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Gunslinger Powers
Gunslinger powers are called exploits since they focus on taking advantage of openings, and finding perfect opportunities to use their finely trained reflexes

  • Level 1 At Will
  • Level 1 Encounter
  • Level 1 Daily
  • Level 2 Utility
  • Level 3 Encounter
  • Level 5 Daily
  • Level 6 Utility
  • Level 7 Encounter
  • Level 9 Daily
  • Level 10 Utility
  • Level 13 Encounter
  • Level 15 Daily
  • Level 16 Utility
  • Level 17 Encounter
  • Level 19 Daily
  • Level 22 Utility
  • Level 23 Encounter
  • Level 25 Daily
  • Level 27 Encounter
  • Level 29 Daily
Blow Em Away
You fire a solid shot into your foe, and the blow knocks him back a step.
At-Will * Martial, Weapon
Standard Action    Ranged Weapon
Requirement:You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 1[W] + Dexterity modifier damage and the target is pushed back one square.
Miss: Dexterity modifier damage

Pop-Up
You leap from cover, fire, and get back to safety before your opponent has a chance to take a shot.
At-Will * Martial, Weapon
Standard Action    Ranged Weapon
Requirement:You must be wielding a firearm
Target: One creature
Special: You can move 1 square before and after you attack
Attack: Dexterity -1 vs AC
Hit: 1[W] + Dexterity modifier damage
Patient Shot
You take your time and aim carefully before pulling the trigger.
At-Will * Martial, Weapon
Standard and Move Action    Ranged Weapon
Requirement:You must be wielding a firearm
Target: One creature
Attack: Dexterity + 2 vs AC
Hit: 1[W] + Dexterity modifier damage
Increase damage to 2[W] + Dexterity modifier at 21
Shoot Low
If they can't catch you, they can't hit you, and with this shot, you shoot at their legs to make sure they don't.
At-Will * Martial, Weapon
Standard Action    Ranged Action
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Reflex
Hit: 1[W] and the target is slowed until the end of your next turn.
Disarming Shot
There's always a few options to get a weapon out of someone's hand; shooting the hand is usually the best one.
Encounter * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Reflex
Hit: 1[W] and the target is disarmed.
Easy Shot
When they're that close, it's pretty easy to land a decent shot.
Encounter * Martial, Reliable, Weapon
Standard Action    Ranged 3
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity +2 vs AC
Hit: 2 [W] + Dexterity modifier damage
Feint
You make a show of aiming your weapon right at your foe, and thinking he's getting out of the way, he opens himself up to easy attack.
Encounter * Martial, Charm, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Charisma vs Will
Hit: The target grants combat advantage until the end of this turn, make a secondary attack.
Secondary Target: Same creature
Secondary Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
If Not You
Even if the first guy jumps out of the way, there's a good chance the second guy won't.
Encounter * Martial, Reliable, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 2 [W] + Dexterity modifier.
Miss: Make secondary attack against foe adjacent to initial target.
Secondary Attack: Uses the same attack roll as the initial attack except that this attack targets reflex.
Hit: 1 [W] + Dexterity modifier damage.
Deadly Shot
When you shoot the right places, it only takes one shot.
Daily * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 3 [W] + Dexterity modifier damage.
Miss: Half damage.
Duel
With a shot and a challenge, you focus all of your efforts on one foe.
Daily * Martial, 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. For the rest of the encounter, or until you attack another foe, you gain a +2 power bonus on attack rolls against the target.
Effect: For the rest of the encounter, or until you attack another foe, the target provokes an opportunity attack from you whenever it attacks a target other than you.
Gun Shy
A solid shot reminds your foe about the agonizing death coming for him, and he decides now would be the time to run.
Daily * Martial, Fear, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 2 [W] + Dexterity modifier damage. Make a secondary attack.
Miss: 2[W] + Dexterity modifier damage.
Secondary Target: The initial target
Secondary Attack: Charisma vs Will
Hit: The target moves up to its speed away from you each round (save ends).
Powder Keg
With a little personal modification you fire a lot more blast powder than you probably should, but the effect is spectacular.
Daily * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage and the target is knocked prone.
Miss: Half damage.
Special: If using a rifle, the opponent is knocked prone, and cannot stand (save ends). If using a blunderbuss this attack is a close blast 3.
Avoid
A quick sidestep is an important skill whether you're dodging a charging horse or a charging Menite.
Encounter * Martial
Immediate Interrupt    Personal
Trigger: A creature becomes adjacent to you.
Effect: You shift 1 square.
Shoot First
Your guns tend to be the first sounds of combat.
Daily * Martial
Free Action    Personal
Trigger: You roll an initiative check and dislike the result.
Effect: Reroll the initiative result with a +5 bonus.
Trick Load
You flip open a barrel, and using a somewhat inconsistent technique you've developed, you reload your gun in a hurry.
Encounter * Martial
Minor Action    Personal
Effect: You reload a single barrel of a gun you're wielding.
Spook
You shoot a warning shot, intending to scare your target, or his horse if he has one.
Encounter * Martial, Fear, Weapon
Move Action    Range 10
Requirement: You must be wielding a firearm
Target: One creature
Attack: Charisma vs Will
Hit: The target moves its speed away from you, avoiding difficult terrain and threatened squares if possible. If the target was mounted, it is immediately dismounted and falls prone in an adjacent space. The mount then moves its speed away.
Blind Shot
From cover, you fire a shot blindly at your foe, often hitting him in unexpectedly deadly places.
Encounter * Martial, Reliable, Weapon
Standard Action    Ranged Weapon
Special: You may use this attack from full cover.
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Covering Shot
An enemy starts to shoot at you or one of your allies, and you manage a shot just before he does. Usually it is distracting enough to throw off his shot.
Encounter * Martial, Weapon
Immediate Interrupt    Ranged Weapon
Requirement: You must be wielding a firearm
Trigger: An opposing creature attacks you or an ally within 5 squares of you. You must decide to use this power before hearing the result of the attack.
Target: The triggering creature
Attack: Dexterity vs Fortitude
Hit: 1[W] + Dexterity modifier damage and the target takes a penalty to its attack equal to your Intelligence modifier.
Falling Shot
Your foe pushes you to the ground, but you manage to land one good shot on the way down.
Encounter * Martial, Weapon
Immediate Interrupt    Ranged 1
Trigger: An adjacent creature knocks you prone
Attack: Dexterity vs Reflex, this attack does not provoke opportunity attacks.
Hit: 2[W] + Dexterity modifier damage, and the target falls prone.
Ringing Shot
You smash the butt of your gun against a foe's ear, and for the rest of the fight all it hears is ringing.
Encounter * Martial, Weapon
Standard Action    Melee Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 1 [W] + Dexterity modifier damage and the target is dazed and deafened (save ends).
Special: For the rest of the encounter, whenever you shoot, the target it is deafened (save ends).
Blast
A low gut shot keeps your foes feeling your shot long after the bullet hits.
Daily * Martial, Weapon
Standard Action    Close Blast 3
Requirement: You must be wielding a firearm
Target: All creatures in blast
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage. In addition, targets take ongoing damage equal to your Intelligence modifier (save ends).
Miss: 2[W] + Dexterity modifier
Not Going Down
You've been shot again and again, but you seem to be fighting even harder than you were when the fight started.
Daily * Martial, Stance, Weapon
Minor Action    Personal
Requirement: You must be wielding a firearm, and you must be bloodied.
Effect: Whenever a foe you attacked last round ends its turn in your line of sight (and assuming you are able to make opportunity attacks), you may make a basic ranged attack against the target as an immediate reaction with a bonus to damage equal to your Charisma modifier.
One-Two Shot
The first shot makes your foe double over, but the second shot finishes the job.
Daily * Martial, Reliable, 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, and make secondary attack.
Secondary Target: The same target
Secondary Attack: Dexterity vs Reflex
Hit: 2 [W] + Dexterity modifier damage and make an expertise roll.
Special: If you miss either attack this power is not expended.

Calculate
You concentrate, hold your weapon steady, take a full ten seconds to feel out each factor, and decide on the best shot.
Encounter * Martial
Full Round Action    Personal
Effect: Choose a creature that you can see. If you attack the target with a firearm next round, gain a bonus on the attack and damage roll equal to your Intelligence modifier.
Special: If the attack misses, you do not expend the use of this power.
Duelist's Stance
Your eyes narrow, and reaching for your gun, you focus closely on one opponent.
Encounter * Martial, Stance
Minor Action    Personal
Effect: You gain a +2 to attack against a single creature for the rest of the encounter.
Hard as Nails
You've been shot plenty of times. You're getting used to it.
Daily * Martial, Healing
Immediate Reaction    Personal
Trigger: You are damaged by a ranged attack.
Effect: You may spend a healing surge.
Painful Accuracy
Your shot hits in a very painful place, and your enemy takes a second to recover.
Daily * Martial
Immediate Reaction    Personal
Trigger: You successfully shoot a foe.
Effect: The affected target grants combat advantage until the end of your next turn.
Gut Shot
You fire a gunshot solidly into your foe's stomach, stopping him in his tracks.
Encounter * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 1[W] + Dexterity modifier damage, and the target is immobilized (save ends).
Lethal Accuracy
While everyone else rushes about your calmly hold out your weapon, clearly focus on your foe and shoot.
Encounter * Martial, Reliable, Weapon
Full Round Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity +4 vs AC
Hit: 2[W] + Dexterity modifier damage.
Perfect Finish
Your foe is nearly finished, and you decide this one should end like a story, with the foe stumbling off to die.
Encounter * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One bloodied creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage. In addition, the target is knocked back three squares and falls prone.
Potshot
With an accurate shot you can usually knock a shield at a bad angle or even shoot off a buckle holding up a breastplate.
Encounter * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: Must be wielding a firearm
Target: One creature
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage. In addition the foe takes a penalty to AC and Reflex defense equal to your Intelligence modifier until he takes a standard action to correct the flaw in his defense.
Dodge This
Standing right in front of your foe, you level your weapon, and, smiling, pull the trigger.
Encounter * Martial, Weapon
Standard Action    Range 1
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity +2 vs AC, this attack does not provoke opportunity attacks.
Special: If this attack hits, it is a critical hit.
Hit: 1[W] + Dexterity modifier damage.
Miss: 1[W] + Dexterity modifier damage, and you may shift a number of squares equal to your Intelligence modifier.
It's Already Over
Maybe you're having a bad day, maybe you don't have time for a fight, but either way you decide to end this one before it begins.
Daily * Martial, Reliable, Weapon
Standard Action    Ranged Weapon
Requirement: Must be wielding a firearm
Target: One creature that has not acted yet in this encounter.
Attack: Dexterity vs AC
Hit: 3 [W] + Dexterity modifier damage. Make an expertise roll at +5.
Special: Expertise from combat advantage does not apply to this attack.
Just Keep Shooting
You fire all the barrels of your gun at once, tearing holes in your foe's body.
Daily * Martial, Weapon
Full Round Action    Ranged Weapon
Requirement: Must be wielding a firearm
Target: One or more creatures
Attack: Dexterity vs AC, four attacks
Hit: 1[W] + Dexterity modifier + Intelligence modifier damage per attack. In addition, if two attacks hit the same foe, the target is dazed (save ends). If three attacks hit the same foe, the target is dazed and weakened (save ends). If all four attacks hit the same foe, the target is dazed (save ends) and weakened (save ends).
Miss: Half damage per attack.
Special: Expertise does not apply to this attack.
Close and Personal
Your foes often think your weakness is in close combat. You often prove them wrong.
At-Will * Martial, Permanent
No Action  Personal
Requirement: You must be wielding a firearm
Effect: Once per turn, if you provoke an opportunity attack for firing a small arm while a foe is threatening you in melee, you may make a saving throw as an immediate interrupt. If you succeed, you do not provoke the attack.
Precise Shot
Experience with firearms has increased your accuracy.
At-Will * Martial, Permanent
No Action    Personal
Effect: You gain a +1 class bonus to damage when attacking with small arms.
Steady
Your calm hands and keen reflexes help you line up a shot even if your foes are far away.
At-Will * Martial, Permanent
No Action    Personal
Effect: Increase the normal range of any small arms your wield by 5 squares. This does not affect the maximum range of the weapon.
Throw Down
No matter the situation, you are always prepared to draw your gun at a moment's notice.
At-Will * Martial, Permanent
No Action    Personal
Effect: You gain a +4 class bonus to initiative rolls when you are wielding or are preparing to draw a small arm.
Double-Over
Your shot hits your foe in the gut, and the wrenching pain causes it to lose focus on the fight.
Encounter * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 1[W] + Dexterity modifier damage and the target is stunned until the end of your next turn.
Drop It
You quickly aim your weapon and shoot at your foe's hand, forcing him to loosen his grip.
Encounter * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage and the target drops one weapon it was wielding. In addition, The target takes a -2 penalty to attack rolls until the end of your next turn.
Hair-Trigger
Even when it seems your foe may have the drop, you always have a surprise or two waiting.
Encounter * Martial, Weapon
Immediate Interrupt    Ranged Weapon
Trigger: An opponent draws a weapon on its first turn in this encounter.
Requirement: You must have a holstered pistol or be wielding a firearm
Target: The triggering creature
Attack: Dexterity vs AC; you may draw a holstered pistol as part of this attack
Hit: 1[W] + Dexterity modifier damage, and the target takes a -2 penalty to AC until the end of your next turn.
What The?
You fire a shot and quickly duck into cover.
Encounter * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature unaware of your presence
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Special: After making this attack you may make a stealth check opposed by a perception check. If you succeed on this check, the foe is still unaware of your presence.
Blood Shot
You fire your weapon, and the bullet lodges deep in your foe, causing massive internal bleeding.
Daily * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Reflex
Hit: 3[W] + Dexterity modifier damage and the target takes ongoing damage equal to 10 (save ends). If this attack is a critical hit, increase the ongoing damage to 20 (save ends).
Miss: Half damage and the target takes 5 ongoing damage (save ends).
Flinch
In your opponent's heart, it has already lost.
Daily * Martial, Weapon
No Action    Special
Trigger: You hit with an attack and make an expertise roll.
Target: The attacked creature
Attack: Charisma vs Will
Hit: The target is stunned until the of your next turn (save ends).
Effect: For the rest of the encounter, whenever you land a critical hit against the target, or deal extra damage from your Expertise class ability, the target is dazed (save ends).
Mercy
When your victory is a foregone conclusion, you don't waste time.
Daily * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One bloodied creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage, make an expertise roll.
Miss: Half damage, and make an expertise roll.
At The Ready
You empty your barrels, and quickly load them to prepare for the next volley.
Daily * Martial, Weapon
Immediate Reaction    Personal
Trigger: You fire at least one shot from a firearm
Effect: You load a number of shots equal to the number you fired this round from the weapons you are currently wielding.
Duelist's Confidence
You know you're good, and when a fight is about to break out you want to be the first to join the fray.
Daily * Martial
Immediate Reaction    Personal
Trigger: An encounter begins, and you roll an initiative check.
Effect: Add your Charisma and Intelligence modifier to the initiative check. If you are at the top of the initiative count, gain a +5 power bonus on expertise rolls for the first round of combat.
Get It Over With
You wade out into the middle of combat, sacrificing your defenses to get a clear shot at your foes.
Daily * Martial, Stance
Minor Action    Personal
Effect: You deal an extra 1[W] damage and treat all critical hits as if you are using a high crit weapon when using small arms. You take a -3 penalty to all defenses.
I'm Just That Good
And you know it.
Daily * Martial
No Action    Personal
Effect: Add your Charisma modifier to all skill checks for the rest of the encounter or until you fail a skill check.
Repeat Action
Both reloading and firing your weapons has become a swift and mechanical process for you.
Encounter * Martial, Weapon
Full Round Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One or two creatures
Attack: Dexterity vs AC; two attacks
Hit: 2[W] + Dexterity modifier damage per attack.
Special: At any point before, after or between attacks you may reload one barrel of your gun.
'Scuse Me
You whip your foe with the butt of your weapon and while it's stunned you blast it.
Encounter * Martial, Weapon
Standard Action    Melee Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Charisma vs Reflex
Hit: You gain combat advantage against the creature until the end of your turn. Make secondary attack.
Miss: Make secondary attack.
Secondary Target: Same as initial creature
Secondary Attack: Dexterity +4 vs AC, This attack does not provoke opportunity attacks
Hit: 2[W] + Dexterity modifier damage.
Square In The Chest
Your shot hits hard, and sends your foe sprawling to the ground.
Encounter * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 2[W] + Dexterity modifier damage. In addition, the target grants combat advantage until the end of your next turn.
Effect: The target is knocked prone.
Duelist's Glare
You watch your foe's every movement and focus your attacks solely on that one target.
Daily * Martial
Move Action    Personal
Effect: Choose a target in range. Once this round, if you hit that target, you may make an expertise roll. You take a -2 to defenses against attacks from any other target and a -5 to attack rolls against any other target.
Sustain Move: The effect is sustained again this round.
I've Got Time
With absolute calm and complete patience you line up your shot and fire.
Daily * Martial, Reliable, Weapon
Full Round Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs AC; gain a bonus on the attack roll equal to your Intelligence modifier.
Hit: 4[W] + Dexterity modifier + Intelligence modifier damage.
Not So Fast
Your foe rushes at you to remove your ranged superiority. Your response to the situation is simply to shoot it as it closes in.
Daily * Martial, Weapon
Immediate Reaction    Ranged 1
Trigger: A creature moves adjacent to you
Requirement: You must be wielding a firearm
Target: The triggering creature
Attack: Dexterity vs Fortitude
Hit: 3[W] + Dexterity modifier damage, and the target is pushed 3 squares. The target takes a penalty on attack rolls equal to your Charisma modifier (save ends).
Miss: Half damage and the target is pushed 3 squares.
Special: If you use a blunderbuss to make this attack, the target is knocked prone at the end of its forced movement.
Deadly
You have ended so many lives with your guns that each hit is just part of a process for you.
At-Will * Martial, Permanent
No Action    Personal
Effect: You gain a +1 untyped bonus to damage rolls with small arms.
Expert Opportunist
When your foe opens himself up to being attacked, you have learned to take full advantage
At-Will * Martial, Permanent
No Action    Personal
Effect: You gain a +3 untyped bonus to expertise checks.
Fast On Your Feet
Dodging bullets and running between cover has made you a little quicker than most.
At-Will * Martial, Permanent
No Action    Personal
Effect: You gain a +1 untyped bonus to speed.
Quick Hands
As you expend the shots in your gun, instead of taking the time to reload, you simply draw a new one.
At-Will * Martial
Minor Action    Personal
Effect: You holster up to two weapons you are holding and draw up to two more.
'Ol Reliable
Sometimes situations call for no special maneuvers or tricks, but just a solid, devastating, shot.
Encounter * Martial, Reliable, Weapon
Standard Action    Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage.
Ring the Bell
You shoot your foe, and the bullet causes such intense pain your enemy has a hard time walking straight.
Encounter * Martial, Weapon
Standard Action    Ranged Weapon
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 2[W] + Dexterity modifier damage and the target is slowed (save ends).
Take Out The Knees
You fire low on your foe's body, and its legs give out.
Encounter * Martial, Weapon
Standard Action    Ranged Weapon
Target: One creature
Attack: Dexterity -2 vs Fortitude, two attacks
Hit: 2[W] + Dexterity modifier damage per attack and whenever the foe attempts to move more than 2 squares, it falls prone (save ends).
Whipping Boy
You draw a firearm from your foe's holster, and after whipping the foe with its own weapon, you fire.
Encounter * Martial, Weapon
Standard Action    Melee Weapon
Target: One adjacent creature carrying or wielding a firearm.
Requirement: You must have a free hand to make this attack.
Attack: Dexterity vs Reflex
Hit: 1[W] + Charisma modifier damage, the target grants combat advantage until the beginning of your next turn, and you take the weapon. Make a secondary attack.
Secondary Target: Same as initial target
Secondary Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Arterial Strike
You line up a shot and fire, aiming for your foe's vitals, and proving very accurate.
Daily * Martial, Reliable, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Special: If you use a rifle to make this attack you score a critical hit on a roll of 17-20.
Target: One creature
Attack: Dexterity vs Reflex
Hit: 3[W] + Dexterity modifier damage and the target takes 15 ongoing damage (save ends). On a critical hit, ongoing 25 (save ends).
Cover Fire
You stand, at the ready, waiting for your foes to open themselves up by attacking.
Daily * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Effect: Until the end of your next turn, each time a creature in range attempts to make an attack, you may make a ranged basic attack against that foe as an opportunity attack. If you hit, in addition to the damage, the foe takes a penalty on the attack equal to your Intelligence modifier.
Sustain Standard: The effect continues until the end of your next turn.
Special: If you are wielding a pistol, gain a bonus equal to your Intelligence modifier on damage rolls for ranged basic attacks as long as the power is sustained.
Once Again
You fire a shot in the wound left behind by one of your other attacks, tearing it open.
Daily * Martial, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature who has taken damage this encounter.
Attack: Dexterity –2 vs Fortitude
Hit: 5[W] + Dexterity modifier damage.
Over The Top
You load far too much shrapnel and gunpowder in your blunderbuss, and the weapon becomes a fire spewing canon as you fire it.
Daily * Martial, Weapon
Full Round Action    Close Blast 3
Requirement: You must be wielding an unloaded blunderbuss
Target: Each creature in blast
Attack: Dexterity vs Reflex; you load the weapon as part of this attack before making the attack roll.
Hit: 4[W] + Dexterity modifier damage and the target is knocked prone. You fall prone.
Miss: Half damage, and you fall prone.
Diverted Attention
You feign an attack, and make a risky shot that a foe who called your bluff could avoid.
Encounter * Martial, Weapon
Standard Action    Range 10
Requirement: You must be wielding a firearm
Target: One creature
Attack: Charisma vs Will
Hit: Make a secondary attack
Miss: Make a ranged basic attack against the target.
Secondary Target: Same as initial
Secondary Attack: Dexterity +2 vs Reflex
Hit: 3[W] + Dexterity modifier damage. Make an expertise roll with a +5 power bonus.
Pinpoint Accuracy
You take time, focusing on your foe's weak points, and fire at the weakest spot.
Encounter * Martial, Weapon
Standard and Move Action    Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage.
Special: Increase the damage by 1[W] damage for every 2 points above your foe's reflex defense your total attack roll was.
Run And Gun
You move swiftly across the field, firing at your foe before ducking behind cover.
Encounter * Martial, Reliable, Weapon
Standard Action    Ranged Weapon
Requirement: You must be wielding a firearm
Special:You may move a number of squares equal to your intelligence modifier as part of this attack, and must move at least one square.
Target: One creature
Attack: Dexterity vs AC; you may attack at any point in the movement you make as part of this power.
Hit: 3[W] + Dexterity modifier damage and you gain a bonus to all defenses equal to your Charisma modifier against the target until the end of your next turn.
Miss: You gain a bonus to all defenses equal to your Charisma modifier against the target until the end of your next turn.
Unload
You fire every barrel of your weapons, attacking anything you can.
Encounter * Martial, Weapon
Full Round Action    Close Burst 10
Requirement: You must be wielding a firearm
Target: Each enemy creature in burst
Attack: Dexterity -2 vs AC
Hit: 3[W] + Dexterity modifier damage.
Execute
You strike a distracted foe, and as it slumps forward, you fire your gun point blank.
Daily * Martial, Weapon
Standard Action    Ranged 1
Requirement: You must be wielding a firearm
Target: One creature granting combat advantage
Attack: Charisma vs Fortitude
Hit: Make secondary attack.
Secondary Target: Same as initial
Secondary Attack: Dexterity +4 vs Reflex
Hit: 5[W] + Dexterity modifier damage and make an expertise roll at +15.
Miss: Half damage, and make an expertise roll at +5.
Special: If this attack kills the target, all enemies within 5 squares must make a saving throw or take a penalty to will defense equal to your Charisma modifier (save ends).
Last Shot
Your foe lands the final blow, but before you go down, you hold on long enough to fire a devastating attack.
Daily * Martial, Weapon
Immediate Reaction    Ranged Weapon
Trigger: An attack knocks you unconscious
Requirement: You must be wielding a firearm
Target: The attacking creature
Attack: Dexterity vs AC; you may reload one barrel of the firearm you are holding as part of this power
Hit: 3[W] + Dexterity modifier + Charisma modifier + Intelligence modifier damage and the target takes ongoing 15 damage (save ends).
Shoot Through
You place your shot perfectly, and the bullet shoots straight through its target and into another one.
Daily * Martial, Weapon
Standard Action    Line 3 Within 10
Requirement: You must be wielding a firearm
Target: Each creature in line
Attack: Dexterity vs Fortitude
Hit: 6[W] + Dexterity modifier damage to the first target hit. Each target after the first takes half damage.
Miss: Half damage.
Triangulated Shot
You focus close, and find the weakest point on your foe.
Daily * Martial, Weapon
Standard Action   Ranged Weapon
Requirement: You must be wielding a firearm
Target: One creature
Attack: Dexterity vs Fortitude, Reflex and Will
Hit (Fortitude): 3[W] + Dexterity modifier damage and the target is weakened (save ends).
Hit (Reflex): 3[W] + Dexterity modifier damage and the target takes ongoing damage 5 (save ends).
Hit (Will): The target grants combat advantage for this attack and until the end of your next turn.