Taking a shot at a custom class, part 3

Picking up where we left off last time, we are going to flesh out more of the base mechanics for the Gunmage custom class, by detailing the class traits and the at-will powers. See the end of the post for a pdf of that class so far.
The class traits are the details of the class that you first encounter when checking out a class. They define the base details about how a class operates. They form the spine of the class (to borrow the phrase from Mr. Schwalb).
We have established that the Gunmage is an arcane striker.
I see the class keying off of Dexterity with Intelligence, Charisma and Constitution as potential secondary traits.  I see Intelligence, Charisma and Constitution as sources of Arcane energy be it innate, studied, pilfered, practiced or borrowed and these supplying the power for the gun, but Dexterity is what makes you a good shot. As this is a Gun-mage and not a mage with a gun,  Dexterity should come first. I chose Constitution for Dragoons, Charisma for Duelists,  and Intelligence for Snipers based on flavor.
Weapons and armor aren’t the primary concern with a Gunmage, so I decided to go simple: Cloth, Leather and simple weapon proficiencies. With Dexterity as a primary ability score, the Gunmage should have a decent AC even without heavier options. These mirror the warlock proficiencies.
The Gunmage will of course have Magelock firearms as implements (from the class feature) and every Arcane class (other than the sorcerer) have wands as an arcane implement.
The standard defense bonus for Arcane classes, +2 Will, works for me, Gunmages have fortified their minds with repeated usage of magic and magic training.
Gunmages are not known for being overly durable or weak, so average HP/surges is fine (12+con HP@1; 5/lvl; 6+con surges, same as warlock).
All Arcane characters (except Warlocks) have Arcana as a trained skill. After that they get 3 more skills (4 skills total is the most common amongst the classes).
What class gets what skills seems arbitrary at best (with lists ranging from 5 to 14 skills, with 7-8 being common) so here are my 8 picks with word associations relevant to the class:  Arcana (they’re Arcane), Athletics (run and gun), Acrobatics (matrix maneuvers), Bluff (shooting their mouth off), Dungeoneering (metallurgy), History (blast from the past), Perception (see the whites of their eyes), Stealth (snipe from the shadows).
If these seem kind of vague, it is because there are almost no official guidelines other than analyzing existing classes. I would be curious to know more details of the official method.
At-will powers define a class as much as class features. The at-will powers not only represent what you can do at the drop of a hat, but they are what you will be using for most of time. I have 5 at-wills which should be enough to cover the Gunmage for now. Of the 5, 3 have a stat bonus tied to a particular build and 2 are general use. None of these powers have build specific riders.
Close Quarter Shot Gunmage Attack 1
You charge headlong into the fray, clubbing in for a shot point-blank
At-Will Arcane, Magelock, Thunder
Standard Action  Melee touch
Target: One creature
Attack: Dexterity vs. Fort
Hit: Dex + Con damage
Effect: Make a secondary attack that is a close blast 1 implement attack.
Secondary Target: Each creature in blast
Secondary Attack: Dex vs Ref
Hit: 1[W] thunder damage
Level 21: 2[W] thunder damage Special: You may make this attack as part of a charge action in place of a melee basic attack.
As evident from the Constitution bonus, this power is aimed at the Dragoon, giving them an option for getting into close range and handling themselves at point-blank ranges. The secondary attack is a tiny blast, but it can be modified with the Dragoon power or with feats.
Elemental shot Gunmage Attack 1
Ravaging elements engulf your enemy warning others not to get too close.
At-Will Arcane, Magelock, Varies
Standard Action Ranged implement
Target: One creature
Special: Choose cold, fire, lightning, or thunder whenever you use this power, Your choice determines the power’s damage type.
Attack: Dexterity vs. Ref
Hit: 1[W] + Dexterity modifier damage of the chosen type. Until the end of your next turn, any enemy that starts its turn adjacent to the target takes damage of the chosen type equal to your Cha, modifier.
Level 21: 2[W] + Dexterity modifier damage of the chosen type.
This at-will was pulled almost verbatim from the Seeker class. It is more at home here though. The charisma bonus makes this interesting for Duelists. This power gives our arcane striker flexibility to shoot enemies where it hurts (elemental vulnerabilities). It also encourages enemies to stay away from our target.
Electrostatic shot Gunmage Attack 1
The air hums as voltage generates on target.
At-Will Arcane, Magelock, Lightning
Standard Action Ranged implement
Target: One creature
Attack: Dexterity vs. Ref
Hit: 1[W] + Dexterity modifier lightning damage. If the target doesn’t move at least 2 squares on its next turn, it takes lightning damage equal to your Intelligence modifier.
Level 21: 2[W] + Dex mod lightning damage
Is aimed at snipers with the Intelligence bonus. This shot encourages targets to move giving Gunmages a tool to herd enemies, flush them from cover, back off, etc.
Frostbite shot Gunmage Attack 1
You fire with cold, clean precision, sapping the energy from their bones.
At-Will Arcane, Magelock, Cold
Standard Action Ranged implement
Target: One creature
Attack: Dexterity vs. Fort
Hit: 1[W] + Dexterity modifier cold damage and the target is slowed until the end of your next turn.
Level 21: 2[W] + Dex mod cold damage
This shot is designed to help a Gunmage zone and restrict enemy movement. Snipers especially will want to keep enemies at a distance.
Quicksilver shot Gunmage Attack 1
You flow like quicksilver, shooting, stepping, strafing all in a continuous fluid motion.
At-Will Arcane, Magelock, Force
Standard Action Ranged implement
Target: One creature
Special: Shift 1 square before or after the attack.
Attack: Dexterity vs. Ref
Hit: 1[W] + Dexterity modifier force damage
Level 21: 2[W] + Dex mod force damage
This is pulled largely from the Ranger ranged at will. This is a get out of jail free card for a ranged attacker, allowing you to escape provoking an opportunity attack. This can also help free up a move action for other purposes.
I plan on having the class up through level 1 posted soon. I just need to make some adjustments from the recent play tests. If you have any questions or comments, feel free to chime in, this is still a work in progress and input is welcome.
Here is a pdf of the class so far: Gunmage-v001
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