
Munitions MasterSource Battlecry! pg. 64Invention often springs from necessity, and nothing creates necessity like war. While many inventors innovate new tools or seek fortune or fame, the munitions master seeks an edge in battle, one that might mean the difference between victory and defeat for their side. They aim to bring the sheer destructive power of siege weapons to a more compact and personal scale so that they can be deployed anywhere they are needed.
The portable light mortar used by munitions masters first appeared in Dongun Hold, a collaboration between Dongun siege weapon operators and Alkenstar inventors.
Light Mortar Innovation 1st
Through years of experience and countless hours of experimentation, you've developed a siege weapon compact enough to operate by yourself while still packing a deadly punch.
Prerequisites: You must be an
inventor.
Munitions Master Adjustments: Instead of choosing an innovation from the options listed in the inventor class, you have the
light mortar innovation, as well as the following changes to the class features listed on the following pages. You gain these abilities at the same levels as normal for the class unless otherwise specified. You must select
Munitions Master Dedication as your 2nd-level class feat. Your innovation is a mounted
siege weapon called a light mortar that weighs 2 Bulk. Whether it propels its payload via an elaborate mechanism or explosive reagents, it's capable of dealing immense damage. Your light mortar requires an Interact action to deploy it before you can Aim, Load, or Launch it, and it includes its own wheeled platform that it is mounted on as part of the deployment. It can be packed back up for easy transport as a 2-action activity with the manipulate trait and either worn as a backpack or carried in one hand while packed. Because of the light mortar's smaller size, the Move Siege Engine activity takes only 1 action when it is deployed.
Your light mortar begins as a 1st-level siege weapon with the statistics shown below. It deals an additional die of damage at 5th level and every 4 levels thereafter. When you Launch your light mortar, the Reflex save is equal to your class DC. Its AC is equal to your inventor class DC and it has Hardness 5. It has trained proficiency in Reflex and Fortitude saves, using your Intelligence modifier to calculate these bonuses. It has 10 Hit Points, plus a number of Hit Points equal to 2 plus your Intelligence modifier for each level you have. Its Broken Threshold is equal to half its total Hit Points (rounded down).
At 5th level, your light mortar's Hardness increases to 10. At 10th level it increases to 15 and its proficiency rank in Reflex and Fortitude saves increases to expert. At 15th level, its Hardness increases to 20, and its proficiency rank in Reflex and Fortitude saves increases to master.
Your innovation fires small cannonballs called carry shot. A group of 10 carry shot, which weighs 1 Bulk, can be purchased for 5 sp from most shops that sell ammunition.
Uncommon Medium Mounted Source Battlecry! pg. 64;
Ammunition carry shot (5 sp for 10, 1 Bulk)
Usage mounted;
Space 5 feet long, 5 feet wide, 3 feet high
Crew 1;
Proficiency martial
Speed 20 feet (pulled or pushed)
Nethys Note: The AC, Fortitude, Reflex, HP and BT statistics for this item are located in the Light Mortar Innovation. This item does not have a price as it is an Inventor Innovation.
Aim
[one-action] unlimited, minimum distance 10 feet
Load
[one-action] (
manipulate) 1 time
Launch
[one-action] (
attack,
manipulate,
range increment 120 feet) 2d6 bludgeoning, 10-foot burst, DC 15
basic Reflex
Choose one initial light mortar modification to apply to your innovation, either from the following or from other initial light mortar modifications to which you have access. These modifications alter the abilities or form of your light mortar.
- Contained Shrapnel You alter your light mortar's ammunition to prevent fragments of it from flying outward on impact. Your innovation gains the nonlethal trait. You can choose whether to apply the nonlethal trait on each Launch.
- Enhanced Shrapnel You alter your light mortar's ammunition to change the way it shatters on impact, spraying nearby creatures with a hail of razor-sharp pieces. Your innovation gains the versatile P and versatile S traits. You can choose whether to apply one of these traits on each Launch with your innovation.
- Spring-Loaded You've designed your innovation with springs to quickly unfold and extend components, optimizing it for quick deployment. You can deploy your light mortar as a free action.
Overdrive
The additional damage you deal from Overdrive applies to Launches made with your light mortar, as if they were Strikes.
Explode
When you use this ability, the
emanation is centered on your innovation, and you can choose to exclude the square you are in from the emanation.
Breakthrough Innovation7th
When choosing a breakthrough innovation, choose from the following breakthrough light mortar modifications. As usual, you can choose an initial light mortar modification instead if you prefer.
- Blanching Chamber You embed tiny metal filings into ammunition in the firing chamber of your light mortar. These filings remain embedded in the fragments of the ammunition after it shatters on impact. Your ammunition counts as cold iron and silver.
- Earthbreaker Each time you Launch, you can choose to alter the ammunition to direct the brunt of the explosion downward, dealing half damage but creating difficult terrain in the blast area.
- Narrow Blast You alter your ammunition so that the force of the impact is directed in a narrow band. Each time you Launch you can choose to have the explosion form a 20-foot cone instead of a 10-foot burst. This cone must originate at the point of impact and can be directed either directly away from you or 45 degrees to either side of that.
Inventive Expertise7th
You gain this class feature at 7th level instead of 9th.
Offensive Boost9th
The offensive boost you choose applies to Launches made with your light mortar, as if they were Strikes.
Inventive Mastery15th
You gain this class feature at 15th level instead of 17th.
Revolutionary Innovation15th
When choosing a revolutionary innovation, choose from the following revolutionary light mortar modifications. As usual, you can choose an initial or breakthrough light mortar modification instead if you prefer.
- Enhanced DamageAs the revolutionary weapon modification of the same name.
- Impossible Alloy As the revolutionary weapon modification of the same name, except that the alloy is embedded in your ammunition on launch.
- Precise Blast You have such precise control over your light mortar that you can wrap the blast of impact around your allies without harming them. When you Launch, you can select a number of squares up to your Intelligence modifier to exclude from the blast area.
Additional Feats
Source Player Core pg. 215 2.0Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Uncommon Archetype Class Dedication Source Battlecry! pg. 65Archetype Munitions MasterClass InventorPrerequisites light mortar innovation
You have drilled enough with your light mortar to operate it with unrivaled efficiency. You gain the Engineer's Efficiency action.
Engineer's Efficiency [one-action] Frequency once per turn;
Requirements You are adjacent to your light mortar;
Effect You Aim your light mortar and then either Load or Launch it.
Archetype Flourish Source Battlecry! pg. 65Archetype Munitions MasterClass InventorPrerequisites Munitions Master Dedication
You limit the blast of your shot for accuracy. You Launch your
light mortar, targeting a single square. The blast is limited to the targeted square but deals one additional die of damage.
Archetype Source Battlecry! pg. 65Archetype Munitions MasterClass InventorPrerequisites Munitions Master Dedication
You ignite a small portion of powder in a rapid, inefficient burn, creating a hazy cloud. You create a cloud of smoke in a 5-foot
emanation centered on your innovation, which lasts for 1 minute. All creatures and objects within the smoke become
concealed, and those outside the smoke become concealed to those within.
Archetype Source Guns & Gears pg. 129 2.0Archetypes Artillerist,
Munitions MasterPrerequisites expert in
Crafting
While castles are generally obliging enough to stay in one place, out in the field positioning is of paramount importance—a gun in the wrong place is worse than useless. You can Interact with an adjacent mounted
siege weapon to increase its Speed by 10 feet for one round.
Archetype Manipulate Unstable Source Battlecry! pg. 65Archetype Munitions MasterClass InventorPrerequisites Munitions Master DedicationTrigger Your turn begins.
You push yourself and your
light mortar beyond your limits. You are quickened for this turn. You can use the extra action to Load or Launch your light mortar. This doesn't allow you to bypass the normal limit of one Launch per round.
Archetype Flourish Unstable Source Battlecry! pg. 65Archetype Munitions MasterClass InventorPrerequisites Munitions Master DedicationTrigger You launch your
light mortar.
Requirements You are adjacent to your light mortar.
Your innovation contains a chamber to store a small amount of compressed exhaust gas from your Launches. You can release this gas coinciding with the recoil to propel your mortar and yourself through the air to reach a better firing position. You and your light mortar move up to the light mortar's Speed in the direction of your choice. You must end this movement adjacent to your innovation.
Archetype Source Battlecry! pg. 65Archetype Munitions MasterClass InventorPrerequisites Munitions Master Dedication
You tune your
light mortar to maximize penetration into hard surfaces. You Launch your light mortar, dealing half the normal amount of damage to creatures in the area of the blast but double damage to objects and structures.
Archetype Source Guns & Gears pg. 129 2.0Archetypes Artillerist,
Munitions Master
What you don't know about artillery isn't worth knowing and your mastery allows you to perform an impossible number of actions as part of a
siege weapon's crew. You're permanently
quickened. You can only use the extra action to
Aim or
Launch a siege weapon.