PLAYTEST VERSION IS OUT! Below is an older version of theclass. 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)
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.
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...)
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.
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.
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.
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.
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.
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.
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.
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.
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...
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.
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.
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):
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.
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...