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Pathfinder Rulebook Subscriber. Organized Play Member. 31 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


Silver Crusade

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Don't forget this is not EVERYTHING that will be in the final product. This is a sampling to be tested and see if the mechanics work. And let's be clear, this approach to multiclassing is superior and streamlined. It gives you everything the old version did without the crazy power bumps or exploitations from certain combinations. this is an amazing system that has actually been around even in 1E, though just not an official part.

Multiclassing archetypes are a home run and I'm glad the designers found that 3pp material and adopted it.

Silver Crusade

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Pathfinder Rulebook Subscriber

I have been tweaking this idea for a bit. It is a sword and pistol wielder so it draws on the deeds of both Gunslinger and Swashbuckler. Would welcome feedback

Weapon and Armor Proficiency
A Gentleman is proficient with light armor but not with shields. A Gentleman is proficient with all simple weapons, a single light or one-handed piercing weapon of his choice, and the pistol. This replaces the Rogue’s normal proficiencies.

A Gentleman gains a battered pistol that is identical to the gun a Gunslinger gains at first level.

Canny Gentleman
A Gentleman gains the Amateur Gunslinger feat with the following modifications. A Gentleman gains the deed below and has a maximum amount of Grit/Panache equal to his Intelligence modifier. This feat cannot be traded for Extra Grit if the Gentleman gains levels in Gunslinger or Swashbuckler.

Dexterous Reload (Ex): At 1st level, as long as the Scoundrel has 1 point of grit/panache, he may take a full-round action to sheath his weapon, reload his pistol, and redraw his weapon. If the Scoundrel has the Quick Draw or Rapid Reload feats he may instead do this as a standard action. If the Scoundrel has both the Quick Draw and Rapid Reload feats he may execute this as a move action.

This ability replaces the Rogue’s Sneak Attack +1d6 and Trapfinding

Gentlemanly Combatant
The Gentleman practices making precise and exact thrusts, relying on skill and finesse rather than force to connect with his enemy. This practice grants the Gentleman Weapon Finesse at 2nd level. At 4th level, a Gentleman becomes exceptionally skilled at combining the use of his blade and pistol. While wielding both weapons, a Gentleman benefits from the Two-weapon Fighting feat and is considered to have a light weapon in his off-hand. The Gentleman may take feats that improve this ability but he only qualifies while wielding the blade and pistol. At 8th level, a Gentleman gains the benefits of the Sword and Pistol feat without needing to meet the prerequisites. Additionally, a Gentleman gains increasing understanding of his chosen fighting style and may select from the following feats at 3rd level and every four levels after (7th, 11th, 15th, and 19th)as long as he meets the prerequsites:

Weapon Focus, Rapid Shot, Rapid Reload, Dodge, Mobility, Shot on the Run, Spring Attack, Signature Deed, Gunsmithing, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Break Guard, Two-Weapon Defense, Two-Weapon Feint, Slashing Grace, and any Grit feats.

This replaces the Evasion, Uncanny Dodge, Improved Uncanny Dodge abilities and Sneak Attack damage increases at 3rd, 7th, 11th, 15th, and 19th.

* The Signature Deed feat may be taken twice, but may only be applied to one Gunslinger Deed and one Swashbuckler Deed.

A Gentleman’s Understanding
In addition to the normal Rogue Talents, a Gentleman may also select a Deed from the Gunslinger and Swashbuckler list that he qualifies for. Additionally, the Gentleman may not select any talent that modifies the Sneak Attack ability.

This augments, but otherwise functions exactly like, the Rogue Talent ability.

Gentleman’s Prowess
As a Gentleman gains levels he increases his understanding of his combat abilities, gaining an increasing pool of Grit/Panache. At 3rd level and every three levels after (6th, 9th, 12th etc) his starting pool increases by +1 (To a maximum of his intelligence modifier).

This ability replaces the Rogue’s Trap Sense ability

Cunning of the Gentleman
The Gentleman is crafty and careful in placing his strikes. Starting at 5th level and every four levels after, a Gentleman gains +1d6 sneak attack (+2d6 at level 9, +3d6 at lvl 14, and +4d6 at level 18). This otherwise functions in all ways like the Rogue’s sneak attack. Additionally, the Gentleman has access to some unique Deeds.

Sword Sighting (Ex): A Gentleman of 5th level may select this deed. This functions in all ways like the Ricochet Shot deed except you may only use the squares you threaten as the new origin of the shot.

Blast and Stab (Ex): Using a full-attack action, a Gentleman of 9th level may use his firearm to attack a creature he threatens in melee. He takes a -2 penalty on the attack and damage rolls. If the attack hits, you may make a single attack with your blade. Your target is considered to be flanked for this melee attack.

Perfect Style (Ex): When making a full-attack action with a pistol and blade, you suffer no penalties as long as you have at least 1 point of grit/panache

This ability alters and replaces the Sneak Attack increase to damage gained at 5th, 9th, 13th, and 17th levels.

Silver Crusade

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mbauers wrote:

People seem to like the "magic hacker" aspect of the arcanist, but dislike the overall effectiveness (or lack thereof) of consume items. Since there needs to be some way to recharge the arcane reservoir, what if the arcanist instead had access to either a base class feature or exploit called "Siphon Magic" or something similar. It would allow him to target a caster and drain some spell levels from them, using the stolen spell levels (and/or possibly Su/SLA uses per day) as the fuel to recharge the AR.

I know there'd have to be limits, but it might help with the whole "loot" problem. The party bard/cleric/druid might rather sacrifice some spells instead if letting the arcanist eat all if the items.

Now that could be fun, like a rogue secretly stealing loot from the party the arcanist just secretly steals magic from the party. That idea has merit as well. However I feel suppressing magic items or siphoning off their potency would be better alternatives. Keeps the theme of taking the power from the magic item without changing everything

Silver Crusade

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redward wrote:
Scavion wrote:


I think the point is that its not supposed to be always a good option to consume your items.

I think you guys are missing on the whole desperation factor =P

Exactly. It's for the times when eating your Scroll of Break Enchantment is worth it so you can Disrupt the enemy's Anti-life shell and let your melee in to attack. Or whatever.

I have to completely disagree. Who would design something they don't expect you to use? The idea is you are supposed to be able to use it. The more logical assumption is that because the Arcanist revision was a rush job they made something they thought would work and tossed it to us. With time and our comments they will most likely alter it to make it more useable.

It is something you grab as an exploit, which means its one of the ways your character has learned to tinker with the normal magics of the world. It's meant to be used, it's just an infant version. With time and attention the devs will help it mature into an adult contributing member of the class. It's not an "emergency only" ability, or you wouldn't have to pick it as an exploit, it would be given like consume spells is.

Silver Crusade

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Cheapy wrote:

As an idea, limiting the points gained per day by Consumed Magic Item to your twice Charisma modifier might be a useful limit, and a huge anti-cheese factor.

People are going to find ways to top off their pool with this exploit. Limiting it to twice your Charisma times per day with would go a long way to future-proofing this class.

Or maybe Charisma mod times per day, per item type (staff/wand/potion/scroll).

The problem is consume magic item just isn't good....unless you are playing PFS and using a staff or two. The runestones, as already pointed out, can't actually be used for your AR, rather you can turn spells into points then use the stones later to cast spells. Any other item just isn't worth it from a monetary standpoint. And you can bet limiting magic items that add to the AR is high on the priority list of the devs so as to not make this class OP. Don't nerf a cool and thematic ability that isn't very good already. Not only is it very expensive, but you lose any points you don't use the next day....this ability doesn't need any more limits placed on it, it need to be retooled to be useful and worth taking.

Silver Crusade

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An arcanist should have a mechanic to learn spells outside the sorcerer wizard list in a limited fashion. They are learning the inner workings of magic so why wouldn't they be able to adapt even divine spells for arcane use (although maybe at a higher level?).

The more I think about it, I think spell tinker should replace the exploits as the class ability and you can choose from a plethora of ways to adjust the magic around you. As someone just mentioned using your reservoir to modify an ally's spells as they are cast would be awesome. Or instead of counter spelling you apply magic debuffs to spells the enemy casts. Identify then lower a save DC or caster level, decrease the time it lasts, or even change the target. Stealing a healing spell the enemy casts and redirecting it to one of your allies. I think spell tinkering is what this class should do with it's arcane reservoir. I love what they have done, but remove the rather pathetic blasts and it is all tinkering with magic. This is the way to go I think.

Silver Crusade

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Scimmy wrote:

Ah so as is the arcanist is fairly powerful in PFS....however it is very much not so in regular play. I do think it should be noted how it works in PFS, but arcanist should not be nerfed because of PFS play options.

Note I did say tell us how it works, but the important part is in bold. PFS is not what we should be balancing to, because in regular play (non-PFS), unless your DM is hand waving a lot for you consume magic items is not going to work in its current for . So people talking about how powerful it is or can be in PFS are going to give the devs an incorrect view of how it works.