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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 \columnbreak ### 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 | \pagebreakNum ## 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. \columnbreak ## 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.