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== [[Iron Kingdoms]] == [[File:Gunmage.jpg|right|200px|thumb|I put on my robe and wizard hat.]] In addition to having plenty of rifle and pistol-toting soldiers, militia and adventurers, to the point that one of the setting's unique undead monsters is a ghostly gunslinger come back from the dead due to being pissed at getting outgunned in a duel, known as a Pistol Wraith, Iron Kingdoms ups the ante by having magic gunslingers, the iconic "Gun Mages". A gun mage is a magic wielder who, instead of casting spells at his target, shoots bullets at his target ''with spells cast on them''. Instead of robes and wizard hats they wear dusters and tricorns. The signature weapon of the gunmage is the magelock pistol, combined with rune etched ammunition. There is nothing inherently magical about a magelock, it is the runes on the bullet that allow the gunmage to empower it with spells. A magelock pistol is simply built to higher standards and of harder materials to withstand the power involved; fired through a regular pistol, empowered rune ammo will very quickly cause damage to the barrel. Most gun mages are trained by their nation's military. In Cygnar, gun mages are typically members of the Order of the Arcane Tempest; in the former nation of Llael, gun mages were trained by the Order of the Amethyst Rose. Both the [[Iron Kingdoms RPG]] and the [[Dungeons & Dragons 5th Edition]] translation of the setting offer gunslingers - known as '''Gunfighters''' in the [[Iron_Kingdoms_(5E)|5e version]] for some reason - and gunmages as viable character concepts. The 5e version in particular turns them into fully independent classes, with their own sets of subclasses. We'll talk about the [[Gun Mage]] on its own page, but as for the 5e Gunfighter... Despite having "fighter" in its name, the Gunfighter should not be mistaken for a frontline tank like a real [[fighter]]. This is a mobile, agility-centric, [[Dexterity]]-focused fighting class that, of course, revolves around guns. They work off of a d8 hit diceand are proficient with light and "infantry" armor, a new category added in the Iron Kingdoms setting. The core features of the Gunfighter are: * Fighting Style: Gunfighters have access to the unique stils of ''Pistol Dueling'' (+2 damage when wielding a one handed pistol as your only weapon), ''Sharpshooter'' (+2 to attack rolls with firearms) and ''Two-Gun Fighting'' (you can use light pistols to two-weapon fight, add your ability modifier to damage of the second attack) * Trick Shot - we'll cover this below, because it's the core feature. * Fast Reload: 2nd level, you can reload a firearm as part of a ranged attack. * Forge Shot: Whenever you complete a rest, by expending 1 gold piece worth of materials, you can craft (10+Proficiency bonus) ammo for a firearmr of your choice. * Extra Attack at 5th level * Overwatch: 7th level, you can use your Reaction to shoot a firearm at a creature that moves whilst within both your gun's range and your line of sight. * Fast Reflexes: 10th level, you have Advantage on Dexterity saves against visible threats, and can use a Reaction when hit by a visible attacker to halve the damage. * Suppressing Fire! 10th level, you can spend an action to designate a firing point; any creature within 10 feet of that point must make a Wisdom save vs. your Trick Shot DC or have speed reduced to 0 and lose the ability to use reactions until the start of your next turn. * Hit and Run: 13th level, once per turn, you can immedaitely move your full speed after hitting a target with a ranged attack. * Low Profile: 14th level, improve half-cover and 3/4th's cover by 1 step, to 3/4ths and full cover respectively. * Keen Eyed: 15th level, firearms you wield increase their Normal range by +20 feet and their Maximum range by +60 feet. * Dead-Eye: 20th level, you can turn a miss with a gunshot into an automatic hit (Dexterity modifier) times per long rest. Trick Shots are the signature special abilities that a gunfighter has mastered. A gunfighter gains access to all of the following trick shots, plus others dictated by their subclass. Only one trick shot may be applied to an attack at a time, and the gunfighter can only use a trick shot once per short rest, increasing to twice per rest from 6th level and thrice per rest from 18th level. Any trick shot that requires a saving throw has a DC of 8 + the gunfighter's Proficiency bonus + the gunfighter's Dexterity modifier. * Golden Bullet: Shot ignores damage resistance. * Piercing Shot: Instead of hitting one target, your bullet strikes all enemies in a 5ft line reaching to your weapon's normal range. * Pinning Shot: The target must pass a Wisdom save or be knocked prone and Frightened until the start of your next turn. * Ricochet Shot: Your shot ignores total cover. * Wounding Shot: Target must pass a Constitution save or start bleeding, suffering damage equal to your Dexterity modifier at the start of each turn until healed or a DC 10 Medicine check is made to staunch the wound. Multiple Wounding Shots stack. This trick shot only affects living creatures and steamjacks. ''Pistoleers'' specialize in the use of pistols, allowing them to draw and fire with greater speed than other gunfighters. Their thirdl evel features are Gunslinger (ignore the usual Disadvantage caused by using a pistol in melee range) and Quick Draw (add Wisdom modifier to Initiative rolls, you can draw/stow 2 pistols at once). At 6th levle, they gain two new Trick Shots; Return Fire (make a ranged attack against a creature that just made a ranged attack against you; on a hit, the assailant's attack suffers Disadvantage as they take damage from your shot) and Snipe (ignore Disadvantage on shooting a target at long range). 11th level gives them access to Chain Shot (if you shoot the same target multiple times in one turn, your secondary shots are made with Advantage). Finally, at 17th level, they can unleash a Barrage, shooting multiple creatures within 30 feet (1 per bullet loaded) once per day. ''Sharpshooters'' specialize in the use of long arms like rifles; they don't fire as frequently as pistoleers, but they hit targets a lot harder and from a lot further away. Their third level features are Crack Shot (ignore half cover and light obscurement when shooting) and Steady Aim (a ranged attack made with a rifle at long range doesn't suffer disadvantage if you didn't move that turn). 6th level gives them both the feature Prone Shooter (no Disadvantage for shooting whilst prone) and a unique Trick Shot in the form of Dual Shot (once per turn, attack a single target twice as part of the same attack). 11th level gives them Targeteer, which lets them spend an action to make an Insight check (DC 5 + target's CR); if successful, the sharpshooter does +1 damage dice worth of damage with shots against that target until the ytake a rest or pick a new target. Finally, 17ty level's Sniper lets them make a Headshot or a Crippling Shot once per turn; both do increased damage (+ Wisdom modifier) and force the target to make a Constitution save against the sharpshooter's Trick Shot DC. If the target fails, Headshots stun until the next turn, and Crippling Shots halve speed and impose Disadvantage on Dexterity saves for 1 minute. ''Commandos'' are stealthy gunfighters who specialize in quick, brutal stealth attacks to take down foes. As a result of their tendency to work in close range, they are also more adept at melee weapons than pistoleers or sharpshooters. Taking the Commando subclass grants proficiencies in Martial Weapons, Grenades and Stealth - or doubling your Proficiency bonus on Stealth checks if you were already proficient. They have only one 3rd level feature; COmbat Awareness, which is a +5 bonus to passive Perception and to Initiative checks. 6th level gives them Rapid Strike (if you shoot a target that hasn't acted yet in this round, they take +1d6 damage - +2d6 from 11th level and +3d6 from 17th level) and Brutal Assault (once per turn, you can spend a bonus action after making a ranged attack to make a melee attack). 11th level grants them the Stalker feature, which gives them Advantage on Stealth checks and lets them always use a bonus action to Hide. Finally, 17th level unlocks Tactical Flexibility, which lets them choose one of three abilities at the start of each turn: * Silent Operation: If you attack from hiding and miss, you remain hidden if the target fails a Perception vs. Stealth check. * Tactical Reposition: You can Dash as a bonus action. * Sabotage: Your first ranged attack against an object, structure or vehicle does double damage. The first Iron Kingdoms 5e splatbook, '''Borderlands & Beyond''', offers a new Gunfighter subclass called the ''Ghost Sniper'', a stealth-focused rifle expert. 3rd level gives them the features Fire and Fade (if you hit with a shot, you can Hide as a Reaction) and Longshot (rifles you wield increase their long range by 15 X your gunfighter class level feet). At 6th level, they gain the unique Trick Shots of Ghost Shot (ignores half cover and 3/4ths cover, +2 to attack if targeted is armored or has an AC boosting spell applied) and Snipe (ignore Disadvantage for shooting at long range). 11th level's Silenced Shots means you only give away your position by shooting whilst hidden if a creature can visually see your muzzle flash. Finally, Unseen Assassin at 17th level makes you Invisible to any creature more than 100 feet away from you whilst you're Hiding. A teaser of the classes & subclasses index for the 2023 splatbook '''Nightmare Empires''' revealed that the Gunfighter will gain a new subclass called the ''Wraith''. Described officially as "a gunfighter who wields magic and shooting irons".
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