Shock Trooper
Feb 2, 2019 1:03:43 GMT -6
Post by DatsVatSheSaid on Feb 2, 2019 1:03:43 GMT -6
Homebrew Class: Shock Trooper
Characteristics | Constitution, Strength, Willpower |
Skills | Athletics, Ballistics, Brawl, Crafts, Command, Common Lore Intimidate, Perception, Weaponry |
Gun Kata | Point Blank, Close Range, Shotgun Surgeon |
Level Completion | +1 to Speed while Performing the Charge Action |
Level | Title | Prerequisites | Class Feats |
1 | Bullet Sponge | Ballistics 3, Athletics 2, Constitution 3, Armor Proficiency(Any) | Armor Proficiency (Any) Jaded Quick Draw Hardy In The Zone Sound Constitution Weapon Proficiency (Any) *Sound Constitution |
2 | Guntank | Ballistics 3, Athletics 3, Constitution 4, Hardy, In The Zone | Armor Focus Double Tap OR Steel Rain Powerful Charge Up Close and Anti-Personnel *Power Shot *Sound Constitution |
3 | Shock Trooper | Ballistics 4, Athletics 4,Constitution 4, Armor Focus, Up Close and Anti-Personnel | Armor Specialization Hip Shooting Headstrong Pointman *Armor Proficiency (Any) *Sound Constitution |
4 | Ironclad | Ballistics 5, Athletics 4, Constitution 5, Armor Specialization, Pointman | Improved Armor Focus Fearless Iron Jaw Finish the Fight Short Fuse *Armor Proficiency (Any) *Sound Constitution |
5 | Gundernaut | Ballistics 5, Athletics 5, Constitution 5, Finish the Fight, Fearless | Fan the Hammer OR Furious Firing Combat Master True Grit Improved Armor Specialization *Sound Constitution *Trigger Warning |
Poached Feats:
In the Zone:
Maybe it's the smell of the gunpowder or the roar of the bullet but sometimes you lose yourself in battle. By spending one full action as your mind deadens the world, you gain 1 Constitution, The Auto-Stablized trait, -2 Intelligence and Wisdom until the end of combat, and you must make a Ranged weapon attack or move closer to an enemy on each of your turns. You may not make Dodge or Parry actions. This counts as Frenzy for interaction with appropriate feats and abilities.
Power Shot:
If you hit, it hurts. IF you hit. When making a ranged weapon attack, you may choose to take -Xk0 to attack and gain +Xk0 to damage, where X is any number up to your Level. If you make Multiple attacks during a round you must decide to use this ability before making any attacks, and it applies to all your attacks that round.
Up Close and Anti-Personnel:
Some people say it is harder to shoot someone that's swinging an axe at your head but you say it's hard not to shoot someone swinging an axe at your head. You are still considered to be in Point Blank range for Ranged Attacks while engaged in Melee.
Pointman:
You have Combat Advantage against enemies within Point Blank Range when using ranged weapons. This effect negates the penalty Engaged in Melee imposes on your Ballistics tests.
Short Fuse:
You're just a shade bit above your seething temper. You can Frenzy as a Half Action.
Armor Focus:
You know how to move in armor. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). The max dex of the chosen armor category increases by 1.
Improved Armor Focus:
You've realized armor works better when it is negating damage all together. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). Your static defense in the chosen armor category increases by 5.
Improved Armor Specialization:
Even if a blow gets past your armor, it still helps with the effects. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). Your resilience in the chosen armor category increases by 1.
Finish the Fight:
It ain't over 'til you say it's over. While using Frenzy, any critical damage that does not cost you a body part or kill you outright does not affect you until the end of the battle or the scene, whichever comes first.
Trigger Warning:
Your mind never leaves the fight, the slightest thing can set you off and you're There. When you take at least 1 Wound from an attack, you may Frenzy as a Reaction Action.