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===GUNNER=== With the advent of dragon powder, it is no wonder that firearms became a weapon, albeit an expensive one. Nonetheless, over the ages those rose as great marksmen through the world's history. It was inevitable that someone along the way would decide to combine magic with these marvels of modern warfare. Sigils are the result. With a little magic knowledge and a steady hand, the gunner can craft sigils into his or her ammo making the already deadly pistols and rifles even more so. The higher skilled gunner can even craft gun sigils into the weapons themselves making them permanently more powerful to use. Gunners tend to be sharp of wit and mind as well as fast with their hands, often loving to gamble and game and become frequent visitors to local pubs and entertainment establishments. However, several gunners are also magically inclined and just happen to be just as good with firearms as they are with their magic studies. Still other gunners find a place with honor and duty and join the Knights of the Golden Lion to give their services as expert ranged fighters to the Queen's cause. Gunners can walk many different roads despite their reputations as trigger happy bar hoppers. '''Magic and Gun Smoke''' A gunner tends to be a learned individual even if just naturally clever and self taught. Gunners are also steady at hand not only for the sake of aiming their namesakes at the enemy but also for the talent required to etch sigils into ammo and weapons, themselves. Sigils are a very precise art that combines a writer's hand with an artist's to produce the correct symbols of magic and to be able to do so at a fairly quick pace during short periods of downtime. Gunners who continue to study magic may be behind in the schooling of a true wizard but they are also leagues ahead of those who merely "dabble" in magic. The majority of gunners are happy enough to skulk the shadows and jump out to fire mystic gunfire down on their enemies but there are a few who take a path that guides them to a wider field of learning and magical knowledge. '''The Best of the Best''' Regardless of whether a gunner is good or evil, they all tend to possess a competitive drive for shooting ability and for stylizing their sigils. Gunners often compete with one another often in friendly competitions which show off both the artistic quality of their sigils and firearms as well as their raw ability to hit targets. These competitions are called Shooting Galleries and are popular in larger cities across the world. Evil gunners can easily be slighted by losing such a competition and may call out competitors for a more permanent decision of who is the better shooter. This is often decided in a dual between rival gunners and these duals are almost always to the death. An unspoken code among gunners turns these deadly gunfights into a one on one competition and no gunner, good or evil, lets others interfere or help in a dual. '''Creating a Gunner''' As you create your gunner character, think about the gunner's approach to the world around him or her. Is the gunner a free spirit out for the next thrill, be it a gunfight or a nice game of cards at a local pub? Is the gunner more serious about the craft of sigils, seeing it as nothing less than a masterful art? Does the gunner have a rival that is waiting for a chance to take him or her down either through a competition or an outright dual? What was your character's reaction to realizing their talent for firearms? And how does your gunner approach magic? Is he or she happy just devoting enough magic to make the guns more effective or does he or she still pursue the mystic arts as well? How does your gunner character relate to members of the Mysterium? Does the character just feel like a hired gun who is along to provide cover fire when things get rough? Or does your gunner character jump in and investigate clues to the mechanization of the Ancient Sleepers right along witht he rest of the Queen's Eye? '''Quick Build''' You can make a gunner quickly by following these suggestions. First, put your highest ability score into Dexterity, followed by Intelligence. Second, choose the Mysterium Operative background. [[File:Gunner_Table_jpeg.jpg]] '''CLASS FEATURES''' As a gunner, you gain the following class features. '''Hit Points''' • Hit Dice : 1d8 per gunner level • Hit Points at 1st Level : 8 + Constitution modifier • Hit Points at Higher Levels : 1d8 + your Constitution modifier per gunner level after 1st '''Proficiencies''' Armor: Light and Medium armor Weapons: Simple weapons and any firearm weapons Tools: Sigil Kit, Firearms kit (Draogn Powder, Ammo Pouch) Saving Throws: Dexterity, Intelligence Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Performance, and Persuasion '''Equipment''' You start out with the following equipment in addition to any equipment your background grants you. • [a] a pistol or [b] a simple rifle with 40 ammo • a dagger • studded leather armor • [a] scrolls and pen or [b] thieves tools • a deck of cards '''Sharpshooter''' At 1st level, you gain the Sharpshooter feature. Whenever using a firearm, you gain a +2 attack modifier to hit. You also gain a _1 attack modifier for any ranged weapon. At levels 11, 17, and 20 this feature improves, adding +1 to the attack modifiers as well as an increasing +2 to damage using firearms (+2 dmg at Level 11, +4 dmg at Level 17, and +6 dmg at Level 30). '''Crafted Weapons''' As a writer and crafter of sigils, you are naturally artistic and add crafted accessories to your firearms and some of your other weapons. A pistol grip might be refashioned into an intricate carving, artistic etchings may be made into the barrel or blade of a weapon, etc. Though these effects have no real mechanical advantages, if you compare weapons at a Shooting Gallery or similar competition then you make an Arcana Skill roll to determine how intricate and artistic your weapons compare to your competitors. '''Return Fire''' At 2nd Level, you learn the gunner feature, return fire. Whenever you are missed by a ranged attack you can make an immediate firearms attack targeting the opponent that missed. You only make one attack even if having the dual weapons feature though the attack can include a sigiled ammo. '''Disarm Shot''' At 3rd Level, you learn he feature Disarm Shot. If you hit a target you can choose, instead of doing damage, to remove a weapon they are wielding, causing it to fly out of the air. The target will need a full action to recover the weapon that has been disarmed. '''Ability Score Improvement''' At 4th Level and then again at Levels 9, 12, 16, and 19 you can increase one ability score of your choice by 2, or you can increase two abilitiy scores of your choosing by 1 each. As normal, you can't increase an ability score above 20 using this feature. '''Gunner Archtype''' Upon reaching Level 5, you may choose from two gunner archtypes, the Arcane Gunner and the Gunner Scoundrel. '''Arcane Gunner''' As an Arcane Gunner, you prefer to pursue knowledge and hone your spell casting as well as your mastery of sigils. The Arcane Gunner is generally someone whose first love is magic, knowledge, mysticism and similar interests but happens to also be very good with firearms. As an Arcane Gunner you yearn to prove you are more than steel barrel and dragon powder and want to let your intellect shine through. Arcane Gunner features include: • Spell Casting - You acquire a spell book and can learn 3 Wizard spells from the wizard spell list that are equal to or lower than your current level. At levels 10, 13, 18, and 20, you can add 3 more spells of your level or lower to your spell book. When you memorize spells to use, you replace slots of sigils you can add to your ammo. • Sigil Spell Crafting - Once you reach level 13 and above, you can take a spell from your spell book that has a target and craft it into a sigil that can be placed on ammo. As normal, only one sigil type can be used on a slot of ammo (10 ammo). This replaces a Sigil slot that can be used. • Arcane Gunner's Wrath - At level 13 and above, you do additional damage with standard ammo equal to your Intelligence modifier. This damage is fire, cold, or poison damage at your choosing. '''Gunner Scoundrel''' As a Gunner Scoundrel, you prefer to keep magic to your enchanted ammo and weapons and little more. You prefer the life of gambling, drinking, and simple adventuring, leaving the higher thinking to scholars and those who want to pour over dusty tomes. You are one part marksman extraordinaire and one part thief, perhaps being raised on the streets as an urchin before finding your talent with firearms. Gunner Scoundrel features include: • Shadowy Living - At 5th level you gain the Stealth Skill if you do not already possess it as no cost and have Advantage on attacks made while hiding in the shadows. You can make firearms attacks from the shadows as well. • Evasion - At level 10 and above, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. • Higher Stakes - At level 13 and above, you may reroll any damage die that results in a 2 or lower when the damage is from a firearm attack. • The Artful Dodger - Beginning at level 13, your Dexterity modifier to your AC is doubled when avoiding ranged weapons. '''Fastload''' Beginning at level 5, you take a "reload" action as a bonus action instead of a full action. '''Dual Weapons / Extra Impact''' At level 6, you can either choose Dual Weapons or Extra Impact depending on your preferred firearms style. Dual weapons is recommended for gunners who use one handed firearms while extra impact is more useful for gunners using heavier two handed firearms. • Dual Weapons - You can wield two one handed weapons during combat as long as at least one of the weapons is a ranged weapon. You do not suffer any penalties for wielding two weapons in this fashion and can make attacks with both weapons on your turn. • Extra Impact - Your heavy firearms do extra damage when you wield them. You do extra damage equal to your Dexterity modifier as you master aim of the weapon. '''Ricocheting Shot''' At level 7, you learn the Ricocheting Shot feature which removed one level of cover from targets using cover in combat. '''Gambit Feature''' At level 11, you gain the ability to use the Gambit Feature. When you make a successful attack, you may reroll the damage die once per target. If your second roll is greater than the first roll then you do double damage, if it is lower then you do half damage (not below 0 damage). You cannot use this feature if the damage die rolled a 2 or lower or the damage die is from a weapon or effect not using a firearm. At level 17, this features increases to triple damage but if the second roll is lower then you do 0 damage to the target. '''SIGILS''' Beginning at 1st Level, you have the ability to craft sigils, mystical marks that use an enchanted ink that adds mystical qualities to your ammo and, eventually, even your weapons. You may only craft 1 sigil to a set of ammo (10) though you moght have multiple ammo sets with various sigils. Most gunners carry a bandoleer to carry various ammo types that have been enchanted. It takes a short rest to inscribe 1 set of ammo through during a long rest all of the sigil slots that you have can be added to your ammo. You cannot have more enchanted ammo slots than you have sigil slots at a given time. '''''1st Level Sigils''''' '''Arcane Bullet''' This sigil causes the ammo to do bonus damage equal to your Intelligence modifier. '''Enchanted Point''' This sigil causes a +1 damage modifier to the ammo. '''Grenadier Ammo''' This sigil causes the ammo to explode on impact. Those within 20' whose AC is lower than your attack roll are hit for the ammo's damage (one damage roll is used for all targets hit). '''Seeker''' This sigil gives you Advantage when using this ammo as it magically "seeks" the target. '''Sparker''' This sigil causes the ammo to do an extra d4 of lightning damage to the target. '''''2nd Level Sigils''''' '''Armor Eater''' This sigil causes the Ammo to not only do its normal damage when hitting a target but also to reduce its AC by 2 if any of the AC is from natural or worn armor. '''Dreamer Shot''' This sigil causes the ammo to cause a sleeping effect on those hit with it. When a successful hit is made against the target, the target must make a Constitution Save against a DC 10 + your Intelligence Modifier or become Unconscious. The target can make a Constitution Check against the same difficulty to wake up as a full action on its turn. If attacked, the target automatically awakens. '''Firebrand''' This sigil causes the ammo to do an extra d6 fire damage to the target. '''Freezing Slug''' This sigil causes the ammo to do an extra 44 cold damage and the target is also Slowed for its next turn. '''Arcane Fire Point''' This sigil causes the ammo to explode in arcane fire, doing fire damage. The fire also persists, doing the same damage the second turn, and half damage the third. '''''3rd Level Sigils''''' At third level, you have learned to inscribe sigils on weapons as well. A pistol sized weapon can have up to 2 sigils inscribed on it while a rifle sized weapon can have 3. You can remove a sigil from a weapon during a short rest. Only one of a given type of sigil can be placed on a weapon including "Improved" sigils. '''Mark the Enemy''' This sigil causes the ammo to leave a glow around enemies hit by the ammo. This glow gives anyone attacking the enemy a +1 to hit the marked target. '''Rainfire''' This sigil causes the ammo to explode when fired into the air, raining shrapnel down on opponents. You make an area attack with a 30' radius. Doing your ammo's damage to any target hit. '''Sigil of Calling''' This sigil is placed on a firearm, itself. Anytime you wish, you can invoke the name you have given the firearm and it appears in your hand as long as it is on the same world as you or the same plane. '''Sigil of Power''' This sigil is placed on a firearm and causes the firearm to grant +1 to attack rolls when being used and a +1 to damage. '''Sunflash''' Aside form the normal damage, this sigil causes the ammo to cause a bright flash that Blinds the target for a turn. This only works on seeing targets that have eyes. '''''4th Level Sigils''''' '''Ripper''' This devastating sigil causes the ammo when hitting a target to explode into spinning razors that do an extra 2d6 slashing damage. '''Improved Sigil of Power''' This sigil is placed on a firearm weapon and causes the weapon to give a +2 Attack Bonus and damage bonus. '''Sigil of the Elements''' This sigil is placed on a firearm and causes any ammo fired from it to do an extra d8 of either fire, cold, lightning, or acid damage to the target, decided by the shooter before making the attack by verbally invoking the prime element "Fire, Earth, Air, Water". If no element is chosen then the ammo does fire damage. '''Traveler''' This sigil causes the ammo to teleport the target when hitting an opponent. The target is teleported in the opposite direction of the shooter a number of feet equal to 2d6X10 (20' to 120'). If this effect would teleport them into solid material or a living creature they, instead, stop short of the object or being and fall Prone.
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