On a hit, the target suffers an additional effect based on the body part chosen.Within 10 seconds all the denizens of the watering hole were bleeding out on the ground; except for her human contact who sat at the bar with an impressed smirk on his face.
A cacophonous blast echoes across the deck of the ship as he is thrown off his feet, smacking his head against the main mask. Whether duellist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to wield, and in some cases create, the first firearms. Many would say that firearms will lead only to new wars within the world, but many others say that they will protect them from incursions. But in reality, whoever has the most boom sticks and people to shoot them wins. Where did you learn to use the tools of your trade Where you in an army, gifted with superior technology Were you taught by an old slinger the ways of the gun. First, make Dexterity your highest ability score, followed by Constitution. You could instead choose Intelligence as your second highest if you wish to take the spellslinger gunslinger archetype. Some gunslingers claim they belong to a mystical way of the gun, but its more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Your gunslinger level determines the number of points you have, as shown on the Grit column of the gunslinger table. You start knowing three such features: Deadeye, Gunslinger Dodge, and Quick Clear. You learn more grit features as you gain levels in this class. When you complete a short or long rest, your grit is reset to the number shown on the Grit column of the gunslinger table. You cannot have more grit points than an amount equal to the number shown in the Grit column of the gunslinger table your proficiency bonus. You treat half-cover has three-quarters cover, and three-quarters cover as full cover. Choose the trail of your choice, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 10th, and 14th level. Whenever you make an attack roll, ability check, or saving throw, if the result of your dice is equal to your lucky number, you may treat the result as if you had rolled a 20 on the dice. When you reach 18th level, you can choose one more lucky number. As normal, you cant increase an ability score above 20 using this feature. When you make an attack roll with a firearm, you may expend 1 grit point, choosing a body part from the list below.
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