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Powder mage rpg pdf download

Powder mage rpg pdf download

Ebook Store,(Class) The Powder Mage

The Powder Mage Roleplaying Game. Xenophon's Anabasis or The Expedition of Cyrus (eBook Rental). More information The Powder Mage Roleplaying Game by Brian McClellan, Piotr Powder mage rpg pdf download free. To do so, they can take on any number of roles: a humble Knacked trying to create a family fortune, a Privileged sorcerer out to change the world, or Coub is YouTube for video loops. You can take any video, trim the best part, combine with other videos, add soundtrack. It might be a funny scene, movie quote, animation, meme or a 03/12/ · This gives you the PDF of the Powder Mage RPG corebook! Includes: Powder Mage RPG PDF Estimated delivery Aug backers Pledge amount $ Kickstarter is not The Powder Mage Powder Mage A young human steps forward to the barricade and looks out at the advancing force of ghouls. The other soldiers, archers, give him a curious look. The ... read more




Using these abilities costs Marked Points, representing the mental and physical strain of performing such feats. You have 2 Marked points, and gain more as you increase in level, as represented in the Marked Points column of the class table. You regain all expended Marked Points after a short or long rest. As an action, you may spend 1 Marked Point to detonate a single source of black powder that you can sense. You may detonate up to 3 sources at 3rd level, 5 sources at 9th level, and 10 sources at 15th level. You must spend 1 Marked Point for each source you detonate. Explosions you create in this way, as well as other features you will gain later, require a saving throw. The DC for these saving throws is calculated as such:. On your turn, you may enter a powder trance, as a bonus action, by ingesting a powder charge and spending 1 Marked Point. You gain the following benefits:.


Your trance lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your trance on your turn as a bonus action. When you hit with an attack, you may spend Marked Points to increase the damage dealt by 1d8 for each point you spend. The damage type is the same as that of the weapon you are using. Additionally, when you make a ranged attack, you may spend 1 Marked Point to double the range of the attack. You commit to a form of specialized powder mage training. You gain features from your archetype at 6th, 10th, 15th, and 17th level. At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Your ability to manipulate black powder becomes further refined. Whenever black powder is detonated within range of your Marked Sense, you may use your reaction to change the point of origin of the explosion to a point within the range of your Marked Sense.


This feature may be used to nullify a shot from a firearm, or to redirect powder that you detonate yourself, for example. Redirecting this force costs 1 Marked Point for every 10 feet of the radius or length of the explosion. Whenever you use a feature that requires you to spend a Marked Point, you may choose to not spend the point. When you do, you gain one point of exhaustion. Your body's ability to metabolize black powder has become much more refined. This condition may be blinded, deafened, frightened, or poisoned. Whenever you use this feature, you must spend 1 Marked Point. You become able to push the limits of a powder trance even further than normal. When you enter a powder trance, you may choose to spend 3 Marked Points instead of 1. If you do so, you gain one of the following benefits of your choice, for the duration of your powder trance:. Your senses are always on alert, ensuring you are always ready to jump into action.


When you roll initiative you may choose to immediately enter a powder trance and put yourself at the top of the initiative order instead. Once you do so, you cannot do so again until you finish a short or long rest. Your body has become strongly attuned to the effects of black powder. Whenever you finish a long rest, you may choose one of the benefits you would gain from a Powder Trance. You gain this benefit without needing to be in a Powder Trance , until your next long rest. Powder mages who ingest a large amount of black powder, or many small amounts in a short period of time, run the risk of a condition known as Powder Blindness. When a powder mage becomes Powder Blind, they lose the use of two of their powder mage class features, determined by the DM.


The feature lost cannot be the Powder Trance feature, and the powder mage may use lost features while in a Powder Trance. The powder mage loses use of an additional feature for each day that passes without having cured themselves of their Powder Blindness. A powder mage suffering from Powder Blindness may cure themselves of it by not ingesting any black powder for 2 days, for each feature the mage has lost use of. Powder Blindness is not affected by any effect that grants disease immunity, or the Self Medication feature. If a Powder Blind mage is affected by a magical effect that cures disease, the powder blindness is not cured, but loses effect for the next hour.


If a powder mage does not permanently cure their Powder Blindness within 30 days, they lose all powder mage features permanently. Powder mages are able to detonate large amounts of black powder with but a small spark of their will alone. But doing so does not come without consequence. If a powder mage uses marked points to detonate black powder, and the total amount of damage dice from the detonations is greater than the powder mage's maximum marked points, they take a number of d4 of psychic damage equal to the difference. All powder mages draw power from black powder, but each has their own specialty.


Some prefer the elegance and precision of the Bullet Dancer, while others practice the explosive techniques of the Bombardier. And the particularly aggressive among them become known as Powder Fiends. As a Bullet Dancer, you rely on the precise application of black powder. Able to accomplish manuvers that are difficult even for powder mages. You excel at redirecting bullets mid air, getting as much use out of each one as possible. You have honed your skills to ensure you are always armed. You now treat bullets as ranged weapons with a normal range of 20 ft.


You no longer need to load black powder into firearms, saving you precious time reloading. Firearms that have the loading property now have the reload property instead, requiring reloading after 1 shot. You have begun to use black powder to manipulate the trajectory of your ranged attacks, and adjust your aim. As a bonus action, you may spend 1 Marked Point to ignore the effects of One-quarter, half, and total cover on the target of your next attack, provided the shot can be fired around said cover. Shots may be fired around cover, provided the shot would not need to travel more than 10 ft. after being redirected around said cover. You are able to interrupt attacks made near you. When a creature you can see makes an attack within range of your bullet attack, as per your Always Armed feature, you may spend 1 Marked Point and use your reaction to make a bullet attack against that creature. Regardless of whether the attack hits or not, the target's attack is made at disadvantage.


When you miss with a ranged attack, you may spend 2 Marked Points to reroll that attack. You must use the new roll. When you make a ranged attack you may spend Marked Points to make an additional ranged attack for each marked point spent. Some Powder Mages prefer to focus on the raw explosive potential of black powder. They use their powers to disorient their foes and to manipulate the force of explosions. These Powder Mages are known as Bombardiers. As a bonus action, you may spend 1 Marked Point to burn a small amount of black powder and redirect the force to disorient a creature within range of your Marked Sense. The target must make a Constitution saving throw. On a failed save, the target becomes blinded and deafened until the end of their next turn. Once you reach 10th level, this feature affects a 10 ft. radius around a point of your choosing, rather than a single target.


The point must be within range of your Marked Sense. The range of your Marked Sense is doubled. Also, the amount of black powder sources you can detonate, as per your Marked Points feature, is also doubled. Whenever there is a black powder explosion within range of your Marked Sense , you may use your reaction to spend 1 Marked Point and choose any number of creatures within the area of the explosion. Those creatures are unaffected by the explosion. Also, whenever there is a black powder explosion within range of your Marked Sense , you may use your reaction to choose multiple points within your Marked Sense , spending 1 Marked Point for every two points chosen. The original explosion's point of origin becomes the chosen points, and the radii of the new explosions are each equal to that of the original divided by the amount of points chosen, rounded up to the nearest multiple of 5. You can dampen the force of black powder explosions to push creatures and objects.


You may reduce the damage of a black powder explosion that you detonate, or redirect, by 1 or more dice. When you do so, the creature is pushed 5 ft. for each die the damage is reduced by, if they fail their saving throw against the explosion. Objects may also be pushed in this way, provided their weight is less than or equal to 10 lbs. times the number of dice by which the damage is reduce. Powder High. When you take the Attack action, you can forgo one of your attacks and instead consume a shot of black powder. When you make an attack roll against a creature, you can add half your fighter level to the attack roll. You can use this trick before or after making the attack roll, but before any effects of the attack are applied. Rapid Fire. When you take the Attack action, you can make an additional attack.


All of your attacks for this turn have disadvantage. At 10th level, you can make two additional attacks and at 18th level you can make three additional attacks. Your Attack action ends early if you must reload your weapon and you forgo any additional attacks. Three orcs were closing in on him. Each from a different direction. He had no bullets left. No problem. The drow took a deep breath through her nose. She could feel the black powder work through her system, as her senses clarified. She could smell every goblin within a hundred feet, and hear their terrible chattering with unpleasant clarity. She flashed a grin as she leveled her pistols at the horde and opened fire. In a world of monsters, gods, and magic, it's hard for an adventurer to find something surprising and new.


But while black powder alone was one thing, powder mages are something else. Powder mages are forces to be reckoned with on the battlefield. Their power comes from their unique ability to manipulate black powder. Every powder mage is able to ingest a small amount of black powder to enhance their abilities to superhuman levels, or even burn it using their willpower and redirecting the force elsewhere. They may use their powers to redirect bullets, or manipulate the force of explosions. Powder mages are deadly efficient with firearms, as well as having skill with martial and simple weapons. As you build your powder mage, consider how you came to have your powers. Was it the result of being eperimented on by a wizard? Or maybe you had some motivation to gain power, and you made a deal with a demon. Maybe you were born with it and developed the abilities after exposure to black powder.


Be sure to discuss the origin of your powder mage with your DM. Also consider your characters views their own powers. Do they revel in their unique abilities, or are they reluctant to use them and seek a way to remove them? You can make a powder mage quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the soldier background. You are able to sense the presence of nearby black powder. The range of this sense is 10 ft, and increases as you gain powder mage levels as indicated in the Marked Sense Range column of the class table. At 5th level, your senses expand to the supernatural, allowing you to cast detect magic at will, without expending a spell slot. When you cast this spell, the range of its magic detection is equal to the range of your Marked Sense. Powder mages can manipulate black powder through force of will. Using these abilities costs Marked Points, representing the mental and physical strain of performing such feats.


You have 2 Marked points, and gain more as you increase in level, as represented in the Marked Points column of the class table. You regain all expended Marked Points after a short or long rest. As an action, you may spend 1 Marked Point to detonate a single source of black powder that you can sense. Без рубрики



Powder Mages are forces to be reckoned with on the battlefield. They have a unique power to manipulate a strange substance known as black powder. Every powder mage is able to ingest a small amount of black powder to enhance their abilities to superhuman levels, or even burn it using their willpower and redirecting the force elsewhere. They may use their powers to redirect bullets, or manipulate the force of explosions. Powder mages are deadly efficient with firearms, as well as having skill with martial and simple weapons. When you choose this archetype at 3rd level, you gain proficiency with firearms and the Gunsmith's Kit. Powder Tricks. You learn three powder tricks of your choice, which are detailed under "Powder Tricks" below. Many powder tricks enhance an attack in some way. You can use only one powder trick per attack. You learn two additional powder tricks of your choice at 7th, 10th, and 15th level.


Each time you learn new powder tricks, you can also replace one powder trick you know with a different one. Marked Points. You have a number of marked points equal to your Wisdom modifier. A marked point is expended when you use it on a powder trick. You regain all your expended marked points when you finish a short or long rest. Saving Throws. Some of your powder tricks require your target to make a saving throw to resist the powder trick's effects. The saving throw DC is calculated as follows:. Also at 3rd level, you gain the ability to sense nearby black powder. The initial range is up to 30 feet away, and this range increases by 30 feet at 7th-, 10th-, and 15th-level. You can detect the presence of black powder within this range, though you do not know its specific location. Also, if you expend a marked point, you can detonate up to a shot of powder, equivalent to the amount of powder needed for a single shot in a musket, anywhere inside your range as an action so long as it doesn't have total cover.


This ability also determines how far away you can use your powder tricks and other features of the Powder Mage. At 7th level, you can redirect a missed shot toward a new target. When you make an attack roll with black powder and miss the target that is within your powder trance, you can use a reaction to reroll the attack roll against a different target inside your powder trance range. This consumes an extra shot of black powder on you, if you do not have any available black powder, you can not use this feature. You can use this a number of times equal to your Wisdom modifier, regaining all spent uses on a short or long rest. Your relationship with violence has taught you valuable lessons in never down your guard, you gain proficiency with the Perception skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, or Persuasion.


Your proficiency bonus is doubled for any ability check you make that uses Perception. You receive this benefit regardless of the skill proficiency you gain from this feature. At 10th level, you can double your Powder Trance range by consuming a shot of black powder as a bonus action. At 18th level, this triples your Powder Trance range. This effect lasts for 1 minute, and ends early if you are incapacitated or you are reduced to 0 hit points. Also at 10th level, when you roll initiative and have no marked points remaining, you regain 1 marked point. Starting at 15th level, you can reload a firearm quickly and when you take the Attack action, you can reload your weapon once without having to use an action or a bonus action to reload it. In place of a firearm, you can also fire a bullet from your hand without the use of a weapon, but you make the attack roll with disadvantage. You are considered proficient when making these attacks and you use the properties of an improvised weapon.


At 18th level, your reflexes allow you to get the draw before anyone else. When you roll for initiative, and are not surprised, you can use your reaction to immediately draw a firearm and take the Attack action. You can only target creatures inside of your powder trance and you can not activate your powder tricks on these attacks. To use your powder tricks, the target must be within range of your powder trance, otherwise nothing happens when you expend a marked point. Powder tricks only work if you use a firearm and expend a marked point. Arcing Shot. On a miss attack roll, you can burn an extra shot of black powder and adjust the bullet while within your powder trance range.


Your attack now ignores half and three quarters cover and, unless the target has natural armor or magical armor, like from a spell or magic item, their armor class is 10 plus their Dexterity bonus. You do not switch targets when using this trick and you must use your original attack roll to determine if the attack hits. Blast Back. When you hit a creature with an attack, you can blast them back with an extra shot of black powder. The creature must make a Strength saving throw, on a failed save they are pushed back 15 feet and take additional damage equal to your Wisdom modifier. Detect the Else. As an action, you can consume a shot of black powder and cast the detect magic spell. This effect lasts for 1 minute and doesn't require concentration. Disarming Shot. When you see another creature about to use a firarm or similar object that uses black powder, like a grenade or cannon, you can use your reaction to cause the powder to not go off or for it to misfire.


If you cause the powder to misfire, the wielder must make a Dexterity saving throw or take 2d6 plus half your fighter level in fire damage as it explodes in their hand. On a successful save they take half damage. This does not destroy a firearm or similar object, but does destroy single-use explosives like grenades. Exploding Shot. When you hit a creature with an attack, you can expend an additional shot of black powder and have it slam with greater force. The creature must make a Constitution saving throw and you roll double your weapon's normal damage. On a failed save, they take the full damage. On a successful save, they only take half damage. When you take the Attack action, you can forgo one of your attacks and instead expend a shot of black powder and disorient a target. They must make a Constitution saving throw or they are blinded or deafened your choice for 1 minute. They can repeat the saving throw at the end of their turn, ending the effect on a success.


Line 'em Up. When you hit a creature with an attack, you can expend another shot of black powder to attempt to damage another creature with the same attack. Choose another creature directly in line of the original target and you. If the original attack roll would hit the second creature, it takes half as much damage as the original attack. You can continue making this attack for each creature behind the original target so long as they are in a straight line, each taking half of the initial damage. You can target a number of creatures up to your Wisdom modifier and this trick ends early if your original attack roll would miss, there are no more targets inside of your powder trance or in line. Powder High. When you take the Attack action, you can forgo one of your attacks and instead consume a shot of black powder. When you make an attack roll against a creature, you can add half your fighter level to the attack roll.


You can use this trick before or after making the attack roll, but before any effects of the attack are applied. Rapid Fire. When you take the Attack action, you can make an additional attack. All of your attacks for this turn have disadvantage. At 10th level, you can make two additional attacks and at 18th level you can make three additional attacks. Your Attack action ends early if you must reload your weapon and you forgo any additional attacks. Scatter Shot. As an action, you throw a number of bullets equal to your fighter level into the air and expend enough black powder to shoot the bullets forward from you in a foot cone. On a successful save, they take half damage. Shell Shocked. When you hit a creature with an attack, you can expend an additional shot of black powder to create a louder shot and frighten your target. You add your Wisdom modifier to the attack's damage roll, and the target must make a Wisdom saving throw.


On a failed save, it is frightened of you until the end of your next turn. Shoot From the Hip. When you take the Attack action, you do not suffer disadvantage on attack rolls made this turn against a creature within 5 feet of you. They Shot First. As a reaction when a target you see makes an attack roll against you, you can make your own attack roll so long as they are within range of your weapon. If your attack roll is higher, the opponent's attack only deals half damage to you if their attack roll hits. In addition, if your attack roll would hit the target, they take damage equal to your Wisdom modifier. Two Bullets. When you make an attack roll, you can make an additional attack roll against another creature within 30 feet of your target. You make this additional attack roll with disadvantage and on a hit you deal the same amount of damage as you did to the original target creature. These new weapon properties and weapons in the Gunsmith's Kit created by Dump Stat Adventures and in the Dungeon Master's Guide on page and



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09/03/ · The Powder Mage Roleplaying Game From Gallant Knight Games ADD TO WISHLIST > Selected Option: Watermarked PDF Watermarked PDF $ $ Softcover, 03/12/ · This gives you the PDF of the Powder Mage RPG corebook! Includes: Powder Mage RPG PDF Estimated delivery Aug backers Pledge amount $ Kickstarter is not Powder mage rpg pdf download free. To do so, they can take on any number of roles: a humble Knacked trying to create a family fortune, a Privileged sorcerer out to change the world, or The Powder Mage Powder Mage A young human steps forward to the barricade and looks out at the advancing force of ghouls. The other soldiers, archers, give him a curious look. The powder mage rpg pdf download. Age of Ambition: A fantasy RPG in era saying farewell to fantasy. Tab Creation’s Age of Ambitions fantasy RPG is set at a time of change. Technology Powder Mage Powder Mages are forces to be reckoned with on the battlefield. They have a unique power to manipulate a strange substance known as black powder. Every powder ... read more



If a powder mage does not permanently cure their Powder Blindness within 30 days, they lose all powder mage features permanently. When you make an attack roll against a creature, you can add half your fighter level to the attack roll. This consumes an extra shot of black powder on you, if you do not have any available black powder, you can not use this feature. When you take the Attack action, you do not suffer disadvantage on attack rolls made this turn against a creature within 5 feet of you. Browse Categories.



Publisher Website. You cannot choose from the benefits gained from the Advanced Powder Trance feature. Quick Draw 18th-level Powder Mage feature At 18th level, your powder mage rpg pdf download allow you to get the draw before anyone else. Common Questions FAQ. Powder Fiend Powder Fiends have fully embraced the power of a powder trance, their strength growing even more than the average powder mage from the ingestion of powder. If a Powder Blind mage is affected by a magical effect that cures disease, the powder blindness is not cured, but loses effect for the next hour. You can continue making this attack for each creature behind the original target so long as they are in a straight line, each taking half of the initial damage, powder mage rpg pdf download.

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