Arbalist

"Wow, that’s a lot of orcs… hmmmm... should I take out the tall one? Actually, that other one’s wearing feathers, he might be a shaman or something. Then again, those two muscled fellows look pretty menacing. Heck, you know what?! I’ll just drop em’ all at once!"
——Golnier the Detonator, Gnomish Arbalist

The Arbalist is a type of warrior who puts more faith in chemical sciences and technology then in brute strength or magic. It is an uncommon path for adventurers, but not unheard of. Gnomes originated this style of combat, but Humans and Dwarves also tend towards this path, finding that their disposition towards more practical pursuits and quick learning enables them to blend martial aptitude with alchemical knowledge equally. More than one Arbalist has been found in military service at one time or another, as their understanding of easy and effective artillery is a boon to any who can afford to pay for the resources.

The Arbalist is a three stage Talent.

Arbalist I

Initially, the Arbalist masters attacking and reloading with their preferred weapon, the crossbow. They learn how to aim at angles to increase the distance of their shots, and also how to be more precise in where they hit. They also develop the signature ability of the Arbalist, the Alchemical Shot, which allows them to modify their weapons with reserves of damaging substance that can reproduce (and sometimes surpass) the power of elemental magics and mix in a few dirty tricks on top!

Prerequisites

Features

♦ Advanced Crossbow Loading
You've developed a technique for loading multiple shots quickly. With a Standard Single-Shot Crossbow (i.e. Hand Crossbow, Light Crossbow, or Heavy Crossbow), you may take 2 shots before you need to reload. With a Multi-Shot Crossbow (i.e. Repeating Light Crossbow or Repeating Heavy Crossbow), you may take 10 shots before reloading.
♦ Great Shot
Gain a +2 Class Bonus to damage with Crossbows (this damage is adjusted by your weapon's multiplier as normal).
♦ Far Shot
When wielding a Crossbow you are proficient with, increase your weapon's base range by 50%.
♦ Alchemical Shot
Gain the Alchemical Shot ability.
Alchemical Shot
Arbalist Class Feature
Standard Action [REC Weapon Speed]
Cost: Special*
Limitation: You use your knowledge of Alchemy to enhance your shots. Make an attack:
Range: Weapon Range
Target: One creature within range
Attack: Ranged Weapon P vs. AC
Hit: The target is subject to one of the following effects, depending on your choice of shot:
  • Flaming Shot [4 Stamina]:Deal Weapon[5 WD] Fire damage.
  • Freezing Shot [4 Stamina]: Deal Weapon[5 WD] Cold damage.
  • Caustic Shot [4 Stamina]: Deal Weapon[5 WD] Caustic damage.
  • Slippery Shot [4 Stamina]: Deal Weapon[4 WD] damage and the target is covered in a Slippery Grease [SE, ST 4d10 vs DEX]. Whenever the target attempts to use an item, it must make a Dexterity Test [AT 4d10 vs DEX] or drop the item at its feat.
  • Venomous Shot [4 Stamina]: Deal Weapon[4 WD] and the target suffers ongoing 10 Necrotic damage every 10 segments [SE, ST 4d10 vs CON]. Alternatively, you may apply a specific Poison instead of dealing ongoing Necrotic damage.
Augment, Damaging Alchemical Shot
[Martial Rank 7]
Stacking [Ranks 7, 9, 11, etc.]: This augment may be applied multiple times and is limited by your Martial Rank.
Effect: Increase the damage of your Alchemical Shot by 1 WD.
Master Augment, Greater Alchemical Shot
[Arbalist II]
Effect: You may now choose one of the following shots, in place of the options above.
  • Burrowing Shot [4 Stamina]: Gain a +5 bonus to Armor Negation for the Shot. On a hit, deal Weapon[4 WD] damage.
  • Sticky Shot [5 Stamina]: Deal Weapon[4 WD] and the target is Restrained [SE, ST 5d10 vs STR].
Master Augment, Superior Alchemical Shot
[Arbalist III]
Effect: You may now choose one of the following shots, in place of the options above.
  • Concussive Bolt [5 Stamina]: Deal Weapon[4 WD] Force damage and the target is Blinded and Stupefied [SE, ST 5d10 vs CON].

Arbalist II

The Arbalist continues to develop their crossbow firing technique and Alchemical Shot versatility. In addition, they learn to modify their weapons in two ways: one that allows them to wear a shield without hindering their attacks, and another that can launch a grappling line from their crossbows.

Prerequisites

  • Martial Rank 6
  • Alchemy Rank 6
  • Cost: 2 Destiny Points

Features

♦ Legendary Crossbow Loading
You've developed a technique for loading multiple shots quickly. With a Standard Single-Shot Crossbow, you may take 3 shots before you need to reload. With a Multi-Shot Crossbow, you may take 15 shots before reloading.
♦ Improved Great Shot
Change the Class Bonus granted by Great Shot to +4.
♦ Modified Shield
While wielding a Two-Handed Crossbow, you may also wield a Light Shield.
♦ Grappling Shot
You may tie a rope to one of your Crossbow bolts and use it as a secure Grappling Line (similarly to a Grappling Hook).
♦ Alchemical Burst
Gain the Alchemical Burst ability.
Alchemical Burst
Arbalist II Class Feature
Standard Action [REC 8]
Cost: Special*
Effect: Your shots now burst upon impact, affecting creatures within a small area. Make an attack:
Range: Weapon Range
Area: 15ft diameter area within range
Target: All creatures within area
Attack: Ranged vs. Reflex
Hit: The target is subject to one of the following effects, depending on your choice of shot:
  • Explosive Shot [3 Stamina]: Deal 6d10 Fire damage. If the target is a Structure, it is subject to attack, Demolition +15 vs Durability.
Augment, Greater Alchemical Burst
[Martial Rank 7]
Stacking [Ranks 7, 8, 9, etc.]: This augment may be applied multiple times and is limited by your Martial Rank.
Effect: Increase the damage of your Alchemical Burst by 1d10.
Master Augment, Enhanced Alchemical Burst
[Arbalist III]
Effect: You may now choose one of the following shots, in place of the options above.
  • Chilling Burst [5 Stamina]: Deal 6d10 Cold damage and the target is Entangled [SE, ST 5d10 vs CON].

Arbalist III

At the final stage, their techniques for crossbow wielding reach their apex. The Arbalist further modifies their weapons to be able to chamber and fire two shots at once. They also improve their alchemical knowledge to the point of being able to blur the line between science and magic, creating ammunition that can actually replicate enchantments using alchemy alone.

Prerequisites

  • Marital Rank 7
  • Alchemy Rank 7
  • Cost: 2 Destiny Points

Features

♦ Ultimate Crossbow Loading
You've developed a technique for loading multiple shots quickly. With a Standard Single-Shot Crossbow, you may take 4 shots before you need to reload. With a Multi-Shot Crossbow, you may take 20 shots before reloading.
♦ Superior Great Shot
Change the Class Bonus granted by Great Shot to +6.
♦ Paired Shot
Whenever you make a Crossbow attack that targets a single creature, you may make the attack on two adjacent creatures instead. When you do, make a single attack roll and compare it to both targets.
♦ Ammunition Crafting
You may now craft Magical Ammunition without meeting the prerequisite Eldritch Arts or Religious Arts ranks (i.e. you need only meet the Alchemy rank).
♦ Alchemical Cloud
You gain the Alchemical Cloud ability.
Alchemical Cloud
Arbalist III Class Feature
Standard Action [REC 8]
Cost: Special*
Range: Weapon Range
Effect: Your shots now burst upon impact, affecting creatures within a small area. Choose one of the following options:
  • Smoke Cloud [3 Stamina]: Your shot releases a 30ft diameter cloud of smoke within range, which persists for 1d4+1 rounds. The smoke provides Superior Concealment to all creatures within it and blocks Line of Perception against visual and olfactory senses.
  • Caustic Cloud [5 Stamina]: Your shot releases a 30ft diameter area of caustic fog within range, which persists for 1d4+1 rounds. All creatures suffer Caustic damage equal to [3 x Alchemy Rank] each round they are in contact with the Fog.
  • Flaming Cloud [5 Stamina]: Your shot releases a 30ft diameter area of flaming gas within range, which persists for 1d4+1 rounds. All creatures suffer Fire damage equal to [3 x Alchemy Rank] each round they are in contact with the Fog.
  • Poison Cloud [5 Stamina, Poison]: Your shot releases a 30ft diameter area of poison gas within range, which persists for 1d4+1 rounds. All creatures suffer Necrotic damage equal to [3 x Alchemy Rank] each round they are in contact with the Fog.