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Class_Martial_Gunner

valzi edited this page Feb 6, 2019 · 1 revision

Martial Class: Gunner

Start with 1 powder horn.

Grit Additional items
1 Musket or blunderbuss, pistol, and a derringer.
2 Blunderbuss and dagger
3 Blunderbuss and derringer
4 Blunderbuss
5 Pistol
6 Fake pistol

Saving throws against poison and area effects succeed on a 1-2 on 1D6.

HD: 1D6.

Abilities

  • trained in all firearms.
  • If you fire a gun at a stationary target over 30' away and miss, your next ATK roll against the target gains a Boon.

Level 2

  • +1 to Initiative.
  • Reloading a firearm only requires one round.
  • You may attempt a Combat Maneuver and make an Attack on the same turn.

Level 3

  • When bracing your body against a stable object and spending 2 rounds to prepare, receive +1 damage per damage die for the first shot. (The modified result may cause exploding damage.)

Level 4

  • If no one is looking in your direction, you can draw your gun and shoot it before anyone reacts (granting you surprise.) (This does not grant the party surprise.)

Level 5

  • If you make a charge attack (or any other startling attack) with a gun and kill your target, enemies who can see the attack must Check Morale.

Level 6

  • +1 damage to all firearm damage dice. (The modified result may cause exploding damage.)

Level 7+

  • Increase one Attribute score by 1.

Firearms

Require a powder horn or flask.

When hit by a firearm, Save or lose your action(s) on the next combat round.

3 rounds to reload.

Name Tags Range Cost
Blunderbuss [accurate] [deadly] [reactive] melee --
Derringer [deadly] [reactive] melee --
Musket [heavy] [deadly] [reactive] 100' --
Pistol [deadly] [reactive] 30' --

[accurate]

  • Instead of the attacker rolling ATK or the defender rolling DEF, the defender must Save against Paralysis. (Against a laser, a character must spend an entire round to attempt the save.)
  • If there are multiple attackers, the save is normal versus the first, at -4 versus the second and so on.

[deadly]

  • On a Damage roll of 6, roll again and add the damage. This continues until a number that is not 6 is rolled. Now any ammo in the weapon is depleted.

[heavy]

  • Roll 2D6 and keep the higher result for damage. (Crossbows deal 1D6*2 damage.)
  • A non-martial character wielding a heavy weapon goes last in combat.
  • Wielding [heavy] weapons without training penalizes Initiative by +1.

[reactive]

  • When attacked while wielding a [reactive] weapon the defender will receive an automatic, additional attack before the attacker can complete their own attack.
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