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Path of the Powder Monkey

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:


The Powder Monkey's Trail

Devil’s Playground

  • Requirements: Craft (Alchemy or Firearms) 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 equal to five times your ranks in Craft (Alchemy) or Craft (Firearms) at any given time, whichever skill is higher.

Gunsmith

  • Requirements: Craft (Firearms) 1, 5 EXP

You have honed your skills in gunsmithing, and may now craft firearms, black powder, specialty ammunition, and black powder siege weapons twice as fast as normal.

Rapid Reload

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.

This Is My Rifle

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

As a Swift Action, you may spend 1 TP to remove the Broken condition from a Firearm or Crossbow you are wielding.

Gun Bash

  • Requirements: Quick Clear, CST 5, 5 EXP

By spending a 1 TP as a Swift Action, you may treat a Two Handed Firearm or Crossbow in your possession as a Club until the end of your turn. Any enchantments or Masterwork modifiers still apply. If you hit an enemy with it, you may reload the weapon as a Free Action - this does not provoke an Attack of Opportunity. This counts as an attack for the purposes of Momentum.

Cauterize Wound

  • Requirements: Quick Clear, Heal 1, 5 EXP

You may use the hot barrel of a gun to cauterize open wounds. As a Free Action after making a Firearm attack, you may press the barrel to a bleeding wound on yourself or an adjacent creature - this ends a single bleed condition affecting the target.

Momentum

  • Requirements: Devil’s Playground, Quick Clear, CST 8, Craft (Alchemy or Firearms) 5, 15 EXP

Once you get rolling in a gunfight, your aim sharpens, letting you fill your enemies with the optimal amount of lead. On your first successful attack against an enemy with a Two Handed Firearm or Crossbow, you gain 1 Momentum. Momentum may then be spent after making a successful attack to increase that attack's damage roll, as shown on the below chart.

Additionally, on subsequent attacks on the same round, you may spend 2 TP in order to gain 1 Momentum from that attack. This means that if you were to make four attacks in one turn, you could spend up to 6 TP to gain a total of 4 Momentum across those 4 attacks (3 purchased, at 2 TP each, and 1 for free).

Momentum Cost Bonus Damage
1 1d8
2 3d8
3 6d8
4 10d8

Momentum dissipates completely if you do not make any applicable attacks by the end of the following turn. You may spend a maximum of 4 Momentum on a single attack.

This damage is treated as an Enhancement bonus.

Suppressing Fire

  • Requirements: Momentum, CST 10, Craft (Alchemy or Firearms) 8, 10 EXP

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.

Tempo Salvo

  • Requirements: Momentum, CST 8, Craft (Alchemy or Firearms) 8, 20 EXP

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).

Never Run Dry

  • Requirements: Momentum, CST 12, Craft (Alchemy or Firearms) 12, 20 EXP

By spending 1 Momentum, you may reload a Two Handed Firearm or Crossbow as a Free Action.

Killing Spree

  • Requirements: Tempo Salvo, CST 16, Craft (Alchemy or Firearms) 14, 25 EXP

If you kill or render a creature unconscious with a Two Handed Firearm or Crossbow, you gain Momentum equal to the creature's Hit Die.

Running Riot

  • Requirements: Killing Spree, CST 20, Craft (Alchemy or Firearms) 15, 40 EXP

You may now spend additional Momentum on successful attacks to gain even more bonus damage, as shown below:

Momentum Cost Bonus Damage
1 1d8
2 3d8
3 6d8
4 10d8
5 15d8
6 21d8

This damage is treated as an Enhancement bonus.


The Tinkerer's Trail

The Modifier™

  • Requirements: CST 4, 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

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 3d6. If taken as a drawback, this stat reduces the damage dice. For example, A Light Crossbow would decrease from 1d8 to 1d6.

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.

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™,CST 10, Knowledge (Engineering) 10, 20 EXP

Your modified Crossbows and Firearms gain one additional Mod slot.

Potent Blend

  • Requirements: The Modifier ™ ,CST 6, Craft (Alchemy) or Craft (Weapon and Armor) 10, 10 EXP

You may spend 1 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 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.

If desired, the shot may be crafted by expending 1TU of material, negating the need to reserve TP.

Elemental Blend

  • Requirements: Potent Blend, CST 8, Craft (Alchemy) or Craft (Weapon and Armor) 12, 20 EXP

When creating shot using Potent Blend, you may instead choose from the following elements - the shot gains the effect of that element, and modifies its damage accordingly.

  • Incendiary Blend: The ammo now inflicts Fire damage
  • Artic Blend: The ammo now inflicts Cold damage
  • Voltaic Blend: The ammo now inflicts Electric damage
  • Acrid Blend: The ammo now inflicts Acid damage

Versatile Ammo

  • Requirements: Potent Blend, CST 8, Craft (Alchemy) or 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 1d10 damage bonus.

  • Sandbag Round: The ammo now inflicts an additional 1d10 damage - its damage type becomes Bludgeoning (nonlethal).
  • Buckshot: The ammo inflicts an additional 2d10 damage against a target in melee with you
  • Grapeshot: Your attack is now a 20ft cone (Reflex half; DC equal to your attack roll). This effect costs 4 TP, or 2 TU.
  • Shrapnel Shot: Your attack is now a 5ft burst within your weapon's range (Reflex half; DC equal to your attack roll). This effect costs 4 TP, or 2 TU.
  • Snare Shot: This shot inflicts no damage - creatures hit must make a Reflex save (DC equal to your attack roll + 5) or become Immobilized until they succeed on the saving throw. A successful save applies Hindered for a number of rounds equal to your Secondary Attribute Modifier.

Volatile Blend

  • Requirements: Potent Blend ,CST 12, Craft (Alchemy) or Craft (Weapon and Armor) 12, 10 EXP

You may spend 2 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 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.

If desired, the shot may be crafted by expending 2TU of material, negating the need to reserve TP.

Ruinous Blend

  • Requirements: Volotile Blend ,CST 18, Craft (Alchemy) or Craft (Weapon and Armor) 15, 10 EXP

You may spend 3 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 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.

If desired, the shot may be crafted by expending 3TU of material, negating the need to reserve TP.

Hit the Ground!

  • Requirements: CST 5, Acrobatics 5, 10 EXP

As an Immediate Action, you may spend 2 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

As a Swift Action, you may reload two separate One-Handed Firearms or Crossbows. You may spend 4 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

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.

Both Barrels

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

When using Both Barrels, if your attack kills or knocks the target unconscious, you may reload both weapons as a Free Action.

Gunslinger's Double Tap

When using Both Barrels, if both attacks hit the target, then you may spend 2 TP to inflict the base damage of one of your weapons a second time, adding it to the total damage inflicted from your attacks.

Black Powder Symphony

  • Requirements: Gunslinger's Double Tap, CST 12, Acrobatics 10, 25 EXP

When you activate Gunslinger's Double Tap and reload your weapon(s), you may use Both Barrels as a Free Action by spending 2 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

When using 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, CST 18, Acrobatics 20, 30 EXP

When you activate Overkill, you may use Both Barrels as a Free Action.

Hair Trigger

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

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

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