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Working to include special rounds in.
'''Master Shot {{Ex}}:''' A 20th level, when using firearms, the inspired machinist increases the bonus from studied combat by 4, and her studied strike damage increases by 3d6.
This ability replaces true inspiration. ''Balance: This class was balanced with the assumption that firearm were not made as touch attack. Some balancing change might be required if using the base rules for firearms. In games were the [https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/martial-class-templates/polymath-template/ Polymath] is allowed, or the game is higher-powered, the following class feature should be added:'' '''Artificer's Special:''' When a 6th level inspired machinist prepares her extract for the day, she can make a number of special rounds up to her [[Intelligence]] modifier. These special rounds remain active until she next rests to regain her extracts, after which they become inert. She may craft remaining rounds she did not craft later by over the course of 1 minute per bullet. Additionally, by spending 1 point of inspiration, the inspired machinist can craft two artifice rounds over the course of 1 round; these artifice rounds do not count against the maximum number of artifice rounds she can craft for the day. Whenever the inspired machinist makes a ranged attack with a firearm, she may decide to fire an artifice round she had crafted. This expends a bullet loaded in the firearm as normal, and takes on any magical or material property it might have had. The handloaded round she may craft are the following: : ''Armor-Piercing Round {{Ex}}:'' The attack is resolved as a touch attack as long as it made within 30-ft and counts as [[SRD:Adamantine|adamantine]] for the purpose of bypassing damage reduction.Additionally, any shot which successfully slays a creature or destroys an object continues on to attack creatures or objects behind it, with a cumulative –4 penalty on the attack roll (only the first attack is a touch attack).  : ''Dragon Round {{Su}}:'' Upon being chosen, the investigator chooses one energy type (except sonic). The damage from the attack deals the chosen type of energy damage instead of its normal damage. : ''Hollow-Point Round {{Ex}}:'' The attack deals an additional 1d8 damage, which counts as both bludgeoning and piercing. The attack's critical threat increases by +1, which stacks with [[SRD:Keen|keen]] and [[SRD:Improved Critical|Improved Critical]], but is applied after. : ''Incendiary Round {{Ex}}:'' The attack deals an additional 1d6 fire damage, and causes the struck creature to make a [[Reflex]] save (DC 10 + ½ investigator level + the investigator’s [[Intelligence]] modifier) or catch fire.}}