Strigiator

Hit Dice: 1d12
HP Bonus: 2Ld8+2L*CON
TP: 300

Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons, Tremorblades, Gunblades, Firearms
Tools: None
Saving Throws: STR, CON
Skills: Choose two from Acrobatics, Athletics, History, Intimidation, Investigation, Perception, and Religion

Requirements

  • (Class Bond) Gunslinger/Marksman: You must have fully unlocked every ability of the Gunslinger or Marksman class.
  • (Class Bond) Swordmaster/Ronin: You must have fully unlocked every ability of the Swordmaster or Ronin class.
  • (Item) Strigiator's License: You must have been granted a Strigiator's License from an authority within a Strigiator tradition.

Abilities

Ultimate Ability: Superbolide

Rarity: Mythic | CC: Strigiator | UP: 50 | ZP: 3 | ZL: 0 | Cost: 5 TP
This Ultimate Ability can be used to protect your entire party within 100ft of you, or only yourself. If used to protect your party, all party members gain Invulnerable (IX) for the current turn. For each party member that is subjected to an attack, convert one of the cartridges in your current set to a Wild Cartridge– a cartridge that can become any cartridge in your arsenal when you fire it. If used to protect yourself, you gain Invulnerable (IX) (1) and gain a Wild Cartridge whenever you are subjected to an attack. When you chamber a Wild Cartridge, roll a d20: on a 20, you can choose a Terminal Cartridge with no penalties.

Cartridge Charge

Level 1 | CC: Strigiator | Rarity: Mythic | Cost: 0 TP
As part of the lineage of Strigiators famed for their capabilities as bodyguards of the elite of the Dominion and powerful warriors on the front lines, you have the ability to imbue the shots within your gunblade with special properties known as Cartridges. Whenever you reload your gunblade, you can choose to manually load a specific setup of cartridges, or use a premade setup you have already designed. Cartridge setups can be Ordered or Random; Ordered setups have specific cartridges loaded in a specific order, and thus the next cartridge to be activated can be directly tracked based on how many shots have been fired. Random setups will draw a random cartridge from the setup whenever a round is fired, without replacement. Auto-loading abilities such as Auto-Loading Holster from Gunslinger will not require you to apply cartridges to the new rounds until you have expended all of the cartridges you have set.
Whenever you fire your weapon, either by itself or as part of a technique, you will activate the cartridge bound to the round within the magazine that was just fired. Cartridges have different properties that can interact with various parts of your kit as determined by their stats:
  • ATK: The ATK bonus or penalty applied to the shot fired.
  • DEF: The DEF bonus or penalty applied to the defended target as part of a defensive ability.
  • REC: The intensity of the shot’s recoil: when used to launch oneself as a movement option, it represents the maximum distance in feet the shot sends you. REC greater than 15 also applies a QP to the next shot equivalent to REC / 5; up to a maximum of -10.

Different cartridges types can be unlocked in the field, but all Strigiators start out with a few basic types of cartridges:
  • Standard Cartridge: 0% ATK; 0% DEF; 15 REC
  • Offensive Cartridge I: 20% ATK; -20% DEF; 15 REC
  • Defensive Cartridge I: -20% ATK; 20% DEF; 15 REC
  • Offensive Cartridge II: 40% ATK; -40% DEF; 15 REC
  • Defensive Cartridge II: -40% ATK; 40% DEF; 15 REC
  • Mobility Cartridge I: -20% ATK; -20% DEF; 50 REC
  • Mobility Cartridge II: -40% ATK; -40% DEF; 100 REC
Certain cartridge types can only be placed at the bottom of your magazine– these are known as Terminal Cartridges. Terminal Cartridges have bonuses that are dependent on how tactically you used up the cartridges that came before them: skipping cartridges, deliberately wasting ammo, or manually reordering your current cartridge setup will reduce the effectiveness of your Terminal Cartridges.

Royal Guard

Level 1 | REQ: Cartridge Charge | Rarity: Exotic | Cost: 0 TP
Using the techniques of the Strigiator tradition, you fire a shot with your gunblade to propel with extreme force, allowing you to parry incoming attacks with incredible precision and power. When an ally you can see within range of one of your movement abilities, or within the range of your current cartridge as indicated by its REC stat, you can fire off a round to propel yourself to their side and mark them as your VIP. While you are within 5ft of your VIP, whenever they are subjected to a physical attack you can fire a round to attempt to parry it regardless of if you prepared to Parry or not. If you fail the parry, you will take the damage from the attack instead of your VIP. Regardless of if the parry succeeds, you gain the DEF bonus or penalty attributed to the current cartridge, lasting for the incoming attack. Whenever you parry a melee weapon this way, the BV is rolled against a d20. If the d20 rolls 5 or below but the BV of the opponent’s weapon is still lower, you can instead attempt to disarm your opponent with the sheer force of your strike, sending their weapon flying using a contested Athletics check.

East Meets West

Level 2 | REQ: Cartridge Charge, Setsugekka | Rarity: Exotic | Cost: 2 TP
Your Iai stances under Setsugekka do not consume ammo or cartridges if they parry the matching attack type, though you can still choose to expend ammo or cartridges through the parry if you wish. When you make a melee attack whilst expending a cartridge, you can instead instantly swap to one of your other swords in the midst of the attack, applying the cartridge’s bonus to your other sword. Afterwards, you may immediately swap back to the gunblade you used to initiate the attack. Sword waves made by Ken-no-Koe also benefit from cartridge bonuses using this ability.

Modular Magazine

Level 2 | REQ: Cartridge Charge, Combo Fighter (Ronin) | Rarity: Exotic | Cost: 2 TP
When you make a melee attack as part of a combo, you can instantly briefly swap to a gunblade of your choice just before making the attack, applying the cartridge’s bonus to your weapon and expending a round before immediately swapping back to the initial weapon. You can also expend 1 use of Vigilant Sheath to temporarily change all of the cartridge types remaining in your magazine, lasting until the end of your current Combo.

Precision Cartridges

Level 3 | REQ: Cartridge Charge, Juliet Foxtrot Kilo | Rarity: Exotic | Cost: 2 TP
Whenever gain an additional Ability or Attack Action as part of Juliet Foxtrot Kilo or Critical Opportunity, you can choose to override the next cartridge’s type with the type of the one you just fired.

Strigiator, Sheriff

Level 3 | REQ: Cartridge Charge; The Good, the Bad, and the Stylish | Rarity: Exotic | Cost: 2 TP
When you make a shot with a weapon as part of a Combo, you can choose to have the shots the weapon makes cycle the cartridges you have at a certain ratio. For instance, if your combo requires you to spray 30 shots with an SMG in full auto, you could have the current cartridge cycle every 10 shots.
You also gain access to a number of style bonuses that interact with your cartridges:
  • Successively using cartridges without using Cartridge Ejection or Cartridge Reconfiguration: +1d4 Style, increasing by 1d4 for the number of cartridges in succession until using either, or reloading.
  • Successfully parrying an attack for your VIP: +1d6 Style
  • Successfully disarming an enemy using Royal Guard: +1d6+4 Style
  • Successfully breaking an enemy’s weapon: +2d6+4 Style
  • Successfully using a Terminal Cartridge: +2d10 Style
  • Successfully using a Terminal Cartridge with no penalties: +6d10+30 Style

  • Failing to parry an attack for your VIP: -1d10 Style
  • Suffering the effects of a negative modifier due to the use of an incorrect cartridge: -1d8 Style
  • Using Cartridge Ejection: -1d4 Style
  • Using Cartridge Reconfiguration: -2d10 Style

Custom Quest Trait

Level 4 | CC: Strigiator

Cartridge Ejection

Level 5 | REQ: Cartridge Charge | Rarity: Legendary | Cost: 1 TP
Gain a number of uses of Cartridge Ejection equivalent to your Strigiator level, resetting after a short rest. As a free action, you may use Cartridge Ejection to clear the chamber of your gunblade of your next round and its associated cartridge, allowing you to skip past an unwanted cartridge.

Cartridge Reconfiguration

Level 5 | REQ: Cartridge Charge | Rarity: Legendary | Cost: 1 TP
Gain a number of uses of Cartridge Reconfiguration equivalent to your Strigiator level / 5, resetting after a long rest. As a free action, you may use Cartridge Reconfiguration to reorder the remaining cartridges in your current magazine.

Strigiator's Stride

Level 6 | REQ: Cartridge Charge | Rarity: Legendary | Cost: 2 TP
Whenever you gain the ability to attack an enemy or defend an ally outside of your turn in any way, you can first expend your next cartridge to close the distance using the cartridge’s REC stat.

Eternal Vanguard

Level 7 | REQ: Cartridge Charge | Rarity: Legendary | Cost: 1 TP
When you fire a cartridge, you can expend 1d2 rounds to inflict Enmity (1) on the target, forcing all randomly-targeted single-target attacks to target you.

Custom Quest Trait

Level 8 | CC: Strigiator

Scattered Cartridge

Level 9 | REQ: Cartridge Charge | Rarity: Legendary | Cost: 3 TP
You can extend the defensive effects applied on your VIP to all of your allies within 60ft, at the cost of expending 1d4 rounds.

No Mercy

Level 10 | REQ: Cartridge Charge | Rarity: Mythic | Cost: 5 TP
Whenever you load a set of cartridges, or when you use Cartridge Reconfiguration, you can also equip an Instinct Accelerator; a piece of magitech that augments your instincts to allow you to perform follow-up attacks outside of your turn under certain conditions.

Corundum Barrier

Level 11 | REQ: Cartridge Charge | Rarity: Legendary | Cost: 2 TP
As an attack, you can fire a series of rounds at a location and create a dome of energy 30ft wide with 1500 HP that reflects all projectiles, lasting for 1 round. Within the dome, all allies gain the benefits of the first cartridge fired. Creating this dome expends 1d6+4 rounds. The dome cannot be formed while the location it is at is under the effects of a magic-dispelling effect, and will dissipate if subjected to one.

Custom Quest Trait

Level 12 | CC: Strigiator

Continuation

Level 13 | REQ: Cartridge Charge | Rarity: Exotic | Cost: 4 TP
Whenever your VIP lands an attack on an enemy, you have a 1d4 chance to gain an immediate follow-up attack against the same enemy within range.

Cartridge Override

Level 14 | REQ: Cartridge Charge | Rarity: Legendary | Cost: 2 TP
Gain a number of uses of Cartridge Override equivalent to your Strigiator level / 10 + 1, resetting after a long rest. As a free action, you may swap in any cartridge you own to replace the current cartridge.

Chamber Alternator

Level 15 | REQ: Cartridge Charge | Rarity: Mythic | Cost: 5 TP
Gain a second set of cartridges with a number equivalent to your current magazine. Whenever you fire a shot, you can choose the current cartridge from either set to use, cycling the cartridges from the respective set. Terminal Cartridges within each set only count for the set they are attached to.

Custom Quest Trait

Level 16 | CC: Strigiator

Integral Detonation

Level 17 | REQ: Cartridge Charge, Ōgi: Shichikakushi | Rarity: Exotic | Cost: 2 TP
The Satori buff now allows you to optionally stack the effects of both cartridges from your sets under Chamber Alternator together whenever you fire a round. The astral clones you summon under Ōgi: Kyūbanme-no-Ishiki now can also expend cartridges as if they were wielding gunblades.

Frenzied Discharge

Level 17 | REQ: Cartridge Charge, Combo Fighter | Rarity: Exotic | Cost: 2 TP
While at 10 Combo, whenever you expend a cartridge, you can choose to simultaneously combine a number of following rounds and cartridges together. The shot takes the properties of the current cartridge, as well as a +10% damage boost for each shot that was combined with it. If the first hit from your FN that is Combo-dependent coincides with a Terminal Cartridge, you can choose to refund the Terminal Cartridge for all remaining attacks within your FN.

Strigiators' Creed

Level 18 | REQ: Cartridge Charge, Baton Pass | Rarity: Exotic | Cost: 2 TP
When you use Baton Pass, each party member you Baton Pass to uses up cartridges as if they were wielding a gunblade.

Reign of Lead

Level 18 | REQ: Cartridge Charge, Rain of Lead | Rarity: Exotic | Cost: 2 TP
When you use Rain of Lead, you can directly choose which cartridges from your entire arsenal you wish to use as you shoot each shot. Whenever you fire a shot, you can roll 1d20: on a 20, you can choose a Terminal Cartridge without any penalties.

Custom Quest Trait

Level 19 | CC: Strigiator

Twin Instincts

Level 20 | REQ: Chamber Alternator | Rarity: Mythic | Cost: 5 TP
Both sets of cartridges you have under Chamber Alternator can now have different Instinct Accelerators, with both Instincts applying to you simultaneously.

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