Sketchshot
Hit Dice: 1d10
HP Bonus: Ld6+L*CON
TP: 300
Instantly fully manifest up to 4 motifs from any of your Sanguine Sketches whose rarity is less than or equal to the currently active Sanguine Sketch, at any location you choose. For every additional 10 UP spent, you can manifest an additional motif.
Gain the ability to paint Sanguine Sketches; an additional set of effects that can be chosen when you paint a Crimson Composition. When you paint a Crimson Composition, you can spend an additional Ability Action to also paint a Sanguine Sketch of an equal or lower rarity compared to the composition. Sanguine Sketches have an area of effect that matches Crimson Compositions, and also require 3 hours of painting to acquire. Each Sanguine Sketch has a set of environmental objects associated with it, known as its Motifs. Like Crimson Compositions, Sanguine Sketches and their Motifs can affect allies and enemies equally.
At the start of each round and upon the creation of the sketch, several motifs will begin to manifest at random locations within the Sanguine Sketch’s area of effect. Motifs typically will take several rounds to fully materialize; securing the physical locations where the motifs arise will prove beneficial for you and your allies. When you paint a new Sanguine Sketch, any motifs that were created or are in the process of materializing immediately dissipate.
You now have the ability to apply Ink to your firearms, granting you access to a set of unique techniques that cost Ink to use; some of which grant SC in exchange for fulfilling their conditions. Additionally, your maximum Ink reserves are increased to 30.
At the cost of 1d4 Ink, you can infuse your ink into the next few bullets in your magazine, up to a maximum of 1/3rd of your magazine’s maximum size (or 10 rounds, whichever is smaller). If you land a headshot with an inked bullet, the target is inflicted with Blind (III) (1) at a DC 25 CON save, and you gain 1 SC at a 1d2 chance (once per attack).
When you perform a Gunslinger combo, you can choose to stylishly create graffiti with your bullets by Inking a combo move. When you Ink a combo move, you double all Style gains and losses and spend Ink equivalent to 0.2x the Style cost of the move (minimum 2 Ink). After each move in a combo, you gain 1 Potential Stroke Count (PSC) if you finished the move with more Style than you started; and +2 additional PSC if you did it without ever losing Style. After executing a Finisher, all the PSC you accumulated during the combo gets converted into SC. If your Combo breaks, you lose all accumulated PSC.
Each Motif within a Sanguine Sketch will come with an associated Ink value, represented as Ink/Rounds. While within melee range of a motif, you can spend an attack action alongside the requisite Ink cost to reduce the number of rounds remaining until the motif materializes.
When you paint a Sanguine Sketch, you can choose the location and type of one of the starting Motifs.
Whenever you land a headshot or critical hit with your firearms, inflict 1 stack of Bleed equivalent to half the damage roll for 1 round.
When firing at a Spotted enemy, you can spend 1 Ink per bullet to convert your shots into streams of supersonic paint, granting them the ability to curve around objects at angles up to 90 degrees. This reduces the CC of the target to the CC from the new angle of the bullet before it impacts the target.
When a new round starts, you can choose the type of one of the Motifs that will be generated, at the cost of paying 1 round’s worth of its Ink cost.
After you paint a Sanguine Sketch when there is already an active Sanguine Sketch, you can choose to have any Motifs that were created or are in the process of manifesting persist.
Landing a KO on an enemy with a firearm will cause an explosion of colorful paint shrapnel in all directions, dealing 20d10 Kinetic damage in a 15ft radius (half damage at DEX DC 25), granting you 1d4+1 Ink and 1 SC.
You can spend the following SC costs to regain uses of certain Gunner skills. The cost of regaining a use of a given skill increases by 2 whenever you pay it, resetting at a long rest.
At the cost of 1d6+2 Ink, you can infuse your ink into the next few bullets in your magazine, up to a maximum of 1/3rd of your magazine’s maximum size (or 10 rounds, whichever is smaller). Rounds infused with Ink in this way gain a natural 10ft radius AOE around their impact point, which deals damage equivalent to the base damage roll (half damage at DEX DC 30 to targets not directly hit by the round). If the shot already has intrinsic AOE (such as a rocket or grenade), the AOE size is instead increased by 50%. For each target hit, roll 1d10: on an 10, gain 1 SC.
Your Crimson Compositions, Sanguine Sketches, and SC no longer reset between combat encounters, instead resetting only on a long rest. When you finish combat, you can temporarily dismiss any active Crimson Compositions or Sanguine Sketches, calling them back at your location when you choose. Any active motifs will randomly scatter themselves around the area of effect as if they were originally generated in the combat area.
Each party member that successfully lands a critical hit as part of Baton Pass will grant you +1 SC.
When you gain Style while at 100 Style, every 10 additional Style you gain will grant you +1 SC at a 1d2 chance.
When starting a combat encounter at maximum Ink, you can choose to start with 0 Ink in exchange for starting with 100 UP.
You can directly use Ink to cast spells that you have learned, provided they do not have any M components and do not require Concentration. Instead of Spell Slots, you expend 2 Ink per level for the spell (1 Ink if it is a cantrip).
HP Bonus: Ld6+L*CON
TP: 300
Proficiencies
Same as Brushblade + FirearmsRequirements
- (Class Bond) Brushblade: You must have fully unlocked every ability of Brushblade class.
- (Class Bond) Gunslinger/Marksman: You must have fully unlocked every ability of the Gunslinger or Marksman class.
Abilities
Ultimate Ability: Trompe-l’oeil
Rarity: Exotic | CC: Sketchshot | UP: 50+ | ZP: 2 | ZL: 0 | Cost: 5 TPInstantly fully manifest up to 4 motifs from any of your Sanguine Sketches whose rarity is less than or equal to the currently active Sanguine Sketch, at any location you choose. For every additional 10 UP spent, you can manifest an additional motif.
The Sublime
Level 1 | CC: Sketchshot | Rarity: Mythic | Cost: 0 TPGain the ability to paint Sanguine Sketches; an additional set of effects that can be chosen when you paint a Crimson Composition. When you paint a Crimson Composition, you can spend an additional Ability Action to also paint a Sanguine Sketch of an equal or lower rarity compared to the composition. Sanguine Sketches have an area of effect that matches Crimson Compositions, and also require 3 hours of painting to acquire. Each Sanguine Sketch has a set of environmental objects associated with it, known as its Motifs. Like Crimson Compositions, Sanguine Sketches and their Motifs can affect allies and enemies equally.
At the start of each round and upon the creation of the sketch, several motifs will begin to manifest at random locations within the Sanguine Sketch’s area of effect. Motifs typically will take several rounds to fully materialize; securing the physical locations where the motifs arise will prove beneficial for you and your allies. When you paint a new Sanguine Sketch, any motifs that were created or are in the process of materializing immediately dissipate.
Lead Paint
Level 1 | CC: Sketchshot | Rarity: Legendary | Cost: 0 TPYou now have the ability to apply Ink to your firearms, granting you access to a set of unique techniques that cost Ink to use; some of which grant SC in exchange for fulfilling their conditions. Additionally, your maximum Ink reserves are increased to 30.
Color Your Mind
Level 2 | REQ: Lead Paint | Rarity: Legendary | Cost: 2 TPAt the cost of 1d4 Ink, you can infuse your ink into the next few bullets in your magazine, up to a maximum of 1/3rd of your magazine’s maximum size (or 10 rounds, whichever is smaller). If you land a headshot with an inked bullet, the target is inflicted with Blind (III) (1) at a DC 25 CON save, and you gain 1 SC at a 1d2 chance (once per attack).
Ballistic Burner
Level 2 | REQ: Combo Fighter (Gunslinger), Lead Paint | Rarity: Legendary | Cost: 2 TPWhen you perform a Gunslinger combo, you can choose to stylishly create graffiti with your bullets by Inking a combo move. When you Ink a combo move, you double all Style gains and losses and spend Ink equivalent to 0.2x the Style cost of the move (minimum 2 Ink). After each move in a combo, you gain 1 Potential Stroke Count (PSC) if you finished the move with more Style than you started; and +2 additional PSC if you did it without ever losing Style. After executing a Finisher, all the PSC you accumulated during the combo gets converted into SC. If your Combo breaks, you lose all accumulated PSC.
Artist's Touch
Level 3 | REQ: The Sublime | Rarity: Exotic | Cost: 2 TPEach Motif within a Sanguine Sketch will come with an associated Ink value, represented as Ink/Rounds. While within melee range of a motif, you can spend an attack action alongside the requisite Ink cost to reduce the number of rounds remaining until the motif materializes.
Custom Quest Trait
Level 4 | CC: SketchshotStenciled Sketch
Level 5 | REQ: The Sublime | Rarity: Exotic | Cost: 4 TPWhen you paint a Sanguine Sketch, you can choose the location and type of one of the starting Motifs.
Deadeye for Detail
Level 6 | Rarity: Legendary | Cost: 1 TPWhenever you land a headshot or critical hit with your firearms, inflict 1 stack of Bleed equivalent to half the damage roll for 1 round.
Color Between the Lines
Level 7 | REQ: Lead Paint | Rarity: Exotic | Cost: 3 TPWhen firing at a Spotted enemy, you can spend 1 Ink per bullet to convert your shots into streams of supersonic paint, granting them the ability to curve around objects at angles up to 90 degrees. This reduces the CC of the target to the CC from the new angle of the bullet before it impacts the target.
Custom Quest Trait
Level 8 | CC: SketchshotOutlined Motif
Level 9 | REQ: Stenciled Sketch | Rarity: Exotic | Cost: 3 TPWhen a new round starts, you can choose the type of one of the Motifs that will be generated, at the cost of paying 1 round’s worth of its Ink cost.
Mosaic of Motifs
Level 10 | REQ: The Sublime | Rarity: Mythic | Cost: 5 TPAfter you paint a Sanguine Sketch when there is already an active Sanguine Sketch, you can choose to have any Motifs that were created or are in the process of manifesting persist.
Paint Piñata
Level 11 | REQ: Lead Paint | Rarity: Exotic | Cost: 1 TPLanding a KO on an enemy with a firearm will cause an explosion of colorful paint shrapnel in all directions, dealing 20d10 Kinetic damage in a 15ft radius (half damage at DEX DC 25), granting you 1d4+1 Ink and 1 SC.
Custom Quest Trait
Level 12 | CC: SketchshotRendered Resupply
Level 13 | REQ: Lead Paint | Rarity: Exotic | Cost: 2 TPYou can spend the following SC costs to regain uses of certain Gunner skills. The cost of regaining a use of a given skill increases by 2 whenever you pay it, resetting at a long rest.
- Free Reload: 1 SC
- Kill Zone: 3 SC
- Clutch Shot: 5 SC
Blooming Brushbullets
Level 14 | REQ: Lead Paint | Rarity: Exotic | Cost: 2 TPAt the cost of 1d6+2 Ink, you can infuse your ink into the next few bullets in your magazine, up to a maximum of 1/3rd of your magazine’s maximum size (or 10 rounds, whichever is smaller). Rounds infused with Ink in this way gain a natural 10ft radius AOE around their impact point, which deals damage equivalent to the base damage roll (half damage at DEX DC 30 to targets not directly hit by the round). If the shot already has intrinsic AOE (such as a rocket or grenade), the AOE size is instead increased by 50%. For each target hit, roll 1d10: on an 10, gain 1 SC.
Combat Portfolio
Level 15 | REQ: The Sublime | Rarity: Mythic | Cost: 3 TPYour Crimson Compositions, Sanguine Sketches, and SC no longer reset between combat encounters, instead resetting only on a long rest. When you finish combat, you can temporarily dismiss any active Crimson Compositions or Sanguine Sketches, calling them back at your location when you choose. Any active motifs will randomly scatter themselves around the area of effect as if they were originally generated in the combat area.
Custom Quest Trait
Level 16 | CC: SketchshotCollab Collage
Level 17 | REQ: Lead Paint, Baton Pass | Rarity: Exotic | Cost: 1 TPEach party member that successfully lands a critical hit as part of Baton Pass will grant you +1 SC.
Wildstyle
Level 17 | REQ: Lead Paint, Combo Fighter (Gunslinger) | Rarity: Exotic | Cost: 1 TPWhen you gain Style while at 100 Style, every 10 additional Style you gain will grant you +1 SC at a 1d2 chance.
Ink of the Soul
Level 18 | REQ: Lead Paint | Rarity: Exotic | Cost: 3 TPWhen starting a combat encounter at maximum Ink, you can choose to start with 0 Ink in exchange for starting with 100 UP.
Custom Quest Trait
Level 19 | CC: SketchshotMusemage
Level 20 | Rarity: Mythic | Cost: 5 TPYou can directly use Ink to cast spells that you have learned, provided they do not have any M components and do not require Concentration. Instead of Spell Slots, you expend 2 Ink per level for the spell (1 Ink if it is a cantrip).
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