Cost: 3 Points
You are skilled with firearms and able to utilize them for alternative purposes. You can take the following actions.
Break Lock
- Single Action
- Requirements: You are wielding a weapon in the firearm group for the Strike
You attempt to unlock a lock with a Strike action. The lock’s AC is equal to its DC for Thievery checks but increases by 5 for every 5 feet away you are from it. On a successful Strike, the lock is destroyed, and the object can be opened. On a failed Strike, the lock is still destroyed but the object is jammed shut. A jammed shut object cannot be opened with a key, combination, or similar mechanical methods that involves interacting with an intact lock. However, the jammed shut object can still be opened by other means, such as another Break Lock, using the Thievery skill, or breaking the object open, but the original DC is 10 higher.
Move Object
- Single Action
- Requirements: You are wielding a weapon in the firearm group for the Strike
You attempt to move a Tiny or smaller, unattended object with a Strike action. A Tiny object has an AC of 15, a Diminutive object has an AC of 20, and a Fine object has an AC of 25. Beyond the first 15 feet, every 5 feet increases the DC by 3. On a successful Strike, the object is unharmed and instead is moved 10 feet away from you. For every 5 by which the AC is surpassed, the object can be moved another 5 feet. On a failed Strike, the object takes the damage as normal.
Stop Bleeding
- Single Action
- Requirements: You are wielding a weapon in the firearm group for the Strike
You can make a Strike, either against a target or harmless into the air, and then press the hot barrel against yourself or an adjacent creature to staunch a bleeding wound. This ends a single Persistent Damage that was caused by a Strike which also dealt damage with the bludgeoning, piercing, or slashing tags.