various updates
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@@ -26,11 +26,11 @@ Corsairs are adventurers who live by their talents on the high seas, offering a
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### Boarding
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- Don't suffer the usual boarding penalty to attack rolls and Armor Class when boarding.
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- Ignores the usual boarding penalty to attack rolls and Armor Class when boarding.
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### Corsair Skills
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- For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6.
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- For most, roll 1d100, result under score is success.
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- Referee should roll in secret for move silently (MS).
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<div class="dividedTableWrapper">
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@@ -73,11 +73,11 @@ From 3rd level, 2-in-6 chance of knowing lore pertaining to creatures, magic ite
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When attacking an unaware opponent from behind, the attack gets +4 and it deals double damage.
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### Start Crew
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### Establish Crew
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From 9th level, can establish a crew.
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- Attracts 2d6 sailors of 1st level who will serve with some reliability and may be used to run one or more ships.
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- Attracts 2d6 sailors of 1st level who will serve with some reliability (more of which can be bought) and may be used to run one or more ships.
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### Advancement
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@@ -27,17 +27,14 @@ An adventurer that specializes in combat.
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Pick one at 2nd, 6th, 10th, and 14th level.
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1. **Berserker**: After striking a killing blow while in melee with multiple foes, may immediately make a free attack against another foe at –2.
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2. **Dual-Wielder**: Gains [Dual Wielding](/rules/combat.md#dual-wielding). If DEX > 13 and wielding both a one-handed weapon and a Light weapon in off hand, may make an attack with each one.
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3. **Hunter**: +1 to attack and damage rolls when in combat with foes of a specific type (ex: undead, clerics, dragons, giants, etc.). The type must be chosen when this talent is selected.
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4. **Leader**: Mercenaries or retainers under command and within 60' gain a +1 bonus to morale and loyalty checks. All allies within 60' get +1 bonus to saves against fear effects.
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5. **Specialist**: Expertise with a specific type of weapon (ex: whips, one-handed swords, crossbows, etc.) grants +1 to attack and damage rolls when using one.
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6. **Tank**: When in melee with a foe, any attacks the foe makes at anyone else get –2.
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!!!include(classes/combat-expertise.md)!!!
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### Stronghold
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Can buy or build a castle or stronghold (and control surrounding lands) at any time they can be afforded.
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- Once established, attracts 5d4 x 10 apprentice fighters (level 1–2).
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### Advancement
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<div class="dividedTableWrapper levelTable">
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98
src/pages/classes/gunfighter.md
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98
src/pages/classes/gunfighter.md
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@@ -0,0 +1,98 @@
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---
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title: Gunfighter
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description: The Gunfighter class for OSR
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date_pub: 2024-05-26T13:23:46.000-04:00
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section: classes
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content_type: feature
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short_code: cgf
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status: hidden
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---
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<div class='headlessTableWrapper'>
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| | |
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| ----------------- | ----------------------------------------- |
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| **Hit Dice** | 1d8 |
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| **Maximum Level** | 14 |
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| **Armor** | Leather, chainmail, no shields |
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| **Weapons** | Missile weapons, one-handed melee weapons |
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| **Languages** | Alignment, Common |
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</div>
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- abilities similar to fighter
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- multiple shots at higher levels
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- pistols are like higher damage / quicker crossbows
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- does there need to be a limit to how many shells they can carry, maybe by level?
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### Combat Expertise
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Pick one at 3rd, 7th, and 11th level.
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!!!include(classes/combat-expertise.md)!!!
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### Pistols
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All gunfighters use very rare, 6-shot firearms with rotating cylinders called **Pistols**.
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- Gunfighters begin with two Pistols, and can never own more than those two.
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<div class="dividedTableWrapper">
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| Weapon | Weight | Damage | Properties |
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| ------ | ------ | ------ | --------------------------------------------- |
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| Pistol | 5 lbs | 1d8 | Loud, Missile (5’–80’ / 81’–160’ / 161’–240’) |
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</div>
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#### New Weapon Properties
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- **Loud**: The first use of [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check).
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- Also causes untrained animals (and some smaller humanoids, 2HD or less) to make a morale check or flee.
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#### Ammo
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Pistol ammo is exceedingly rare, and its creation is a secret known only to gunfighters.
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- Each piece of ammo is called a bullet, and is made from an outer steel shell, an inner metal (or stone) slug, and mix of minerals which create the fire that propels the slug out of the barrel of the pistol.
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- Shells are usually collected and reused, although some blacksmiths may be able to make new shells (at a steep price).
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- Other required components can usually be foraged / harvested from the environment.
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- Starting gunslingers begin with 6 + level bullets.
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- Creating new ammo from component parts takes 1 hour to make a number of bullets equal to the gunfighter's level.
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### Dual-Wield Pistols
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Starting at level 5, gains [Dual Wielding](/rules/combat.md#dual-wielding) while holding either two Pistols, or one Pistol and a light weapon.
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### Stronghold
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- After 9th level, can establish or build a stronghold.
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- Once established, attracts 1d4 x 10 apprentice gunfighters (level 1–2).
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### Advancement
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<div class="dividedTableWrapper levelTable">
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| Level | XP | HD | Atk<br />Mod | Saving Throws ||||||
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| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
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| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: |
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| 1 | 0 | 1d8 | 0 | 12 | 13 | 14 | 15 | 16 |
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| 2 | 2,000 | 2d8 | 0 | 12 | 13 | 14 | 15 | 16 |
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| 3 | 4,000 | 3d8 | 0 | 12 | 13 | 14 | 15 | 16 |
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| 4 | 8,000 | 4d8 | +2 | 10 | 11 | 12 | 13 | 14 |
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| 5 | 16,000 | 5d8 | +2 | 10 | 11 | 12 | 13 | 14 |
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| 6 | 32,000 | 6d8 | +2 | 10 | 11 | 12 | 13 | 14 |
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| 7 | 64,000 | 7d8 | +5 | 8 | 9 | 10 | 10 | 12 |
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| 8 | 120,000 | 8d8 | +5 | 8 | 9 | 10 | 10 | 12 |
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| 9 | 240,000 | 9d8 | +5 | 8 | 9 | 10 | 10 | 12 |
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| 10 | 360,000 | 9d8+2 | +7 | 6 | 7 | 8 | 8 | 10 |
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| 11 | 480,000 | 9d8+4 | +7 | 6 | 7 | 8 | 8 | 10 |
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| 12 | 600,000 | 9d8+6 | +7 | 6 | 7 | 8 | 8 | 10 |
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| 13 | 720,000 | 9d8+8 | +9 | 4 | 5 | 6 | 5 | 8 |
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| 14 | 840,000 | 9d8+10 | +9 | 4 | 5 | 6 | 5 | 8 |
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[Level Advancement]
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[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
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</div>
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