Ammo Sorceror

A master of the mystical arts of munitions. They are just as likely to be hired by arena staff to provide weapons as they are to actually fight in the arena.


Vitals:

155 HP / 30 EVA / 6 SPD / 2 HAND


Horns: Melee / -15 / average piercing

Close-quarters (can be used in a grapple).

Bullet Storm: Standard action / summon bullet storm / 1 per gauntlet

At the end of every factions' turns, everything exposed to the sky takes 20 piercing damage as bullets rain from the sky. If the storm is summoned in a military complex, weapon factory, or other venue that stores massive amounts of firearms, it deals 30 damage instead.

After the storm the area that was under and exposed to the stormcloud is covered in a light covering of unused ammunition. Any ranged weapon that deals piercing, slashing, and/or bludgeoning damage and is not ineligible for Extra Ammo can be reloaded by taking a move action to scoop up the bullets on the ground; this provokes an attack of opportunity.

Munition Drums: Standard action to play. Takes two hands to hold.

When you play the war drums, all allies within 3 squares my apply one of the following bonuses of their choice to one currently wielded ranged weapons until the start of your next turn. This bonus is left if they leave your 3 square radius or change weapons.

- Doesn't use ammo on an even roll. (Only works on weapons that cannot take bottomless/extra ammo.)

- Range doubled.

- Damage increased by 15.

- Crit range increased by 5 and astral crit range increased by 1.

- +5 to-hit.

Freedom Pistols: The Ammo Sorceror keeps 10 of these pistols in their pockets, free for their allies to take:

6 squares / +10 / average piercing / 1 hand / 1 shot, destroys pistol when fired

Underlings and Bystanders can spend a full-round action performing a DC 5 knowledge check to learn how to use this weapon without the usual vital set penalties.

Really Tall: 2 squares tall.

Kevlar Suit: Immune to ranged piercing attacks. (The Ammo Sorceror is immune to the bullet storm, you should probably give their allies some of these too!)

Lousy Shot: The Ammo Sorceror isn't actually trained in combat. They take -5 on all rolls to hit (factored into the horn attack) and cannot gain any bonuses to hit.

Receipt:

Small Horns /// 1 pt
Bullet Storm /// 3 pt
War Drums /// BESPOKE (4 pt?)
Kevlar Suit /// 1 pt
Extended Body /// 0 pt
Tough /// 1 pt
Freedom Pistols /// 1 pt
Lousy Shot ::: 1 pt

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