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spellbolter [2019/09/16 12:43]
kyle
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-~~NOTOC~~ 
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-//My arrows always find their mark. What's my secret? I strap them to the backs of trained attack pigeons.// 
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-A Spellbolter's projectiles have extremely short range, but make up for it with the innate ability to ignore most forms of cover. In most cases the unusual behavior of Spellbolter attacks mean they must be magical in nature, but it's also possible to flavor the class as specialized telekinesis or perhaps mastery over small, flying kamikaze creatures.  
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-^[[#Spellbolter]] ^^Self-guided projectiles. | 
-|{{fa>caret-right?24}} |[[#Backfinder]] |Always backstab. | 
-|{{fa>caret-right?24}} |[[#Beaconeer]] |Mark targets for later attacks. | 
-|{{fa>caret-right?24}} |[[#Homing]] |Ignore concealment. | 
-|{{fa>caret-right?24}} |[[#Skipper]] |Bounce attacks from target to target. | 
-|{{fa>caret-right?24}} |[[#Tearthrough]] |Kills give free attacks. | 
-^[[#Enterprises]] ||Spellbolter School \\ Shooting Range \\ Squad | 
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-====== Spellbolter ====== 
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-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Remote attack against any target within 5 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the X, X, or X conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Critical Hits:** The attack critically hits (dealing double normal damage) when its associated trigger die is a 12. \\ \\ {{fa>plus-circle?24&align=left}}**Looping Strike:** Because your projectile is capable of independently altering its own trajectory, it does not need to fly in a straight line from you to your target. This attack completely ignores partial cover under all circumstances, and completely ignores total cover if there is any open route within range for it to get around/over/under whatever's providing the total cover. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Size Failure:** Smaller creatures are harder to hit with your weapon, and larger ones are harder to meaningfully damage. For every size category different than your own your target is, your attacks have a failure chance of 3. \\ \\ {{fa>minus-circle?24&align=left}}**Concealment Failure:** If your target is in partial concealment (dim light, thin fog, etc) your attack has a failure chance of 3. If your target is in total concealment (total darkness, thick fog, etc) your attack has a failure chance of 6. \\ \\ {{fa>minus-circle?24&align=left}}**Cover Failure:** If there is no available route for your projectile to reach your target, you cannot attack them at all. \\ \\ {{fa>minus-circle?24&align=left}}**Water Slowed:** This weapon cannot be used effectively at all while underwater. You may target creatures that are underwater, but each meter of water passed through counts as five meters of air for purposes of range. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is 1-3, the attack uses 1 point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 5 meters, up to a maximum of 50 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 6-10 meters, 6 for targets within 11-20 meters, and 9 for targets within 21-50 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Looping Shot Accuracy:** Failure chances from shooting at longer range apply even when a target is close by if you had to send your projectile out further in order to get around cover to get at them. For example, if you had to send your projectile out 20 meters in order to get around a wall and hit a target on the other side that's only 5 meters away from your position, failure chance is 6 because the maximum distance away your attack traveled was still 20. | 
-^ ^^^ 
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-====== Backfinder ====== 
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-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Exploit Blindspot:** So long as there is an open route for you to send a missile at a target's back, your attacks always count as backstabs (+2 damage) even from the front. \\ \\ {{fa>plus-circle?24&align=left}}**Scorn Shields:** When you backstab a target from the front using this ability, you also ignore the target's shield (from the Shieldbearer class), if any. Shieldbearers that take the option to completely turtle up and defend against attacks from all directions can still protect themselves from Spellbolter strikes as normal. | 
-^ ^^^ 
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-====== Beaconeer ====== 
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-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Blood Trail:** Every time you successfully damage a target with a Spellbolter attack they are marked in some way, making further attacks more effective. When attacking a previously-marked target, range becomes 20 instead of 5 and the attack deals +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Fading Power:** When the current exploration turn ends, any marked targets lose their mark automatically. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at marked subjects further away than 20 meters, up to a maximum of 200 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 21-50 meters, 6 for targets within 51-100 meters, and 9 for targets within 101-200 meters. | 
-^ ^^^ 
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-====== Homing ====== 
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-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**No Escape:** Your Spellbolter attacks unerringly seek their targets, allowing them to completely ignore concealment. | 
-^ ^^^ 
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-====== Skipper ====== 
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-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Sticky Bolt:** When you attack with your projectile, you can choose to keep it hovering near its target instead of being destroyed or immediately flying back to your side. On your next attack, you may freely re-attack the same target even if they've since moved out of your normal range. \\ \\ {{fa>plus-circle?24&align=left}}**Bouncing Viper:** You may also use your previous target as a springboard to attack other nearby targets. Range and cover are calculated from your last target's position, not from your own position. \\ \\ {{fa>minus-circle?24&align=left}}**Master's Side:** Once active combat ends, the range of the weapon reverts back to being yourself instead of a previously-attacked target. | 
-^ ^^^ 
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-====== Tearthrough ====== 
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-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Yondu Style:** If you kill a creature with your attack, you may immediately make another attack as a free action against any other target within range. There is no limit to how many times you can do this per round. \\ \\ {{fa>plus-circle?24&align=left}}**Living Cloth:** If the trigger die is a 12, you may immediately make another attack as a free action against any other target within range even if your attack didn't kill its original subject. | 
-^ ^^^ 
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-====== Enterprises ====== 
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-^Spellbolter School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. | 
-^Shooting Range |Space has been set aside for target practice with Remote weapons. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Remote combat skill by +1 until the end of the current session. A Shooting Range cannot be used more than once in a given session by any single adventurer. | 
-^Squad |The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Supply. | 
  
spellbolter.1568659404.txt.gz · Last modified: 2019/09/16 12:43 by kyle