Saturday, November 10, 2012

Rogue Options: Gunslinger (Pathfinder)

Class Options allow you to add particular classes into 13th Age without the need of extensive reinventing of the wheel, so to speak.  Instead of having to make an entirely new class, re-flavoring and adding of a few talents and powers here and there would allow you to faithfully render the class you want, with less effort.

The class featured here is the Gunslinger, a warrior who utilizes daring and flair while utilizing steel and gunpowder.  As they have startling resemblance to the Rogue of 13th Age, it has been determined that re-flavoring Rogues and allowing them to use flintlock and musket with deadly precision would do well to retain the feel and mechanics of the said class.

Re-Flavoring Suggestions
Allow the Rogue to utilize hand crossbows as if they were flintlock pistols, and longbows/crossbows as if they were muskets.  If the GM is very particular with ammunition, he may allow the musket to not be penalized to hit or he may allow the musket to deal 1d10 damage instead, but at the cost of having greater difficulty with finding ammunition.
Author Note: For purposes of this document, hand crossbows will be referred to as pistols, longbows/crossbows will be referred to as muskets, and when referring to both pistols and muskets I will use the term "guns".

New Talents
Grit
In addition to the normal methods of gaining Momentum, you can also gain Momentum by taking any actions that can be considered daring by the group, particularly the GM (this daring action may include using a momentum power as part of the action, but only momentum powers).  If the action fails for any reason, you can expend a quick action instead of your standard action, but you can't attempt another daring action this turn.
(Champion Feat): Once per day you can choose to roll 2d20s and using either result for an entire battle, but only when taking daring actions.
(Epic Feat): Choose two powers you know.  These powers can be considered as Momentum powers for purposes of daring actions.

New Powers

Leap for Cover
[Level 1 At-Will Momentum Power]
Interrupt Action; Requires Momentum
Use when a ranged attack is made against you
You move in any direction away from your current position (attempting to disengage as normal) and gain a +4 to AC and PD against the triggering attack

Covering Shot
[Level 1 At-Will Momentum Attack]
Ranged Attack; Requires Momentum
Target: One foe
Attack: Dexterity + Level vs. AC
Hit:  WEAPON + Dexterity damage, and the target has a -4 to defenses until the end of its next turn.
Miss: The target has a -4 to defenses against the next attack against it.

Targeting
[Level 3 At-Will Momentum Power]
Quick Action; Requires Momentum
Choose one of the following effects.  If you hit with a Rogue Attack this round, the target suffers from the effect.
* Dazed for its next attack
* Drops held item, but does not take damage from the attack
* Loses its next move action


Deadeye
[Level 5 At-Will]
Ranged Attack
Target: One foe
Attack: Dexterity + Level vs. PD
Hit:  WEAPON + Dexterity damage.
Miss: Damage equal to your level.


Bleeding Wound
[Level 5 At-Will Momentum Attack]
Ranged Attack; Requires Momentum
Target: One foe
Attack: Dexterity + Level vs. AC
Hit:  WEAPON + Dexterity damage.  If the foe is engaged with at least one of your allies, you can deal ongoing damage equal to the number of Sneak Attack dice you can roll for your level.
Miss: Damage equal to your level.
(Champion Feat): Once per day you can choose to lose Momentum in order to penalize the target's PD and attack rolls by an amount equal to the number of Sneak Attack dice you can roll for your level.

Startling Shot
[Level 7 At-Will Momentum Attack]
Ranged Attack; Requires Momentum
Target: One foe
Attack: Dexterity + Level vs. AC
Hit:  WEAPON + Dexterity damage, and the target is weakened until the end of his next turn.
Miss: Target is dazed until the end of his next turn.

Stunning Shot
[Level 9 At-Will Momentum Attack]
Ranged Attack; Requires Momentum
Target: One foe
Attack: Dexterity + Level vs. AC
Hit:  WEAPON + Dexterity damage, and the target is stunned (save ends).
Miss: Damage equal to your level.

Deadly Shot
[Level 9 At-Will Momentum Attack]
Ranged Attack; Requires Momentum
Target: One foe
Special: The attack is always considered a critical hit when it hits.  If the roll falls within your critical hit range, triple the damage instead.
Attack: Dexterity + Level vs. AC
Hit:  WEAPON + Dexterity damage.
Miss: Half damage.

1 comment:

  1. Ooh, neat. I've just started a 13th Age campaign inspired in part by True Grit (http://www.obsidianportal.com/campaigns/blackmarch) and will take a close look at this option to see if I want to make it available to players in the future. Thanks for starting this blog!

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