Gunman

Blasters, combustion fire arms, sound canons, they're all guns to you, and you use them to the best of their ability.

Gunman Features

Elemental Ammo (11): As a minor action, you are able to apply a level of the elemental weapon property to your weapon. This lasts until the end of the encounter or you dismiss it. If your weapon already has level of the elemental property, this ability stacks with those levels.

Drill ammo (15): A minor action, you are able to apply a level of the bore weapon property to your weapon. This lasts until the end of the encounter or you dismiss it. If your weapon already has levels of the bore weapon property, this ability stacks with those levels

Dreadful shot (19): Once per day, as a standard action, you are able to apply tier -1 (minimum 1) levels of the Bane weapon property to your weapon. This lasts tier+1 rounds before you return to normal ammo packs.

Gunman powers:

Level 11 At-will powers

Extremity shot

You quickly fire your weapon into the foes foot

At-Will ✦ Martial, Weapon

Standard Action Ranged 2

Target: One creature

Attack: Speed vs Reaction

Hit: 2[w] damage, and the opponent is slowed (save ends)

Speed draw

You draw, fire, and holster rapidly

At-Will ✦ Martial, Weapon

Standard Action Ranged 8

Target: One creature

Attack: Speed vs Repulse

Hit: 2[w] damage. If the foe's speed is lower than yours, he is dazed until the start of his turn.

Level 11 Encounter powers:

Dance!

You fire rapidly over an area

Encounter ✦ Martial, Weapon, Shout

Standard Action Blast 4

Target: All creatures in range

Attack: Speed-3 vs Reaction

Hit: 3[w] damage. For every struck creature, you deal an additional 2 damage.

SPECIAL: On crit, you apply the effects of Extremity shot to all struck creatures.

On your knees!

You fire two shots into an opponents knees.

Encounter ✦ Martial, Weapon, Shout

Standard Action Ranged 10

Primary Target: One creature in range

Primary Attack: Discipline vs Repulse

Hit: 1[w] damage and the opponent is slowed for 3 rounds.

Secondary target: Same as primary

Secondary attack: Same as primary

Hit: 1[w] damage. If the first attack hit, the opponent is knocked prone, if the first attack missed, the opponent is slowed for three rounds.

SPECIAL: if both attacks hit, you deal an additional damage die.

Level 14 Utility powers

Reach for the sky!

You draw on an enemy.

Encounter ✦ Martial, Weapon, Shout

Standard Action Shout

Target: up to tier creatures in range

Effect: The enemies must roll a save. On failure, you inflict two stages of fear and the enemy is restrained, standing in place with their hands in the air. (save ends)

Hi-ex round

You load a high explosive round

Daily ✦ Martial, Weapon

Standard Action personal

Effect: your next ranged attack becomes an area burst 4 at the point of impact.

Level 16 Daily powers

Automatic

Daily ✦ Martial, Weapon

Standard Action Line 8

Target: All creatures in range

Attack: Discipline vs Repulse

Hit: 4[w] damage, and enemies are pushed back tier squares.

Scatter gun

Daily ✦ Martial, Weapon

Standard Action Cone 8

Target: All creatures in range

Attack: Discipline vs Reaction

Hit: 4[w] damage. Enemies within 2 squares of you suffer an additional damage die.

Level 20 Ultimate power

The big guns

Daily ✦ Martial, Weapon

Fullround Action Ultimate beam 12

Target: All creatures in range

Attack: Tenacity vs Repulse

Hit: 6[w] damage. For every struck enemy, you gain a surge. Knock all struck foes prone

Miss: For each missed enemy, you gain a +1 circumstance bonus to hit against the remaining targets. If you miss all enemies, your chosen daily is recharged.