Gunner
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 100
Feat Slots: 5
Weapons: Handguns, SMGs, Shotguns, Rifles
Tools: Gunsmith's Kit
Saving Throws: DEX, WIS
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Perception, Stealth, Survival
Deal 16d10 damage to a target. All allies gain a bonus reaction action until your next turn, whose attack is guaranteed to hit at any range.
You know how to wield firearms. For each weapon you have equipped, track its current shots in mag. When this is depleted to zero, you must spend 1 ability action to reload before firing.
Take a defensive position behind an object, doubling its CC from the angle you are hunkering against (max 10), so long as you do not attack or move.
Enter a state of vigilance, ready to fire upon the first enemy that enters your field of view (90 degree cone in front of you). When an enemy enters that area, make a Perception roll for your to-hit against them, and ignore the QP of the weapon you are using (unless it is -INF).
Pin a target down at their current location, spending 3 shots minimum per round. If the target attempts to make a ranged attack against you or move, gain a free reaction shot against them at advantage.
Aim for a target's head. Adds a -5 penalty to-hit, but adds +8 to THR and +1 additional damage die if it lands.
If you spend a turn aiming without taking a shot, the aim bonus carries over to your next turn. Stacks up to three times.
Functions as Overwatch on an ally. Until your next turn, gain a free reaction shot against the first target to attack the covered ally. If the shot lands, the attack is canceled at a CON DC determined by the damage dealt.
Specialized form of Headshot. You may aim for another of the target’s limbs, granting special effects if hit (e.g. if you shoot their legs, they will trip).
If your target does not notice you, gain advantage to-hit and a -3 to crit roll range.
Gain a number of free reloads equal to your Gunner level / 4. If used on a reload action, that reload no longer costs an action.
If you have line of sight on a target that is unaware of you, you can spot them for your teammates, granting a bonus to-hit against that target equivalent to your Perception bonus for 1 turn.
Missing a shot against a target grants a bonus to-hit against that target for your next shot equivalent to your WIS modifier. Stacks up to three times, and dispels when you land a shot.
Gain the ability to use 3-round burst and full auto firing modes, on weapons that are applicable.
If you did not fire your weapon this turn, use Overwatch or Covering Fire at the end of your turn with no action cost.
When targeted by an offensive reaction action of any kind, the first reaction against you per round is guaranteed to miss.
If your first Overwatch or Covering Fire shot is a hit, take a second shot against the target as a free action.
Advanced form of Overwatch. For the next turn, all enemies that enter your field of view (90 degree cone in front of you) are subjected to an Overwatch shot, so long as you have ammo in the mag to do so. You may use this only once per short rest.
Once per short rest, you may guarantee that a shot hits through AC, CC, and PC.
HP Bonus: Ld4+L*CON
TP: 100
Feat Slots: 5
Proficiencies
Armor: Light ArmorWeapons: Handguns, SMGs, Shotguns, Rifles
Tools: Gunsmith's Kit
Saving Throws: DEX, WIS
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Perception, Stealth, Survival
Requirements
- (Key Item) Firearms License: A license to possess and use Firearms, granted only by authorized representatives of the Dominion of Kur.
Abilities
Ultimate Ability: Firing Range
Rarity: Legendary | CC: Gunner | UP: 70 | ZP: 1 | ZL: 0 | Cost: 6 TPDeal 16d10 damage to a target. All allies gain a bonus reaction action until your next turn, whose attack is guaranteed to hit at any range.
Firearms
Level 1 | Rarity: Uncommon | Cost: 0 TPYou know how to wield firearms. For each weapon you have equipped, track its current shots in mag. When this is depleted to zero, you must spend 1 ability action to reload before firing.
Hunker Down
Level 1 | Rarity: Basic | TP: 1Take a defensive position behind an object, doubling its CC from the angle you are hunkering against (max 10), so long as you do not attack or move.
Overwatch
Level 2 | REQ: Firearms | Rarity: Basic | TP: 1Enter a state of vigilance, ready to fire upon the first enemy that enters your field of view (90 degree cone in front of you). When an enemy enters that area, make a Perception roll for your to-hit against them, and ignore the QP of the weapon you are using (unless it is -INF).
Suppressive Fire
Level 3 | REQ: Firearms | Rarity: Uncommon | TP: 1Pin a target down at their current location, spending 3 shots minimum per round. If the target attempts to make a ranged attack against you or move, gain a free reaction shot against them at advantage.
Headshot
Level 3 | Rarity: Uncommon | TP: 2Aim for a target's head. Adds a -5 penalty to-hit, but adds +8 to THR and +1 additional damage die if it lands.
Class Feat Slot I
Level 4 | CC: GunnerSteady Hands
Level 5 | Rarity: Rare | TP: 3If you spend a turn aiming without taking a shot, the aim bonus carries over to your next turn. Stacks up to three times.
Covering Fire
Level 6 | REQ: Overwatch | Rarity: Uncommon | TP: 2Functions as Overwatch on an ally. Until your next turn, gain a free reaction shot against the first target to attack the covered ally. If the shot lands, the attack is canceled at a CON DC determined by the damage dealt.
Disabling Shot
Level 7 | REQ: Headshot | Rarity: Rare | TP: 3Specialized form of Headshot. You may aim for another of the target’s limbs, granting special effects if hit (e.g. if you shoot their legs, they will trip).
Flanking Maneuver
Level 7 | Rarity: Legendary | TP: 7If your target does not notice you, gain advantage to-hit and a -3 to crit roll range.
Class Feat Slot II
Level 8 | CC: GunnerFree Reload
Level 9 | CC: Gunner | Rarity: Rare | TP: 5Gain a number of free reloads equal to your Gunner level / 4. If used on a reload action, that reload no longer costs an action.
Spotter
Level 10 | Rarity: Rare | TP: 4If you have line of sight on a target that is unaware of you, you can spot them for your teammates, granting a bonus to-hit against that target equivalent to your Perception bonus for 1 turn.
Tracer Rounds
Level 11 | Rarity: Rare | TP: 4Missing a shot against a target grants a bonus to-hit against that target for your next shot equivalent to your WIS modifier. Stacks up to three times, and dispels when you land a shot.
Class Feat Slot III
Level 12 | CC: GunnerSelective Fire
Level 13 | REQ: Firearms | Rarity: Uncommon | TP: 1Gain the ability to use 3-round burst and full auto firing modes, on weapons that are applicable.
Ever Vigilant
Level 14 | REQ: Overwatch | Rarity: Uncommon | TP: 3If you did not fire your weapon this turn, use Overwatch or Covering Fire at the end of your turn with no action cost.
Lightning Reflexes
Level 15 | Rarity: Legendary | TP: 6When targeted by an offensive reaction action of any kind, the first reaction against you per round is guaranteed to miss.
Class Feat Slot IV
Level 16 | CC: GunnerRapid Reaction
Level 17 | REQ: Overwatch | Rarity: Rare | TP: 3If your first Overwatch or Covering Fire shot is a hit, take a second shot against the target as a free action.
Kill Zone
Level 18 | REQ: Overwatch | Rarity: Legendary | TP: 6Advanced form of Overwatch. For the next turn, all enemies that enter your field of view (90 degree cone in front of you) are subjected to an Overwatch shot, so long as you have ammo in the mag to do so. You may use this only once per short rest.
Class Feat Slot V
Level 19 | CC: GunnerClutch Shot
Level 20 | Rarity: Rare | TP: 5Once per short rest, you may guarantee that a shot hits through AC, CC, and PC.
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