Friday, July 25, 2014

New Mods for the Gungineer!





First of all, let me say that I'm genuinely humbled by the overwhelmingly positive response to the Gungineer alternate class. It was fun to make and I hope it will be equally fun for all of you to play. In response to the requests of two reviewers, I've decided to make a number of new mods for your gun freely available here on the blog. This is the first of two planned installments. Have a mod you wish existed? Talk to us over here or in the comments. Don't know what I'm talking about? Buy a copy of Into the Breach: Gunslinger at Paizo, d20PFSRD, or DriveThru.

Edit: I wasn't happy with the balance of harness mount or moderately self aware and flash-bang launcher was missing a pair of sentences. These have been edited since original publication.

1-Point Mods

Net Launcher (bottom rail): This launcher works as the net exotic weapon, except that the launcher propels it 20 feet and it always takes 4 rounds to refold and reload the net launcher.
Smoke Launcher (bottom rail): You may fire a small black bomb which erupts in opaque smoke as a standard action at a point designated within 30 feet. The smoke spread to fill a 10 foot radius area and obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). The smoke persists for 1 minute but a moderate wind disperses the fog in 1 round. The gungineer may fire a number of smoke bombs per day equal to 1 + her Intelligence modifier. This modification may be selected if the named gun has the bomb launcher modification even though they occupy the same slot.

2-Point Mods

Bayonet Launcher (bottom rail): This modification can hold a single dagger. The dagger may be used in melee as though it is being currently wielded. In addition, you may launch it in place of a ranged attack with the named gun with a range of 30 feet. This works as a normal thrown weapon attack except that you add your dexterity bonus to damage instead of strength. Reloading the bayonet launcher is a standard action that provokes attacks of opportunity.
Taser (bottom rail): As a standard action, you may fire a sharp, pronged lead as a ranged touch attack with a range of 15 feet. On a successful hit, you deal d8 non-lethal electric damage. If the target takes any damage from the attack it is staggered until the end of your next turn. The leads must be carefully rewound inside the launcher, which takes a full round action that provokes attacks of opportunity.

3-Point Mods

Flash-Bang Launcher (bottom rail): The gungineer may fire a bomb which detonates brightly as a ranged touch attack at a target within 30 feet. Creatures that are struck are blinded for 1 minute unless they succeed at a Fortitude save (DC = 10 + 1/2 the gungineer’s level + her Intelligence modifier). Creatures within 10 feet of the target are dazzled for 1 minute unless they, too, pass a fortitude save. This is a light effect. The gungineer may fire a number of flash-bangs per day equal to 1 + her Intelligence modifier. This modification may be selected if the named gun has the bomb launcher modification even though they occupy the same slot.
Harness Mount (grip): The named gun is mounted on your shoulder, attached to a harness worn over clothes and armor. You may fire your named weapon with one hand as the harness takes care of the rest. It also provides a +10 bonus to your Combat Maneuver Defense against attempts to disarm you of your named gun, though its position is somewhat vulnerable and sunder attempts against the named gun gain a +2 bonus on the CMB check. Removing and putting on the harness is a full-round action that provokes attacks of opportunity. Attacks with the named gun are now resolved against touch AC in the first and second range increments. This modification is only available for two-handed named guns.
Spiked Net (bottom rail): This launcher fires a net made of cruelly spiked steel chains. It works as the net launcher 1-point modification except that a target struck takes 2d6 piercing damage when struck and an additional d6 piercing damage for each round it is entangled. If the target escapes the net, the chains remain on the ground adjacent to the target taking up a 10 foot by 10 foot area which counts as being covered in caltrops.

4-Point Mods

Gravity Distortion Ray (bottom rail): This intricately fluted attachment alters the gravity experienced by a target as a standard action ranged touch attack with a range of 30 feet. The mod has a number of charges equal to the Gungineer’s Intelligence modifier. For 1 charge you may cause a struck creature to be staggered under his own increased mass for d6 rounds when the effect fades. For three charges, the target is pinned, finding it difficult to move under the extreme gravitational forces being exerted upon it. For five charges, you may force a creature 100 feet into the air before reversing the gravity again to pull them down. This deals 10d6 damage. flying creatures are not immune to the effect, nor do abilities such as the monk’s slow fall class feature or featherfall overcome the relentless pull of gravity. You must have the Magical Power modification to use this modification.
Saw Blade Launcher (barrel and chamber): Replacing the traditional barrel with a wide chute and the chamber with a stack of circular saw blades, yields a bizarre but deadly weapon. The named gun deals slashing damage and has a critical threat range of 19-20 and a critical modifier of x3. You must have the Steam Power or Alchemical Power modification to use this modification.

5-Point Mods

Moderately Self Aware (grip): A crystalline memory cortex is mounted atop the named gun and a number of grasping legs replace the grip. This makes the named gun an intelligent item with an Intelligence score of 10 and the Speech and Senses (60 ft.) abilities. Although it lacks a traditional grip, the legs constrict around your wrist allowing you to fire it as normal. You may also place it as a sentry. It cannot move on its own or reload itself but can shoot with an attack bonus of +5. It does not have a Dexterity score nor does it have any feats. If someone else attempts to hold the named gun without your permission, autonomous defenses activate, which may be a small shock, extruded spikes or something else, and the person holding it must succeed on a Reflex save (DC = 10 + 1/2 the gungineer’s level + her Intelligence modifier) or drop the named gun immediately. The named guns sense also warns you of danger granting you uncanny dodge. If you already have uncanny dodge from another class, you automatically get improved uncanny dodge instead.
Thermodynamic Water Chamber (Chamber): This chamber forms metastable, high pressure bullets of ice that deal half cold and half piercing damage. Additionally, it has a number of charges equal to twice the gungineer’s Intelligence modifier. These charges are replenished once per day. For one charge, you may spray a multitude of icy filaments in a 30-foot cone as a standard action. Creatures caught in the cone take normal damage from the named gun and gain the entangled condition. A successful reflex save (DC = 10 + 1/2 the gungineer’s level + her Intelligence modifier) negates the entangled condition but not the damage. For two charges, you can create a sheet of ice as the Ice Plane version of wall of ice using your gungineer level as your effective caster level. For three charges, you may fire a blast of super-heated steam in a 60- foot cone as a full round action. The steam deals 10d6 fire damage. The resulting cloud of steam remains for 3 rounds dealing 5d6 fire damage to anything inside, though it may be harmlessly dispersed by a strong wind. Although it deals fire damage, the steam cannot light objects on fire. For four charges and as a full-round action, you may encase a target within 30 feet in a solid block of ice with a successful ranged touch attack. The target takes 5d6 points of cold damage (Fortitude DC= 1/2 the gungineer’s level + her Intelligence modifier halves the damage). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released.

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