Kirthfinder Archetype & New feats


Homebrew and House Rules


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Our group will be using Kirthfinder to run Skull & Shackles. As any DM is want to do, I added a few things of my own to it. Rather than disrupting the actual Kirthfinder thread, I figured I'd share these separately. See the fantastic work by Kirth Gerson & his group for the inspiration for all of this

As any Dm is want to do, I added some things to Kirthfinder for my game and figured I'd share them here.

Firearms:

Guns:
Firearms only cost 10% of their cost from the Pathfinder book all the time. Guns can be used as melee weapons by anyone who has at least martial proficiency in them. One-handed firearms deal 1d6 damage and have a critical range of 19-20/x2. Two-handed firearms deal 1d10 damage and have a critical range of 20/x3. Guns no longer hit touch AC within the first range increment.

Some guns have the Exploding special weapon characteristic. This means when that weapon rolls maximum damage on a damage die, it may roll another damage die up to a maximum allowed by the number of Exploding dice it has. For example, exotic proficiency in a pistol grants exploding 1 which means if the pistol rolls a 10 on its 1d10, then it deals 2d10 damage on that attack. Since it only has one exploding die, it can only increase its damage by 1 die in this manner.

Pistol
Range: 60 ft
Simple: 1d6/x4
Martial: 1d8/x4
Exotic: 1d10/x5, Exploding 1

Pistol, Double-Barrel
Range: 30 ft
Simple: 1d8/x3.
Martial: 1d8/x3. Can fire both bullets with one attack action at a -4 penalty to both attacks.
Exotic: 1d8/x4, Can fire twice with one attack at a -4 penalty to both attacks.

Musket:
This two-handed firearm can be used to replicate an early rifle, musket or arquebus.
Simple: Capacity 1, 1d10/x4, 60 ft range.
Martial: Capacity 1, 1d10/x4, 80 ft range. Exploding 1
Exotic: Capacity 1, 2d8/x5, 100 ft range, Exploding 2


Gunslinger Archetype:

Archetype: Gunslinger: Allow to switch out:
Remove Combat expertise and replace with Precise Shot and Gunsmithing.
Remove normal proficiencies. Gunslingers have martial proficiency in all firearms, simple proficiency in all weapons and may select one firearm to have exotic proficiency in.

Remove Banner: Utility Shot: The gunslinger gains the following abilities:
Blast lock. Can be used as part of a full attack action.
Scoot unattended object. Can be used as part of a full attack action.
Stop bleeding. Does not cost grit, just requires you have 1. Can be used as part of a full attack action.

Remove Warlord: Grant Targeting Shot. A gunslinger may target a specific part of an enemy to cause an effect. These can be done as part of a full-attak action. Each check uses the gunslinger's wisdom instead of their strength for the CMB rolls. Each of these abilities costs a grit point.
Hand: Disarm
Head: Perform a CMB roll against the target, on a success they count as flat-footed until the end of your next turn.
Feet: Trip
Wing: Roll an attack as normal, does regular damage and gives the target a -2 to fly checks and immediately forces them to roll a fly check vs DC: 10 + ½ gunslinger level or fall.
Torso: Roll an attack as normal, does regular damage and causes a target to bleed. This bleed damage is equal to your dexterity modifier. The gunslinger may instead choose to spend grit on this ability and have this deal str, dex or con bleed equal to .5 x the number of grit spent on this ability up to a maximum ability damage of ½ their gunslinger level.

Replace Grit with the following:
You gain a number of grit at level 1 equal to your wisdom modifier + ¼ of your class levels (minimum zero). At fourth level and every four fighter levels after that, increase your maximum number of grit points by 1. You begin each day with full grit points. You may regain grit when you score a critical hit or perform a killing blow on a creature that has at least half your HD.

Remove Versatile weapon use and replace with: Slinger's Luck: You may spend a grit point to reroll a saving throw, skill check or attack roll.

Gunslinger-based Combat talents:
These can be picked up by any fighter.
Combat Talents:
Add the following combat talents to the fighter class list
Bullet Deflection: When wearing medium or heavy armor, you get ½ your armor bonus, your full shield bonus and your enhancement bonus, if any, to both against firearm and splash weapon attacks.

Steady Aim: When using a two-handed firearm, you may spend 1 grit to double the weapon's range. When using this talent, you do not take a penalty for using the second or third range increments. However, you must target normal AC when using those range increments. You may still target touch AC in the first range increment.

Up close and personal: When using a one-handed firearm, you may spend 1 grit to deal an extra 1d6 precision damage. If the attack misses, you still deal ½ damage from this extra damage. This damage increases to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th and 5d6 at 20th. This damage is not doubled on a critical. It stacks with other precision based damage.

Focused Aim: As a free action, spend 1 grit. Get a bonus to firearm damage rolls equal to wisdom mod. At 7th when you use this, you multiple the bonus by the number of hits you make if using the dead shot talent.

Menacing Shot: You fire your weapon into the air as a standard action and all creatures within 30' are subject to the fear spell with a DC of 10+wis+1/2 level. You may take a -5 penalty to all attacks in that round to use this shot as part of a full attack.

Clipping Shot: When you miss with an attack, you may spend 1 grit to deal half damage to the target of that attack.

Iajutsu Focus (stance)
If you are a gunslinger, this talent has the following effects in addition to its normal bonuses.
As long as you have 1 grit point, you get a +2 bonus to your initiative.

If you are at least 11th level, if you begin combat within 30 feet of an opponent, you gain a surprise round, even though your opponent's are aware of your presence. The only action you can take in this surprise round is an attack action using a firearm with which you have weapon focus or weapon training. Your target is considered flat-footed for this attack unless he also has this talent and has already used it to attack you in this round.

At 16th level and above, you do not need to roll initiative while in this stance, it is always treated as if you had rolled a 20.
Synergy: Clarification: If you have two-weapon fighting or flurry of blows, you may not make those attacks during the surprise round even if you have a way of normally doing so.

Advanced Talent:
Dead shot. You may spend 1 grit to focus all of your efforts into making one powerful shot. As a full-round action you take one shot, but roll all of your attack rolls as normal. If any of the attacks hit, all of the attacks are considered to have it. Your critical range is reduced by 1 for each attack that hits. For example, if you are a 11th level fighter and make 3 attack rolls and two of those attack rolls hit, your critical threat range is 18-20. When making this attack, bonus damage such as from deadly aim, enhancement bonuses or dexterity modifier only applies once. Precision based damage such as that from up close and personal or sneak attack also only applies once. This talent may be used in conjunction with Manyshot and Rapid shot but not two-weapon fighting.

Stunning shot: When you hit with an attack roll, spend two grit points. The target must make a fortitude save against a DC of 10+1/2 fighter level+wisdom modifier or act as if they were hit with Scintillating pattern.

Death's Shot: You gain Killing Stroke as a bonus feat. Additionally, whenever you score a critical hit you may spend 1 grit and can apply the effects of this feat and treat the target as if they were helpless.

New Feats

Spellslinger (Strike:

Prerequisites: Weapon Focus or Weapon training in any ranged, Ability to cast 1st level spells
A spellslinger gains the ability to cast any ranged touch attack, cone, line, or ray spell through a ranged weapon. When he casts through a ranged weapon, the weapon's enhancement bonus (if any) is a bonus to the spell's attack rolls, damage rolls and to the spell's saving throw Dcs.

This feat also grants the Mage Bullets (Su) ability. As a swift action, you can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single ranged weapon. If using this on a firearm, it only applies to one barrel of that firearm. With this weapon bonus, the spellslinger can apply any of the following: enhancement bonuses (up to +5), dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. The ability lasts a number of minutes equal to the level of the spell sacrificed. This ability stacks with any enhancement bonus already on the weapon. For example, a spellslinger sacrificing a level 1 spell into a +1 pistol can make it a +2 pistol or a +1 flaming pistol.

This feat replicates the Arcane Gun and Magic Bullets ability of the Spellslinger archetype (Pathfinder: Ultimate Combat).

Wall Runner:

Prerequisites: BAB +4, Athletics 4 ranks, Acrobatics 4 ranks
You can spend part of your move action to traverse a wall or other vertical surface if you begin and end your move on a horizontal surface. If you do not end your move on a horizontal surface, you fall to your feet in the square below you. You take falling damage as appropriate if this occurs. Treat the wall as normal floor for the purpose of determining movement. Passing from the floor to the wall or wall to floor costs no movement. When you leave a threatened space for running up a wall, you may make an acrobatics check as if you were tumbling but do not take the normal penalty for moving at full speed while tumbling.

Battle Jump: If your BAB is at +6, you gain the ability to perform a battle jump. A battle jump can be initiated as a standard action when you are at least 10 feet above your opponent. This can mean being in the air due to a spell such as levitate or fly, along a wall or simply jumping high in the air. The battle jump allows you to perform a charge as a standard action from this position. As part of this charge, you deal double weapon damage. For example, a weapon that normally deals 1d8 damage deals 2d8 damage instead.

Synergy:
If you also have power attack and are performing a battle jump, you may add treat a one-handed weapon as a two-handed weapon for the purposes of extra damage. If you are using a two-handed weapon, you may add 2 damage to your power attack per 4 BAB you have. So +4 damage at +8 BAB, +6 damage at +12 BAB, etc.

If you have First Blood, foes count as flat-footed when you perform a battle jump and may add first-blood damage to the the attack. If you make more than one attack roll during this charge attack, you only add first blood damage to the first attack.

Tiger Claw Strike: Instead of making the normal attack at the end of a charge as part of Battle jump, you may instead use a single strike ability.


Wand Mastery (Arcane):

Prerequisite: Ability to cast 1st level spells or spell like abilities
Benefit: When using a wand, you may calculate the DC for any spell it contains using your own intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.

When you can cast 4th level spells or use spell-like abilities of 4th level, you can cast spells from a wand using your own caster level. If you do not have a caster level, use your character level instead.

Synergy: If you have the Athame special ability from the Magus bloodline of sorcerer, you can use wands when using spell combat.
If you the spellstrike feat, you may use wands when using spellstrike.
If you have the spellslinger feat, you may use wands through a ranged weapon.

Storm Strike (Strike):

Prerequisite: BAB +2
This strike allows you to perform a frantic attack against an area rather than against a single foe. It is particularly affective against invisible creatures or swarms. The area of the attack depends on the weapon being used. Despite being weapon attacks, these strikes deal damage as normal to swarms.

Storm of Blades: If you are using a piercing weapon or any weapon with reach, you may attack in a 10' cone in front of you as a standard action. Roll damage as normal for a single attack. Creatures in the cone (including allies) must make a reflex save (DC 10 +1/2 level + dexterity) to take half damage.
Synergy: If you have weapon finesse and are using this effect with a 1 handed weapon, you may apply twice your dexterity damage on the attack.
If you have weapon focus (any spear or polearm) and are using this effect with a spear or polearm, you may target a 30' cone in front of you.

Spinning Blades: If you are using a slashing weapon, you may make an attack that hits all nearby targets as a standard action. Roll damage as normal for a single attack. Creatures adjacent to you must make a reflex save (DC 10 +1/2 level + dexterity) to take half damage.
Synergy: If you have Whirlwind strike, you may instead use this as a full round action and take half of your move speed. When you do so, Spinning Blades targets all creatures you move adjacent to on your turn.

Bullet Barrage: If you are using a firearm, you load your weapon with special shot and make an attack against all foes in a cone in front of you as a standard action. Roll damage as normal for a single attack. All creatures in a 30' cone in front of you must make a reflex save (DC 10 +1/2 level + dexterity) to take half damage.
Synergy: If you have two-weapon fighting, you may use bullet barrage with two weapons. If you do so, roll damage as if you had made two attacks.
If you have deadly aim and are using this attack with a two-handed firearm, you may apply deadly aim damage to the attack.

Hammer Smash: If you are using a bludgeoning weapon, you swing your weapon into the ground and can target all foes in a 10' line in front of you as a standard action. Roll damage as normal for a single attack. All creatures in the line take damage and may make a reflex save (DC 10 +1/2 level + strength) for half damage. Synergy: If you have the Staggering Strike feat, all targets in the line are knocked prone.

Storm of Arrows: If you are using a bow, you can make a Storm of Arrows attack. By taking a full-round action, you may make an area attack with your ranged weapon with a 30' radius and a range equal to 10 times your weapon's range increment. Roll damage as normal for a single attack. Targets in the affected area can make Reflex saves (DC 10+ ½ your level + your dexterity modifier) for half damage. If cover only affects one direction, such as a tower shield, it does not apply for this attack.
Synergy: If you have focused shot, you may apply your Intelligence or Charisma modifier as insight damage to this attack.

We also added the following synergies:

Spoiler:

Imbue Missile
Synergy: If you have Spellslinger, spellstrike and the battle touch feat, you may apply the effects of any multi-target missile, ray, melee touch or ranged touch attack through this weapon while using the full attack action. For example, when using Scorching Ray you may apply its effects to each attack made up to a maximum attacks of the rays normally given by the spell. So a scorching ray cast as caster level 7 is combined with a full attack, the first two attacks of that full attack may have scorching rays on them. Additionally, when using this ability with rays or missiles you may forgo a weapon attack and instead substitute the ray or missile instead up to a maximum of the number of iterative attacks the full attack normally makes. So a fighter 14/wizard 1 with the Eldritch Knight Talent could make a full attack that fires 2 scorching rays and then make another ranged attack with the same weapon that you are firing the rays through. This feat can be combined with Manyshot to get more attacks.

Heedeless Charge
Synergy: If you have this feat and Arcane Boost, you may spend an uncast spell slot or spell to get turn your charge into a Hellfire Charge. You gain extra damage equal to 2d8 x the level of the spell sacrificed in this manner on the first attack of the charge. Additionally, you form a shield of force around you while making this charge that leaves a trail of fire behind you. This trail of fire lasts for 1 round per level of spell sacrificed in this manner. Any creature entering this trail takes 2d8 damage x the level of the spell sacrificed although they may attempt to tumble through the fire to take half damage at a DC equal to 10 +1/2 your character level + your constitution modifier.


DMRaven wrote:

Our group will be using Kirthfinder to run Skull & Shackles. As any DM is want to do, I added a few things of my own to it. Rather than disrupting the actual Kirthfinder thread, I figured I'd share these separately. See the fantastic work by Kirth Gerson & his group for the inspiration for all of this

As any Dm is want to do, I added some things to Kirthfinder for my game and figured I'd share them here.
** spoiler omitted **
** spoiler omitted **...

Any opinions on the feats? I'm not sure if I should provide more prerequisites for some of them. I suppose the issues will resolve themselves after playtesting though. My players know that the entire system is up for modification if we reach a consensus on something being too strong or too weak.

As a random thought: one of the reasons we did away with reload times for firearms (and crossbows) is due to the cinematic feel to our games. You don't often see the hero of a movie stop to reload, or if they do it takes seconds. The only time reloading is used is during an interesting cinematic moment. Perhaps during a boss fight, a PC rolls a 1 on a pistol attack. I could rule on the moment that this means the gun is jammed or that the weapon ran out of firearms and the 1 was him simply clicking the empty gun at the boss.

We're also considering using a skill for caster level (see the recent posts by others in the Kirthfinder thread) and replacing Save or Dies, paralyze-type effects that prevent a PC from doing anything for multiple turns, and ability damage. At the moment, we plan to downgrade any paralyze, stun, panick effects caused by enemies to 1 round and lower the CR of the enemy as well in exchange. save or dies will either deal ability damage or take 3 saves like in 4e D&D.

Ability damage will either be converted into normal effects (and CR's reduced appropriately) or simply act as a status effect. For example, every 2 points of Str damage decrease melee hit and damage by 1. It would mean the effect is weakened for not affecting feats, saves, 2-handed weapons more, etc but it makes the math in the middle of combat simpler.

Does anyone know of any alternatives to ability damage, save or dies or paralyze effects that others have used? I find it re-creating what someone else has already done to be pointless and silly.

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