Introducing the Field Operative (New Class): Community Project


Homebrew and House Rules

Grand Lodge

I was thinking that Pathfinder could use its own class rather than a re-tuned 3.5 OGL class. What better than an actual Pathfinder class? Although called the Field Operative, I will refer to the class as the Pathfinder.

The class itself is to represent a character that has embraced the training that he or she recieved from the Pathfinder Society as a initiate but also as a character that values "lost knowledge and ancient treasure" (perhaps not in that order).

Some guidelines that used with this 'alpha' write up:
-the class must be quite open, with abilities that allow the character to be customised far more than most of the other classes
-follow the sourcebook lore (Pathfinder Society Field Guide/Seeker of Secrets)
-some kind of unique resource that sets it apart from other classes

Basics:

Alignment: Any
Hit Die: d8

Class Skills: The Field Operative's class skills are Acrobatics (Dex), Appraise (Int), Craft (Int),Climb (Str), Disable Device (Dex), Escape Artist (Dex), Knowledge (all, Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per level: 4 + Intelligence modifier

Just the basic stuff. I did not want to give the field operative every skill as a class skill, just the basic stuff they would need to go dungeoning.

BAB, Good Saves, Bad Saves:

Base Attack Bonus: As Bard/Cleric
Good Saves: Fortitude, Reflex
Bad Saves: Will

The middle of the road BAB seemed the best choice. The saves were harder as I did not want the class to have great scores in all three

Field Operative Table:

Level / Class Feature
1 / Pathfinder Branch, Faction, Ingenuity (1d4)
2 / Tools of the Trade
3 / Ingenuity (+1d6), Branch
4 / Strong Back +1
5 / Ingenuity (feat)
6 / Tools of the Trade
7 / Ingenuity (+1d8), Branch
8 / Strong Back +2
9 / Ingenuity (ability)
10 / Tools of the Trade
11 / Ingenuity (+1d10
12 / Strong Back +3

I was throwing around a number of other ideas but nothing has stuck yet. It is also only up to level 12 because I wanted more of an emphasis with the Pathfinder Society

Class Features

Equipment Prof:

Weapon and Armor Proficiency: Field operatives are proficient with all simple weapons. They are proficient with light armor and light shields.

I felt that all simple weapons was a good enough to start them out. This was even better after working out the three branches (below)

Pathfinder Branch:

Pathfinder Branches: At 1st level, picks a branch within the Pathfinder society to specialize in. He may have been apt at arms training, spellcasting, or with knowledge and lore. He gains abilities and bonuses based on his choice.

The Swords

At 1st level, the field operative gains proficiency with martial weapons and with medium armor.

At levels 3, 7, and 11, the field operative gains a +1 bonus to his Base Attack Bonus. This may grant the field operative additional attacks.

The Scrolls

At 1st level, the field operative adds 1/2 his class level (minimum +1) to skill rolls involving Linguistics and Knowledge (history) checks. In addition, he can take make these rolls untrained. At levels 3, 7, and 11, he may choose an additional Knowledge skill to benefit from.

At level 3, the field operative gains Read Magic and Identify as spell-like abilities with a caster level equal to his class level. He may use each a number of times a day equal to his Intelligence modifier.

At level 7, the field operative may retrieve a scroll, rod, or want as a swift action. At level 11, he may add his Intelligence modifier to Use Magic Device checks that involve scrolls.

The Spells
-casts arcane spells derived from the wizard list
-casts like a wizard (uses Int as modifier, needs spellbook, etc.)

A field operative can wear light armor without incurring the chance for failure from casting spells.

At levels 3, 7, and 11, the field operative gains access to the next spell level.

This was the major item to distinquish different pathfinders. 'Branch' is not the best word, but I could not think of a better one at the time of the post. It was also to tie into the three major branches of the society. It uses levels 1, 3, 7, and 11 because of the spell progression of classes like the summoner or magus.

The reason the Spells Pathfinder focuses on Wizard casting is so that different magic archetypes are easier to make. For example, a 'Chronicler' would be able to cast like a bard, uses Cha instead of Int, and use the bard list.

Faction:

At 1st level, a field operative chooses one of the many factions of the Pathfinder Society to support. He gains one of the faction's traits. This is inadditional to any trait the character gains from character creation.

I added this so that every Field Operative is tied into the Society in a meaningful way. After all, you cannot be neutral in such an organisation.

Ingenuity:

Pathfinders have a knack for finding a solution to a problem at the right moment. At 1st level, the field operative has a pool of dice starting with a single 1d4. Once per turn as a free action, the field operative may spend a single die from his Ingenuity pool to roll that die and add the number as Insight bonus to an attack roll, damage roll, skill check, or to replace the bonus on an Aid Another action. The pool refreshes at the start of every day.

Once per day, a field operative may refresh the dice pool after a short rest (10 minutes).

At 3rd level, a 1d6 to added to the pool. At 7th level, a 1d8 is added to the pool. At 11th level, a 1d10 is added to the pool. At 15th level, another 1d10 is added to the pool. At 19th level, a 1d12 is added to the pool.

At 5th level, a field operative may spend a die from the pool to gain a bonus feat for a number of rounds equal to 1/2 his class level. The field operative must meet the prerequisities for the feat.

At 9th level, a field operative may spend a die from the pool to gain one of the abilities for a number of rounds equal to 1/2 his class level: Canny Defense, Evasion, Inspire Action (one use, does not require bardic performance), Poison Use, Spell Combat, Tactican, or Trapfinding. For purposes of effects, use 1/2 class level.

My first few attempts at a unique mechanic for the class was based on Intelligence but I wanted to stay away from a primary stat for this class. I was getting ready for a game when I noticed by dice. I have them arranged in RPG sets: 1d4, 1d6, 1d8, 2d10, 1d12, and 1d20. So that was were the increases in the pool came from.

The idea of giving bonus feats was to expand on the dice pool and give some options to the player. The abilities were based on basice abilities. I was not interested in very specific abilities like rage, bardic performance, or

I'll be doing some testing with them to see if the placement and number of dice work. The entire reason for the 'refresh' is just to help lower levels.

Tools of the Trade:

At 2nd level, a pathfinder gains a bonus feat chosen from the following: Armor Proficiency (heavy), Armor Proficiency (medium), Catch Off-Guard, Equipment Trick, Exotic Weapon Proficiency, Field Repair, Improvised Weapon Mastery, Martial Weapon Proficiency, Master Alchemist, Throw Anything, and Weapon Focus. At 6th level and every four levels afterwards, he gains an additional bonus feat chosen from the list.

The idea was to put an increased emphasis on the use of mundane items with the Field Operative. Other bonus feats were added to broaden that (Weapon Profs/Weapon Focus).

Strong Back:

At 4th level, a Field Operative becomes used to lugging around all the equipment that he could need. The field operative recieves a +1 to his Strength score for determining a light load. This does not affect his maximum load. In addition, he reduces his armor check penalty for any armor that he is proficient in. At 8th and 12th level, this bonus increases by +1 and reduces his armor check penalty by another -1.

I have a feeling that I need to find room for something along the lines as Magus Arcana or Rogue Tricks but different enough.

The class is not fine tuned but it was enough for a start. I would love any suggestions, comments, and even alternatives!


As general rule I don't think it's a good idea to have a single class that has one "style" that gives it a caster level and another that doesn't. No official class does that for reason: it's trying to accomplish too much with one class. From a design standpoint, it's like trying to have a classless talent system, a la Elder Scrolls, in a game where you already have 18 classes that do not work that way.

I don't see why the Swords branch cant just be a rogue or fighter archetype amd the Spells branch can't just be a Wizard archetype, since their most distinct feature (the branch) is the choice between emulating another class. This class needs it's own schtick .

Grand Lodge

The thing is that the class (although I suppose you could construct two classes: one for casting and the other for noncasting) is encompassing a diverse mix.

An expanded BAB does not make the class a fighter, however.

I was thinking of tuning the pool for more action economy rather just insights for skills, attack rolls, or damage rolls.


Loyal Battle Monkey wrote:

The thing is that the class (although I suppose you could construct two classes: one for casting and the other for noncasting) is encompassing a diverse mix.

An expanded BAB does not make the class a fighter, however.

I was thinking of tuning the pool for more action economy rather just insights for skills, attack rolls, or damage rolls.

You misunderstood me when I said it would work better as two archetypes. Let me explain:

First of all, increasing the class' BAB via an optional class feature is a DEFINITE no. The Base Attack Bonus is called The Base because it doesn't not change; class features, feats, and ability scores are added to the BAB, which is always the same. Doing this differently for one class changes what BAB means.

Now, as for it being an archetype, Let's look for a minute at what an archetype is:

1. Base Saves and BAB remain the same
2. General class abilities are swapped out for specific ones.
3. Class skills may change.

Effectively, the Sword branch is trying to be a fighter with Ingenuity and Strong Back instead of Weapon Training, Armor Training, and some of the bonus feats (Tools of the Trade is what remains of the Fighter Bonus Feats.

The Spells Branch (which I've come to realize is really underpowered) is effectively a Magus with Ingenuity, Strong Back, and the Tools of the Trade bonus feats instead of Magus Arcana, proficiency with martial weapons, arcane pool, spell combat, spell strike, the ability to cast spells in Medium and Heavy armor without spell failure at later levels, and access to 5th or 6th level spells.

Why don't you just make a Pathfinder (Fighter Archetype) and a Pathfinder (Magus Archetype) instead of forcing them into one class? It would be easier to balance and be less confusing.


I agree that BAB cannot increase through a class feature. A competence bonus to attack rolls, sure. BAB, no.

I actually like Ingenuity quite a bit.

The Scrolls Branch is really underpowered, to be honest. I mean, playing a skill monkey is cool and all, but compared to Swords or Spells you're not going to be able to do much in an actual fight. Maybe give them the ability to use Knowledge checks to get bonuses (or grant bonuses to allies) against relevant foes, kind of like the old Archivist?


i would like to see a method to change your path in the morning, so this class can instead be about filling needed roles as they come up.


+5 Toaster wrote:
i would like to see a method to change your path in the morning, so this class can instead be about filling needed roles as they come up.

This is a good idea.

Reworking the spell ability so that is isn't technically the Spells class feature would be a good idea, that way he's never really a caster class to begin with.

For instance, letting him store a number of spells from a wizard's spellbook in himself equal to his INT mod, allowing him to use each once per day as a spell-like ability.


if that occurs i could see this class being the perfect spot filler, especially if your party ever has to split up. it pays to be the guy who is a little good at everything, even if you are overshadowed by the specialists.


And it would be a different way of being the Spot Filler than the Bard does. The Bard is basically the spot filler + the Performance ability for support.

Actually, I think as a start this guy should always be a caster, with a Magus/Bard spell progression, and then this Path ability allows him to temporarily learn spells from any source, which could allow him to learn spells like CLW that he wont normally have, or potentially 7th-9th level spells that he could never normally cast.

His normal spells can focus entirely on combat support buffs, so that if he goes with the Swords path, he can spend those scant few spells on himself ro bring him up to a near-Fighter level.


Dot.


Big Lemon wrote:

And it would be a different way of being the Spot Filler than the Bard does. The Bard is basically the spot filler + the Performance ability for support.

Actually, I think as a start this guy should always be a caster, with a Magus/Bard spell progression, and then this Path ability allows him to temporarily learn spells from any source, which could allow him to learn spells like CLW that he wont normally have, or potentially 7th-9th level spells that he could never normally cast.

His normal spells can focus entirely on combat support buffs, so that if he goes with the Swords path, he can spend those scant few spells on himself ro bring him up to a near-Fighter level.

what say you monkey?

Grand Lodge

I always saw the class as that support/fulfil certain role not covered by mainstream classes.

The spell-like abilities per day might be the best route. Start with Int modifier (or something similiar) per day plus additional 1 per level. At 3, 7, and 11 he gains access to the next level of spells.

I was still trying to toy around with the idea of giving the class a diverse action economy with the pool. Something like using a die to change activation of a magic item to a movement action rather than a standard action for a turn.

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