Thursday, February 18, 2021

Slinger Character Class [Rust & Runes, draft Feb2021]

One of the simpler classes for Rust and Runes campaigns with a few exceptional abilities and a fairly easy to identify archetype.

SLINGER

 Fighters that focus on ranged weapons and mobility. They would like the “Gunslingers” in another place and time but in the savage wastelands of a Rust and Runes campaign guns are not the only ranged weapon. Slingers are meant to be larger than life bravos of westerns and action fiction.

Base Melee, base Throw, Base Ranged are all modifiers to the attack roll before ability score modifiers and weapon qualities are added into the roll.

 Slinger Progression Table

Level

HD

Base Melee

Base Throw

Base

Ranged

Base

unarmed


1

1d10

0

+1

+2

0

Extreme Range

2

2d10

+1

+2

+3

+1


3

3d10

+2

+3

+4

+1

Volley Fire (1 extra)

4

4d10

+3

+4

+5

+2

Rapid Reload

5

5d10

+4

+5

+6

+2

Quick Draw

6

6d10

+5

+6

+7

+3

Volley Fire (2 extra)

7

7d10

+6

+7

+8

+3

Sniper (+1d6)

8

8d10

+7

+8

+9

+4

Impossible Shot (Medium)

9

9d10

+8

+9

+10

+4

Volley Fire (3 extra)

10

10d10

+9

+10

+11

+5

Sniper (+2d6)

11

11d10

+10

+11

+12

+5

Impossible Shot (Long)

12

12d10

+11

+12

+13

+6

Volley Fire (4 extra)

13

13d10

+12

+13

+14

+6

Impossible Shot (Extreme, Sniper(Sniper (+3d6)




Saving Throws: Add 1/2 level (rounded up) to all saves. (Saves are generally successful on a score of 13+ but some are made against a different target number)

Extreme Range- A slinger is able to make an attack up to twice long distance normally possible with a ranged or thrown weapon. (Still haven't decided if extreme range will have an additional penalty applied ot the chance to hit over that of long range).

Volley Fire- If a slinger  of 3rd level or higher remains still during a round there are able to fire extra attacks with a ranged weapon so long as they have won initiative during a round and the initiative score exceeds the Weapon Speed Factor of the weapon in hand.

Rapid Reload- if a slinger of 4th level or higher has a weapon in hand they may reload a fire arm or energy weapon as a free action in a round.

Quick Draw- If a slinger of 5th level or higher that starts a round with no weapon in hand they can draw and attack with a  ranged weapon with no penalty to the attack. This may not be combined with Volley Fire.

Impossible Shot- once per day a slinger of 8th level or higher may make an impossible shot. So long as they are aware of a targets location they can make a single attack roll against that foe. The total distance of the path is limited by the range category of the weapon used.

Sniper- in a round where the slinger hasn’t moved they may choose to make a sniper attack which halves all range penalties to hit and allows additional damage as listed to be added onto a successful hit.



No comments:

Post a Comment