The Path of the Artillerist

<created by generalkros & Snowy>
  The Path of the Artillerist is a Warrior-Path aimed to play the very heavy guns.   It was originally created, because someone wanted to play a guy with a catapult.    

Skills and Masteries

  The Artillerist gets Gunnery at 3.
They get Crafting or Engineering at 3.
They get Mastery in Gunnery.    

Mobile Artillery

  The Artillerist can ignore the strength requirement to move the catapult. They can also reload while moving as the same action.    

Catapult

  HP: 50
Armor: 2
Magic Resistance: 1
Movement: 4 (Needs 3 strength to be moved), Rotating more then 60° requires movement.
Range: 30
Damage: 15 + Depending on Ammunition
Needs an action to reload.
Accuracy: 1
Limit: 1 (Doesn't catalyze)
20 Standard Ammo (Damage +0)
3 x 10 Special Ammo of Choice     Types of Ammunition:     Smoke Bomb
( Large aoe flash bang)
+0 Damage
+ 0 Accuracy
Covers 4 meters from impact with Smoke     Greek Flames
( Flamming Ammo that spreads)
+0 Damage
+ 0 Accuracy
+3 lingering fire damage to the target and anyone within 3 meters     Heavy Ammo ( Boulder Ammo)
( Ammo that is infused with gravity bolt or boulder)
+ 3 Damage
+2 Ap
- 33% Range     Shrapnel Shot
(Aoe)
-6 Damage
+0 Accuracy
Attacks in 4 meter cone     Net Shot
(Slows Movement)
-3 Damage
+0 Accuracy
The targets movement is lowered by 66% till net is removed Dc to remove net = to success over dodge     Accurate Shots
( its in the name)
+0 Damage
+2 Accuracy     Gas Shot
( a canister that when broken spreads a toxic gas)
-4 Damage
+ 0 Accuracy
Spreads Toxic Gas for 2 rounds that deals 4 Acid damage for all that inhale it.     Spell Shot
( Spell imbued Ammo)
Allows you to imbue a spell into a standard ammo     Salt Shot
Salt Rounds deal 4 Lingering Magic Damage against Accepted creatures of Spirit, Void or Dream.
Against incorporeal demons, spirits or dream creatures Salt Rounds can act similar to the Banishment spell. For that, the Ranged Check needs to beat the Skepticism +
Magnitude of the creature. If successful, the incorporeal being is sent back to its respective realm.
Should it hit, but not banish it, the damage taken from the salt is doubled.     Light Ammo
(extended Range)
- 3 Damage
+ 0 Accuracy
Range +50%     Shield Breaker
+0 Damage
+0 Accuracy
+4 Ap

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