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 gains a battered pistol that is identical to the gun a Gunslinger gains at first level. Canny Gentleman
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
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
This augments, but otherwise functions exactly like, the Rogue Talent ability. Gentleman’s Prowess
This ability replaces the Rogue’s Trap Sense ability Cunning of the Gentleman
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.
Pathfinder Rulebook Subscriber
mbauers wrote:
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
Pathfinder Rulebook Subscriber
redward wrote:
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.
Pathfinder Rulebook Subscriber
Cheapy wrote:
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.
Pathfinder Rulebook Subscriber
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.
Pathfinder Rulebook Subscriber
Scimmy wrote:
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. |
