Gets 80 rogue points per level. May weapon specialize in guns.
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Artilleryeer’s specialize in firing very large guns/superguns. Not only do they fire them but they wield them (sometimes one-handed). A list of sample guns is below. More will be added as this class is played.
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Can always purchase Musketeer and Artillery equipment (see below), even if above the tech level of the campaign. Can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10gp value). Divide cost by LVL. CF 5: Divide the cost by LVL^2.
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The cost for ammo is per shot; if you buy 10, you have "Capital E Enough" and do not need to keep track.
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For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together. "3me6" means “open ended” multiply three d6's together (if you roll a 6, roll again and treat that roll as a 4th m6).
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Each Level: Pick a gun. You may wield that gun one handed without penalty.
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Each Even Level: All guns are considered 1 size smaller for what you can wield.
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Each Odd Level: ++1 dmg with guns.
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Level 1: You may wield two sets of guns per set of arms.
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Level 1: You may scale down the range of your guns without scaling down the damage.
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Level 9: Your artillery guns affect an extra group/legion.
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Level 18: Your artillery guns affect one extra groups/legions (2 extra total).
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Level 27: When using clairvoyance, you are considered to have “line of effect” to that target.
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Level 36: Your artillery guns affect one extra groups/legions (3 extra total).
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