E.Kit: Ballistics Kit

Ammo⚙️ | Charging Strikes | Engineer | Piercing | Range ⚙️


 

Stats

    • Weapon Group(s): Bow, Crossbow, Firearm
    • Weapon Type: Ranged, Advanced
    -
    • Weapon Damage: 1d8
    • Damage Type(s): Piercing
    • Base Critical Threshold: +10 or nat20
    • Base Critical Damage Multi.: x2

      -
    • Cost: 0 gp (must be crafted)
    • Weight: 1 Bulk (~1 kg / ~3 lbs)
    • Item Power Level: 1
    • Magic Power Lvl: 0
    • Magic Aura: Weak, Evocation, Not Hidden
    • Attunement?: No
    • Composition: Metal, (Other: Bone, Metal, Wood), Rank 1 Power Core
    • Rarity: Common
    -
    • Additional Effects:
      • Engineering: Only those that are of the Engineer or have the approriate features may use this item.
        • Weapon Functions: While wielding this Kit and you have proficiency with it or the weapon it is attached to, you gain access to different Functions that increase with your character level. While wielding this Kit and you have proficiency with it or the weapon it is attached to, you gain access to different Functions that increase with your character level. You unlock the Kit's Passive and Function 1 at character level 1, Function 2 at character level 5, and Function 3 at character level 10.
        • Weapon Attachment: This item may be built into a qualifying weapon, doing so over a Short Rest. This acts as like the corresponding feature for Engineers. This information will be repeated below.
        • Ammo 4: This weapon holds it's # of Ammunition before needing to be reloaded. Reloading takes an Action (◈).
        • Charging Strikes
        • Ranged (range: 60/120)

    Item Description

    The Ballistics Kit is the most common of Engineer Kit, mimicking that of a common gun, catapult, or similar. The kit counts as a weapon for the purposes of attack based features and maneuvers, and can be used to do the following things.


     
    Passive and Functions Effect
    Passive: Swift-Reload. You may use your reaction or a Reactive Strike to reload this weapon.
    Function 1:

    Charged Bolts. You tinker with your weapon to make a single, powerful shot.

    This weapon, or the weapon this kit is attached to, gains the Charging Strikes trait.

    Function 2:

    Explosive Bolts. Your shots can now splash, even if they already did.

    If you wish, your single attack strikes the AC of (and potentially hits) all creatures in a 5 foot radius of your primary target. All creatures take damage and similar effects if their AC is beat.

    Function 3: WIP Bolts. A.

     

    Kit can be applied to a similar enough weapon. Many Kits will share a Weapon Group with other base weapons (such as the Ballistics Kit being of the Crossbow and Firearms weapon groups). Over a Swift Rest, a Kit may be applied to or unapplied to the weapon, replacing the Kit’s base stats and other components of the old weapon’s. The old weapon becomes an Engineering Kit for all intents and purposes, and gains all the modes and functions of the Kit.

    If the old weapon and the kit share an enchant or function, the new combined Kit Weapon will use the stronger of the two. The new combined weapon also retains the keywords of both weapons. A creature not proficient in Engineering Kit Weapons can still use the newly combined weapon as normal, but cannot use any of the special functions provided by a Kit.


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