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| paths:powdermonkey_path [2025/06/14 01:00] – [Tempo Salvo] elfinlocks | paths:powdermonkey_path [2025/08/08 22:16] (current) – [Volatile Blend] elfinlocks |
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| ==== Tempo Salvo ==== | ==== Suppressing Fire ==== |
| <WRAP round box> | <WRAP round box> |
| * **Requirements:** Momentum, [[chargen:common_terms#core_stats|CST]] 10, Craft (Alchemy or Firearms) 8, 20 EXP | * **Requirements:** Momentum, [[chargen:common_terms#core_stats|CST]] 10, Craft (Alchemy or Firearms) 8, 10 EXP |
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| | As long as you have at least one Momentum you may spend 4 TP and to mark a single target in range that you can perceive. This target remains marked as long as long as you have at least one momentum. If the target moves toward you, you spend a momentum and may reload your firearm as a Free Action; next make an attack against the target with the firearm as if it were an attack of opportunity. You gain momentum for hitting the target and may continue to use this talent if the target continues to move towards you. |
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| | </WRAP> |
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| | ==== Tempo Salvo ==== |
| | <WRAP round box> |
| | * **Requirements:** Momentum, [[chargen:common_terms#core_stats|CST]] 8, Craft (Alchemy or Firearms) 8, 20 EXP |
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| | When you miss an attack with a Two Handed Firearm or Crossbow, you may spend 2 TP to gain 1 Momentum. Additionally, when you hit with a Two Handed Firearm or Crossbow, you may spend 4 TP to gain 2 Momentum instead of 1 (this listed cost includes the 1 free Momentum on your first attack per round). |
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| When you miss an attack with a Two Handed Firearm or Crossbow, you may spend 2 [[game_systems:tactic_pool|TP]] to gain 1 Momentum. Additionally, when you hit with a Two Handed Firearm or Crossbow, you may spend 4 [[game_systems:tactic_pool|TP]] to gain 2 Momentum instead of 1 (this listed cost includes the 1 free Momentum on your first attack per round). | |
| </WRAP> | </WRAP> |
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| * **Requirements:** The Modifier ™ ,[[chargen:common_terms#core_stats|CST]] 6, Craft (Alchemy) or Craft (Weapon and Armor) 10, 10 EXP | * **Requirements:** The Modifier ™ ,[[chargen:common_terms#core_stats|CST]] 6, Craft (Alchemy) or Craft (Weapon and Armor) 10, 10 EXP |
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| You may spend 2 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo inflicts an additional 1d10 damage when used in a Firearm or Crossbow by any creature. As long as this ammo is intact and unused, the TP remained reserved for that shot, and thus your total TP is considered to be 2 points less until the shot is discharged or otherwise unusable. | You may spend 1 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo inflicts an additional 1d10 damage when used in a Firearm or Crossbow by any creature. This additional damage is an [[chargen:common_terms#enhancement_bonuses|Enhancement Bonus]]. As long as this ammo is intact and unused, the TP remained reserved for that shot, and thus your total TP is considered to be 1 point less until the shot is discharged or otherwise unusable. |
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| If desired, the shot may be crafted by expending 1TU of material, negating the need to reserve TP. | If desired, the shot may be crafted by expending 1TU of material, negating the need to reserve TP. |
| * **Snare Shot:** This shot inflicts no damage - creatures hit must make a Reflex save (DC equal to your attack roll + 5) or become [[game_systems:combat:status_conditions#immobilized|Immobilized]] until they succeed on the saving throw. A successful save applies [[game_systems:combat:status_conditions#hindered|Hindered]] for a number of rounds equal to your Secondary Attribute Modifier. | * **Snare Shot:** This shot inflicts no damage - creatures hit must make a Reflex save (DC equal to your attack roll + 5) or become [[game_systems:combat:status_conditions#immobilized|Immobilized]] until they succeed on the saving throw. A successful save applies [[game_systems:combat:status_conditions#hindered|Hindered]] for a number of rounds equal to your Secondary Attribute Modifier. |
| </WRAP> | </WRAP> |
| | ==== Volatile Blend ==== |
| ==== Hit the Ground! ==== | |
| <WRAP round box> | <WRAP round box> |
| * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, Acrobatics 5, 10 EXP | * **Requirements:** Potent Blend ,[[chargen:common_terms#core_stats|CST]] 12, Craft (Alchemy) or Craft (Weapon and Armor) 12, 15 EXP |
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| As an Immediate Action, you may spend 2 [[game_systems:tactic_pool|TP]] to fall prone. If you use this ability when targeted by a damage dealing effect which allows a Reflex save for halved damage, you gain a +4 bonus to the save. | You may spend 2 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo inflicts an additional 2d10 damage when used in a Firearm or Crossbow by any creature. This additional damage is an [[chargen:common_terms#enhancement_bonuses|Enhancement Bonus]]. As long as this ammo is intact and unused, the TP remained reserved for that shot, and thus your total TP is considered to be 2 poinst less until the shot is discharged or otherwise unusable. |
| </WRAP> | |
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| ==== Startling Shot ==== | If desired, the shot may be crafted by expending 2TU of material, negating the need to reserve TP. |
| <WRAP round box> | |
| * **Requirements:** Deadeye, [[chargen:common_terms#core_stats|CST]] 9, Perception 6, 10 EXP | |
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| You may spend 1 [[game_systems:tactic_pool|TP]] as a Half Action to purposely miss a creature that you could normally hit with a firearm attack. When you do, that creature becomes flat-footed until the start of its next turn. | |
| </WRAP> | </WRAP> |
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| ==== Targeting ==== | ==== Ruinous Blend ==== |
| <WRAP round box> | <WRAP round box> |
| * **Requirements:** Startling Shot, [[chargen:common_terms#core_stats|CST]] 12, Perception 8, 15 EXP | * **Requirements:** Volatile Blend ,[[chargen:common_terms#core_stats|CST]] 18, Craft (Alchemy) or Craft (Weapon and Armor) 15, 25 EXP |
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| You can spend 1 [[game_systems:tactic_pool|TP]] and a Full Action to target a specific part of the target's body (Such as a limb or their torso). You make an attack against that section at no penalty and consult the effects below, dealing the effect to your target in addition to damage dealt: | You may spend 3 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo inflicts an additional 3d10 damage when used in a Firearm or Crossbow by any creature. This additional damage is an [[chargen:common_terms#enhancement_bonuses|Enhancement Bonus]]. As long as this ammo is intact and unused, the TP remained reserved for that shot, and thus your total TP is considered to be 3 points less until the shot is discharged or otherwise unusable. |
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| * **Arms:** On a hit, target drops one carried item of your choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit. | If desired, the shot may be crafted by expending 3TU of material, negating the need to reserve TP. |
| * **Head:** On a hit, target is [[priority:magic:spells:tier4:confusion|confused]] for 1 round. This is a mind-affecting effect. | |
| * **Legs:** On a hit, the target is knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect. | |
| * ** Torso:** Your critical threat range is increased by one step for this hit (typically to 19-20 for a standard firearm). | |
| * **Wings:** On a hit, the target must make a [[priority:skills:fly|Fly]] check (DC 10 + your [[priority:prowess|BaB]]), or fall 20 ft., taking falling damage if they hit the ground. | |
| </WRAP> | </WRAP> |
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| ==== Bleeding Shot ==== | |
| <WRAP round box> | |
| * **Requirements:** Targeting, [[chargen:common_terms#core_stats|CST]] 16, Perception 11, 20 EXP | |
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| After you successfully hit a creature with a firearm or crossbow attack, you may spend 1 [[game_systems:tactic_pool|TP]] as a Free Action to apply a bleed to that creature. The damage of the bleed effect is equal to your Secondary Attribute Modifier. You may stack the bleed effect multiple times on the same creature. | ==== Hit the Ground! ==== |
| </WRAP> | |
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| ==== Distracting Volley ==== | |
| <WRAP round box> | <WRAP round box> |
| * **Requirements:** Bleeding Shot, [[chargen:common_terms#core_stats|CST]] 23, Perception 15, 25 EXP | * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, Acrobatics 5, 10 EXP |
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| You can spend 1 [[game_systems:tactic_pool|TP]] per target as a Full Action to purposely miss any number of creatures that you could normally hit with a firearm attack. When you do, affected creatures are flat-footed until the start of its next turn. You must expend one shot per creature affected. | As an Immediate Action, you may spend 2 [[game_systems:tactic_pool|TP]] to fall prone. If you use this ability when targeted by a damage dealing effect which allows a Reflex save for halved damage, you gain a +4 bonus to the save. |
| </WRAP> | |
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| ==== Lethal Patience ==== | |
| <WRAP round box> | |
| * **Requirements:** Distracting Volley, [[chargen:common_terms#core_stats|CST]] 25, [[priority:skills:perception|Perception]] 20, 40 EXP | |
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| You may spend 5 [[game_systems:tactic_pool|TP]] to line up a shot against a single target as a Full Action. On your next turn, you can make a Targeting Attack, and if the attack hits, the attack is treated as a critical threat (an attack against the Torso gains a +4 bonus to confirm). | |
| </WRAP> | </WRAP> |
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| </WRAP> | </WRAP> |
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| | ==== Hair Trigger ==== |
| | <WRAP round box> |
| | * **Requirements:** Reloading Trick, [[chargen:common_terms#core_stats|CST]] 6, [[priority:skills:acrobatics|Acrobatics]] 6, 5 EXP |
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| | When wielding at least one, one handed firearm or crossbow, you now provoke attacks of opportunity with them as if they were melee weapons |
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| | </WRAP> |
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| | ==== Overwatch ==== |
| | <WRAP round box> |
| | * **Requirements:** Hair Trigger, [[chargen:common_terms#core_stats|CST]] 9, [[priority:skills:acrobatics|Acrobatics]] 10, 15 EXP |
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| | When wielding at least one handed firearm or crossbow, you may spend a Swift action in order to treat your one handed firearms or crossbows' as having Reach 1 for the purposes of attacks of opportunity until the start of your next turn. You may spend 4 TP to activate this as an immediate action. |
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| | </WRAP> |
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| | ==== Killzone ==== |
| | <WRAP round box> |
| | * **Requirements:** Overwatch, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:acrobatics|Acrobatics]] 15, 40 EXP |
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| | Overwatch is always active as long as you are armed with at least one, one handed firearm or crossbow. You may spend 4 TP and a swift action to increase the Reach of Overwatch to Reach 3 |
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| | </WRAP> |
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