New Paragon Paths
Mech Jockey
In the lands of Highpoint, mech jockeys are the new wave of heroes. Their skills
protect and shepherd their peoples. The ace pilots of the lightweight fighters
speed their mechs across the landscape, sparring with
monsters and repelling raiders. The more cautious pilots of the massive city-mechs stride mightily above the ground, plotting their
steps with expert precision so as to avoid disaster.
Prerequisites: Dex 13+, Mech
Pilot Feat, High Intelligence is recommended.
The Mech Pilot is
the master of the Mech. He specializes in driving these giants of iron and
steel.
Mech Pilot Jockey Features
Repair Mech (11th
Level): The Mech
Pilot can use healing surges after battle to repair his or her mech. One surge
restores 10% of the mech’s max HP.
Mech and Pilot as One (11th Level): You may use your Martial powers through your mech. The
large Mech-Based Siege weapons count as ranged
weapons and Melee and unarmed attacks count as melee. Remember that a lot of mechs cannot shift. Unarmed attacks count as light blades
in terms of Rouge skills.
Slap Attack (16th Level): You may make slap attacks against targets on your Mech’s body. That is, if enemies are on the outer shell of
your mech, you may make unarmed attacks against one
of them. To do this, your mech must have upper limbs
of some sort. Normally there is no way for a pilot to attack boarders on the
outside of your mech.
Power Stomp Mech Jockey Attack 11
You concentrate on stomping on the enemies below with extreme
discipline.
________________________
Encounter * Martial
Move Action – Same as Trample
Requirements: Mech.
Special: Targets do not get an opportunity attack for this attack.
Target:
All those trampled
________________________
Hit:
2W Damage
Shake off Mech Jockey Utility 12
You are able to shake attackers off the
outside of your mech.
________________________
At Will * Martial
Standard Action – Range Self
Requirements: Mech.
Special:
Roll an unarmed attack roll. All those on the exterior of the mech must make an acrobatics check with your attack roll as
the Difficulty rating. If they fail, they fall off the mech
(falling damage is 1d10 per 10’).
Target: All creatures on outside surface of mech
Attack:
Dexterity vs. Acrobatics Skill
________________________
Hit:
The enemies fall to the ground prone beside the mech.
Direct Hit Mech Jockey Attack 20
You know mechs well enough to place
an extremely dangerous blow to your opponent.
________________________
Daily * Martial
Standard Action
Requirements: Mech melee or ranged
Target: One enemy Mech
Attack:
Dex (melee) or Int (ranged)
vs. AC
________________________
Hit:
2[W] + Intelligence or Dexterity (ranged or Melee) Modifier and the hit counts
as a critical hit.
Effect:
add 20% to the d100 roll on the Mech Critical hit
table.
Grenadier
The sound of a kiss ain’t
so loud as a cannon, but its echo lasts a great deal
longer.
Prerequisites: Fighter Class
The grenadier is practiced in the use of high
explosives, cannons, and alchemical weaponry. Your great strength is an asset
in carrying heavy munitions loads, firing hand cannons, and smashing enemies
that get too close. Your second most important attribute is intelligence since
firing cannons, crafting explosives, and measuring gunpowder requires a high
degree of technical competence. Your class often pairs heavy weapons with heavy
armor. You are often used to plow through enemy lines, storm fortified
positions, or provide artillery support.
Grenadier Path Features
Loose Cannon (11th Level): You can use a "hand cannon" as two handed
weapon without the normal "inaccuracy" penalty (-2 to attack).
Powder Drill (11th Level): You do the work of two men rather than one when loading a
cannon.
Bombastic Power (16th Level): Add your Strength Modifier as a damage bonus when firing
cannons or throwing alchemical grenades (minimum of +1 to damage).
Grenadier Exploits
Cannonball Toss Grenadier Attack
11
You have developed brawny arms by catching and tossing cannon
balls. You can hurl any thrown weapon with massive force.
________________________
Encounter * Martial
Standard Action Ranged weapon
Requirements: Any thrown weapon.
Special:
Using an actual cannonball with this power inflicts d12 damage with a range of
10 squares (50ft).
Target:
One creature
Attack:
Strength vs. Reflex
________________________
Hit:
2{W} + Strength Modifier damage and you knock your opponent prone.
Arcing Shot Grenadier Utility 12
Instead of firing directly at the target,
you point your weapon skywards and plot a parabolic path for your projectile.
________________________
At Will
* Martial
Move Action Ranged
Requirements: Must use a thrown weapon or cannon.
Special: Can only be used with basic ranged attacks
Target:
One creature or target square
________________________
Effect:
Ignore any cover other than overhead between you and your target.
Direct Hit Grenadier Attack 20
Using your massive muscle to help hold the cannon steady, you
attempt to hit your target with a zero deflection shot and inflict massive
damage. Destroying the target will rain debris on the surrounding area.
________________________
Daily * Martial
Standard Action
Requirements: Must be armed with a hand cannon
Target:
One creature
Attack:
Strength vs. AC
________________________
Hit:
4[W] + Intelligence Modifier
Effect:
If you reduce the target to 0 or fewer hit points you can make a secondary
attack.
Secondary Target: All creatures adjacent to the primary target
Secondary Attack: Intelligence vs. Reflex
Secondary Hit: 1d6 + Intelligence Modifier damage from cannonball
shrapnel.
Hellfire Adept – Flame Gunner
Everything burns if you apply enough heat.
Prerequisites: Possess "Arcane" Powers
As a Hellfire Adept, you specialize in the combination
of arcane magic and the flame gun. With this device you can draw walls of flame
about yourself or your enemies.
Hellfire Adept Path Features
Line of Fire (11th Level): You can draw a wall of flames as a standard
action with the use of your flame gun. The range of the attack is a wall of 9
squares starting at the nozzle of your flame gun.
Hellfire Action (11th Level): When you spend an action point you gain a
+4 damage bonus on fire attacks including those with your flame gun until the
start of your next turn.
Flame Gun Implement (11th Level): You are proficient with the flame gun,
and the flame gun counts as a "wand" implement in your hands.
Fuel Economizer (16th Level): Once per Day you can refill your flame gun tank with
conjured fuel . . ..
Hellfire Adept
Controlled
Burn Hellfire Adept Attack 11
You can channel your arcane energies into
sustaining a line of fire drawn with your flame gun.
_______________________
Encounter ✦ Fire, Implement, Weapon, Arcane
Action Close wall 9
Prerequisites: Equipped with a loaded Flame Gun
Target: All targets moving through or standing in the wall of fire
_______________________
Hit: 1d8 +INT Modifer or CON Modifier fire
damage
Sustain Standard: Wall continues to burn and inflict damage.
Special: You can only sustain the line of fire for a number of rounds
equal to your CHA modifier or INT modifier (whichever is higher)
Firewalker Hellfire Adept Utility 12
You can move through fire without injury
_______________________
Daily ✦ Arcane
Minor Action Personal
_______________________
Effect: Immune to Fire until the start of your next turn
Pyromaniac Hellfire Adept Attack 20
The people you light on fire with your flame gun tend to stay on fire.
_______________________
Daily ✦ Fire, Implement, Weapon, Arcane
Standard Action Close wall 9
Prerequisites: Requires a loaded Flame Gun
Target: All creatures hit by your flame gun
Attack: Intelligence vs. Reflex or Constitution vs. Reflex
_______________________
Hit: 5d6 + INT Modifier or CON Modifier fire damage, and ongoing 10 fire
damage (save ends)
Miss: Half Damage, and ongoing 5 fire damage (save ends)
Musketeer
You, boy, are arrogant, hot tempered and entirely too bold. I
like that. Reminds me of me.
Prerequisites: Range class, Lethal Hunter Feat
As a musketeer you are a warrior that scorns the use of armor in order to
maintain your agility, maneuverability, and flexibility. Your chief weapons are
your paired sword and dagger and your musket. You are famed for your loyalty to
your cause, your clever banter, and your precision fighting style. You can
load, aim, and fire a flintlock musket with unmatched speed. You are no slouch
with a pair of blades either and have developed various techniques utilizing a
sword and dagger combination. Dexterity, strength, and wisdom are most prized.
Musketeer Path Features
Musketry Action (11th Level): You can spend an action point to
immediately reload and fire an empty musket (basic attack only), clean a jammed
musket, or re-roll a missed ranged attack with a musket instead of gaining an
extra action.
Crack Shot (11th Level): Reduce the ranged
attack penalty against a foe behind cover or concealment by 2.
Weapon Proficiency (11th Level): You gain proficiency with a rapier.
Award for Marksmanship (16th Level): When you score a critical hit with
a musket, you regain one the use of a ranger encounter power you have already
used during the encounter.
Musketeer Exploits
Main-Gauche Musketeer Attack 11
You use your off-hand weapon to open your
opponent's guard for a quick thrust of your primary weapon.
_______________________
Encounter * Martial
Standard Action Melee
Requirements: You must be wielding a pair of weapons (usually a rapier
and a dagger).
Target: One creature
Attack: Dexterity +2 vs. AC
_______________________
Hit: 2[W] + Strength Bonus damage
All for
One and One for All Musketeer Utility 12
As a comrade falters you spring into action in retaliation
_______________________
Daily * Martial
Immediate Reaction Personal
Trigger: An ally is reduced to 0 hit points or less
_______________________
Effect: You gain an action point that you must use before the end of
your next turn.
Agonizing
Wound Musketeer Attack 20
You wound your foe in a difficult to reach
vital area that weakens it greatly.
_______________________
Daily * Martial
Standard Action Melee or Ranged
Target: One creature
Attack: Dexterity
-2 vs. Fortitude
_______________________
Hit: 4[W] damage and the target is "weakened" until the end of
your next turn.
Miss:
2[W] damage and your target is not weakened.
Pistoleer
In my line of work there is only the quick
and the dead and the cowards that will shoot you in the back.
Prerequisites: Rogue or Ranger class
As a pistoleer, you are the
paragon of pistol duelists. Whether you meet your foes on the dueling range or
in the back alleys, your reputation as a fast and deadly gun precedes you. Your
key attributes as a Pistoleer are Dexterity,
Charisma, and Constitution.
Pistoleer Path Features
Marked for Death (11th Level): If you miss a ranged attack using a
firearm or crossbow, your target is “marked” until the start of your next turn.
Pistoleer's Action (11th Level): When
you spend an action point to gain an extra action, you also gain a +4 bonus to
your attack rolls until the start of your next turn.
Bullet Scarred Killer (16th Level): You gain a Constitution modifier
bonus to all intimidation checks. Also once per combat encounter, you can use
an intimidation check to gain a combat advantage over one foe until the end of
your next turn within line of sight.
Pistoleer Exploits
Ricochet Pistoleer Attack 11
You fire against a solid surface, and the
bullet turns towards the target from an unexpected angle.
_______________________
Encounter * Martial
Standard Action Ranged
Requirements: Firearm or Crossbow
Target: One creature
Attack: Dexterity vs. AC
_______________________
Hit: 2[W] + Dexterity modifier damage, and you ignore any penalties from
cover or superior cover
Special: The target gives you combat advantage against this attack.
Nine
Lives Pistoleer
Utility 12
You frequently escape death by the skin of
your teeth.
_______________________
Daily * Martial
Immediate Interrupt Personal
Trigger: You fail a saving throw
_______________________
Effect: The attacker must re-roll the attack roll and use the new
result.
Legendary
Pistoleer Pistoleer Attack 20
You revel in your reputation as the most
dangerous pistol duelist of your generation. Even your enemies understand that
they are facing a living legend, and may violently attempt to prevent others
from attacking you out of sheer terror.
_______________________
Daily * Martial, Fear, Psychic
Action Close blast 5
Target: Each enemy in burst
Attack: Charisma vs. Will. You use your legendary reputation to terrify
your opponents. It does not work on non-sentient creatures.
_______________________
Hit: All targets are dazed until the start of your next turn. Whenever a
creature attacks you, the target must make a basic attack against that creature
(save ends). If it can't make the attack, the target takes 2d8 + Charisma
modifier psychic damage.
Bore Rifle Sharp Shooter
The deadliest weapon in the world is me an' my rifle.
Prerequisites: Far Shot Feat, "Insight" is a trained skill.
As a sharp shooter, you use intellect and will power to focus on his target.
You can slow your breath and even your heartbeat to help steady your firearm.
Through intensive training you develop a near mystical ability to accurately
predict the movements of your target and the effect of the weather on the path
of your bullet. They are known by a wide range of names including sniper, dead
shot, and fusilier.
Sharp Shooter Path Features
Shoot and Scoot (11th Level): When you spend an action point to take an
additional action you also gain a "move" action you can use during
another turn later in the same encounter.
Gun Control (11th Level): When utilizing a "swine feather" to
stabilize your gun you can add your INT modifier or
Weapon Proficiency (11th Level): You are skilled with the "Big Bore
Rifle".
Retake the Shot (16th Level): Whenever you make a ranged attack with a
firearm, you can roll twice and use the higher roll as an immediate free
action. If both rolls miss you are "dazed" in wonderment at your
incompetence until the end of your next turn.
Sharp Shooter Exploits
Called Shot
Sharp Shooter Attack 11
You know where to put your bullet where it will do the most damage.
_______________________
Encounter & Martial, Weapon
Immediate Reaction Ranged
Successfully strike your target with a ranged attack
from a crossbow or firearm
Requirements: You must be attacking with a crossbow of firearm.
_______________________
Effect: The ranged attack you just made automatically inflicts critical
damage.
Perfect Cover
Sharp Shooter Utility 12
You find for yourself and your companions the perfect shooting blind. Your
expertise with camouflage allows you to rapidly divine for others the perfect
hiding places on the battle field. Common camouflage tricks include rearranging
bushes and tree limbs to conceal you, digging a shallow trench to lie in,
covering yourself with plant foliage, or hidding your
weapon inside an apparently innocent object.
_______________________
& Martial, Illusion
Standard Action Close burst 10
_______________________
Effect: You and any companions within 10 squares gain "total
concealment" (-5 to strike) until the end of your next turn once combat
begins.
Sustain Minor: You can sustain you camouflage as a minor action until
combat starts which will quickly reveal your position.
Special: You and your allies must attempt to be inconspicuous, moving
around, talking, or fidgeting spoils the effect.
One Shot, One Kill
Sharp Shooter Attack 20
You have a near mystic ability to arc bullets around obstructions and
properly judge lead time on moving targets. Before you even take the shot, you
play it out in your head and can tell if you will miss or not and take the
appropriate action.
_______________________
Daily & Martial, Reliable, Weapon
Standard Action Ranged
Requirements: You must be attacking with a crossbow or firearm
Target: One creature
_______________________
Hit: 5d10 plus either your Wisdom Modifier or your Intelligence Modifier
Miss: If you miss, you can rewind your turn to before the point you used
this power and use another in its place. You can use this power again during
this encounter but can save it for the next encounter.
NEW
Big Bore Rifle: Prof: +3, Dam: 1d10, Range: 20/40, Cost: 300gp & 1gp
for 10 bullets, Wt: 12lbs & 5lbs for 10 bullets, Group: Firearm,
Properties: Armor Piercing (-1 AC), Load: Standard, Jams 2, Overlong (Spend a
move action to brace before firing).
Description: The Big Bore Rifle (BB Gun) is commonly described as long
as a man is tall. This immense musket is rifled (at considerable expense) in
order to ensure the accuracy of its massive brass ball ammunition that warps
into the groves of the rifle when fired. Like all muskets this weapon is
reloaded by pushing a charge of black powder down the muzzle of the barrel
followed by a single round of ammunition. This weapon is to heavy and awkward
to fire properly while standing upright. When shooting, you must expend a move
action to brace the weapon before you can fire it.