Been working on some Metal Gear options for the last couple weeks, so I'll just toss them up here. I originally wanted all of FOXHOUND and the Cobra Unit to be represented but... Not sure what to do for some of them. Not super happy with the Psychic Discipline, but I wanted to do some weird things with it and it's a new mechanic that I don't quite have the handle on how powerful it's supposed to be yet.
FEATS
CQC Style
Using both a ranged and melee weapon at the same time give you the ultimate amount of adaptability.
Prerequisite: Combat Expertise, proficiency with any one-handed firearm, base attack bonus +2.
Benefit: While using this style and armed with both a one-handed firearm and a light melee weapon, Combat Expertise grants an insight bonus to your CMB when making a disarm, grapple, sunder, or trip combat maneuver equal to the dodge bonus to AC granted by the feat. In addition, the melee weapon you wield when fighting in this way gains the disarm and grapple weapon qualities.
CQC Shot
By holding your firearm with both hands, you can stabilize your shots and increase your accuracy.
Prerequisite: CQC Style, Point-Blank Shot, Improved Disarm, base attack bonus +6
Benefit: While using CQC Style and armed with both a one-handed firearm and a light melee weapon, you may add your Strength modifier instead of your Dexterity modifier to attack rolls made with your firearm. In addition, when you successfully disarm a one-handed weapon when fighting in CQC Style you may choose to drop one of your weapons and equip the disarmed weapon.
CQC Slam
It is important to remove enemies from the combat entirely with CQC, and you have learned to hold targets down while continuing to fire.
Prerequisite: CQC Shot, CQC Style, Improved Grapple, base attack bonus +10
Benefit: While using CQC Style and armed with both a one-handed firearm and a light melee weapon, you may grapple and pin a target using your melee weapon hand and your legs, allowing you to continue to use your firearm with no penalty in these situations. In addition, you can use your enemy’s body to help stabilize your aim; when you have a target grappled, you gain a +2 bonus to attack rolls made with your firearm.
Ocelot Style
You have trained to fight like the noble ocelot and know how best to take advantage of your environment.
Prerequisite: proficiency with any one-handed firearm, base attack bonus +2
Benefit: While using this style and equipped with either a one-handed firearm and nothing else or two one-handed firearms, you gain a +2 to all attacks against creatures who are not threatened by any creatures, including you. In addition, while using this style you may ricochet your bullets off of the walls to hit targets that you could not normally. As a standard action, you can fire a single shot (or two if you have two firearms equipped) at a wall or solid piece of terrain; the wall or piece of terrain is treated as the origin of the attack to determine line of sight, cover, and concealment.
Ocelot Display
You have learned to make a display of your attacks, so as best to throw your enemies off-guard.
Prerequisite: Ocelot Style, Improved Feint, base attack bonus +6
Benefit: While using Ocelot Style and equipped with either a one-handed firearm and nothing else or two one-handed firearms, you may make a feint attempt at any single creature in sight by twirling your firearm in a dramatic fashion. If you successfully do so, any firearm attacks against that target that you make before the end of your turn do not allow the target to use its Dexterity bonus to AC (if any). In addition, when you ricochet an attack using Ocelot Style, you may choose to ricochet the bullet off of two walls by taking a -5 to the attack roll.
Ocelot Tension
You are attuned to the ebb and flow of combat, and have learned to crave the dangers of reloading your firearms.
Prerequisite: Ocelot Display, Rapid Reload, base attack bonus +10
Benefit: While using Ocelot Style and equipped with either a one-handed firearm and nothing else or two one-handed firearms, you may choose to reload all of your equipped firearms as a full-round action, despite the number of your free hands. If you do so, you may add the enhancement bonus of all of your equipped firearms as a luck bonus to all saving throws and to AC until the start of your next turn. In addition, when using Ocelot Style to ricochet bullets, you may do so as part of a full-attack action.
Pain Wielder
You have a particularly strong connection with hornets, wasps, and bees and can command these creatures to aid you in combat.
Prerequisite: Ability to cast cape of wasps
Benefit: When you are under the effects of the spell cape of wasps, as a free action you may make the wasps cling to your weapon, allowing the weapon to poison any creature hit by the weapon as if they had been hit by the wasps in the swarm. This can be performed with ranged weapons as well as melee weapons; the wasps replace the standard ammunition being used with a ranged weapon covered in wasps, replacing any enchantments present on the ammunition with the poison from the wasps.
ARCHETYPES
Spotter (Familiar Archetype)
Some snipers train their familiars, such as parrots, as spotters, alerting them to nearby dangers and assisting them in seeing their targets.
Alertness: A spotter gains Alertness as a bonus feat, rather than providing it to its master.
See Through Familiar (Su): At 7th level, as long as the spotter is within 1 mile of its master, the spotter’s master can close his eyes and see through the eyes of the spotter as a swift action. When the spotter’s master opens his eyes, this effect ends. This ability replaces Speak with Animals of Its Kind.
Early Warning (Ex): At 11th level, as long as the spotter is within arm’s reach, its master gains Improved Evasion and a +4 bonus to Initiative.
CLASS OPTIONS
ALCHEMIST DISCOVERIES
FOXDIE: You have learned to tailor a poison to a very specific individual. You can craft the FOXDIE poison, as is detailed below. When crafting FOXDIE you must specify a specific creature or creatures (you can specify a number of creatures equal to your Intelligence modifier) that the poison affects; all other creatures are completely immune to FOXDIE. You can only have a single instance of FOXDIE active at any given time. If you craft a new dose of FOXDIE, the previous FOXDIE dies and goes completely inert. You may inject your FOXDIE into a willing or helpless creature that is immune to the FOXDIE you have created; doing so is a full-round action, and that creature will always act as the center of 30 foot radius of FOXDIE’s effect. FOXDIE can only be active while inside of a living creature. If its host dies, or if its container is spilled or destroyed before you can inject it into a creature, the dose becomes useless.
FOXDIE
Price 2,100 gp
Type poison (inhaled); Save Fortitude DC (10+crafter’s Intelligence modifier)
Initial Effect 1 Con drain; Secondary Effect 1d3 Con damage; Cure 2 consecutive saves
PSYCHIC DISCIPLINES
Disgust
Your psychic powers developed when you were young, and the thoughts of every creature around you forced their way into your mind. You grew to hate these voices and developed your powers out of a desire to block them out.
Phrenic Pool Ability: Wisdom
Bonus Spells: delusional prideUM (1st), unnatural lust [Ultimate Magic] (4th), unadulterated loathing [Ultimate Magic] (6th), phantasmal killer (8th), utter contemptUM (10th), curse of disgust [Ultimate Magic] (12th), foe to friend [Advanced Players Guide] (14th), irresistable dance (16th), weird (18th).
Discipline Powers: Your powers allow you to force away unwanted thoughts and bring out the sides of creatures you most hate.
Worm Their Way In (Su): You were born with no control over whether or not the thoughts of creatures around you enter your mind or not. You’ve learned to ignore it to a certain extent, but it still affects you whether you like it or not. You may always act in a surprise round. In addition, as a swift action you can open yourself to the influences of those around you; you gain any numerical benefits or penalties granted to creatures within 30 ft of you via a morale bonus, spell or spell-like ability with the emotion descriptor, a mind-affecting effect, or a fear effect until the end of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. If you accept any penalties in this way, you regain 1 point in your phrenic pool.
Fated to Bring Pain and Misery (Su): At 5th level, once per day you can cast dominate person as a spell-like ability and command the target to “Disturb.” This command cause the target to act erratically: it cannot attack, but it can gesture at allies and act like it is going to attack, and it continuously talks in a highly disturbing manner about personal things that the target knows about its allies and about the target’s connection to its allies. All creatures within 30 ft of the target of this ability who are not that creature’s enemies must make a Will save or become shaken.
Desire to Be Alone (Su): At 13th level, you are under the constant effects of detect thoughts. By concentrating, as a move action you can suppress this effect and drastically increase your mental defenses. While you are suppressing your constant detect thoughts and are not under any other effects that allow you to hear the thoughts of others, you may add ½ your psychic level on all Will saving throws. However, this is very taxing; in addition to the concentration that it requires, you take a penalty equal to your Wisdom modifier on all caster level and concentration checks that you make.
ROGUE TALENTS
Decoy Octopus (Ex): You have learned how to enhance your disguises and impersonations of specific individuals so that even magical detection cannot see through your lies. When creating a Disguise of a specific individual that is either helpless or willing, you may spend an extra hour taking blood from that individual and injecting that blood into yourself. If you so so, you receive a +10 circumstance bonus on all Disguise and Bluff checks made to convince others that you are that individual and you are treated as that individual for the effects of all spells and abilities that would affect the individual or his creature type. This remains in effect for a number of days equal to your Intelligence modifier, even if you remove your disguise before then.
SLAYER TALENTS
Sniper Wolf (Ex): When you use Studied Target, you focus on your target so much that you form a powerful emotional connection to them. As long as you can see your target, you gain your Studied Target bonus as a morale bonus to your saving throws in addition to the normal bonuses that the ability grants.