The rank and file shocktroopers. Often found carrying all manner of guns and dressed in fatigues. It is a very simple class with low utility that exists to deal damage in bursts.
Weapons: Any one handed weapon or Gun. Shield.
Physical Resistance: 2 (+1 every 3rd level)
HP: 4d8 at start, +1d8 every level.
1d6dmg lvls 1-10
1d8 dmg lvls 11-20
Blitz (Once per combat) Ignore difficult terrain this round.
Riot Fighter: You may wield a carbine or shotgun one handed if you hold a shield in the other. Reloading in this style is a full round action, however.
- Additional Weapon damage increase (see below)
- Weaponmaster Bonus 1/combat
5. Weaponmaster 2/combat
7. Concussive Hand Grenade
10. Massive Crit
12. Weaponmaster 3/combat
14. Rocket Launcher
16. Weaponmaster 4/combat
Additional Melee/Gun/Grenade Weapons: +1 damage every 3rd level
Weaponmaster Bonus: When attacking with armed weapons, roll an additional 1d3 when you hit. Deal your weapon die damage times that amount. (Only add your modifier/bonuses only once!) (Reliable: If you do not achieve a multiplier of 2-3 on this ability, you do not lose it.)
Concussive Hand Grenade (Standard) (Range 10, Burst 3, all creatures) (Once per combat) (Siege)
Deals d12dmg+Dex and knocks all targets prone. Requires a free hand.
Massive Crit: Upon dealing a Nat.20 crit with a proficient weapon, deal 3 times the damage instead of 2 times.
Rocket Launcher (Full Round action) (requires two hands) (Range 12, Burst 3, all creatures) 1d20dmg+dex, knocking them prone. You may also fire this at your feet, dealing half damage to yourself and creatures. In doing so, you may launch yourself into the air in single direction (vertical or horizontal) up to 6 spaces. Your ground clearance is treated as 15ft when moving horizontal and you do not provoke during this movement. Take no falling damage if you only fall 15ft. (1/combat)