====== Path of the Powder Monkey ====== {{:paths:pasted:20231120-213611.jpeg|Let me show you why people fear and hate firearms, boy.}} //This is the path of the Powder Monkey. A character pursuing this path will be a master of black powder, and will be far more adept with firearms then most. It allows them to craft these deadly weapons, and special ammo for them as well. The path provides unique attacks and augmentations for anyone wielding firearms.// ---- ===== Key Skills ===== Upon purchasing the Path of the Powder Monkey, you gain the following Key Skills: * [[priority:skills:perception|Perception]] * [[priority:skills:knowledge|Knowledge]] (Engineering) * [[priority:skills:craft|Craft]] * [[priority:skills:appraise|Appraise]] * [[priority:skills:acrobatics|Acrobatics]] ---- ===== The Powder Monkey's Trail ===== ==== Devil’s Playground ==== * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy or Mundane) 1, 5 EXP You may craft black powder, bullets, and shots - by spending 1 hour, you craft a number of shots equal to your Secondary Ability Modifier. This shot can only be used by you, and costs nothing to create aside from your time. If the shot gets wet, it is ruined, and you must make more. You may have a total number of “free” shots in TU equal to your ranks in [[priority:skills:craft|Craft]] (Alchemy) or [[priority:skills:craft|Craft]] (Mundane) at any given time, whichever skill is higher. This may be used to make Potent Blend and associated talents later in the Path ==== Never Run Dry ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:craft|Craft]] (Alchemy or Mundane) 10, 15 EXP When using Devil's Playground, you may Create up to twice your Skill in ammo TU. ==== Gunsmith ==== * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) or (Mundane) 1, 5 EXP You have honed your skills in gunsmithing, and may now [[priority:skills:craft|Craft]] firearms, black powder, specialty ammunition, and black powder siege weapons twice as fast as normal. ==== Rapid Reload ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:knowledge|Knowledge]] (Engineering) 1, 5 EXP You may reload any Two Handed Firearm as a Half Action rather than a Full Action, and you may reload Two Handed Crossbows as a Swift Action. ==== Powder Focus ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:Weapon|]] (Firearm) 10 15 EXP With the Firearm Weapon group you gain +2 Skill Bonus on attacks with said weapons. ==== Greater Powder Focus ==== **Requirements:** [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:Weapon|]] (Firearm) 20, Powder Focus, 20 EXP With the Firearm group you gain an additional +2 Skill Bonus (total of +4) on attacks with said weapons. ==== Deadly Aim ==== **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, 10 EXP When making an attack with a Firearm or Crossbow, you may take a -2 penalty on your Attack Roll and spend 1 [[priority:prowess#tactics_points_tp|TP]]. You gain +6 enhancement bonus on damage rolls for one-handed firearms, and +9 for Two-Handed Firearms. ==== Greater Deadly Aim ==== **Requirements:** [[chargen:common_terms#core_stats|CST]] 18, Deadly Aim, 15 EXP When using Deadly Aim, you may now opt to spend 2 [[priority:prowess#tactics_points_tp|TP]] to increase the penalty on firearm attack rolls to -4, in exchange for doubling the conferred damage bonus. Therefore, the damage bonus would be +12 for One-Handed Firearms and Crossbows, and +18 for Two-Handed Firearms and Crossbows when using Greater Deadly Aim. ==== This Is My Rifle ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] (Engineering) 5, 10 EXP You may select a specific Two-Handed Firearm or Crossbow which you are proficient with. When wielding this specific weapon in combat, you may add 1.5x your Secondary Ability Modifier to the damage roll(s). You may select a maximum number of weapons equal to your Secondary Ability Modifier, and you may only designate weapons in this manner once every 24 hours. ==== Quick Clear ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] (Engineering) 5, 5 EXP As a Swift Action, you may spend 1 [[game_systems:tactic_pool|TP]] to remove the Broken condition from a Firearm or Crossbow you are wielding. ==== Gun Bash ==== * **Requirements:** Quick Clear, [[chargen:common_terms#core_stats|CST]] 5, 5 EXP By spending 1 [[game_systems:tactic_pool|TP]] you may make a Bullrush attempt as a half action on a valid target if you are wielding a firearm. You may use your CMB or attack bonus for this check, which ever is higher. If it is successful you may also reload your firearm as a Swift action that turn. ===== The Tinkerer's Trail ===== ==== The Modifier™ ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 4, [[priority:skills:knowledge|Knowledge]] (Engineering) 5, 15 EXP You may now modify Crossbows and Firearms - each weapon type possesses a certain number of Mod Slots, which you may use to improve the weapon's statistics. Improving a specific stat more than once requires that you select a Drawback in another stat each time. Modifying a weapon takes 1 hour - you may change any number of Mod Slots in this timeframe. You may modify a number of weapons equal to your Secondary Ability Modifier. === Table: Weapons to Mod Slots === {{tablelayout?rowsHeaderSource=Auto}} ^ Weapon ^ Mod Slots ^ | One-Handed Crossbow | 2 | | One-Handed Firearm | 1 | | Two-Handed Crossbow | 3 | | Two-Handed Firearm | 2 | **Base Stats:** * Damage * Range * Crit Range * Crit Modifier * Weight/Size * Capacity ---- **Damage:** Increasing Damage increases the weapon's damage dice. For example, a pistol increases from 2d6 to 2d8. If taken as a drawback, this stat reduces the damage dice. For example, A Light Crossbow would decrease from 1d8 to 1d6. When done to a Modern Weapon this increases the caliber by a step for ammo cost reasons. **Range:** Increasing Range adds 50% to the weapons base range, and taking a drawback reduces the range by 50%. **Crit Range:** Increasing Crit Range adds one step to the weapon's Critical hit range. If a weapon is modified in this way, it cannot possess any other effect which adjusts its critical range, such as the Keen enchantment. You may still select this stat as a Drawback even if the critical range is already 20 - in this case, the weapon can no longer score a critical hit. **Crit Modifier:** Increasing Crit Modifier increases the multiplier to critical damage, from x2 to x3, or x3 to x4. If taken as a drawback, then it lowers the modifier. If lowered below x2, then the weapon can no longer critically hit, and the selection counts as gaining a Drawback in Crit Range as well. **Weight/Size:** This stat can only be taken as a Drawback, and only on Two-Handed firearms and crossbows. Each time this stat is selected, the weapons weight is doubled, and it increases in size. If a weapon is one size too large to use, it can be fired while prone or if braced on another object. If the weapon is two sizes larger, it follows the same restrictions, but must ALWAYS be reloaded using a Full Action. If a weapon is three sizes larger, then the weapon must be mounted, and firing it ALWAYS requires a Full Action and ALWAYS requires two Full Actions to reload. Mounting a weapon requires a fixed position (any solid surface) and two Full Actions to attach it. If a weapon of increased size is fired without meeting the requirements listed, the attacker is knocked prone and the attack is treated as a natural 1 on the dice (albeit with no misfire chance). **Capacity:** Each increase in this stat allows the weapon to hold an additional shot before needing reloading. This stat cannot be taken as a Drawback with most weapons, as their capacity is already 1. If taken on modern weapons this increases the Ammo Capacity by 50% or reduces it by 50%. **EXAMPLE MODIFICATION:** If a Heavy crossbow is selected to be modified, it has 3 Mod Slots - this means that its **Damage** could be increased from 2d6 to 2d8, its **Range** could be increased from 120 ft to 180 ft, and its **Capacity** could be increased to 2. However, it could also be modified to increase its **Damage** stat 3 times, which would increase it to 5d6. However, two Drawbacks would have to be selected for this purpose, such as halving the range and increasing the size of the weapon. ==== Master Tinkerer ==== * **Requirements:** The Modifier™,[[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Engineering) 10, 20 EXP Your modified Crossbows and Firearms gain one additional Mod slot. ==== Potent Blend ==== * **Requirements:** The Modifier ™ ,[[chargen:common_terms#core_stats|CST]] 6,[[priority:skills:craft|Craft]] (Alchemy) or[[priority:skills:craft|Craft]] (Weapon and Armor) 10, 10 EXP You may spend 1 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo increases the [[equipment:modernweapons:modernweaponammo|Ballistic Rating]] of the Weapon by 6. 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. If desired, the shot may be crafted by expending 1TU of material, negating the need to reserve TP. ==== Elemental Blend ==== * **Requirements:** Potent Blend, [[chargen:common_terms#core_stats|CST]] 8,[[priority:skills:craft|Craft]] (Alchemy) or[[priority:skills:craft|Craft]] (Weapon and Armor) 12, 20 EXP When creating shot using Potent Blend, you may choose from the following elements - the shot gains the effect of that element, and modifies its [[game_systems:combat:damage|damage]] accordingly. * Incendiary Blend: The ammo now inflicts [[game_systems:combat:energy_damage#fire|Fire]] damage * Artic Blend: The ammo now inflicts [[game_systems:combat:energy_damage#cold|Cold]] damage * Voltaic Blend: The ammo now inflicts [[game_systems:combat:energy_damage#electricity|Electric]] damage * Acrid Blend: The ammo now inflicts [[game_systems:combat:energy_damage#acid|Acid]] damage ==== Versatile Ammo ==== * **Requirements:** Potent Blend, [[chargen:common_terms#core_stats|CST]] 8,[[priority:skills:craft|Craft]] (Alchemy) or[[priority:skills:craft|Craft]] (Weapon and Armor) 12, 20 EXP When crafting shot with Potent Blend, you may instead choose from the following effects instead of the normal [[equipment:modernweapons:modernweaponammo|Ballistic Rating]] bonus. They no longer gain any bonuses from conventional ammo if used (Standard, Hollow, Hardened). * **Sandbag Round:** The ammo gains Savage equal to its [[equipment:modernweapons:modernweaponammo|Ballistic Rating]], its damage type becomes Bludgeoning and gains ([[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]]). * **Buckshot:** The ammo gains Savage and Felling equal to its [[equipment:modernweapons:modernweaponammo|Ballistic Rating]] * **Grapeshot:** Your attack is now a 20ft cone (Reflex half; DC equal to your attack roll). The ammo loses its [[equipment:modernweapons:modernweaponammo|Ballistic Rating]] * **Shrapnel Shot:** Your attack is now a 5ft burst within your weapon's range (Reflex half; DC equal to your attack roll). The Ammo loses it's [[equipment:modernweapons:modernweaponammo|Ballistic Rating]] * **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. ==== Volatile Blend ==== * **Requirements:** Potent Blend ,[[chargen:common_terms#core_stats|CST]] 12,[[priority:skills:craft|Craft]] (Alchemy) or[[priority:skills:craft|Craft]] (Weapon and Armor) 12, 15 EXP You may spend 2 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo increases the [[equipment:modernweapons:modernweaponammo|Ballistic Rating]] of the Weapon by 12. 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. If desired, the shot may be crafted by expending 2TU of material, negating the need to reserve TP. ==== Ruinous Blend ==== * **Requirements:** Volatile Blend ,[[chargen:common_terms#core_stats|CST]] 18,[[priority:skills:craft|Craft]] (Alchemy) or[[priority:skills:craft|Craft]] (Weapon and Armor) 15, 25 EXP You may spend 3 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo increases the [[equipment:modernweapons:modernweaponammo|Ballistic Rating]] of the Weapon by 18. 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. If desired, the shot may be crafted by expending 3TU of material, negating the need to reserve TP. ==== Hit the Ground! ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:acrobatics|Acrobatics]] 5, 10 EXP 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. ---- ===== The Gunslinger's Trail ===== ==== Reloading Trick ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:acrobatics|Acrobatics]] 1, 10 EXP As a Swift Action, you may reload two separate One-Handed Firearms or Crossbows. You may spend 4 [[game_systems:tactic_pool|TP]] to use this Talent as an Immediate or Free Action as well. You may use this Talent regardless of whether or not you have hands free. ==== Meet the Twins ==== * **Requirements:** Reloading Trick, [[chargen:common_terms#core_stats|CST]] 3, [[priority:skills:acrobatics|Acrobatics]] 1, 15 EXP You may select two specific One-Handed Firearms or Crossbows which you are proficient with. When wielding these specific weapons in combat, you may add your Secondary Ability Modifier to the damage roll(s). You may select a maximum number of weapons equal to your Secondary Ability Modifier, and you may only designate weapons in this manner once every 24 hours. ==== In the Fray ==== * **Requirements:** Meet the Twins, [[chargen:common_terms#core_stats|CST]] 4, [[priority:skills:acrobatics|Acrobatics]] 3, 5 EXP When wielding your pistols you no longer take penalty for shooting into Melee. ==== Both Barrels ==== * **Requirements:** Meet the Twins, [[chargen:common_terms#core_stats|CST]] 6, [[priority:skills:acrobatics|Acrobatics]] 5, 20 EXP As a Half Action, you may fire two wielded One-Handed Firearms or Crossbows at a single target - both rolls are made at a -2 penalty to the attack roll. You may spend additional Half Actions to use this Talent multiple times, but for every additional use in the same turn, you receive an additional -2 penalty to the attack rolls (thus, a second and third round would be made at -4 and -6, respectively). ==== Overkill ==== * **Requirements:** Both Barrels, [[chargen:common_terms#core_stats|CST]] 6, [[priority:skills:acrobatics|Acrobatics]] 8, 10 EXP When using [[paths:powdermonkey_path#both_barrels|Both Barrels]], if your attack kills or knocks the target unconscious, you may reload both weapons as a Free Action. ==== Gunslinger's Double Tap ==== * **Requirements:** Both Barrels, [[chargen:common_terms#core_stats|CST]] 9, [[priority:skills:acrobatics|Acrobatics]] 10, 15 EXP When using [[paths:powdermonkey_path#both_barrels|Both Barrels]], if both attacks hit the target, then you may spend 2 [[game_systems:tactic_pool|TP]] to roll damage as if you had hit a third time, applying any resistances as necessary. ==== Black Powder Symphony ==== * **Requirements:** Gunslinger's Double Tap, [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:acrobatics|Acrobatics]] 10, 25 EXP When you activate [[paths:powdermonkey_path#gunslinger_s_double_tap|Gunslinger's Double Tap]] and reload your weapon(s), you may use [[paths:powdermonkey_path#both_barrels|Both Barrels]] as a Free Action by spending 2 [[game_systems:tactic_pool|TP]]. If you use Both Barrels against the same target which you double tapped, you must spend 4 TP instead. Every time you use this Talent in the same round, the TP costs double. ==== Akimbo ==== * **Requirements:** Both Barrels, [[chargen:common_terms#core_stats|CST]] 18, [[priority:skills:acrobatics|Acrobatics]] 15, 25 EXP When using [[paths:powdermonkey_path#both_barrels|Both Barrels]], you may attack separate targets as a Free Action, gaining one free attack for each suitable weapon which you are wielding. You may not attack the same creature twice when using this Talent. Upon resolving the attack(s), you may reload your weapon(s) as a Free Action. ==== Death in Stereo ==== * **Requirements:** Gunslinger's Double Tap, Overkill, [[chargen:common_terms#core_stats|CST]] 18, [[priority:skills:acrobatics|Acrobatics]] 20, 30 EXP When you activate [[paths:powdermonkey_path#overkill|Overkill]], you may use [[paths:powdermonkey_path#both_barrels|Both Barrels]] as a Free Action. ==== Hair Trigger ==== * **Requirements:** Reloading Trick, [[chargen:common_terms#core_stats|CST]] 6, [[priority:skills:acrobatics|Acrobatics]] 6, 5 EXP When wielding at least one, one handed firearm or crossbow, you now provoke attacks of opportunity with them as if they were melee weapons ==== Overwatch ==== * **Requirements:** Hair Trigger, [[chargen:common_terms#core_stats|CST]] 9, [[priority:skills:acrobatics|Acrobatics]] 10, 15 EXP 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. ==== Killzone ==== * **Requirements:** Overwatch, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:acrobatics|Acrobatics]] 15, 40 EXP 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 ----