Skeleton Nephilim • Gunslinger (Spellshot) 5
Slinger's Precision: +1d4 precision on first Strike/turn
Energy Shot: Choose damage type each Strike - fire, cold, electricity, or acid.
Drake Rifle: Long-barreled firearm with magical energy chamber.
Fatal d12: On crit, damage dice become d12 + extra d12.
Concussive: Deals bludgeoning if target has higher resistance to piercing.
Concealable: Can be hidden on person.
Concussive: Deals bludgeoning if target has higher resistance to piercing.
Combination: Rapier blade with integrated pistol.
Finesse (melee): Use DEX for melee attacks.
Draw a weapon, then Strike with it. Excellent for opening combat when you haven't drawn yet.
Use at start of combat for initiative advantage!
Stride, then Interact to reload or draw a weapon.
Combines movement with reloading for better action economy.
When you Strike with Drake Rifle, choose damage type:
• Fire - good vs cold creatures, plants
• Cold - good vs fire creatures
• Electricity - good vs metal armor, water
• Acid - bypasses many resistances
Collapse into pile of bones, becoming prone.
Benefit: +4 circumstance bonus to Tumble Through.
Stand up requires 1 action.
Call upon the Void to harm life force. Target takes 4d4 void damage.
Crit Fail: Also enfeebled 1 until start of your next turn.
Note: Void damage heals undead (like you!), harms living.
Space warps beneath your feet. Gain +5 ft status bonus to Speed, then Stride twice.
Excellent mobility - move up to 70 ft (with 30 ft base speed) for 1 action!
Uses:
• Create alchemical ammunition
• Quick Repair: Repair items in 1 minute instead of 10
Munitions Crafter:
• Create ammunition during daily preparations
• Craft firearms and firearm modifications
Traits: Gunslinger
Prerequisites: Trained in Crafting
You can Craft ammunition and black powder bombs. Each day during your daily preparations, you can create a batch of ammunition or black powder bombs from your formula book for no cost. The batch contains a number of items equal to your Crafting modifier.
Traits: Gunslinger, Ranger, Rogue
Action: 1 action
You draw a weapon and Strike with it as part of the same action. This counts as two actions: Interact to draw and Strike.
Traits: Gunslinger
Action: 1 action
You can reload a weapon while moving. Stride up to your Speed and Interact to reload.
Traits: Skeleton
Action: 1 action
You collapse into a pile of bones. You are prone and can't take move actions. You gain a +4 circumstance bonus to Stealth checks to Hide and can Hide without cover or concealment.
Traits: Skeleton, Nephilim
Your planar heritage grants you resistance. You gain resistance 5 to one damage type associated with your lineage (fire for fiendish, cold for some celestials, etc.).
Prerequisites: Trained in Arcana, Nature, Occultism, or Religion
Traits: General, Manipulate, Skill
You can attempt to activate a magic item you don't meet the requirements for. Spend 10 minutes attempting to use the item, then make a check using the appropriate skill.
Prerequisites: Trained in Intimidation
Traits: General, Skill
You can Demoralize with a mere glare. When you do, you don't need to use a linguistic component or make an auditory display.
Prerequisites: Trained in Occultism
Traits: General, Skill
You can use Occultism in place of Diplomacy to Make an Impression and in place of Intimidation to Demoralize when interacting with creatures that have the occult trait.
Traits: General
You react more quickly than others. You gain a +2 circumstance bonus to initiative rolls.
Traits: Archetype, Dedication, Gunslinger
You've learned to infuse your shots with magic. You gain the ability to cast cantrips and can prepare two arcane cantrips each day.
Special: You cannot select another dedication feat until you have gained two other feats from the Spellshot archetype.
Prerequisites: Dexterity 14
Traits: Archetype, Dedication, Multiclass
You gain a skill feat and the rogue's surprise attack class feature. You become trained in light armor and one skill of your choice.
Special: You cannot select another dedication feat until you have gained two other feats from the Rogue archetype.
Traits: Divination, Fortune, Mythic, Prediction
Note: This is a homebrew/campaign-specific feat.
Through supernatural intuition tied to your undead existence, you experience echoes of future encounters before they occur.
Effect: When encountering a creature for the first time, you gain a +2 circumstance bonus to Diplomacy checks to Make an Impression or Deception checks to Lie or Impersonate. You can recall one true fact about them as if you'd researched them beforehand.
This doesn't work on creatures immune to divination effects.
Special: Triggers automatically when appropriate. Can't be used on the same creature twice.
Traits: Mythic, Shadow, Transmutation
Frequency: Once per day
Duration: 1 minute
Cost: 1 Mythic Point
Action: 2 actions
Note: This is a homebrew/campaign-specific feat.
You dissolve into living shadow, your skeletal form dispersing into darkness as you take on an incorporeal, shadow-wreathed existence.
Effect: You become incorporeal, gaining resistance 10 to all physical damage (except force and ghost touch). You can move through solid objects and creatures as if they were difficult terrain. You take 1d6 force damage if you end your turn inside a solid object.
While incorporeal, you can't manipulate physical objects, make physical attacks, or cast spells with material components. You can still speak and use mental and sonic abilities.
You gain darkvision with a range of 60 feet (or increase your existing darkvision by 30 feet). In areas of dim light or darkness, you gain a +4 circumstance bonus to Stealth checks.
Special: You can end this effect early as a free action. If you do, you immediately become corporeal in the nearest unoccupied space.
Traits: Lineage, Nephilim
You descend from celestials, fiends, or monitors. Gain low-light vision (or darkvision) and access to nephilim feats.
Prerequisites: Trained in Crafting
Traits: General, Skill
You can Repair an item in 1 minute instead of 10 minutes. If you're a master, you can do it as a 3-action activity. If you're legendary, you can do it as a 1-action activity.
Prerequisites: Trained in Crafting
Traits: General, Skill
You can Craft alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.