Gun Scavenger (Apath)

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Unofficial rules compendium

A gun scavenger collects scraps, spare parts, and other components that might—if modified properly—give her firearm an extra edge.

Gunsmith

The gun scavenger's starting weapon is a mishmash of pieces that even other gunpowder enthusiasts fail to comprehend. Anyone other than the gun scavenger treats her starting weapon as broken, even if she uses the Gunsmithing feat to repair it. This ability works in all other ways like the gunslinger's gunsmith class feature.

Go By Feel (Ex)

A gun scavenger's intuitive and unique style leaves her firearms prone to misfire, whether as a result of using too much powder, using imperfectly milled parts, or any number of other minor inconsistencies. When using a firearm, a gun scavenger cannot reduce that firearm's misfire chance to 0; it can always misfire on a natural 1.

Deeds

A gun scavenger gains the following deeds at the listed level. A gun scavenger cannot pick the following deeds: quick clear,

Change Out

At 1st level, as a full-round action, the gun scavenger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. When she does, she can replace the broken part with a specialized, short-lived component that does one of the following: gives the firearm the scatter weapon quality; increases the damage dealt by the pistol-whip deed by one die size; or increases the firearm's range increment by 10 feet (as the steady hand deed). A firearm with such a modification increases its misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost. The gun scavenger must have at least 1 grit point to perform this deed. Alternatively, if the gun scavenger spends 1 grit point to perform a change out, she can either perform the change out as a move action instead of a full-round action, or perform the change out on a firearm that isn't broken.

Jury-Rig

At 7th level, the gun scavenger can spend one hour to modify a firearm to do one of the following: gives the firearm the scatter weapon quality; increases the damage dealt by the pistol-whip deed by one die size; increases the firearm's range increment by 10 feet.; or gain one of one of the following magic weapon enhancements: distance, flaming, glamered, stalking, or thundering.

This deed costs one point of grit to perform, and reduces her maximum grit points by 1 while the invention lasts. Adding a second invention to the same weapon costs 2 grit and reduces maximum grit by two, adding a third costs 3 grit and reduces maximum grit by an additional three, and so on. The invention ends when the firearm gains the broken condition or one hour is spent removing it.

Arbitrary Aim (Ex)

Starting at 2nd level, a gun scavenger's attacks with firearms are difficult to predict. When shooting a firearm at a creature that has a Dexterity, dodge, or insight bonus to its Armor Class, the gun scavenger treats the combined bonus as if it were 1 lower. This value increases by 1 for every 4 levels beyond 2nd level (to a maximum of 5 at 20th level). This ability replaces nimble.

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