Gunner
Short-range gun specialist
Short-range gun specialist
The Gunner class is a specialized ranged class that focuses on single-target combat and burst damage.
Armed with their primary weapon, the Twin Machineguns, and a Skillset that rewards close combat and skilled play and use of mobility, the Gunner is a high risk, high reward class.
Twin Machine Guns
Extremely versatile ranged weapons that serves as the primary weapon of Gunners. They deal relatively small amounts of damage. However, they make up for it with the number of hits that they can deal in a given amount of time.
The Gunner's 5 character skills are
Acrobatics (Dex)
Climb (Str)
Perception (Wis)
Swim (Str)
Weapon Arts(Str)
Skill Points at 1st Level: ( 5 + Intelligence Modifier) x4
Skill Points At Each Additional Level: 3 + Intelligence Modifier
1: TMG Gear
2: Showtime
3: Chain Trigger
4: Core: Stylish Roll
5: Mag Bauble
6: Zero Range Advance
7: Twice Chain
8: Hightime
9: Mag Bauble
10: Aerial Advance
11: Dual Style Specialist
12: Zero Range Advance II
13: Mag Bauble
14: Showtime Star
15: Bonus Feat
16: Whirlwind Shot
17: Mag Bauble
18: Zero Range Critical
19: Bonus Feat
20: One More Time!
Enables Twin Machineguns Gear.
Gear rises after every round the enemy fails to connect an attack.
[If the attack connects it must do 2 or more damage to disrupt gear accumulation]
As the Gear Gauge rises, The chance that TMGs will score a critical hit is increased. Gear Gauge resets upon being hit by an enemy attack.
Gear I - Increase critical threat range by +1 after 2 rounds of not being hit.
Gear II - Increase critical threat range by +2 after 5 rounds of not being hit.
Gear III - Increase critical threat range by +3 after 9 rounds of not being hit.
Showtime changes Gear charging rate and doubles the amount of Hate the gunner generates
Gear I - Increase critical threat range by +1 after 1 rounds of not being hit.
Gear II - Increase critical threat range by +2 after 3 rounds of not being hit.
Gear III - Increase critical threat range by +3 after 5 rounds of not being hit.
Cooldown - 48 seconds [8 Rounds]
Duration - 48 Seconds [8 Rounds]
At Level 8 the Gunner gains Hightime which changes gear progression in terms of critical threat. This bonus concludes after Showtime Ends.
Gear I - Increase critical threat range by +2 after 1 rounds of not being hit.
Gear II - Increase critical threat range by +4 after 3 rounds of not being hit.
Gear III - Increase critical threat range by +6 after 5 rounds of not being hit.
Gear I - Gain +1 Control points per Round
Gear II - Gain +2 Control points per Round
Gear III - Gain +3 Control points per Round
At level 20 the gunner gains One More Time!
If damage was not taken during Showtime, Showtime will be reactivated once.
Active Skill.
Enables you to start a Chain. Once you strike a target with any normal attack, a Chain counter will appear. The Chain can be increased by striking it with Normal Attacks, attacks from other players, or uncharged spell. Use a Weapon Art or charged Spell to initiate a Chain Finish and increase Weapon Art/Technique damage against the Chain target based on the Chain value.
Chain Trigger Increases it's potential per every two Gunner levels. Level I at Gunner lv 3 and Maxing out at Level X at Gunner 20
Duration Cooldown
I 5 Rounds 24 Rounds
II 22 Rounds
III 20 Rounds
IV 18 Rounds
V 16 Rounds
VI 14 Rounds
VII 12 Rounds
VIII 10 Rounds
IX 08 Rounds
X 06 Rounds
Chain count
1-8 9-18 19-28 29-38 39-48 49-58 59-68 69-78 79-88 89-98 99+
Damage addon [Damage type chosen from available types caused by the finisher]
1d4 1d6 1d8 1d10 2d6 2d8 3d6 3d8 4d6 4d8 6d6
Rounds until Chain ends Prematurely
4 4 3 3 3 2 2 1 1 1 1
If the enemy part in which the chain trigger was used is broken, the chain is canceled.
Chain Trigger is compatible with any weapon.
Allies in the party can contribute to the chain with attacks, techs and Weapon Arts
Once you use an ability to trigger Chain Finish, you have a grace period of 6 seconds[Same turn when used] in which all Spells and weapon arts from allies will benefit from the Chain Finish bonus.
"Disturb visual information and move a fixed distance while invulnerable."
A gunner can consume Control to supernaturally avoid an attack that should have hit them. They use this ability as an interrupt after an enemy has confirmed a hit but before damage is dealt. The cost to activate this is equal to the difference between the enemy's attack roll and the defense of the Gunner multiplied by 2. Ex: if the enemy rolled a 18 to hit a defense of 12 it would cost 12 control to activate.
Every time Stylish roll is used the gunner takes a 5-foot step.
Chaining three Stylish Rolls together [dodging 3 incoming attacks in the same round] causes the third roll to cause a minor temporal disturbance causing the Gunner to give up their next turn but becoming immune to damage for that turn they cannot act. The third roll is a 10-foot step instead of 5 feet.
Increases the Defense of a gunner while in point blank range
+1 Defense on any turn you preformed a shooting attack in melee this bonus increases to +2 at level 12
Weapon attacks progress the chain by 2 points instead of 1 point.
Gain +1 dice on any spell or attack that strikes an aerial enemy.
An aerial enemy need not be flying, if it was knocked into the air by some other source it would still be valid.
The gunner has mastered using two guns to the point that they ignore all penalties when using two ranged weapons.
Clearing her mind and loosening her body, the Gunner learns how to fire in all directions. The Gunner gains Whirlwind Attack, regardless to whether she has the prerequisites or not. This Whirlwind Attack only applies to firearms, and may only be used if the Gunner is wearing light or no armor. The Whirlwind Shot requires a move-equivalent action to initiate. Cost: 10 CP
The critical damage modifier on any shooting weapon is +1 higher while in point blank range.