to steel, or turn into dragons, and quite a bit in-between.


Oh, there's plenty of series to draw inspiration from. One of my friends was adamant about how the class seemed like Gene from Outlaw Star. The difficulty is in working out the mechanics and keeping them balanced and effective.

I'll freely admit that I'm an idea person, not a mechanics person. Heck, that friend I mentioned in the first post that helped me with the Sharpshooter's features? I go to her to run the numbers for me on... just about everything. (I'm not bad with math, she's just... significantly better.)
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
...Okay, I WAS trying to think of how I might close the gap I see between Sharpshooter and Desperado, but the thread layout's gone and turned into hell for me... [>o]
...Okay, I WAS trying to think of how I might close the gap I see between Sharpshooter and Desperado, but the thread layout's gone and turned into hell for me... [>o]


I still don't see the problem with the differences.
The Sharpshooter is accurate and damaging, yes, but it takes one attack to set up that accuracy and damage, and it can't change targets at will like a Ranger can.
Compare the Desperado, who doesn't have quite as nice of a bonus, but it applies to every attack and against every target. It has more emphasis on the controller secondary.

Sharpshooters are great at taking out elites and solos, but a Desperado is better at dealing with groups of standard monsters.

Though, if the specific problem is that the Sharpshooter is overpowered, I could fall back to my original idea for the feature, where only single-target attacks work with High Noon. (As worded right now, the Called Out target just has to be one of the targets of any attack.)

EDIT: And if it does seem over powered, I'd like to know what specifically makes it overpowered. The Ranger has features that give it bonus damage and a bonus to hit: Prime Shot and Hunter's Quarry. Both of which have limitations built in. Likewise, the Sharpshooter has similar bonuses, but also has limitations: The attack it takes to setup the bonus.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
Ranger gets those as two separate features, tho, and ALL rangers get them. In fact, that's a good idea: Take the hit bonus out of Sharpshooter, and give Prime Shot. As I pointed out before, my issue is that the one gets damage AND to-hit and the other doesn't; if you don't fix that, the one that gets to-hit will always be superior.

And yeah, you might want to change the wording back. Seems like you want that one to bring old-fashioned dueling to mind, right?
Ranger gets those as two separate features, tho, and ALL rangers get them. In fact, that's a good idea: Take the hit bonus out of Sharpshooter, and give Prime Shot. As I pointed out before, my issue is that the one gets damage AND to-hit and the other doesn't; if you don't fix that, the one that gets to-hit will always be superior.


Again, I'm having a hard time believing that. So unless you can come up with solid numbers to back up your claim... Because +1 to hit doesn't always compare to being able to ear apart three or four enemies in one shot. Quantity over quality, as it were.

Compare the accurate Exploit powers (+2 to hit, but lose your ability score modifier to damage) to Twin Strike (Lose your ability score modifier damage, but attack twice.)

And yeah, you might want to change the wording back. Seems like you want that one to bring old-fashioned dueling to mind, right?


That is correct. The builds are supposed to centered around one-on-one (Sharpshooter) and one-on-many (Desperado). Hence the focus on Desperado being able to dish out more damage to groups: A sharpshooter can take out the BBEG without much trouble, but can't effectively fight a horde of the BBEG's minions. The desperado can tear through a horde with ease, but isn't as adept at dealing with the BBEG.

Compare it to a western: The villain could kill a half dozen nameless good guys with no problem, but when it comes down to just the villain versus the hero, the hero always wins.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
Ranger gets those as two separate features, tho, and ALL rangers get them. In fact, that's a good idea: Take the hit bonus out of Sharpshooter, and give Prime Shot. As I pointed out before, my issue is that the one gets damage AND to-hit and the other doesn't; if you don't fix that, the one that gets to-hit will always be superior.


Again, I'm having a hard time believing that. So unless you can come up with solid numbers to back up your claim... Because +1 to hit doesn't always compare to being able to ear apart three or four enemies in one shot. Quantity over quality, as it were.

Compare the accurate Exploit powers (+2 to hit, but lose your ability score modifier to damage) to Twin Strike (Lose your ability score modifier damage, but attack twice.)



First, check your errata, Careful Strike got the ability bonus to damage back, it's actually a pretty good second power to take after Twin Strike now. 

Second, being able to tear apart three or four enemies in one shot doesn't mean much of crap when that one shot misses the mark.  That's why +1 to-hit is worth so much more than +damage.

And from a somewhat more gamist perspective, the various Prime Shot feats that were ostensibly released for rangers are class-neutral, so giving your gunmage the Prime Shot class feature lets him have some more options without having to worry your brain over more than the class for a bit longer. 


And yeah, you might want to change the wording back. Seems like you want that one to bring old-fashioned dueling to mind, right?


That is correct. The builds are supposed to centered around one-on-one (Sharpshooter) and one-on-many (Desperado). Hence the focus on Desperado being able to dish out more damage to groups: A sharpshooter can take out the BBEG without much trouble, but can't effectively fight a horde of the BBEG's minions. The desperado can tear through a horde with ease, but isn't as adept at dealing with the BBEG.

Compare it to a western: The villain could kill a half dozen nameless good guys with no problem, but when it comes down to just the villain versus the hero, the hero always wins.



I'm sorry to say I'm not really a fan of westerns.  I could probably stumble my way to a few ideas that might fit some of the common tropes, but most of my exposure to gunslinging films has been either spy movie boring one-shot fights or gun kata. Embarassed

But that's something I'll keep in mind for the future, then.  In light of that, the other features are fine, but you may want to add more class skills if they're getting five trained?  Classes generally have one plus twice the number of choices.

And also, a suggestion that might fit the flavor a bit better:  Instead of higher baseline accuracy/damage (yes, I still think Prime Shot as a separate feature would be best), the Sharpshooter gets something that encourages him and/or his target to focus on each other.  Maybe he gets the same baseline, but another damage bonus as long as he continues attacking the same target?
First, check your errata, Careful Strike got the ability bonus to damage back, it's actually a pretty good second power to take after Twin Strike now.


Ugh, errata. So hard to keep track of.

And from a somewhat more gamist perspective, the various Prime Shot feats that were ostensibly released for rangers are class-neutral, so giving your gunmage the Prime Shot class feature lets him have some more options without having to worry your brain over more than the class for a bit longer.


I'd just prefer an option other than Prime Shot. For one, I'd rather not just copy-and-paste stuff over if I can avoid it. For two, I'm afraid it might make the class seem too much like "Rangers... with guns!" Which is another reason I don't want to do a pure martial class, since that's about what it would wind up being.

I'm sorry to say I'm not really a fan of westerns.  I could probably stumble my way to a few ideas that might fit some of the common tropes, but most of my exposure to gunslinging films has been either spy movie boring one-shot fights or gun kata.


Well, I'm not a huge fan, either. I just think they have a certain charm. Something that I think fits with D&D rather well: That discover, the challenges of taming the wilderness, one man fighting to bring law to a lawless land. All are themes that can be (and are) incorporated into D&D, and the fantasy genre as a whole. There's a reason I like the idea of "The western as modern fairy tale."

And yeah, spy movies are too boring. Gun kata would be better for a martial take, since it's supposedly nigh superhuman abilities attained from 'skill.' Or, to put it another way, "I do cool things because cool things are cool!" Which isn't bad, per se... But if I'm going to watch something cool for coolness sake, I'd prefer wuxia.

But that's something I'll keep in mind for the future, then.  In light of that, the other features are fine, but you may want to add more class skills if they're getting five trained?  Classes generally have one plus twice the number of choices.


Care to offer suggestions on what skills would fit?

And also, a suggestion that might fit the flavor a bit better:  Instead of higher baseline accuracy/damage (yes, I still think Prime Shot as a separate feature would be best), the Sharpshooter gets something that encourages him and/or his target to focus on each other.  Maybe he gets the same baseline, but another damage bonus as long as he continues attacking the same target?


That might work. Though I wonder if that might start edging into Defender territory... Hm, a dash of Defender might work, though, with the lawman route. I mean, not a full on Defender, just something that encourages monsters to ignore the Sharpshooter's allies.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
...Okay, I feel sheepish.  Just now totted up the skills, there's plenty there. Embarassed

And for the Sharpshooter, I'm not saying the feature should drop marks (though, for comparison, barbarians get a few powers as well as a paragon path that do just that).  A pseudo-mark like the avenger's Censure of Pursuit (triggered off of attacking someone else instead?) might work nicely, though.

On Prime Shot:  Warlocks also have it, which is why I'm fine with pushing it for this one.  What makes rangers tick, remember, is that they have Prime Shot AND Hunter's Quarry AND more attacks per turn than anyone really needs to have.  Here, I'm suggesting Prime Shot as more of a placeholder (and, incidentally, fitting because the participants are rather close together in these duels), until I can think and suggest something less cookie-cutter... and on that note, perhaps just a flat +1 to-hit with firearms?
...Okay, I feel sheepish.  Just now totted up the skills, there's plenty there.


Eh, no worries. You took the time to review it and I appreciate that.

And for the Sharpshooter, I'm not saying the feature should drop marks (though, for comparison, barbarians get a few powers as well as a paragon path that do just that).  A pseudo-mark like the avenger's Censure of Pursuit (triggered off of attacking someone else instead?) might work nicely, though.


The Censure idea is interesting, but I'm not sure how to word it to make it work right.

On Prime Shot:  Warlocks also have it, which is why I'm fine with pushing it for this one.  What makes rangers tick, remember, is that they have Prime Shot AND Hunter's Quarry AND more attacks per turn than anyone really needs to have.  Here, I'm suggesting Prime Shot as more of a placeholder (and, incidentally, fitting because the participants are rather close together in these duels), until I can think and suggest something less cookie-cutter... and on that note, perhaps just a flat +1 to-hit with firearms?


I had considered a flat +1 at one point, like the Rogue's weapon talent... Until I realized that the rogue gets a flat +1 only to weapons that are kind of terrible otherwise. Handcrossbows, slings, daggers? All have terrible damage. They're all Simple weapons, too, and are really only useful because the Rogue's powers flat out require them. A Rogue can't take weapon proficiency with a fullblade and still use their powers, while a Gunmage could pick up Kord's Cannon and still work just fine. That made me concerned about possible balance issues.

Prime Shot requires being the closest to the target, which makes a gun's range benefit less impressive... I'm not sure if that's good or bad.

I don't want apply an action tax for the +1 (such as move or minor action to gain it), since their weapons already have higher than normal action requirements just to reload. So... I don't know how to make different, but still effective.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
When you attack, the enemy you attack is called out until the end of your next turn.  If an enemy you have called out makes an attack that doesn't include you as a target, you gain a +2 bonus to damage on the next attack you make against that enemy before the end of your next turn.  This bonus increases to +3 at 11th level and to +5 at 21st level.*  A single enemy can only be called out by one gunmage at a time; if another gunmage calls him out, the first instance is cancelled.

*=Replace with whatever other effect feels appropriate.
When you attack, the enemy you attack is called out until the end of your next turn.  If an enemy you have called out makes an attack that doesn't include you as a target, you gain a +2 bonus to damage on the next attack you make against that enemy before the end of your next turn.  This bonus increases to +3 at 11th level and to +5 at 21st level.*  A single enemy can only be called out by one gunmage at a time; if another gunmage calls him out, the first instance is cancelled.

*=Replace with whatever other effect feels appropriate.


As worded, wouldn't that affect multiple targets? It specifies that two gunmages can't call out the same target, but doesn't specify that one gunmage can only call out one target.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
When you attack a single enemy, the enemy you attack is called out until the end of your next turn.  If an enemy you have called out makes an attack that doesn't include you as a target, you gain a +2 bonus to damage on the next attack you make against that enemy before the end of your next turn.  This bonus increases to +3 at 11th level and to +5 at 21st level.*  A single enemy can only be called out by one gunmage at a time; if another gunmage calls him out, the first instance is cancelled.

*=Replace with whatever other effect feels appropriate.


As worded, wouldn't that affect multiple targets? It specifies that two gunmages can't call out the same target, but doesn't specify that one gunmage can only call out one target.



It's a start, at least?  I was trying to write it in a way that doesn't make it a power a la Oath of Enmity.  Possible fix is in bold text above.
So, as I was browsing through Homebrew, I noticed that I haven't updated this is two months. That's just terrible.

I've overhauled the class features (and edited the my first post), taking some of Eisenritter's advice into account. As you can see, I've taken some of the features in a slightly different direction, though the class is still an arcane striker at heart. I'm hoping the updated version is more streamlined, but not over or under powered.

I've also removed the Powers for the moment, since they need an overhaul and I haven't gotten around to thank. (Lots of things going on, I'll spare you the details.) With luck I'll have them finished through mid-heroic before the weekend, but I make no promises.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
First level at-wills, encounters and dailies are finishing. Second level utilities are also finished. I'm glad I can copy over the formatting on powers without issue, since that will save me some time in the long run.

Provided I don't have to deal with any distractions, I should have the class finished up to 6th level by Saturday.

Still, no promises. I've been having bouts of lightheadedness lately.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
Reading through the weapons, Kord's Cannon (+3/2d6 two-handed superior firearm, brutal 1) is a bit OP.  Suggest dropping the proficiency bonus to +2.

Also, minor flavor quibble:  A sawed-off shotgun should be a one-handed versatile weapon (the entire purpose of sawing off the stock; see also Beelzebumon's Berenjena).
Reading through the weapons, Kord's Cannon (+3/2d6 two-handed superior firearm, brutal 1) is a bit OP.  Suggest dropping the proficiency bonus to +2.


Y'know, I was worried it was overpowered, so I had dropped it to +2 in my notes. I just forgot to update the thread. And now I feel stupid.

Also, minor flavor quibble:  A sawed-off shotgun should be a one-handed versatile weapon (the entire purpose of sawing off the stock; see also Beelzebumon's Berenjena).


Sounds fine to me. I'll change that now.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
Lovely.  And now, I wait until I have a chance to roll one up so I can see it outside of a vaccuum. Tongue Out
Lovely.  And now, I wait until I have a chance to roll one up so I can see it outside of a vaccuum. 


It's coming along. Health problems keep causing delays, but it'll get done eventually.

What do you think about the revised class features and the powers I've worked out so far? I'd appreciate any input and impressions. Apparently this isn't a popular project.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
Third, fifth and sixth level powers have been added. Check the first post.

Also a quote from Dirty Harry, because who else am I going to quote, Neo? Pft. (That and all the quotes from Westerns I like are too long to work.)
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)

It's cool that you're making this, but I have some problems to point out.

Your class feature is overpowered. You're giving them a bonus to damage from off-stat like a sorcerer, but you're ALSO giving them +1 to hit. +1 to hit is huge, and should not be given as a class feature. The only class that gets it at will at level one is fighter, but they generally do not do high damage. +1 to hit is so coveted, that many people even poach fighter through hybrid just to get it on a striker. Additionally, once you have "called out" your target, you do not need to do anything to sustain it. The +1 to hit might be justified if it was taking up a minor action every round, but even then I think it is too much.
I would strongly suggest changing this feature to something else.
Trying to stick with your themes, I would suggest Sharpshooters ignore the -2 from partial cover and concealment, but not total cover or total concealment against their "called out" target.
For desperadoes, the target is at a -2 to attack them until EoNT (similar to the rattling that you removed).

Also, I think there is an issue with using the term "called out" because it is strange grammatically. Other targeted affects each follow a similar grammatical form.
"He is my Mark"
"He is my Quarry"
"He is my Oath (of enmity)"
"He is my Called out"
I would suggest changing "Called out" to something simpler like "Target."  It's not as flavorful, but easier to use grammatically.

I would also recommend changing your weapons and the speadloader feat. Having the reloading properties be so varied can cause confusion, and is unnecessary. It costs a feat to use a superior weapon, so you should not tax them more by making it require a standard or move action to reload. Or by applying the additional feat tax from speadloader. It is also relatively unnecessary, because using a power can automatically reload your weapon. Also, many encounters do not have you make more than 6-10 attacks, so it is unlikely you will ever need to reload one of the weapons that holds multiple bullets, while in combat. I would change your firearms to two primary groups;
>Single shot weapons that are load minor, and have better stats.
>Multi-shot weapons that are load free.
Additionally, so that your weapon names are consistent with other weapons, I would remove the God names from the superior weapons.
Erathis revolver -> Clockwork Revolver or Twin-barrel Revolver
Kord's Cannon -> Hand-cannon
Bahamuts Blunderbuss -> Blunderbuss


Also, the deringer is an offhand weapon, but you donot seem to have any use for an offhand weapon as a gun-mage. You havn't created any dual-wielding powers or abilities, which I think is a classic theme for someone fightning with revolvers.

Some of the other class features are strange, and not particularly useful. The desperado's +2 intimidate is not very good. The penalty to intimidate in combat is so high, that it is not a viable option to ever use. Unless your DM is houseruling how intimidate works, it's a very "useless" skill. The -2 to saves against fear for desperado is similarly unusable, because NONE the powers that you have available so far have save ends fear affects. The sharpshooters class features have many situations that they can be used in, but are still very situational. I can’t imagine the defense bonus against opportunity attacks being useful except when you are bloodied, and immobilized next to an enemy, which as a long range striker, should be almost never. The bonus to saves against fear affects sounds nice, but practically speaking, the number of monsters that have save ends fear affects, is very small.
I would recommend changing these features to something else entirely. Something that is guaranteed to come up at least once every encounter.


First off, I want to thank you for offering feedback. The entire point of this thread is to get feedback and suggestions, after all.

Your class feature is overpowered. You're giving them a bonus to damage from off-stat like a sorcerer, but you're ALSO giving them +1 to hit. +1 to hit is huge, and should not be given as a class feature. The only class that gets it at will at level one is fighter, but they generally do not do high damage. +1 to hit is so coveted, that many people even poach fighter through hybrid just to get it on a striker. Additionally, once you have "called out" your target, you do not need to do anything to sustain it. The +1 to hit might be justified if it was taking up a minor action every round, but even then I think it is too much.

A bonus to damage that ONLY affects a single target, where as Sorc gets a bonus to damage on every arcane power.

Likewise, it costs a minor action to get that +1 to hit. Compare Prime Shot, which works automatically so long as you get up close and personal. And both Ranger and Warlock get Prime Shot.

And Gunmage doesn't get a defensive feature like the Dragon Sorc's one-per-encounter bonus. Gunmage's 'defensive' (I.e. not directly for damage dealing) features are weaker, sure. Have you ever heard the phrase 'glass cannon'?


I would strongly suggest changing this feature to something else.
Trying to stick with your themes, I would suggest Sharpshooters ignore the -2 from partial cover and concealment, but not total cover or total concealment against their "called out" target.
For desperadoes, the target is at a -2 to attack them until EoNT (similar to the rattling that you removed).

This is a legitimate issue. I had considered ignoring partial cover for the Sharpshooters, but wasn't sure if it would be too strong of a feature. So I'll take your suggestions here into consideration.


Also, I think there is an issue with using the term "called out" because it is strange grammatically. Other targeted affects each follow a similar grammatical form.
"He is my Mark"
"He is my Quarry"
"He is my Oath (of enmity)"
"He is my Called out"
I would suggest changing "Called out" to something simpler like "Target."  It's not as flavorful, but easier to use grammatically.

Frankly, this is a ridiculous issue to have. Besides that: "He is my Oath" is likewise grammatically incorrect. Mark and Quarry fit that phrasing, sure. "He is my sworn enemy" would fit better for an Oath target.

Likewise, "He is my Called Out target" would be the proper phrasing, which fits just fine. And I'm not changing it, since it's a reference to westerns that I want to keep.



I would also recommend changing your weapons and the speadloader feat. Having the reloading properties be so varied can cause confusion, and is unnecessary. It costs a feat to use a superior weapon, so you should not tax them more by making it require a standard or move action to reload. Or by applying the additional feat tax from speadloader. It is also relatively unnecessary, because using a power can automatically reload your weapon. Also, many encounters do not have you make more than 6-10 attacks, so it is unlikely you will ever need to reload one of the weapons that holds multiple bullets, while in combat. I would change your firearms to two primary groups;
>Single shot weapons that are load minor, and have better stats.
>Multi-shot weapons that are load free.

Again, a valid suggestion, so I'll consider it. Though never making more than six attacks in an encounter? You've clearly never seen some of the groups I've been in.

Additionally, so that your weapon names are consistent with other weapons, I would remove the God names from the superior weapons.
Erathis revolver -> Clockwork Revolver or Twin-barrel Revolver
Kord's Cannon -> Hand-cannon
Bahamuts Blunderbuss -> Blunderbuss

Considering 'clockwork' in this case essentially means semi-automatic, I am loathe to make that change. And a twin-barrel revolver is flat out ridiculous, even compared to other superior weapons. If you want to change the name at your table, that's fine by me, but I fail to see a reason to care. (Besides, Erathis is the god of invention, if I'm not mistaken.)

No force on earth is getting me to rename Kord's Cannon. God of war, added alliterative appeal, just plain amusing.


Similar to the issue with twin-barrel revolver, implying a blunderbuss is better than the shotguns is... difficult for me to accept. I had considered making it a "Double Barrel Shotgun", though.


Also, the deringer is an offhand weapon, but you donot seem to have any use for an offhand weapon as a gun-mage. You havn't created any dual-wielding powers or abilities, which I think is a classic theme for someone fightning with revolvers.

I have actually considered adding Akimbo as a third build option, once Sharpshooter and Desperado are complete. I've been toying with the idea for over a week now.


Some of the other class features are strange, and not particularly useful. The desperado's +2 intimidate is not very good. The penalty to intimidate in combat is so high, that it is not a viable option to ever use. Unless your DM is houseruling how intimidate works, it's a very "useless" skill. The -2 to saves against fear for desperado is similarly unusable, because NONE the powers that you have available so far have save ends fear affects. The sharpshooters class features have many situations that they can be used in, but are still very situational. I can’t imagine the defense bonus against opportunity attacks being useful except when you are bloodied, and immobilized next to an enemy, which as a long range striker, should be almost never. The bonus to saves against fear affects sounds nice, but practically speaking, the number of monsters that have save ends fear affects, is very small.

I'm the kind of DM that lets social skills actually be useful in combat. Especially in my latest campaign, since non-lethal options are more than just suggested. They're encouraged.

Admittedly, the lack of save-ends fear effects is an issue, so I may alter that at some point. I also like to toss in the occasional "Can't shift (save ends)" effect, making a resistance to OAs useful. It was meant to be similar to the Archer Ranger getting Defensive Mobility for free, though I was trying to make it more of a "last chance" feature, given the "Western Hero" vibe I'm trying to mix in with the Sharpshooter.


And I homebrew monsters. A lot. In fact, in my last campaign, I used non-hombrew monsters TWICE in the entire adventure, for the first two battles, then never again. I'm also the kind of DM that believes that if a character has a situational feature, you should put a little effort into making the situation come up at least on occasion.


I would recommend changing these features to something else entirely. Something that is guaranteed to come up at least once every encounter

You mean something like the Sorc's "Scales of the Dragon"? =P I'm sure a ranged striker gets bloodied ALL the time, right?
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
Likewise, it costs a minor action to get that +1 to hit. Compare Prime Shot, which works automatically so long as you get up close and personal. And both Ranger and Warlock get Prime Shot.

And Gunmage doesn't get a defensive feature like the Dragon Sorc's one-per-encounter bonus. Gunmage's 'defensive' (I.e. not directly for damage dealing) features are weaker, sure. Have you ever heard the phrase 'glass cannon'?


Making a class inheriently a glass cannon is not good for overall game balance (in theory). All classes, even strikers, have options to mitigate damage. The only time a glass cannon is acceptable in a group is if your defender and your healer are ok with it, or as a 5th or 6th PC. I think you should include somehting to give more versatility. Maybe one build gets damage mitigation, and the other builds gets mobility increase.

I agree that if the damage bonus is single target, then it is not as powerful, however the +hit is still too strong. Prime shot requires that you maintain positioning, 'called out' (as it reads) is permanent until they die or you change targets. Change 'called out' so that it increases your acuracy in some other way. Maybe make it so that all gun-mage builds 'called out' ignores partial cover and concealment, and -2 from being marked. Or make it so that the +1 to hit has a possible situation where it won't work. It's not that a +1 to hit is overpowered, it's the the +1 maintaining its self regardless of position or circumstance.

Also, if the bonus damage only applies to that one target, then it pushes the player away from any impliment area powers the class might have. As a spell caster, I'm assuming you would have at least some. The bonus damage you're getting is not huge compared to a ranger. In terms of balance, I would sudgest altering the extra damage to apply to all gun-mage attacks, so that impliment powers are not a less favorable option.

Again, a valid suggestion, so I'll consider it. Though nevermaking more than six attacks in an encounter? You've clearly never seen some of the groups I've been in.

I didn't say never, I said not many. As you get hgiher level, encounters usually last longer, but take few rounds total. If you have a clip of 6, that means even in a long encounter, you only need to reload once. Although it makes sense for realism; mechanically speaking, that extra minor action you have to spend once per encounter, IMO is not worth trying to remember.


Considering 'clockwork' in this case essentially means semi-automatic, I am loathe to make that change. And a twin-barrel revolver is flat out ridiculous, even compared to other superior weapons. If you want to change the name at your table, that's fine by me, but I fail to see a reason to care. (Besides, Erathis is the god of invention, if I'm not mistaken.)

No force on earth is getting me to rename Kord's Cannon. God of war, added alliterative appeal, just plain amusing.


Similar to the issue with twin-barrel revolver, implying a blunderbuss is better than the shotguns is... difficult for me to accept. I had considered making it a "Double Barrel Shotgun", though.



They were just sudgestions on names. If you don't like them, you can change them to whatever. There are no other weapons that have titles. A weapon gets a title based on it's magic enhancment. The "radiant weapon" enhancment changes a "longsword" to a "radiant longsword." If you are using titles with your weapon, thenyour names don't fit the standard form, and start to sound funny. Since you like the names so much, try keeping them as fire arm enhancments. Considering there is no magic enhancment support designed for firearms, you might want to homebrew some to make the class more playable.



1 I'm the kind of DM that lets social skills actually be useful in combat. Especially in my latest campaign, since non-lethal options are more than just suggested. They're encouraged.

2 Admittedly, the lack of save-ends fear effects is an issue, so I may alter that at some point. I also like to toss in the occasional "Can't shift (save ends)" effect, making a resistance to OAs useful. It was meant to be similar to the Archer Ranger getting Defensive Mobility for free, though I was trying to make it more of a "last chance" feature, given the "Western Hero" vibe I'm trying to mix in with the Sharpshooter.


3 And I homebrew monsters. A lot. In fact, in my last campaign, I used non-hombrew monsters TWICE in the entire adventure, for the first two battles, then never again. I'm also the kind of DM that believes that if a character has a situational feature, you should put a little effort into making the situation come up at least on occasion.



1 You might be that kind of DM, but others are not. People that see this class might want to play it. Thier DM's might houserule the class into the game, but that doesn't mean they will change other rules to make it work. If you want it to be more playable at other tables, thats somehting you should consider.


2 On a similar note to above, designing a class for a specific flavor also makes it less apealling to other players. Are you designing a class that YOU want to play, or that OTHER PEOPLE want to play? If it feels too "western hero" then it limits others character concepts. Maybe they want to play more of a sleak sniper, or a run-and-gun berserker. The base classes in DnD are more "generic" so they can fit multiple concepts easier. Background, items, feats, paragon paths, give them more specific flavor.


3 Again, YOU might homebrew monsters, but OTHER people might not. You should focus more on your game design theory. "what works for me" is almost never "what works for everyone else", especially in a tabletop RPG. I agree that a DM should tailor the game to fit the players strengths and weaknesses, but as a designer, you should try to make the process more fool-proof.


You mean something like the Sorc's "Scales of the Dragon"? =P I'm sure a ranged striker gets bloodied ALL the time, right?


I'm not exactly sure what you are implying here. Yes, getting bloodied happens often. The issue is not that the triiger is "when bloodied (although that is not the best trigger). The issue is that the bonus it gives do not benifit you often enough.
Making a class inheriently a glass cannon is not good for overall game balance (in theory). All classes, even strikers, have options to mitigate damage. The only time a glass cannon is acceptable in a group is if your defender and your healer are ok with it, or as a 5th or 6th PC. I think you should include somehting to give more versatility. Maybe one build gets damage mitigation, and the other builds gets mobility increase.

Mobility isn't an inherent increase to defense and relies heavily on the layout of the battlefield to be effective. So it would still be glass cannon. Unless you can cite some examples for the kind of mobility you're thinking of...?

I agree that if the damage bonus is single target, then it is not as powerful, however the +hit is still too strong. Prime shot requires that you maintain positioning, 'called out' (as it reads) is permanent until they die or you change targets. Change 'called out' so that it increases your acuracy in some other way. Maybe make it so that all gun-mage builds 'called out' ignores partial cover and concealment, and -2 from being marked. Or make it so that the +1 to hit has a possible situation where it won't work. It's not that a +1 to hit is overpowered, it's the the +1 maintaining its self regardless of position or circumstance.

Said damage also lags behind classes such as the Warlock and Ranger, who get +1 to hit and very large potential damage once per turn. (Hunter's Quarry, for one.) The only perk Gunmage has relative to that is that it can operate from longer range - a fact that isn't very helpful in the vast majority of battles I've seen, in campaigns I have run AND played in, since battlefields tend to be relatively small areas - and that they can apply their bonus damage to multiple attacks, if they use action points. I don't see this as over powered, considering those are very restricted resources. And while the Gunmage doesn't roll damage, it's still dealing about the same AVERAGE bonus damage as Quarry. But without the chance of getting a critical and maxing out that damage.

Also, if the bonus damage only applies to that one target, then it pushes the player away from any impliment area powers the class might have. As a spell caster, I'm assuming you would have at least some. The bonus damage you're getting is not huge compared to a ranger. In terms of balance, I would sudgest altering the extra damage to apply to all gun-mage attacks, so that impliment powers are not a less favorable option.

You complain that a +1 to hit and bonus damage is huge, then say the bonus damage is poor...? And how about I allow the bonus damage to apply to the target regardless of how many targets you're aiming at? "When you hit your called out enemy with a gunmage attack power or gunmage paragon path attack power, you can apply your bonus damage to the attack." (Do note that I WANT the bonus to work on non-rolled damage, specifically to help make up for the restrictions.)

I didn't say never, I said not many. As you get hgiher level, encounters usually last longer, but take few rounds total. If you have a clip of 6, that means even in a long encounter, you only need to reload once. Although it makes sense for realism; mechanically speaking, that extra minor action you have to spend once per encounter, IMO is not worth trying to remember.

Your opinion is noted.

They were just sudgestions on names. If you don't like them, you can change them to whatever. There are no other weapons that have titles. A weapon gets a title based on it's magic enhancment. The "radiant weapon" enhancment changes a "longsword" to a "radiant longsword." If you are using titles with your weapon, thenyour names don't fit the standard form, and start to sound funny. Since you like the names so much, try keeping them as fire arm enhancments. Considering there is no magic enhancment support designed for firearms, you might want to homebrew some to make the class more playable.

Yeah, maybe you didn't read the rest of the thread, but "Nothing has done this before!" isn't an argument I'm inclined to listen to. Don't get me wrong, I actually are about your opinion, but it's just that you'll need a better argument. Besides that, I think "Erathis' Radiant Revolver" would really rolled off the tongue. =D

1
You might be that kind of DM, but others are not. People that see this class might want to play it. Thier DM's might houserule the class into the game, but that doesn't mean they will change other rules to make it work. If you want it to be more playable at other tables, thats somehting you should consider.
Again, I've mentioned that I might consider changing the lesser class features into something more likely to be accessable at all tables and more likely to come up in a 'general' campaign. So your statement here is pretty much redundant.


2
On a similar note to above, designing a class for a specific flavor also makes it less apealling to other players. Are you designing a class that YOU want to play, or that OTHER PEOPLE want to play? If it feels too "western hero" then it limits others character concepts. Maybe they want to play more of a sleak sniper, or a run-and-gun berserker. The base classes in DnD are more "generic" so they can fit multiple concepts easier. Background, items, feats, paragon paths, give them more specific flavor.
ONE BUILD is more 'western hero' than the OTHER build. As in, it's inspired by the actions of western protagonists. Desperado is actually supposed to be flavored more towards a villain, but also works great as a run-and-gun berserker: Look at its powers. Notice the bursts that push enemies away. They're great for someone that loves to run right into the thick of things or wants a way to get out of close combat to run somewhere else.


3
Again, YOU might homebrew monsters, but OTHER people might not. You should focus more on your game design theory. "what works for me" is almost never "what works for everyone else", especially in a tabletop RPG. I agree that a DM should tailor the game to fit the players strengths and weaknesses, but as a designer, you should try to make the process more fool-proof.
If they're willing to allow homebrew classes then they really should be willing to homebrew something to serve as suitable opponents. And, again, I've mentioned a willingness to change it, but how am I supposed to know what's 'fool proof' when I'm working off my experiences? Again, the POINT of this thread is to ask for advice based on the experiences of others. Some advice more concrete than "Make it fool-proof" and "Don't do this" would be nice, seeing as all I have to work with is 1. My experiences. 2. Internet based research, which is not always a reliable source.


As an aside, I just woke up, so if I mistyped anything or you need clarification, just ask. My cognitive abilities are not quite at their best.


EDIT: I'm considering making Call Out function a little more like Oath of Enmity, in the sense that you can't Call Out a new enemy until the first has been defeated/leaves the battlefield. Though reworking the 'another Gunmage Calling Out the target supercedes your Calling Out of the target" might take better wording than I am capable of at the moment. Unless it would be better to actually let a second gunmage 'pick up' the Called Out target, freeing up the first to go after someone else. Not sure how that would work out in the long run, but it could provide more synergy when having two gunmages in the same party.


Though I don't foresee that happening often and honestly, I'd rather encourage a more varied party. Two ranged strikers in the same team is going to be either redundant, powerful... or wind up with a dead gunmage, because the rest of the party isn't sticky enough to keep them both safe. (Given, a Desperado could work as a controller in a pinch, so if the party needs one... Gah, my mind wanders when tired.)

Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
Rather than go through the tedium of formatting my files, then altering the formatting to be readable on the forum, I have decided that I'm just going to upload PDFs to Google Docs. Speak of, here is a LINK to the first Google Docs release. I make no promises of there being a Zelda.

The current version is completed through the entire heroic tier, including a handful of feats, multiclass feats and hybrid rules. Because I was bored, that's why.

I'm considering this a "play test" version, as I may still make significant changes, but it's still suitable for play.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
looks good. You should add a couple "gunblades" as a magic item enchantments, in case someone wants to try a hybrid or multiclass with a melee weapon user. Something like
property: this weapon functions both as a gun of X type, and a melee weapon of X type.
The types would be whatever you think is appropriate for a combination, but there should be one that is half dagger (for rogue, hexblade, and sorceror hybrids), one that is half a one handed blade (for rangers, warlords, sword mages) and one that is a two handed blade (for swordmages  and other strange builds).
Everything else on the enhancment would be vanilla, but you could add a daily item power, that adds 1dx generic damage to one attack, but that might not be neccissary, because having somehting that can be a melee weapon, ranged weapon, and impliment is already pretty good.

Also, you might want to change the part for warforged that says
"The warforged may also embed a two-handed firearm, but the firearm can only be treated as an implement."
 to
"The warforged may also embed a two-handed firearm, but does not function as a firearm unless wielded two-handed."

warforged are able to embend two-handed melee weapons. The only real benefit is that you can't be disarmed/lose thier weapon.


A couple of errors got through my editing. They'll be corrected in the next release:
-On page two, under GUNPLAY, the first sentence should read "Choose either Akimbo, Desperado or Sharpshooter at first level." I forgot to add the option there when I added Akimbo to the class.
-On page eight, delete the "Miss" portion of the Sunstone Shot power. The power is Reliable, so it shouldn't have an effect on a miss. The effect is for a previous version of the power, anyway.
EDIT: I see the problem. The miss portion of Sunstone was for Silent Selene. The changes have been made to my files.

And I'll continue looking over it in case there are other mistakes I missed.

looks good. You should add a couple "gunblades" as a magic item enchantments, in case someone wants to try a hybrid or multiclass with a melee weapon user.


Actually, I had considered adding a "Bayonet" magic item, which can be applied to any two-handed gun to allow it to act as a melee weapon. (Likely a Shortsword, to keep it from being too powerful.) But I decided not to add it until I can playtest the class with core magic items first.

warforged are able to embend two-handed melee weapons. The only real benefit is that you can't be disarmed/lose thier weapon.


...Since when? Eberron Player's Guide page 113, under Weapon, states that a two-handed weapon cannot be attached or imbedded. Errata states nothing to the contrary.

The only other relevant rules for two-handed weapons is that a warforged can embed a Staff (as all implements are either one-handed or don't require a hand), but they cannot use it as a quarterstaff if they do (because quarterstaffs are two-handed weapons.) Which is what I based the firearm attachment rules on.

Also, thank you for your interest.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
I guess I was mistaken about the two handed weapon thing. IDK why I thought they could imbed them.

A "bayonette" magic item could also work. I jsut thought that being able to add the melee weapon property to weapons which might normally be ranged only could be exploitable. If it's a stand alone enchantment, then you can't use the "bayonette" to get a ranged weapon property onto a melee weapon.

You might also want to add a magic item that is a bullet equivilent of the wonderous item "endless quiver." Perhaps an "endless bandolier"
And if you havn't specified it anywhere yet, say that all magic amunition for arrows can also be used for bullets.

Additionally, you might add a wonderous item that is a "magic noise supressor" for RP perposes of using guns and stealth.

For the sharpshooter style, you might want to change it it so that is one effect a save can end, and the temp HP increase to 5+wis at 11th level, and 10+wis at 21st level. Rolling a save out of turn is already good, because that means you won't have X effect at the start of your turn. Rolling a save against all save ends conditions is a perk that (as far as I know) can't be achieved until paragon. Adding more temp at higher levels helps it remain affective.
I guess I was mistaken about the two handed weapon thing. IDK why I thought they could imbed them.

You can't attach them, either.

A "bayonette" magic item could also work. I jsut thought that being able to add the melee weapon property to weapons which might normally be ranged only could be exploitable. If it's a stand alone enchantment, then you can't use the "bayonette" to get a ranged weapon property onto a melee weapon.

There's a reason I held off on adding it. That's also the reason I'd limit it acting as an inferior weapon (such as the dagger or shortsword.) It's giving you an MBA and a means to avoid opportunity attacks from using a ranged weapon in melee, both of which are significant balancing factors to ranged weapons.

There won't be any 'gunblades'... Not least of which is because, if you're referring to Final Fantasy 8 gunblades, they aren't ranged weapons. (Technically, they're more of a vibro-weapon.)

You might also want to add a magic item that is a bullet equivilent of the wonderous item "endless quiver." Perhaps an "endless bandolier"
And if you havn't specified it anywhere yet, say that all magic amunition for arrows can also be used for bullets.

I might add an endless quiver equivalent.

If you want to get technical, none of the ammunition enchantments list "Arrow, bolt or (sling) bullet." There's a mention that any ammunition type can be enchanted with any of ammunition effects regardless of the enchantment's name. So a "Bolt of Clumsiness" can be added to a sling bullet. That would mean, as written, the rules would already take into account new ammunition types. I may add a line in the magic item section for clarity, though.

Additionally, you might add a wonderous item that is a "magic noise supressor" for RP perposes of using guns and stealth.

Possible. It would probably be a level 1 item. (Still, doesn't EVERYONE stop being hidden when they attack?)

For the sharpshooter style, you might want to change it it so that is one effect a save can end, and the temp HP increase to 5+wis at 11th level, and 10+wis at 21st level. Rolling a save out of turn is already good, because that means you won't have X effect at the start of your turn. Rolling a save against all save ends conditions is a perk that (as far as I know) can't be achieved until paragon. Adding more temp at higher levels helps it remain affective.

That... is a very good point. I had originally had it as rolling a save against every effect of a certain type, though I can't remember what type it was. (Probably either a set of daze/stun/dominate or ongoing damage.) But one save on any effect of their choice is probably better.

I primarily play Heroic tier, so save ends effects are relatively rare.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
In reference to gunblades;
I was refering to the archaic gun-blades that were produced for a short time in history. A "pistol sword" is the more acurate term, although it is just as often a dagger, ax, or blugeoning weapon. There is a wikipedia article on it if you are interested. I know of final fantasy gunblades, but I have not played the game, so I'm not sure how exactly they are used. It is probably a very small niche, but it's something you should consider, a sorceror/gunmage and rogue/gunmage hybrid seems like a natural combination. MBA is based off your strength, and thier are no ranged calsses that use strength as a primary, so you sohuld not be worried about it allowing them a MBA. This general rule is true of any class that does not have strength as a primary, ie. any wizard can make a MBA with his staff, but it will likely only hit on a 20. Any build that can achieve an at-will as a MBA is of course exempt form this rule. Daggers are additionally exempt because they already count as a ranged weapon.

In reference to a magic supressor;
Yes, you stop being hidden when you attack. Game mechanically you lose invisability and/or break stealth. Thats why I said for RP purposes. A rogue slitting someone throat in the night with a dagger is breaking his stealth for anyone that can see him (including the target), but killing someone with a gun would potentially alert everyone in the castle/camp/dungeon. The item doesn't change the basic game mechanic, it just adds a way to RP assasinations with firearms.
In reference to gunblades;
I was refering to the archaic gun-blades that were produced for a short time in history. A "pistol sword" is the more acurate term, although it is just as often a dagger, ax, or blugeoning weapon. There is a wikipedia article on it if you are interested. I know of final fantasy gunblades, but I have not played the game, so I'm not sure how exactly they are used.

Ah, one of those. A pistol with what amounts to a knife incorporated into the design, usually on single shot pistols so you still technically had a weapon after firing your shot. (Not a very good weapon, of course...)

The term 'gunblade' threw me off, sorry. The Final Fantasy weapon is essentially a sword with a revolver part incorporated into it. When the attacker swings, they pull the trigger, which sets off a charge that makes the blade vibrate, apparently acting as a kind of chainsaw (in effect.) Given, that's the official description of them and... that wouldn't work in reality. But neither would throwing fireballs on a whim.

It is probably a very small niche, but it's something you should consider, a sorceror/gunmage and rogue/gunmage hybrid seems like a natural combination.

There's always the option of just wielding a derringer in their off-hand. (Or wielding a dagger in their off-hand and a ranged weapon in their main hand.) After all, isn't the stereotypical pirate carrying a cutlass in their right and a flintlock pistol in their left?

no ranged calsses that use strength as a primary

Archer Warlord can use strength as a primary. I even mentioned in the House Rules section that DM may wish to allow archer warlords to apply their feature (using Strength for RBAs) on firearms. (Probably fluffed as something like holding the gun steady or being able to use a larger caliber weapon... *shrug*)

Any build that can achieve an at-will as a MBA is of course exempt form this rule. Daggers are additionally exempt because they already count as a ranged weapon.

I would probably phrase the item as "Property: You can make melee attacks with this weapon. If you do, treat the weapon as a dagger for that attack. You cannot make thrown attacks with this weapon." (Though a mounted bayonet would be closer to a spear...)

Frankly, it's just too complicated a situation for me to bother with right now. As I said, I want to ensure the equipment and powers I have already are balanced before adding too many niche items.

And by 'balanced', I mean "not so powerful as to make all other options worthless by comparison" and "not so weak that no one in their right mind would take it." (Essentially, in CharOps terms, I want to avoid red and gold powers.)

In reference to a magic supressor;
Yes, you stop being hidden when you attack. Game mechanically you lose invisability and/or break stealth. Thats why I said for RP purposes. A rogue slitting someone throat in the night with a dagger is breaking his stealth for anyone that can see him (including the target), but killing someone with a gun would potentially alert everyone in the castle/camp/dungeon. The item doesn't change the basic game mechanic, it just adds a way to RP assasinations with firearms.

If it doesn't change the game mechanics, why should I charge the gunmage extra? Though I suppose a mundane item would be cheap enough to not really be an issue...
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)