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Gunman
The classic figure of a gun fighter, the gunman is an unparalleled master of his weapon. These combatants are often as attached to their firearm as gun mages are to their magelock weapons. This familiarity allows them to not only shoot with absolute accuracy, but also to load a new shot incredibly quickly.
These fighters are not flashy, and tend to be muted, silent observers. Their attacks are direct, aiming to maim a foe into weakness with assured attacks, instead of risky immediate reward attacks. As such, they tend to be underestimated in combat. That is a mistake that makes many fights easier for gunmen.

Gunman Paragon Path Features

Signature Weapon (11th Level): Choose a type of firearm (pistol, rifle, carbine). With this firearm you gain a +1 to attack and damage rolls.
Absolute Familiarity (11
th Level): You may spend an action point to reroll all damage rolls this round. You must keep the second result.
Confident Accuracy (16th Level): You ignore squares inhabited by creatures when considering line of sight.


Gunman Exploits

Chink in the Armor
You pick out each weak point in your foe's defense and shoot one of them.
Encounter * Martial, Reliable, Weapon
Standard Action     Ranged Weapon
Target: One creature
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage.

Confident Hands
You have learned that shooting moving targets is not always as efficient as making things like chandeliers fall on them.
At-Will * Martial
Free Action     Personal
Effect: The reload time on your signature weapon becomes a minor action until the end of your next turn.

Cripple
No flashy moves or flare can make up for a well placed and debilitating shot.
Daily * Martial, Weapon
Standard Action     Ranged 10
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage and the target is slowed until the end of your next turn.
Effect: Until the end of the encounter whenever you deal damage to the target it is slowed until the end of your next turn.
Miss: 3[W] + Dexterity modifier damage.


Pistoleer
Many tall tales and police reports feature the pistoleers of the Iron Kingdoms. These gun fighters often make their living as duelists, mercenaries and bodyguards. They specialize in drawing their pistols quickly and putting as much lead in the air as possible afterward.
A pistoleer can be an awe inspiring sight, as their speed and accuracy can seem almost supernatural. Their confident and flashy fighting style has made many pistoleers into something of a local attraction, and as such most pistoleers are treated with a degree of respect. However, just as many pistoleers are bullies and brutes as showmen, also earning them a reputation as criminals.
No matter their reputation, any clever duelist will stay well clear of an experienced pistoleer.

Pistoleer Path Features
Follow Through (11th Level): When you spend an action point to make an extra attack you gain a +2 on that attack roll. One-Two (11th Level): If you hit the same creature more than once in one round add your charisma modifier to the damage on each attack after the first.
Duelist (16th Level):
During the first round of combat, if you attack a creature with a lower initiative count than you, you may make a basic attack as a move action against that creature. In addition, if caught in a surprise round, make a saving throw. Upon a success you draw a pistol and do not grant combat advantage.

Pistoleer Exploits
Whirlwind
You spin, firing your weapons at each of the many foes attacking you.
Encounter * Martial, Weapon
Standard Action     Close Burst 2
Target: All enemy creatures in burst
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.

No Defense
After countless duels you know that a foe who has yet to even draw a weapon is a plaything for you.
At-Will * Martial, Weapon
Free Action     Personal
Effect: Until the end of this turn, if you are attacking a creature who has not acted yet in this encounter, you gain a +5 power bonus to expertise rolls against that creature.

Hail of Lead
You unload every barrel of every gun you have in an impossible display of accuracy.
Daily * Martial, Weapon
Full Round Action     Ranged Weapon
Requirement: You must be wielding two pistols
Target: Up to six creatures in range
Attack: Dexterity -2 vs AC; 6 attacks
Hit: 2[W] + Dexterity modifier damage.
Special: You may holster the weapons you are holding and draw two more as part of this attack. If you have a third set of weapons, you may holster and draw once more.


Rifleman
Shots ring out, sometimes from so far away that the shooter is a spec on the horizon, and people fall dead. This is the work of a rifleman, whose function has most often seen use in military units. These marksman tend to prefer fighting unseen, hundreds of feet from their enemies. And, thus, they not only become perfect marksmen, but excellent stealth units as well.
The rifleman's role is not a proud one, or a brave one. In the circumstances he has practiced for, a rifleman's foes will die before they are even aware they are in danger. However, there is not denying the utility of this outlook. Unlike many other warriors, a rifleman has every reason to believe he will be able to walk away from each battle he engages in.

Rifleman Path Features

Accurate (11th Level): You gain a bonus equal to your Dexterity modifier on Expertise rolls.
Hone In (11th Level): When you use an action point to make an extra attack, your attacks that target AC may target Reflex instead until the end of this turn.
Steady Hands (16th Level): When using rifles, increase the critical threat range by 1, and the weapon gains the Brutal 2 weapon property.


Rifleman Exploits

Careful Aim
You carefully examine your foe, watching it move and act, and once you are sure you have the perfect shot, you fire.
Encounter * Martial, Weapon
Full Round Action     Ranged Weapon
Target: One creature within range
Special: You take no penalty to attack for attacking at long range for this attack.
Attack: Dexterity +4 vs AC
Hit: 3[W] + Dexterity modifier damage.

Roving Shot
You dart backwards, and with skill earned through practice, reload your weapon as you move.
Daily * Martial, Stance
Minor Action     Personal
Effect: When you spend more than a move action to reload your weapon, you may move a number of squares up to your speed as part of the action.

Snipe
With perfect, careful aim you fire a devastating shot into your foe.
Daily * Martial, Weapon
Full Round Action     Ranged Weapon
Target: One creature
Attack: Dexterity vs AC; if this attack hits, it is a critical hit.
Hit: 1[W] + Dexterity modifier + Intelligence modifier damage. Make an expertise roll.
Miss: 1[W] + Dexteriy modifier + Intelligence modifier damage. Make an expertise roll.