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Quests Of Change
Quests Of Change

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Advanced Classes Part Eight (Alpha 0.1)

Gunner (Archer + Inventor)

Gunners are skilled marksmen who are experts with unique and customizable firearms of their own design.

Upon becoming a Gunner, distribute 3 additional points to your choice from among Awareness, , Knowledge, and Subtlety.

At Level One you gain the following abilities:

Gunsmith: You may spend one hour to convert scrap metal into a firearm or firearm ammunition. If you use one piece of scrap metal this way you may create ten pieces of firearm ammunition. If you use three pieces of scrap metal this way you may create a basic revolver, and if you use five pieces of scrap metal this way you may create a basic rifle. You are adept with guns you've created. 

Basic Revolver
Rank: Silver
One-Handed
Range: 1-8
Accuracy: 1d12 + Finesse
Damage: 2d6 + Finesse
Critical Potential: Yes

Basic Rifle
Rank: Silver
Two-Handed
Range: 3-20
Accuracy: 1d12 + Finesse
Damage: 3d8 + Finesse
Critical Potential: Yes

Firearm Augmentations: As a two-handed action, you can spend one scrap metal and 3 MP to augment a firearm you've created. By default a firearm can have up to two active augmentations at once. These augmentations last indefinitely or until you use a two-handed action to remove it. You may only have one Augmentation of a given type attached to a single firearm. Upon becoming a Gunner, you know how to make two of the following Augmentation types:

Scope (Can only be attached to a rifle) : While wielding a firearm with this augmentation, add +3 to hit rolls against targets six or more spaces away.

Short Barrel: While wielding this firearm, your hit rolls are reduced by -3. When hitting a target within three spaces of the wielder, ignore this penalty and the target takes an additional 3 damage.

Armor Piercing: When wielding this firearm, treat targets with a defense of 11 or higher as though their defense was 10.

Overheat: When attacking with this firearm, you can intentionally cause the weapon to overheat. If you do, roll 1d6. On a roll of a 6, the target sustains an additional 1d10 fire damage. On a roll of a 1, you sustain 1d10 fire damage. On a roll of 2-5, both you and the target each sustain this damage.

Silencer: The sound made by this firearm is minimal. If you made a successful subtlety roll to hide, using your firearm won't automatically alert creatures of your presence. 

Bayonet: The blade attached to this firearm allows it to be used as a melee weapon. When using it as a melee weapon, if it is a Revolver, use the statistics of a basic dagger. If it is a rifle, use the statistics of a basic lance.

Optional Traits: Upon gaining a level of Gunner you may gain one of the following abilities.

Frugal Gunsmith: The amount of scrap metal you require to make Firearms and Firearm Augmentations is halved, rounded up.

Augmentation Expert (can be taken multiple times): The number of Augmentations you can put on a single firearm increases by one.

Multifarious Augmenter (can be taken twice): You learn how to make two additional augmentations from the default list of Firearm Augmentations.

Damage Infusion: You gain the Elemental Infusion Firearm Augmentation: Choose fire, ice, lightning, water, light, or dark. The augmented firearm now deals damage of the chosen type.

Cover-Piercer: You gain the Cover-Piercer Firearm Augmentation: Bullets from a firearm with this augmentation ignore cover and walls. A bullet can pass through no more than one wall or piece of cover using this augmentation.

Longshot: You gain the Longshot Firearm Augmentation: The range of this firearm is increased by +3.

Disarming Maneuver: When attacking a target with a firearm, you can attempt to disarm it. If you do, rather than dealing damage, the target must roll 1d6, adding their defense. If the result is lower than your finesse, they drop whatever they are holding in a hand of your choice. 

Quick Draw: When you enter combat, roll 1d4. On a roll of a 4, you immediately take your turn at the beginning of combat, regardless of your speed.

Ricochet (fifth level only): When you hit a target with an attack from a firearm, you can spend 15 MP to cause that bullet to ricochet into another target of your choice that is within three spaces of the target. If you do, roll as if you are attacking an additional target.


Zealot (Berserker + Priest)

Overzealous holy warriors and battle nuns, Zealots aggressively charge into combat, eager to slay and purify the most corruptive forces of the realm at any cost.

Upon becoming a Zealot, distribute 3 additional points to your choice from among Diplomacy, Knowledge, and Physicality.

At Level One you gain the following abilities:

Slayer Of The Profane: If you would deal damage to a creature with a spell or attack, it takes an additional amount of unpreventable light damage equal to the amount of corruption it has. Additionally, if the target has no points of corruption but is a demon or it has any levels in a Corruptor Class, it takes an additional 1d6 unpreventable light damage whenever you would deal damage to it.

Flagellation: Whenever you sustain damage, you gain one retribution charge. Whenever you deal damage to a creature with an attack or spell, it sustains an amount of unpreventable light damage equal to the number of retribution charges you have. If the target is a demon or a creature with any levels in a Corruptor class, they take twice as much light damage this way. At the end of each of your turns, you lose all retribution charges.

Optional Traits: Upon gaining a level of Zealot you may gain one of the following abilities.

Sensor Of Corruption: As a two-handed action, you can detect the exact number of demons, creatures with levels of Corruptor Classes, and creatures with levels in Cursed Classes are within one mile of you. You don't know their exact location, but can determine their direction from your current location.

Zealot Caster (can be taken multiple times): You learn one spell from the Zealot spell list.

Repurposed Pain: When you lose retribution charges at the end of your turn, gain an amount of MP equal to three times the number of lost retribution charges.

Fell The Wicked: When you attack a demon or a creature with any levels in a Corruptor Class, reduce the number needed in your weapon's critical chance by 2.

Resist Corruption: If you would gain a point of corruption, or become afflicted with an effect  that would alter your body or mind, if the source is from a demon or a creature with any levels from a Corruptor Class, you may ignore that effect. You may use this ability a number of times per day equal to your number of Zealot levels.

Divine Reflection: If you would sustain fire or dark damage, if the source was from a creature, you may spend a one-handed action on your subsequent turn to cause that creature to suffer an equal amount of unpreventable light damage.

Protection From The Profane (fifth level only): You are resistant to all damage from Demons and creatures with any levels in Corruptor Classes. Additionally, these types of creatures are incapable of charming, hypnotizing, or possessing you.


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