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The Order of the Amethyst Rose is the oldest organized group of gun mages in Immoren. It was begun in Llael as a group of these strange sorcerers banded together. Those who belong to this order are gunmen first and mages second. They use the arcane power fueling their attacks to improve their reflexes and accuracy rather than to rain fiery death down upon them. This subtle kind of magic has served them well as insurrectionist forces in occupied Llael.
By choosing this path, you are choosing to make yourself better at the subtle non-elemental powers of the gun mage. It is an especially useful path choice for a gun mage duelist, as a number of its advantages are most useful against a single foe.
Order of the Amethyst Rose Path Features
Seasoned Gunman (Level 11)-You gain a damage bonus equal to your Charisma modifier on at-will gun mage attacks with the weapon keyword.
Second Chances (Level 11)-You may spend an action point to reroll an attack roll on an attack with the weapon keyword, or an Arcana check.
Mobile Duelist (Level 16)-When you use a move action to move your speed or shift, you may also use that move action as part of the action required to reload a firearm.
Order of the Amethyst Rose Spells
Quick Shot |
| A combination of skill and experience allows even a simple shot to produce expert results. |
| Encounter * Arcane, Reliable, Weapon |
| Standard Action Ranged Weapon |
| Target: One creature |
| Attack: Dexterity vs Reflex |
| Hit: 3[W] + Dexterity modifier damage. |
Duelist's Advantage |
| You are rarely the second to shoot in a duel. |
| Encounter * Arcane |
| Immediate Reaction Personal |
| Trigger: You roll an initiative check and dislike the result |
| Effect: You reroll the initiative check, and keep the better of two results. |
Finishing Flourish |
| With a simple flourish of your weapon you distract your foe enough to land a telling shot. |
| Daily * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 4[W] + Dexterity modifier damage and the target is weakened (save ends). |
The Order of the Arcane Tempest was started in Cygnar years ago, and banded together groups of like-minded gun mages under a governmental banner. You have decided to join that order, and as a result have taken a part in their training. Members of this order focus as much on their gun work as their knowledge of spells. Their mastery over magic is a practiced, honed process, more akin to wizardry than sorcery.
By taking this path you are choosing to focus on using spells to damage foes as much as bullets. In addition, the mindset of the Arcane Tempest gun mage is a community one, and these mages are better suited to support their allies than others may be.
Arcane Tempest Path Features
Learned Arcanist (Level 11): Choose an at-will spell from the wizard class, and gain that power as one of your at-will powers. You may have more than the normally allotted number of at will powers in this way.
Spell Focused (Level 11): When you spend an action point to make an extra attack, if the attack has the implement keyword you gain a bonus equal to your weapon's proficiency bonus on the attack roll.
Strike Team (Level 16): Gain a bonus to damage rolls against creatures engaged with an ally equal to your Intelligence modifier.
Arcane Tempest Spells
Repulsion |
| As you line up your shot, you cast a wave of kinetic energy to clear out distractions. |
| Encounter * Arcane, Implement, Weapon |
| Standard Action Close Burst 1 |
| Requirement: You must be wielding a firearm |
| Target: All creatures in burst |
| Attack: Charisma vs Fortitude |
| Hit: 2d6 + Charisma modifier force damage, the target is pushed back 2 squares and falls prone. |
| Effect: Make a secondary attack. |
| Secondary Target: One creature in weapon range |
| Secondary Attack: Dexterity vs AC |
| Hit: 2[W] + Dexterity modifier damage. |
Flare |
| You cast a quick flare that illuminates the area your foes are hiding in. |
| Encounter * Arcane, Zone |
| Move Action Area Burst 3 within weapon range |
| Effect: Creatures within the zone cannot benefit from concealment, cover or invisibility. The zone lasts until the end of the encounter. |
Lightning Rod |
| Your bullet acts as an easy conduit for your spells, and you use it to call lightning down on a foe. |
| Daily * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding a firearm |
| Target: One creature |
| Attack: Dexterity vs AC |
| Hit: 1[W] + Dexterity modifier damage. |
| Effect: Make a secondary attack. |
| Secondary Target: Same as primary target |
| Secondary Attack: Charisma vs Reflex |
| Hit: 4d8 + Charisma modifier lightning damage. If you hit with the first attack, you may repeat the secondary attack as a move action next round. |
| Miss: Half damage. |
You wield arcane might with a practiced hand that allows you to have more firepower on hand. Most gun mages require more freedom to cast spells, much like a wizard. However, you prefer to fight close to your foes, and the close combat you deal with requires more shots on hand. After all, if you spend time reloading your weapon it is an opening for your foes to attack.
This path is focused on up-close combat, and is often as comfortable in near melee situations as it is far away. This also places you closer to larger groups of foes, allowing you to take advantage of your area attacks. In addition, it allows you to wield two guns while still being able to use your cast rune bullet spell.
Martial Scrapper Path Features
Adaptive Mage (11th Level): You no longer take a penalty to Arcana checks to cast rune bullets while wielding two weapons. In addition, you gain a bonus equal to your Charisma modifier against opportunity attacks made against you for firing a ranged weapon in melee.
Quick Loading (11th Level): When you use an action point to make an extra attack, you may also reload a barrel of a firearm you are wielding.
Specialized Caster (16th Level): You gain a bonus equal to your Dexterity modifier on ranged attacks against foes within 2 squares of you.
Martial Scrapper Spells
Rapid Shot |
| You eschew complex arcana and simply shoot both of your guns at a foe. |
| Encounter * Arcane, Weapon |
| Standard Action Ranged Weapon |
| Requirement: You must be wielding two firearms |
| Target: One or two creatures |
| Attack: Dexterity vs AC; two attacks |
| Hit: 2[W] + Dexterity modifier damage for each attack.. |
Adaptive Combatant |
| You cast a spell to speed your reactions and allow you to fight even groups of foes at once. |
| Daily * Arcane |
| Minor Action Personal |
| Requirement: You must be wielding two firearms |
| Effect: Until the beginning of your next turn you do not provoke opportunity attacks by using a ranged weapon in melee. |
| Sustain Minor: The effect is sustained until the beginning of your next turn. |
Frantic Finish |
| As arcane energy fuels your reflexes your fire every bullet you have. |
| Daily * Arcane, Implement |
| Full Round Action Close Burst 3 |
| Requirement: You must be wielding two firearms |
| Target: All enemy creatures in range |
| Attack: Charisma vs Reflex |
| Hit: 4d10 + Charisma modifier damage, and the target is knocked back a number of squares equal to your Charisma modifier. |
| Miss: Half damage, and you push the target 1 square. |