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Class record

Fusilier

Tier
2
Difficulty
2 / 5
Roles
MainStrikerSecondaryController

Entry

Requirements

Ranger mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain 5 skill points to spend on Artifice, Athletics, Stealth, Medicine, Perception, Intimidation, or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness or Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Annie idly twirled her pistol around her finger, keeping half an ear to the negotiations off to her right but most of her attention was on the nervous looking…toll collectors in front of her. The roads through Northi were generally safe but sometimes patrols could be bribed or some nobles started feuding under the table. That would often lead to bandits hired on to harass travelers or worse, someone clever having figured out something sneaky to get away with openly “tax collecting” on a major road. Granted, this little patch of “royal road” was off the beaten path a bit but it did serve as a major artery of trade between some of the southern duchies and was one of the direct trade links into Axias further south. A lot of money moved up and down this and other similar roads.

She and her group had been commissioned out of Mothergreen to investigate and put a stop to the robberies with the obvious hope that being third parties would prevent any current noble disagreements from turning into a localized conflict. No one wanted the trade disruption that would cause, nor the attention. 

Still, she wasn’t sure why Roland was still playing along with the thieves. It had been his idea to disguise their mission as yet another trade run and he was playing the part of the minor noble in charge of the whole thing. Annie felt lucky that they’d decided to let her play as the “guard”  but she wasn’t sure if that was because she was a catfolk and might be considered a guide of sorts or if her party didn’t trust her not to shoot anyone that annoyed her.

Well…they were right about that, at least.

She was about to call out to Roland to just get this over with when the “negotiations” broke down into yelling and the head bandit drawing his sword.

“Finally!”

Without waiting for anyone to say anything more, her pistol stopped spinning with a solid clack and her off hand came up and worked the hammer, snapping two shots off so fast they sounded like one. One of the bandits she’d been having a staring contest with hastily dove out of the way but she didn’t give them much time to do anything but ready their own weapons before she spun to her feet and pulled a second pistol from behind her back. It was heavy, custom, and her precious, precious baby. The jingle of the belt sent her tail swishing with glee. Twenty-four rounds in a quick release belt that hung under the pistol in a heavy loop.

Her laughter was drowned out by the constant roar of thunder as she began spraying bullets toward the cluster of bandits. That’d keep them honest until Roland and the others got their heads in the game!

Tactical guidance

Playing Fusilier

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Fusilier

Class features

Abilities unlocked

Complete rules for every direct class feature and for attacks or abilities granted by a key feature.

Key ability

Recoil Control

Class feature

Benefit 1

You gain proficiency in pistols, muskets or crossbows.

Benefit 2

When making a Salvo attack, you gain a +1 bonus to the attack rolls.

Ability

Burst Fire

2 AP
RangeRanged Weapon Range
Keywords

You make 3 light attacks against the target.

Requirements

Must be made with a pistol, musket or crossbow.

0 AP1 MP
RangeRanged Weapon Range

You make two light attacks against the target. 

Requirements

Must be made with a pistol, musket or crossbow.

4 AP3 MP
RangeRanged Weapon Range
Keywords

You make 8 attacks against the target. You roll these salvo attacks in pairs of two rather than all at the same time. Any reactions from an enemy are still valid against all 8 like a normal salvo.

After every 2 attacks, you may choose to cancel further attacks. You regain 1 mana spent on this ability for every 2 shots you did not fire due to cancelling.

Requirements

Must be made with a pistol, musket or crossbow.

3 AP1 MP
RangeRanged Weapon Range
Keywords

You make 5 light attacks divided against enemy targets in a 25x25ft area.

Afterwards, all enemies that you damaged are treated as blinded 2 when making ranged attacks and you may make a ranged weapon light attack against them each time they do. If they walk out of the 25x25 area, they are no longer affected by this.

These effects lasts until the start of your next turn.

Requirements

Must be made with a pistol, musket or crossbow.

Helps unlock

These are specific prerequisite routes; other entry requirements may still apply.

Generic “any class” requirements are not included.