domenica 11 agosto 2019

The Living Arsenal (Technological Gunslinger)

And for my Cyborg 009 conversion series, here’s Cyborg 004!
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The Living Arsenal (Technological Gunslinger)
Human gunslinger (Space Marine) 1
LN Medium humanoid (human)
Init +3; Senses Perception +7

Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d10)
Fort +2, Ref +5, Will +3. +4 on Fort vs. nonlethal damage from hot or cold environments, or to resist damage from suffocation (Endurance)

Offense
Speed 30 ft.
Melee dagger +1 (1d4, 19-20)
Ranged pistol +1 (1d8, x4) or dagger +1 (1d4, 19-20)
Special Attacks grit (3)

Martial
Tradition Sharpshooter (Equipment Sphere: Duelist Training, Expert Reloading; Barrage Sphere; Sniper Sphere); PAM Wis
Barrage sphere - DC 13, Talents none, Drawbacks none
- barrage (make two ranged attacks at your full base attack bonus -2 as a special attack action)
Equipment sphere - DC 13, Talents Duelist Training, Expert Reloading
- duelist training (discipline) (proficiency with the bastard sword, butterfly knife, double chicken saber, dual blade, duelist sword, estoc, greatsword, longsword, pistol, rapier, shortsword and swordbreaker dagger.)
- expert reloading (reduce ranged weapons’ reload times)
Sniper sphere- DC 13, Talents none, Drawbacks none
- deadly shot (make an attack with a ranged weapon as a special attack action; expend martial focus to increase damage)
Tech sphere- DC 13, Talents Alternate Element Pack, Mechanical Ranged Weaponry, Drawbacks none
- alternate element pack (cartridge) (you may choose to change all damage done by a gadget with the (moddable) descriptor to another type of damage)
- mechanical ranged weaponry x2 (gadget, moddable) (create hand crossbows, repeating heavy crossbows, repeating light crossbows, blunderbuss, muskets, and pistols)

Statistics
Str 10, Dex 16, Con 10, Int 13, Wis 16, Cha 12
Base Atk +1; CMB +1; CMD 14
Traits Grim Optimism, Larger than Life
Feats Endurance, Extra Combat Talent, Point-Blank Shot*, Precise Shot*, Rapid Reload*, Rapid Shot*
Skills Craft (alchemy) +5, Craft (mechanical) +5, Intimidate +5, Knowledge (engineering) +5, Perception +7, Sense Motive +4, Survival +7
Languages Common, Ignan
SQ deeds (deadeye, gunslinger’s dodge, quick clear)
Gear 28 bullets (28 gp), chain shirt (100 gp), dagger (2 gp), engineering kit (20 gp), gunslinger’s kit (26 gp)

Special Abilities

Barrage Sphere Barrage practitioners specialize in using ranged weapons to make fast shots, often from the middle of the melee itself. Practitioners of the Barrage sphere gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft. Associated Feat: Point-Blank Shot.
All practitioners of the Barrage sphere gain the following ability:

Barrage: Barrage As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2 to -4. For every 5 points of base attack bonus you possess, when expending your martial focus you may increase this penalty by an additional -2 to make an additional extra attack.
Some talents are marked (blitz). You may apply a maximum of one (blitz) per extra attack to a barrage, but only if the barrage meets the prerequisites, including that attack (for example, if a (blitz) requires a target be struck twice, you can only apply that (blitz) to a target that has been struck twice. If he is struck a third time, you could apply a second (blitz) that requires at least two attacks to that target). Associated Feat: Rapid Shot

Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Equipment: Duelist Training (discipline) You gain proficiency with the bastard sword, butterfly knife, double chicken saber, dual blade, duelist sword, estoc, greatsword, longsword, pistol, rapier, shortsword and swordbreaker dagger.

Equipment: Expert Reloading Whenever you reload a ranged weapon with which you are proficient, you may decrease the required time; hand and light crossbows become free actions, heavy crossbows and one-handed firearms become move actions, and two-handed firearms become standard actions. If you possess the Crossbow Mastery feat, you do not provoke attacks of opportunity when reloading any crossbow. Associated Feat: Rapid Reload.

Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Sniper Sphere Snipers specialize in making single, deadly shots, often over great distances. Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Associated Feat: Precise Shot.
All practitioners of the Sniper sphere gain the following ability:

Sniper: Deadly Shot As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.
In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon.
Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.

Standard Issue The space marine is a marksman trained in proper care and field maintenance of his ranged weaponry. At 1st level, the space marine gains the Tech sphere as a bonus sphere, although she must gain with it the Mechanical Ranged Weaponry (gadget, moddable) talent. In addition, the space marine gains the Alternate Element Pack (cartridge) as a bonus talent. If she already possesses either of these talents, she instead gains additional talents from that sphere.
This replaces gunsmith.

Tech Sphere Training in the Tech sphere teaches you how to quickly and efficiently use devices to build drones, gadgets, and grafts.
When you gain the Tech sphere, you gain 5 ranks in the Craft (mechanical) skill, plus 5 ranks per additional talent spent in the Tech sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (mechanical) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. The Tech sphere saving throw DC, if any, is determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (mechanical) in place of their base attack bonus.
When you first gain the Tech sphere, you may learn any one (gadget) talent you qualify for.
Charge Pool: Gadgets from the Tech sphere are powered by charges, a neutral term for a source of energy which may be described as alchemical, clockwork, etc., depending upon what would be appropriate for the character and campaign setting. Your charge pool begins with zero charges, but you may add a number of charges equal to 1 + 1 per 2 ranks of Craft (mechanical) you possess to your pool with 30 minutes of work or 15 minutes if you have access to an engineering kit. After roughly 8 hours of rest, you may choose for a charge to dissipate or stay where it is (whether it’s in your charge pool or being stored in another gadget). The maximum number of charges your charge pool can hold at once is equal to your ranks in Craft (mechanical) + the number of Tech talents you possess (minimum 4). Your charges stored in gadgets (excluding batteries) and drones count toward the maximum number of charges you may have in play at once. You may instantly apply these charges to gadgets you have in your possession during this recharge period.
Gadgets: Some Tech talents have the (gadget) descriptor; these are devices of technological tools you can only create once you’ve learned the talent. You are considered proficient with any gadget you create. Unless otherwise noted, all gadgets are crafted without any charges.
By default gadgets are considered Tiny objects unless stated otherwise. A Small object counts as 2 Tiny objects or ½ a Medium object, etc. A light weapon counts as a Tiny object, a one-handed weapon as a Small object, etc. Unless otherwise stated, a gadget has a hardness equal to your ranks in Craft (mechanical), and 5 hit points + 5 hit points per 2 ranks in Craft (mechanical) you possess.
Augments: Some gadget talents have the (augment) descriptor; these are devices of mechanical parts that function as technological improvements of the wearer to make them faster, stronger, harder, better. They can be described as exoskeletal parts designed to slip over the users own body to improve their functioning. Augments occupy a type of slot similar to cybertech but separate from them. Unless otherwise specified, a single slot may only ever host a single augment. Augment slots are separate from normal magic item slots and cybertech slots, and do not count as being used for the purposes of worn magic items or implanted cybertech or grafts. Donning or removing an augment functions as putting on or taking off leather armor, and increases armor check penalties by 2 if donned hastily. Augments are clunky and stand out instantly inducing a penalty to Disguise checks equal to 10 + 2 per augment donned.
Drone and Rote Function: Some gadgets have the (drone) descriptor. This means that this gadget can be an innate gadget of a drone. Innate gadgets built inside the drone don’t count towards the maximum number of gadgets you can maintain at once. In addition if a gadget has a function designated a rote function, the drone can pay a single charge to power every single rote function at once, and increasing the duration of the function to 8 hours (unless the base duration is higher). Functions not marked with the rote function must be powered as normal.
Moddable and Cartridge: Some gadgets have the (moddable) descriptor, or (cartridge) descriptor; (cartridge) alters the kind of attack or damage that is done with a gadget, and (moddable) indicates that the gadget can use (cartridge) talents. A moddable gadget may have any number of cartridges, but unless further specified cannot have multiple of the same cartridge.
Signals: Some gadgets have the (signal) descriptor; these gadgets create a long distance signal that can be used for varied purposes; from long range control to receiving and sending information. 
Unless otherwise stated, the base signal range of signal gadgets is close range (25 ft. +5 ft. per 2 ranks in Craft (mechanical)). A signal can penetrate most barriers, but certain amounts of dense materials may severely reduce the signal range. When a signal attempts to pass through 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt, the remaining signal distance is halved (rounded down to the nearest 5 feet.). Barriers made of force such as force fields or barriers created with the Protection sphere do not block signals at all. Signal boosters and signal jammers can also affect signal range, as well as other phenomena (as determined by the GM). 
Special: Unless otherwise specified, animal companions, Conjuration sphere companions, drake companions, drones, eidolons, familiars, and other similar companions or pets cannot gain this sphere or talents from this sphere.

Tech: Alternate Element Pack (cartridge) You may choose to change all damage done by a gadget with the (moddable) descriptor to another type of damage. This choice must be taken at the time of the gadgets creation. Attaching this cartridge to a ranged weapon applies the effects to its ammunition. This change applies to the base damage type and not extra damage done (such as precision damage or the flaming enhancement). 
The type of damage you may select for your gadget is limited by your ranks in Craft (mechanical):
  • 1 rank: Fire or nonlethal or bludgeoning, piercing, and slashing
  • 5 ranks: Acid, cold, or electricity
  • 10 ranks: Sonic

Tech: Mechanical Ranged Weaponry (gadget, moddable) You may select this talent multiple times, each time expanding the list of ranged weapons you may create as a gadget (chosen at time of creation). Unlike normal weapons of their kind, weapons created with this talent have built-in adapters allowing them to use charges (at a one-one ratio) instead of regular ammunition, if so desired. Reloading a weapon with a charge is a free action.
The first time you gain this talent, you may create your choice of hand crossbow, repeating heavy crossbow, and repeating light crossbow. A hand crossbow is an exotic light crossbow, the repeating light crossbow is an exotic one-handed crossbow, and the repeating heavy crossbow is an exotic two-handed crossbow. 
The second time you gain this talent, you expand your list to include the blunderbuss, musket, and pistol. The blunderbuss and musket are exotic two-handed early firearms, while the pistol is an exotic one-handed early firearm. 
The third time you gain this talent, you expand your list to include the revolver, rifle, and shotgun. A revolver is an exotic one-handed advanced firearm, while the rifle and shotgun are exotic two-handed advanced firearms.

Build
The Living Arsenal is built with a 20-point buy and 175 gp starting wealth. Favored Class Bonus is +¼ grit point. If using a lower point buy, you can lower Constitution and Intelligence. If using a higher point buy (or rolling really well), your most important attributes are Wisdom and Dexterity. Wisdom is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, in addition to determining your grit pool and your deeds’ effects, and bolstering your Will save and several useful abilities. Dexterity fuels your nimble class ability, some of your deeds, your gun training bonus, and bolsters your AC and Reflex save. Charisma can be important too, to get away in social situations and intimidate your foes.

Playing a Living Arsenal
After losing many people you loved in violent ways and some parts of your body too, you took an oath not to let anything or anyone being taken from you anymore. Fiercely protective of your life and your friends, you are slow to grant your trust to people you just knew, but once won, your trust can hardly be lost. You wear a mask of cynicism to protect yourself and others from life’s slaps, but deep in your soul, a romantic in need of love is still hiding.

Future Abilities
Martial Talents Breaking Blast, Ceaseless Ammo*, Chainsaw, Covering Fire, Dual Wielding sphere (Guarded Shooter), Focusing Reload, Gunsmithing*, Head Shot*, Impossible Reload, Laser Pack, Mechanical Ranged Weaponry (3), Mechanical Savant, Mixed Assault*, Perfect Shot, Seeker Missile Cannon, Self Destructing Device*, Superior Mechanical Ranged Weaponry*, Tech Savvy, Unorthodox Firing, Vigilant Sharpshooter*
Feats Bullseye Shot, Die Hard, Extra Combat Talent* (x4), Far Shot, Improved Precise Shot*, Iron Will, Receptive to Grafts, Sword and Pistol, Toughness, Weapon Focus (sabre), Weapon Focus (pistol)

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