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Class_Martial_Gunner
valzi edited this page Feb 6, 2019
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1 revision
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.
- 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.
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.