Fugitive Class Payday 2

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Fugitive Class

Fugitive Class for Payday 2. Specializing in pistols and melee abilites

Class Features

Hit Points


  • Hit Dice: 1d8 per Fugitive Level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 6) + your Constitution modifier per Fugitive Level after 1st

Proficiencies


  • Armor: Ballistic Vest, Lightweight Ballistic Vest, Heavy Ballistic Vest, and Flak Jacket
  • Weapons: Pistols, Melee Weapons
  • Deployables: First Aid Kit and Ammo Bags

  • Saving Throws: Dexterity and Charisma
  • Skills: Choose 2 from Acrobatics, Deception, Stealth, Persuasion, or Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:


  • Primary: Ballistic Shield
  • Secondary: HK Mark 23 (Pistol)
  • Melee: Bowie Knife

Fugitive Class

Level Proficiency Bonus Features Rapid Shots Deep Incisions
1st +2 Deep Incisions, Bad decisions 2 2
2nd +2 Equilibrium, Martial Arts 2 2
3rd +2 Rapid Shot, One Handed Talent, Involuntary seduction 2 2
4th +2 Ability Score Improvement 2 2
5th +3 Nine Lives, Berseker, Seroquel 3 3
6th +3 Up You Go 3 3
7th +3 Swan Song, Plastic spine 3 2
8th +3 Ability Score Improvement 3 3
9th +4 Gun Nut, Metal arm 4 4
10th +4 4 4
11th +4 Trigger Happy, Speedy thinking 4 4
12th +4 BloodThirst, Ability Score Improvement 4 4
13th +5 Messiah, Cyborg maintenance 5 5
14th +5 Frenzy 5 5
15th +5 Cyborg maintenance 5 5
16th +5 Ability Score Improvement 5 5
17th +6 “That was...a strong reaction” 6 6
18th +6 6 6
19th +6 Leveling the Playing Field, Ability Score Improvement 6 6
20th +6 6 6

Features

Rapid Shot

At the 3rd Level, you gain the ability to fire off 3 shots your gun without consuming ammo. The number of times you can rapid shots is determined by the Fugitive Class Level. You can only aim the shots at one target. If your finish off your target before the 3 shots, you can switch targets.

Deep Incisions

At the 1st Level, you gain the ability to make deep incisions into your enemies dealing addition damage. The addition damage is determined by a 1d6 dice roll.


  • 1-2: +2 extra damage
  • 3-4: +3 extra damage
  • 4-6: +5 extra damage

Gunslinger Features

One Handed Talent

At the 3rd level, You gain +2 to all damage roll, when using a pistol

Trigger Happy

At the 11th level, With a 6 turn cooldown, you gain the ability for the next 3 shots you that hit, critically strike.

Gun Nut

At the 9th level, You gain the ability, you can shoot twice when wield a pistol. This will consume your ammo count.

Equilibrium

At the 2nd level, On all dexterity ability checks, you gain a +1.

Revenant Features

Nine Lives

At the 2nd level, You gain the ability to get downed a 4th time.

Up You Go

At the 6th level, Once per session, you can revive yourself, however you revive at half HP. In addition, for 2 turns; your movement speed is halved.

Swan Song

At the 7th level, When you reach 5 HP, your movement speed is doubled and your pistol damage roll is increased by +2. This buff lasts until your HP is above 5 HP again.

Messiah

At the 13th level, Once per session, you can revive yourself to full HP. In addition, you gain +2 to all damage rolls for 2 turns.

Brawler Features

Martial Arts

At the 2nd level, when using a melee weapon, you gain +2 to attack roll and damage rolls

BloodThirst

At the 12th level, If you kill an enemy, the damage that you dealt you heal for 2/3 of it, rounded up.

Berseker

At the 5th level, Once per session, your armor class increases by 2 and your melee damage rolls deal +3 for 5 turns. You cannot use ranged weapons while you are in this state.

Frenzy

At the 14th level, Twice per session, your armor class increases by 3 and your melee damage rolls deal +5 extra damage for 2 turns. You cannot use ranged weapons while you are in this state.

Perk Deck Features

Bad decisions

Your Armor class is increased by 1 when surrounded by 2 or more enemies in a 15 feet radius.

Involuntary seduction

Gain +2 to stealth rolls.

Seroquel

when you are below 50% HP, twice per session, you can use an action to consume an antipsychotic pill gaining 10 HP

Plastic spine

You taken -5 less damage from melee attacks

Metal arm

All melee attack deal +2 more damage

Speedy thinking

While wearing a Lightweight Ballistic Vest or a Two Piece Vest, you gain +2 to your armor class.

Cyborg maintenance

You gain a +2 to Technology ability checks

“That was...a strong reaction”

You can frightened up to two enemies for 4 turns.

Leveling the Playing Field

Shots with your pistol penetrate enemies' armor, making their AC to hit -2.

 

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