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  1. <?xml version="1.0" encoding="utf-8"?>
  2. <D20Rules game-system="D&amp;D4E">
  3.   <UpdateInfo>
  4.     <Version>0.01</Version>
  5.     <Filename>41-Zeitgeistaddins - Copy.part</Filename>
  6.     <PartAddress>http://cbloader.com/sorted/41-Zeitgeistaddins - Copy.part</PartAddress>
  7.     <VersionAddress>http://cbloader.com/sorted/41-Zeitgeistaddins - Copy.txt</VersionAddress>
  8.   </UpdateInfo>
  9.   <!-- Zeitgeist Paths -->
  10.  
  11. <Changelog>
  12.  Updated 8-October-2013 Added Dragon 427 Paragon Path
  13. </Changelog>
  14.   <!-- Dragon Magazine 394 -->
  15.   <RulesElement name="Mad Shootist" type="Paragon Path" internal-id="ID_FMP_PARAGON_PATH_SHOOTIST" source="Zeitgeist" revision-date="x/x/x">
  16.     <Prereqs>  </Prereqs>
  17.     <print-prereqs>  </print-prereqs>
  18.     <Flavor> Guns, feh. Guns are passé. The weapon of the future needs to do more than just shed blood. A firearm can store magical power, firing explosive projectiles, striking with beams of elemental energy, or creating even more unusual effects. You never know what tool you need to win a battle, but soon you will be able to carry them all at once! </Flavor>
  19.     <specific name="Class Features"> ID_FMP_CLASS_FEATURE_SHOOTIST_1, ID_FMP_CLASS_FEATURE_SHOOTIST_2, ID_FMP_CLASS_FEATURE_SHOOTIST_3, ID_FMP_CLASS_FEATURE_SHOOTIST_4</specific>
  20.     <specific name="Powers"> ID_FMP_POWER_SHOOTIST_1,ID_FMP_POWER_SHOOTIST_1,ID_FMP_POWER_SHOOTIST_3</specific>
  21.     <specific name="_DisplayPowers"> ID_FMP_POWER_SHOOTIST_1,ID_FMP_POWER_SHOOTIST_1,ID_FMP_POWER_SHOOTIST_3 </specific>
  22.     <rules>
  23.       <grant name="ID_FMP_CLASS_FEATURE_SHOOTIST_1" type="Class Feature" Level="11" />
  24.       <grant name="ID_FMP_CLASS_FEATURE_SHOOTIST_2" type="Class Feature" Level="11" />
  25.       <grant name="ID_FMP_CLASS_FEATURE_SHOOTIST_3" type="Class Feature" Level="16" />
  26.       <grant name="ID_FMP_CLASS_FEATURE_SHOOTIST_4" type="Class Feature" Level="11" />
  27.       <grant name="ID_FMP_POWER_SHOOTIST_1" type="Power" Level="11" />
  28.       <grant name="ID_FMP_POWER_SHOOTIST_4" type="Power" Level="11" />
  29.       <grant name="ID_FMP_POWER_SHOOTIST_2" type="Power" Level="12" />
  30.       <grant name="ID_FMP_POWER_SHOOTIST_3" type="Power" Level="20" />
  31.     </rules>
  32.   Guns, feh. Guns are passé. The weapon of the future needs to do more than just shed blood. A firearm can store magical power, firing explosive projectiles, striking with beams of elemental energy, or creating even more unusual effects. You never know what tool you need to win a battle, but soon you will be able to carry them all at once!
  33. </RulesElement>
  34.  
  35.   <RulesElement name="Autofire" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_SHOOTIST_1" source="Zeitgeist" revision-date="6/2/2011 1:18:35 PM">
  36.     <Category> 11 </Category>
  37.     <specific name="Short Description"> You can choose to autofire, dealing damage equal to your Dexterity or Intelligence modifier (whichever is higher) to each enemy in Area burst 1 centered on on the attack’s target. </specific>
  38.     <specific name="Level"> 11 </specific>
  39.   With a flip of a switch, your blaster converts from firing a single shot to a 10-round burst. This normally will require using force blasts. Whenever you make a ranged attack with your blaster (i.e., not close or area), you can choose to autofire, dealing damage equal to your Dexterity or Intelligence modifier (whichever is higher) to each enemy in Area burst 1 centered on on the attack’s target. Creatures that have cover relative to you take no damage from autofire.
  40. </RulesElement>
  41.   <RulesElement name="Piercing Shot" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_SHOOTIST_2" source="Zeitgeist" revision-date="6/2/2011 1:18:35 PM">
  42.     <Category> 11 </Category>
  43.     <specific name="Short Description"> When you spend an action point, you may charge your blaster so you can use it to attack multiple targets. </specific>
  44.     <specific name="Level"> 11 </specific>
  45.     <rules>
  46.       <textstring name="Action Point" value="You may charge your blaster so you can use it to attack multiple targets. When you next attack with your blaster, draw a straight line from any part of your space to any part of your target’s space, and then onward up to three more spaces. Make your attack against each creature whose space the line passes through. Your blaster then is exhausted, and you cannot use it until the end of your next turn." />
  47.     </rules>
  48.   When you spend an action point, you may charge your blaster so you can use it to attack multiple targets. When you next attack with your blaster, draw a straight line from any part of your space to any part of your target’s space, and then onward up to three more spaces. Make your attack against each creature whose space the line passes through. Your blaster then is exhausted, and you cannot use it until the end of your next turn.
  49. </RulesElement>
  50.   <RulesElement name="Rocket Launcher" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_SHOOTIST_3" source="Zeitgeist" revision-date="6/2/2011 1:18:35 PM">
  51.     <Category> 16 </Category>
  52.     <specific name="Short Description"> You can create and fire 5 grenades a day from your blaster </specific>
  53.     <specific name="Level"> 16 </specific>
  54.   You can create up to five rockets per day. Any more destabilize the arcane matrix, causing them all to become inert. You can never have more than five rockets at a time. Rockets are effectively grenades with range 20/40, which you can load into your blaster
  55. as a standard action.
  56. </RulesElement>
  57. <RulesElement name="Inventive Gunnery" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_SHOOTIST_4" source="Zeitgeist" revision-date="6/2/2011 1:18:35 PM">
  58.     <Category> 11 </Category>
  59.     <specific name="Short Description"> You have invented a modular arcanoscientific firearm, colloquially known as a blaster. </specific>
  60.     <specific name="Level"> 11 </specific>
  61.   Choose a type of firearm (e.g., pistol, carbine, musket, shotgun, etc.). You have invented a modular arcanoscientific version of that weapon, colloquially known as a blaster. You can load your blaster with normal ammunition, or you can have it fire force blasts. These are identical to normal rounds, except they deal force damage and can be fired limitlessly without requiring reloading. You can have only one blaster active at a time. If you let someone else fire it, it begins to pulse, and then if you do not regain possession within three rounds, it explodes. Close Burst 3. Attack (implement): Primary ability score vs. Reflex. Hit: 6[w] damage. Miss: Half damage.  If your blaster is destroyed, you can spend 1 hour to repair it, or to upgrade another firearm of any type into a new blaster. During this hour you can also transfer enchantments between weapons.
  62. </RulesElement>
  63.   <RulesElement name="Beam Shot" type="Power" internal-id="ID_FMP_POWER_SHOOTIST_1" source="Zeitgeist" revision-date="x/x/x">
  64.     <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
  65.     <Prereqs> Mad Shootist </Prereqs>
  66.     <Flavor> You load a glowing cartridge into your blaster, choose a setting, and fire an energy pulse. </Flavor>
  67.     <specific name="Power Usage"> Encounter </specific>
  68.     <specific name="Display"> Mad Shootist Attack 11 </specific>
  69.     <specific name="Keywords"> Weapon, Arcane </specific>
  70.     <specific name="Action Type"> Standard action </specific>
  71.     <specific name="Attack Type"> Ranged weapon </specific>
  72.     <specific name="Target"> One creature </specific>
  73.     <specific name="Attack"> Highest ability modifier vs. AC </specific>
  74.     <specific name="Hit"> Choose one of the following options.
  75. * Freeze Ray. 1[W] + primary ability score modifier cold damage, and the target is restrained and gains vulnerable 10 against non-typed damage (i.e., attacks that damage with kinetic force that might break ice, not energy) (save ends both).
  76. * Shrink Ray. 1[W] + primary ability score modifier force damage. The target shrinks by three size categories and deals half damage with its weapon attacks (save ends both). If it is reduced to smaller than Tiny size, its reach is reduced 0, its speed to 1, and it deals one-quarter normal damage with weapon attacks (save ends all).
  77. * Wave Beam. 3[W] + primary ability score modifier force damage. This attack ignores cover. </specific>
  78.     <specific name="Special"> Choose freeze ray, shrink ray, or wave beam. You must use your blaster for this attack. </specific>
  79.     <specific name="Class"> ID_FMP_PARAGON_PATH_SHOOTIST </specific>
  80.     <specific name="Level"> 11 </specific>
  81.     <specific name="Power Type"> Attack </specific>
  82.   </RulesElement>
  83.  
  84.     <RulesElement name="Mobility Shot" type="Power" internal-id="ID_FMP_POWER_SHOOTIST_2" source="Zeitgeist" revision-date="x/x/x">
  85.     <Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
  86.     <Prereqs> Mad Shootist </Prereqs>
  87.     <Flavor> An electrical grapple flies from your blaster’s barrel and connects with the ceiling. You leap and swing to safety. </Flavor>
  88.     <specific name="Power Usage"> Encounter </specific>
  89.     <specific name="Display"> Mad Shootist Utility 12 </specific>
  90.     <specific name="Keywords"> Arcane </specific>
  91.     <specific name="Action Type"> Move action </specific>
  92.     <specific name="Attack Type"> Personal </specific>
  93.     <specific name="Effect"> Choose a solid anchor point at least 1 square across within 6 squares. You fire a grapple beam to that point and can either pull yourself to that location and hang, or use it as the anchor point of a swing, potentially letting you travel 12 squares as part of this action. You can keep the grapple shot engaged as long as you want, but once you release it, it takes 5 minutes to recharge. While the grapple beam is engaged, you cannot fire your blaster. </specific>
  94.     <specific name="Special"> At the DM’s discretion, an Acrobatics check might allow you to do other clever things with this shot. However, the beam will not connect with a creature, not can it be used to pull objects closer to you. </specific>
  95.     <specific name="Class"> ID_FMP_PARAGON_PATH_SHOOTIST </specific>
  96.     <specific name="Level"> 12 </specific>
  97.     <specific name="Power Type"> Utility </specific>
  98.   </RulesElement>
  99.  
  100.     <RulesElement name="Hyper Beam" type="Power" internal-id="ID_FMP_POWER_SHOOTIST_3" source="Zeitgeist" revision-date="x/x/x">
  101.     <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CATEGORY_8,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
  102.     <Prereqs> Mad Shootist </Prereqs>
  103.     <Flavor> You overcharge your blaster, gaining immense power for a short period of time. </Flavor>
  104.     <specific name="Power Usage"> Daily </specific>
  105.     <specific name="Display"> Mad Shootist Attack 20 </specific>
  106.     <specific name="Keywords"> Weapon, Arcane </specific>
  107.     <specific name="Action Type"> Minor action </specific>
  108.     <specific name="Attack Type"> Ranged weapon </specific>
  109.     <specific name="Target"> One creature </specific>
  110.     <specific name="Attack"> Highest ability modifier vs. AC </specific>
  111.     <specific name="Hit"> The first time you attack with this power, a hit deals 3[W] + primary ability score modifier force damage. The second time, a hit deals 4[W] + primary ability score modifier damage. The third time, a hit deals 5[W] + primary ability score modifier damage, and at the end of your turn your blaster explodes, as detailed in Inventive Gunnery above. </specific>
  112.     <specific name="Special"> You must use your blaster for this attack. </specific>
  113.     <specific name="Class"> ID_FMP_PARAGON_PATH_SHOOTIST </specific>
  114.     <specific name="Level"> 20 </specific>
  115.     <specific name="Power Type"> Attack </specific>
  116.   </RulesElement>
  117.  
  118.   <RulesElement name="Self Destruct" type="Power" internal-id="ID_FMP_POWER_SHOOTIST_4" source="Zeitgeist" revision-date="x/x/x">
  119.     <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_MISS,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
  120.     <Prereqs> Mad Shootist </Prereqs>
  121.     <Flavor> Whoops! </Flavor>
  122.     <specific name="Power Usage"> Encounter </specific>
  123.     <specific name="Display"> Mad Shootist Attack 11 </specific>
  124.     <specific name="Keywords"> Weapon, Arcane </specific>
  125.     <specific name="Action Type"> Standard action </specific>
  126.     <specific name="Attack Type"> Ranged weapon </specific>
  127.     <specific name="Target"> Close Burst 3</specific>
  128.     <specific name="Attack"> Highest ability modifier vs. Ref </specific>
  129.     <specific name="Hit"> 6[W] </specific>
  130.     <specific name="Miss"> Half damage. </specific>
  131.     <specific name="Special"> If your blaster is destroyed, you can spend 1 hour to repair it, or to upgrade another firearm of any type into a new blaster. During this hour you can also transfer enchantments between weapons. </specific>
  132.     <specific name="Class"> ID_FMP_PARAGON_PATH_SHOOTIST </specific>
  133.     <specific name="Level"> 11 </specific>
  134.     <specific name="Power Type"> Attack </specific>
  135.   </RulesElement>
  136.  
  137.  
  138. </D20Rules>
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