Percussion Reaper (3.5e Class)
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 Percussion Reaper
A Percussion Reaper revolves around the hand crafted creation of a specialized weapon and ammo system. Using the massive recoil from the weapon, a Percussion Reaper uses the knock-back and force to dance around the field.
 Making a Percussion Reaper
The Percussion Reaper is highly effective at close range combat, and can hold it's own if drawn into a firefight. However, the ammo system and weapon itself are very heavy and can weigh down the Percussion Reaper
Abilities: Dexterity is a must. This allows the Percussion Reaper to use her more important skills with more lethality. Intelligence is a must as it allows access to more skills. Constitution is needed for the health bonus, and Strength for the damage.
Races: Any race that has access to a higher form of technological advancements.
Starting Gold: Due to the weapon, a Percussion Reaper starts with no money.
Starting Age: Moderate
|1st||+1||+0||+2||+0||Percussion Weapon, Percussion Ammo, Crafting Ammo/Casing|
|8th||+8/+3||+2||+6||+2||Dancer's Art/4, Multiple Barrels|
|9th||+9/+4||+3||+ 6||+3||Casing Upgrade, Weapon Upgrade|
|10th||+10/+5||+3||+7||+3||Dancer's Art/5, Target/2|
|13th||+13/+8/+3||+4||+8||+4||Part's Upgrade, Redirected Recoil|
|14th||+14/+9/+4||+4||+9||+4||Dancer's Art/7, Proper Posture|
|19th||+19/+14/+9/+4||+6||+11||+6||Part's Reworking, Weapon's Reworking, Casing Reworking.|
|20th||+20/+15/+10/+5||+6||+12||+6||Dancer's Art/10, Target/4, Perfect Percussion|
Class Skills 4 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Percussion Reaper.
Weapon and Armor Proficiency: A Percussion Reaper is proficient with all simple and martial weapons, and light armor with no shields.
Percussion Weapon: 1st Level: The Percussion Weapon is the Percussion Reaper's weapon. A dual form weapon, it mixes melee and ranged weapons. The weapon can be whatever the user wants, however it functions best with weapons with long grips, such as pole arms, scythes, and some axes. Feats, such as Weapon Focus and Weapon Specialization, apply for both the Melee and Ranged part of a Percussion Weapon. The Ranged Part can benefit from bow feats, such as Point Blank Shot. The Percussion Reaper CANNOT use her Melee and ranged attack in the same Standard Action, unless her Ranged weapon is used to escape danger or used to get into combat.
The stats of the Percussion Weapon follows the stats of the weapon chosen. The ammo, when fired from the weapon via the trigger, follows the damage of a repeating heavy crossbow. The weight of this weapon is tripled the base, and requires a perquisite of 15 STR or 16 DEX to hold the weapon, or use it's weight to use momentum as a proper way to wield it. If neither stats allow the weapon to be wielded, the wielder is considered to be wielding a weapon one size larger than it can handle.
The Percussion Weapon does have it's limits. The barrel of the gun and the blade of the weapon (head for lances, and primary blade for double weapons), cannot align (meaning the Barrel cannot come out of a sharp end of a sword, or end of the pole for a scythe/lance). The Percussion Weapon must have a clip located somewhere on the hilt of the weapon as well. When fired, the recoil from the ammo requires the wielder to make a Tumble, Balance, or Reflex save of DC 20 + Percussion Reaper Level + Weight of the weapon, or be knocked on their back for 1 turn, and are considered Flat-Footed. While making the Check, you may add two of the following to the Save: STR MOD, DEX MOD, or CON MOD, as well as the save, be it Tumble, Balance, or Reflex.
Also, while the weapon itself is multifunctional, it does have limits. For every bullet fired, the barrel(s) of the Percussion Weapon gain heat. Every bullet adds 3% heat to the total heat gauge. Once the gauge hits 15%, every bullet has a 5% chance of jamming the barrel. Once hitting 30%, the chances increase to 15% per bullet. At 60%, every bullet has a 30% to jam the barrels. Anything above 75% makes it a 50% chance to jam the barrel, and a 15% chance after the Jam check to destroy the barrel. If the barrel somehow reaches 100% heat, the next bullet breaks the weapon completely. To clean a jam from the gun, it takes two full-round actions to take the bullet out. If the Percussion Weapon breaks, to make a new one requires 1d6+1 days to make, and costs 2,000 Gold in materials. The gun cools by 5% every round the barrel is not used, and if the Percussion Weapon is placed in water, the barrel cools down in 1 turn.
Percussion Ammo: 1st Level: Percussion Ammo is specially crafted ammo made for your Percussion Weapon. The ammo cannot be bought, but the needed materials can. If the materials cannot be bought, they can be crafted. Black powder, flint, magnesium, and any form of metal are needed to create the ammo, which takes 5 minutes per bullet, and a pound of each material can create a clips worth of ammo. The clips for the Percussion Weapon hold 20 rounds, and once spent, a new case must be crafted out of a given metal, which takes 10 minutes. The bullet travels with extreme force, and due to it, ignores natural armor to enemy AC, and blows them back 25ft, as well as the Percussion Reaper if she fails her Check to stay upright. Additional damage can be added if the target is sent into a solid wall, or hazard. Reloading the weapon takes a standard action to unload the clip, grab another, and reload the clip, however this does not provoke an attack of opportunity. This REQUIRES the ammo count system.
Crafting Ammo/Casing: 1st Level: Crafting Ammo and it's casing are a must for the Percussion Reaper. She relies on them to use her combat skills. Each bullet takes 5 minutes to make, and a DC 25 Craft (Ammo) check to create it, and the casing takes 10 minutes with a DC 30 Craft (Casing) check, as these checks are UNAIDED. She cannot take help from allies to create it, but can have them crafted for 1 SP per bullet, and 10 SP per casing. She can, however, use bought kits to lower the DC by 5 per related kit. Sleight of Hand decreases the time needed to reload, as well as decreasing the DC by 5 for every 10 ranks of Sleight of Hand. With 20 ranks of Sleight of Hand, the time to reload goes from a Move action to swift action, then another twenty for Free Action.
Dancer's Art: 2nd Level: Starting a 2nd level, and every 2 levels after that, a Percussion Reaper can learn to use her weapon and ammo in tandem. She can pick from the following list of skills every even number of levels, provided she meets the requirements. All checks to prevent recoil from affecting the Percussion Reaper are present in these skills. Perform (Dance) increases the damage by 1d10 for every 20 ranks of Perform (Dance).
Buckshot de Grâce: Requires a Percussion weapon with a hooked or curved end, I.E. a scythe; DEX and INT 14. After getting the target within death, and having the weapon near the head (or part of their body where instant death is obtained), and by expending one ammo, the Percussion Reaper can use the recoil to fire a bullet towards a target, or simply in the air, the force of the shot launches the weapon back, allowing an instant kill. This can only take effect if the target is within the death threshold.
Shotgun Stinger: Requires a Percussion Weapon that allows pierce attacks; STR 16. By confirming an attack, and when the thrust attack is successful, the Percussion Reaper may pull the trigger on their Weapon. By expending one ammo, the bullet forces the target off the weapon, dealing an additional 2d6 damage.
Petal Storm: Requires STR 16 or DEX 15. The Percussion Reaper swings her Percussion Weapon around in wide, yet tight arcs, unloading all the ammo in her clip. The damage to each target into a 30ft radius around the Percussion Reaper is 1d6 per shell in the current clip. Doing this overheats the Percussion Weapon's chambers, and must cool down for 1d4 turns, prevent any bullet from being used until it cools.
Reverse Crusher: Requires a Bludgeoning weapon, or a weapon with a long grip, such as a lance. By expending one ammo, the Percussion Reaper can fire the bullet in the reverse direction of the target to deal the weapon's damage in Bludgeoning damage, dealing an additional 2d6 damage.
Sudden Halt: Requires DEX 16. A recoil skill. Using the recoil from her Percussion Weapon, a Percussion Reaper can expend one bullet per 20ft to stop herself from being thrown in a direction. The DC for this is Distance divided by 2 + Percussion Weapon's Weight, and is a Reflex save. This check can be used 3 times before the recoil is too much to aid in a recovery.
Petal Dance: By expending one bullet, the Percussion Reaper can add +10 to Tumble or Balance to avoid an attack. If the roll fails, the bullet is wasted and she is considered to be flat-footed. At 10th level, Petal Dance can expend two bullets to quickly dash behind an enemy and open them for an attack of opportunity.
Javelin Jump: Requires a Pierce weapon; and INT 17. By expending one ammo and thrusting the weapon into the ground, the Percussion Reaper can unload a shell to add 10 their Jump skill. When this move is used, it opens up a variety of attacks. The skill sends the Percussion Reaper up around 50ft, and but the check for balance is to stay armed in the air. This skill can also be used to simply let the Percussion Reaper gain extra height and/or speed on her jump.
Devil's Dive: Requires Javelin Jump. By expending an additional ammo after Javelin Jump, the Percussion Reaper can use the speed to deal additional damage on her attack downwards. If connects, the attack deals an additional 3d6 damage due to the height, and a 1d6 shock wave AoE in a 10ft radius.
Refractive Fire: Requires Multiple Barrels; INT 16. By stabbing the Percussion Weapon into a soft or solid and stable surface, the Percussion Reaper can simply fire the barrel of the Percussion Weapon without fear of the recoil. However, this is a move action to both place and retrieve the weapon, and if the weapon is planted, she can be knocked away from her Percussion Weapon.
Relaxed Blow: Requires a hooked weapon, such as scythe, or curved, such as a halberd; DEX 15. By leaving part of the blade in a solid surface, the Percussion Reaper can spend a bullet to send her weapon in a straight line in the opposite direction the weapon was facing. The Percussion Reaper can chose to grab her Percussion Weapon or not, but if she does she can make the usual recoil check to land on her feet and stop the propulsion.
Sunder Shot: Requires INT 15. Aiming at a target's weapon or armor, the Percussion Reaper can expend a shell to attempt to break the weapon. A reflex save to avoid this is allowed for the target. The DC to avoid breaking is the Damage from the bullet + Percussion Reaper's DEX MOD + Half her level, - 5 to the DC for every 15 feet the Percussion Reaper is from the target. Point blank Sunder Shots only receive the Reflex save.
Back Breaker: Requires Proper Stance; Part's Reworking: Weight; DEX 17. By lying the weapon against a target, mainly at a weak point I.E. spine, neck, ect, and by pulling the trigger, and having the bullet fly away from the target, the Percussion Weapon launches and drives the target into the ground. While it deals only STR MOD damage only, it stuns the target for one round.
Speed Slayer: Requires Proper Stance; INT 16. By aiming at a target's mode of movement and firing, the successful hit cripples the target, preventing charges, rushes, and the likes, as well as jumping, tumbles, and running.
Rapid Escape: Requires INT 15 and DEX 15. By expending a shell in any direction, the Percussion Reaper can make a hasty retreat in the opposite direction. She is considered to have 100 base land speed and will keep going for 50ft, or until she hits something solid. If she hits something when she has gained full speed, she is stunned for a turn and disarmed due to the force.
Windmill: Requires a polearm-like weapon; Int and Dex 17. By spinning her Percussion Weapon around her, either horizontally or vertically, the Percussion Reaper can expend all her bullets to deal 1d6 damage per bullet to all enemies in a straight vertical or horizontal line. The Barrel must be cooled down for 1d6 turns after.
Bullet Ballet: Requires Proper Stance; Weapon Upgrade; 18 DEX or INT. By using all the bullets in her clip, the Percussion Reaper can dance around the field, dealing her base Percussion Weapon Melee and Ranged damage to a number of targets equal to her Dex Modifier. The Barrel must cool off for 2d6 turns afterwords.
Bullet Barrier: Requires Weapon Upgrade; Casing Upgrade; INT or DEX 17. By extending one bullet, the Percussion Reaper can add the Percussion Weapon's Ranged Damage to her AC. The Percussion Reaper MUST known the attack is coming and can properly react to it.
Faux Strength: Requires Weapon Upgrade; Multiple Barrels. DEX 17. By expending one bullet away from her chosen target, the Percussion Reaper can add an additional 2d6 damage of sudden force to her normal attack. However, a tumble/balance check must be made, or the Percussion Reaper will be spun around and dizzied for 1 turn.
Jackknife Jumper: Requires Jump 15; Weapon Upgrade; Parts Upgrade: Weight; DEX 18. By making a jump attack, the Percussion Reaper can leap onto an enemy and use the Percussion Weapon's Ranged Attack to deal damage and either jump to a new enemy or attack the same one. A new confirm roll is needed to more sure the attack hits. Each attempt, successful or failed, costs one bullet.
Accelerator: Requires Proper Stance: Proper Posture; Multiple Barrels; INT or DEX 18. By firing a shell backwards, then Percussion Reaper can quickly increase her speed tenfold. This allows her to quickly get into combat, and the first target she hits with this takes an additional 2d10 damage.
Rain of Bullets: Requires Level 16. By expending all the bullets in her casing, a Percussion Reaper can use it to dance around the field and deal 1d10 damage per bullet in the casing, and an additional 5d6 damage. The Barrel must cool, and requires 2d10 turns to cool.
Blood Blossom: requires Level 18. By expending every bullet in every clip the Percussion Reaper has, she can deal 1d20 damage per bullet. However, doing this overheats the Barrel for the entire day, and leaves her without the use of her skills as well.
Target: 5th Level: The Percussion Reaper learns to fight specific creates better in combat. This skill acts the same and follows the limits of the Ranger's 'Favorite Enemy'. The Percussion Reaper gets a few Target every 5 levels.
Proper Stance: 7th Level. The Percussion Reaper understands her weapon better now. Once at 7th level, the Percussion Reaper reduces her DC to remain standing from firing her weapon by 3.
Multiple Barrels: 8th Level. After more tinkering, then Percussion Reaper can now add more barrels onto her Percussion Weapon to allow for a new wide verity of attack. Three more barrels can be added, and they can be added anywhere on the weapon, which allows the more creative use of the Dancer's Arts, or overall crowd control.
Casing Upgrade: 9th Level. After tinkering with her casing, the Percussion Reaper upgraded her Weapon's casing. The case can now store 30 shells, but to craft this, it requires 15 minutes to make, and 20 SP.
Weapon Upgrade: 9th level. After tinkering with her weapon, the Percussion Reaper upgraded her Weapon. It now deals an additional dice of damage (example, if damage was 1d10, it now deals 2d10), and weight is cut reduced by 5.
Part's Upgrade: 13th Level. After scavenging enough metal from broken casings and bullets, the Percussion Reaper has enough metal to upgrade one of her parts: Bullets, Weight, Casing, Blade. Bullets increases the damage by 1d10. Weight cuts the weight in half. Casing increases the size of the casing by 10, making it hold 40 bullets, however increases the Craft DC by 10, takes 20 minutes to make, and 30 SP to make. Blade increases the damage, once again, by another interval of die.
Redirected Recoil: 13th Level. Fighting the recoil for so long, the Percussion Reaper now understands how to use it effectively. If the Percussion Reaper should fail her Save to stand, she may, however, throw her weight in a given direction to attempt and deal damage, or fire a new shell to regain her balance. This can only be used once per failed roll, and if the second roll is failed, she is stunned for 2 turns. If the second roll is at least 5 higher then the fail, she regains her balance.
Proper Posture: 14th Level. Understanding her weapon even more, the Percussion Reaper has changed how she stands once again to reduce recoil. She now takes off an additional 6 to the DC of the recoil.
Part's Reworking: 19th Level. After collecting even more wasted metal, the Percussion Reaper can upgrade any part again: Casing, Bullet, Blade, Weight. The same standard applies from Part's Upgrade.
Weapon Reworking: 19th Level. After even more tinkering, the Percussion Reaper can increase the damage done by her blade by another die increment, as well as her ranged damage.
Casing Reworking: 19th Level. After even more tinkering, the Percussion Reaper can increase the amount of ammo she can carry in her casing by 10, which increases the time needed to make the casing by another 10 minutes, as well as the DC to make it, and now costs 10 GP.
Perfect Percussion: 20th Level. True power and understanding come to the Percussion Reaper. She no longer needs to make a check to stay balanced after firing her weapon, and each round fired deals an additional 1d20 sonic damage.
 Epic Percussion Reaper
|30th||Dancer's Art/15, Target/6|
4 + Int modifier skill points per level.
Dancer's Art: The Percussion Reaper continues to gain more and more Arts.
Target: The Percussion Reaper continues to find more and more targets she finds easier to kill.
Master's Casing: The Master's Casing allows the maximum number of bullets: 100. The casing though, now takes an hour to make and costs 10 GP.
 Human Percussion Reaper Starting Package
Weapons: Percussion Weapon: Long Sword.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: Weapon Focus.
Gear: Studded Leather Armor, flint&tinder, bedroll, backpack, bull's eye lantern, pint of oilx5, trail rationsx5
 Campaign Information
 Playing a Percussion Reaper
Religion: The Percussion Reaper worships as they please, however they tend to worship gods of war.
Other Classes: The Percussion Reaper works well with other speedy or warrior-like classes.
Combat: Percussion Reaper rely on their speed to keep enemies on their toes, but themselves cannot take too many hits.
Advancement: If choosing to Multiclass, a Percussion Reaper would tend to pick an agile class.
 Percussion Reapers in the World
Daily Life: Spending their days, usually as hunters, they tend to be somewhat as loners.
Organizations: Many different guilds and groups use tend to hire Percussion Reapers for their dirty work.
NPC Reactions: Many others tend to get on a bit of edge around the Percussion Reaper, as they are highly known for their speed, and believe that if given a second, they can slip away from their sight.
 Percussion Reaper Lore
Characters with ranks in Knowledge (Local) can research Percussion Reapers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||The Percussion Reaper fights with a mix of melee and range.|
|10||Using speed and recoil, Percussion Reapers use bullets to deal powerful attacks via recoil.|
|15||Percussion Reapers tend to act solo, and when they do, a solo Percussion Reaper can be a very deadly person.|
|20||The Percussion Weapon is a massively powerful weapon that can, when in the hands of a true Percussion Reaper, destroy armies.|