Gunslinger Profession in Novence Eternal | World Anvil

Gunslinger

Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5

Proficiencies

Same as Gunner + Pistol Expertise

Requirements

  • (Class Bond) Gunner: You must have fully unlocked every ability of the Gunner class.

Abilities

Ultimate Ability: Once Upon a Time in Kur

Rarity: Exotic | UP: 70 | ZP: 2 | ZL: 0 | Cost: 10 TP
Don the traditional uniform of the first gunslingers that tamed the wilds of Kur. You strike an extremely stylish pose, performing tricks with your weapons in a taunting manner. Instantly set your Style to 100.

Combo Fighter (Gunslinger)

Level 1 | CC: Gunslinger | Rarity: Rare | Cost: 15 TP
Gain the use of special skills marked as Combo moves. The skills will have different results depending on a number of factors. Successful chaining of combo moves will build your Combo meter up to a maximum of 10, allowing even more potential damage. Your combo meter halves each round you do not use a Combo move. Combo moves are divided into the following categories: OP or Opener moves, LK or Linker moves, and FN or Finisher moves. OP moves can only be used when in a neutral state. LK moves can only be used when an OP or LK move has met its success state. FN moves can only be used when an LK move has met its success state.

Specific moves require specific weapons, with the to-hit and damage of each move being dependent on the equipped weapon. Each move also consumes an amount of ammunition. The weapons required for each move, action cost, ammunition cost (listed as #B), potential combo gain (listed as #C), and whether it is an AC or DC attack are listed at the start of the move’s description.

Note that certain moves from enemies will always break your combo, including critical hits, knockback, stagger, stun etc. You are considered to be in a combo after activating your Opener. Once in combo, you are considered to be in a Combo state until you use a FN move, or until you cancel it. Depending on your current move, you will be broken out of combo by sustaining a number of hits, represented by NX on the move description, where N = the number of hits. When you are broken out of combo, you sustain a number of stacks of Stagger equivalent to the combo you had when you were broken out of combo, lasting 1 round. [OP] or Opener moves are used to initiate combos, and typically generate a certain amount of Combo upon successful execution. Some openers require combo to use, and are typically reserved for more powerful combos. [LK] or Linker moves are used to link an [OP] with a [FN], and typically contain conditions regarding the gain of Combo, as well as the success and fail states for chaining the [LK] into a [FN]. [FN] or Finisher moves are used at the end of a combo, and typically contain conditions regarding how your current Combo meter is used for calculating damage and other effects. Some moves require special conditions, such as the target being in the air. These moves will be marked with an S in front.

The Good, the Bad, and the Stylish

Level 1 | CC: Gunslinger | Rarity: Rare | Cost: 0 TP
As a Gunslinger, you embody the motto of “style over substance”, which is reflected in the nature of your attacks. Showing off your gunplay and accuracy will net you Style, up to a maximum of 100. Certain moves will have a minimum Style requirement in order to be used, listed as #S for the minimum style required. If your Style ever reaches into the negative while in a Combo, your Combo is broken. Excess Style at the end of a Combo halves each round.

Certain actions will always positively or negatively affect your style:
-Ending your turn out of cover: +2d6+8 Style
-Dodging or Parrying an enemy attack: +1d6+4 Style
-Rolling a nat 20: +1d6+4 Style
-Landing a headshot: +1d4 Style
-KO’ing an enemy: +2d10+10 Style
-Landing all of your shots during a Combo move: x1.5 Style gained this turn
-Landing all of your shots as headshots during a Combo move: x2 Style gained this turn

-Taking damage from a status effect: -1d10 Style
-Taking damage from an attack: -4d10 Style
-Rolling a nat 1: -1d10 Style
-Having to spend an action reloading during a Combo move: -6d10 Style
 

Cool Under Pressure

Level 2 | REQ: The Good, the Bad, and the Stylish | Rarity: Rare | Cost: 1 TP
While in a Combo, you can subtract 1 Combo in exchange for rerolling a Style roll.

Homing Rounds

Level 3 | REQ: The Good, the Bad, and the Stylish | Rarity: Rare | Cost: 1 TP
While in a Combo, you can force a missed shot to land in exchange for losing -3d10 Style.

Class Feat Slot VIII

Level 4 | CC: Gunslinger

Backup Mags

Level 5 | REQ: Combo Fighter | Rarity: Legendary | Cost: 3 TP
While in a Combo, you can subtract 4 Combo in exchange for restoring 1 use of Free Reload.

Between the Eyes

Level 6 | REQ: Headshot | Rarity: Legendary | Cost: 3 TP
Landing headshots will now deal +3 additional dice of damage, and will count as a critical hit for purpose of activating on-crit effects.

Fan Firing

Level 7 | Rarity: Exotic | Cost: 5 TP
The ROF of Single-Action weapons such as revolvers and lever-action rifles are doubled when you’re using them, and you can treat all Single-Action weapons as if they were Semi-Auto. You can also reload two rounds in single-load weapons with a single action.

Class Feat Slot IX

Level 8 | CC: Gunslinger

Auto-Loading Holster

Level 9 | REQ: Combo Fighter | Rarity: Legendary | Cost: 3 TP
While in a Combo, if you stow a weapon you have used this round, it will reload half of its mag when you start a new Combo move.

Freestyle Freeshooter

Level 10 | REQ: The Good, the Bad, and the Stylish | Rarity: Exotic | Cost: 5 TP
You have 3 uses of Freestyle; a resource that can be used during a Combo move to grant you an immediate Legendary Action. Depending on what you choose to do with the Legendary Action, you potentially gain a bonus to your Style. You can exchange 50 Style to regain a use of Freestyle.

The Ocelot

Level 11 | REQ: The Good, the Bad, and the Stylish | Rarity: Legendary | Cost: 4 TP
As a Tactical Action, you may perform gun tricks, such as spinning your pistols, prior to starting a Combo. This requires a DEX roll with varying DC; you may specify the details of the trick you’re performing. Success will grant you a variable amount of Style; failure will give you Stagger (I) x1 and prevent you from starting Combos this round.

Class Feat Slot X

Level 12 | CC: Gunslinger

Grace of the Gunslinger

Level 13 | REQ: Combo Fighter | Rarity: Legendary | Cost: 3 TP
While in a Combo, your semi-auto and full-auto guns never jam.

Simple Geometry

Level 14 | REQ: The Good, the Bad, and the Stylish | Rarity: Legendary | Cost: 3 TP
You gain the ability to make a ricochet shot as a free action, taking a -2d8-10 penalty to your to-hit. If it lands, gain +3d10+20 Style.

Stylish Speed

Level 15 | REQ: The Good, the Bad, and the Stylish | Rarity: Exotic | Cost: 6 TP
As a free action, you can exchange 20 Style to reduce the action cost of a Combo move (for instance, 1AA becomes 1TA; 1TA becomes 1BA). Each time you do this in a single round, the Style cost doubles, resetting at the start of your turn the next round.

Class Feat Slot XI

Level 16 | CC: Gunslinger

Rain of Lead

Level 17 | Rarity: Exotic | Cost: 5 TP
Once per long rest, you may cause all of your guns to draw ammo directly from your reserves into the mag for 1 round, causing you to not need to reload.

Watchful Trickshotting

Level 18 | REQ: The Good, the Bad, and the Stylish; Overwatch; Suppressive Fire; Covering Fire | Rarity: Exotic | Cost: 7 TP
You can use most combo moves as part of Overwatch, Suppressive Fire, and Covering Fire. A successful Rapid Reaction activation causes the action cost of the move to be reduced. You also gain the following new style bonuses:
Successful Overwatch Shot: +1d6 Style
Successful Suppressive Fire Shot: +1d8 Style
Successful Covering Fire Shot: +1d10 Style
Successful Rapid Reaction Activation: +1d8+4 Style

Tempo di Proiettile

Level 19 | REQ: The Good, the Bad, and the Stylish; Aim | Rarity: Exotic | Cost: 6 TP While your Style is above 33, all your shots are considered to be under the effects of 1 use of Aim (d20 floor = 7; min THR vs CC = 2). While your Style is above 67, all your shots are considered to be under the effects of 2 uses of Aim (d20 floor = 11; min THR vs CC = 4).

Class Feat Slot XII

Level 19 | CC: Gunslinger

Red River

Level 20 | Rarity: Mythic | Cost: 9 TP
Your Kill Zone, Free Reload, and Clutch Shot max charges are increased by 2.

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