Multiclass Archetypes VII: MCAs Forever


Homebrew and House Rules

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so is there a talent that gives dex to damage for guns? Or is that not added in yet?


Gadgeteer Smashwidget wrote:
so is there a talent that gives dex to damage for guns? Or is that not added in yet?

gunslinger training.


christos gurd wrote:
I think grit and gunsmith should trade places. I am also hesitant about adding to bows damage potential with sniper training.

I don't see why you would give grit at 1st. It makes no sense. Gunsmith is at least useful, having grit with no deeds, and simply to spend to expend focus rounds is...for lack of a better word, useless.

If you don't want to give Gunsmith as a hardwired ability, then we can keep it as a technique/talent, but giving grit without deeds is silly. I would strongly suggest that grit be part of taking the Gunslinger Deeds talent. Then, alternately he can spend it to extend focus, 2 extra rounds per grit point, as the extra rage (focus) feat would grant 6 extra rounds.

As to the Gun Training working on crossbows and bows, I agree. Let's keep it just firearms.

Also, WHY is there a Strength modifer bonus with crossbows from Hard Draw. I can see Bows, ans you actually draw the bowstring, but crossbows are all mechanism-based. IF you want to go that route, I'd only give 1/2 Str modifier with crossbows.

Your Favorite Weapon ability states it swaps out shield and heavy armor prof. Barbarians don't have heavy armor, I think you mean medium armor.
You also have Also, I think you should remove the Gunsmithing feat stuff, and just make Gunsmithing a choice in your talents. So instead of Gunsmith as you have it now as a talent (its obsolete with Favored Weapon), just allow the choice of gaining Gunsmithing as a bons feat and anything else granted by the Gunslinger that goes with it. And there is no sch thing as a Medium Crossbow.


I think the the old and new "Sniper: talents should be reworked like this. Gets rid of the redundancy of the REflex saves in all the descriptions, and separates the multiplying of Precision damage on crits from the rest of the Critical feat effects. The prcision damage multiplied on a crit is worth a talent (or feat) on its own. Then tying the other related talents to the Focused Precision talent streamlines it. PLus, I don't think they should be getting access to the listed Crit feats any sooner than what I've indicated.

Bloody Precision: The focused sniper gains Bleeding Critical as a bonus feat. The focused sniper must be at least 10th level and have the focused precision talent to select this talent.

Crippling Precision: The focused sniper gains Crippling Critical as a bonus feat. The focused sniper must be at least 12th level and have the focused precision talent to select this talent.

Focused Precision: The focused sniper multiplies her precision damage on a critical hit while in focus. If the sniper has the sure shot talent, she can choose to have her opponent make a Reflex save (DC 10 + 1/2 the focused snipers level + her Wisdom modifier) to avoid the effects of the bloody precision, blinding precision, or crippling precision talent. The focused sniper must successfully strike the opponent with her sure shot to use this ability. The attack does not have to be a critical hit. The focused sniper must be at least 8th level and have the sure shot talent to select this talent.

Blinding Precision: The focused sniper gains Blinding Critical as a bonus feat. The focused sniper must be at least 14th level and have the focused precision talent to select this talent.

Versatile Precision: The focused sniper gains Critical Mastery as a bonus feat. The focused sniper can spend 2 points of grit while using sure shot to increase the save DC of her critical feats by 4. The focused sniper must be at least 14th level and have two precision talents (blinding precision, bloody precision, or crippling precision) to select this talent.

@Bayonet Talents
So, bayonets can be attached to any ranged weapon? Crossbow, firearm, longbow...I think it should be restricted to firearm, or at most firearms and crossbows, as they have the same relative construction-a trigger, butt, and stock. I think I need Greater and Improved Bayonet Training explained a bit better. Not necessarily seeing the point of them in the whole scheme of the MCA.


Elghinn Lightbringer wrote:
christos gurd wrote:
I think grit and gunsmith should trade places. I am also hesitant about adding to bows damage potential with sniper training.
Quote:
I don't see why you would give grit at 1st. It makes no sense.
because 1st level is by far the most likely time you are going to need it anyways, 8 rounds can be doable if you focus on wis but thats about it, also its only for a single level.
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Gunsmith is at least useful, having grit with no deeds, and simply to spend to expend focus rounds is...for lack of a better word, useless.

gunsmith is utterly useless in a no guns campaign, and you might actually use the grit focus extension with any build at least once in a while with any build, in any campaign that allows the archetype. fatigued is a nasty condition to get stuck with at 1st level...also ouch.

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giving grit without deeds is silly. I would strongly suggest that grit be part of taking the Gunslinger Deeds talent. Then, alternately he can spend it to extend focus, 2 extra rounds per grit point, as the extra rage (focus) feat would grant 6 extra rounds.

which would immediately require anyone planning on using the grit features of any other talents to take the deeds feature regardless of whether they're using firearms or not, which feels silly but i guess i could do it if its absolutely necessary.

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As to the Gun Training working on crossbows and bows, I agree. Let's keep it just firearms.

err i just added a line to crossbow slinger that will qualify it for gunslinger training...yeah

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Also, WHY is there a Strength modifier bonus with crossbows from Hard Draw. I can see Bows, as you actually draw the bowstring, but crossbows are all mechanism-based. IF you want to go that route, I'd only give 1/2 Str modifier with crossbows.

pathfinder crossbow are lever based not crank based, increasing the draw strength and make it harder to draw back is absolutely reasonable, although 1/2 str for light crossbows is certainly more realistic.

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Your Favorite Weapon ability states it swaps out shield and heavy armor prof. Barbarians don't have heavy armor, I think you mean medium armor.

i did

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You also have Also, I think you should remove the Gunsmithing feat stuff, and just make Gunsmithing a choice in your talents. So instead of Gunsmith as you have it now as a talent (its obsolete with Favored Weapon), just allow the choice of gaining Gunsmithing as a bons feat and anything else granted by the Gunslinger that goes with it. And there is no sch thing as a Medium Crossbow.

good catches, i actually meant to remove it as a talent but had forgotten.

on to part 2...


Elghinn Lightbringer wrote:

I think the the old and new "Sniper: talents should be reworked like this. Gets rid of the redundancy of the REflex saves in all the descriptions, and separates the multiplying of Precision damage on crits from the rest of the Critical feat effects. The prcision damage multiplied on a crit is worth a talent (or feat) on its own. Then tying the other related talents to the Focused Precision talent streamlines it. PLus, I don't think they should be getting access to the listed Crit feats any sooner than what I've indicated.

Bloody Precision: The focused sniper gains Bleeding Critical as a bonus feat. The focused sniper must be at least 10th level and have the focused precision talent to select this talent.

Crippling Precision: The focused sniper gains Crippling Critical as a bonus feat. The focused sniper must be at least 12th level and have the focused precision talent to select this talent.

Focused Precision: The focused sniper multiplies her precision damage on a critical hit while in focus. If the sniper has the sure shot talent, she can choose to have her opponent make a Reflex save (DC 10 + 1/2 the focused snipers level + her Wisdom modifier) to avoid the effects of the bloody precision, blinding precision, or crippling precision talent. The focused sniper must successfully strike the opponent with her sure shot to use this ability. The attack does not have to be a critical hit. The focused sniper must be at least 8th level and have the sure shot talent to select this talent.

Blinding Precision: The focused sniper gains Blinding Critical as a bonus feat. The focused sniper must be at least 14th level and have the focused precision talent to select this talent.

Versatile Precision: The focused sniper gains Critical Mastery as a bonus feat. The focused sniper can spend 2 points of grit while using sure shot to increase the save DC of her critical feats by 4. The focused sniper must be at least 14th level and have two precision talents (blinding...

love it, will add

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bayonet stuff

bayonets can only be affixed to firearms and crossbows, although they lose the ability to fire when it is attached. For a firearm infiltrator using bayonets to quietly kill and eliminate enemies is useful...also there is next to zero reason for anyone to use bayonets otherwise, and i like making nonviable concepts workable.


Just trying to figure out Imp Bayonet Training. So, you can remove the bayonet as part of a full-attack action, and gains 1 extra attack with the ranged weapon in addition to the full attacks but all at a -2 penalty? So at 20th, remove bayonet and get 5 attacks at -2 penalty?

Or is this suposed to be as part of a full round action? Remove bayonet, and get one ranged attack at -2 penalty, at highest attack bonus?

If the first, I don' see how taking off the bayonet would grant a full attacks plus a bonus attack all at -2 penalty. Just need to clarify.


Did some comments in the document. Should the class really have both grit AND rounds of focus? Having 2 power pools on one class seems excessive to me - maybe make a mix of the mechanics? Or you can focus as long as you have at least 1 grit.


Elghinn Lightbringer wrote:

Just trying to figure out Imp Bayonet Training. So, you can remove the bayonet as part of a full-attack action, and gains 1 extra attack with the ranged weapon in addition to the full attacks but all at a -2 penalty? So at 20th, remove bayonet and get 5 attacks at -2 penalty?

Or is this suposed to be as part of a full round action? Remove bayonet, and get one ranged attack at -2 penalty, at highest attack bonus?

If the first, I don' see how taking off the bayonet would grant a full attacks plus a bonus attack all at -2 penalty. Just need to clarify.

its the first, thematically they are attacking in such a way as to dislodge the bayonet from the weapon barrel as you are striking the enemy. I am trying to work around the fact that game uses plug bayonets.


christos gurd wrote:
Elghinn Lightbringer wrote:

Just trying to figure out Imp Bayonet Training. So, you can remove the bayonet as part of a full-attack action, and gains 1 extra attack with the ranged weapon in addition to the full attacks but all at a -2 penalty? So at 20th, remove bayonet and get 5 attacks at -2 penalty?

Or is this suposed to be as part of a full round action? Remove bayonet, and get one ranged attack at -2 penalty, at highest attack bonus?

If the first, I don' see how taking off the bayonet would grant a full attacks plus a bonus attack all at -2 penalty. Just need to clarify.

its the first, thematically they are attacking in such a way as to dislodge the bayonet from the weapon barrel as you are striking the enemy. I am trying to work around the fact that game uses plug bayonets.

Then logically, wouldn't dislodging the bayonet as part of a full-attack action result in either

1) The bayonet dislodged as a swift action, losing one attack from his full complements of attacks (the lowest), and then making the rest of his iterative attacks at -2?

OR

2) The bayonet is dislodged as a free action, resulting in her making all her iterative attacks at -2 penalty?

I don't see how disloging his bayonet would grant an additional attack with his weapon. I can see being able to quickly remove it to get most or all of his attacks in during a round, but not gaining an additional bonus attack on top of her full attacks. Just doesn't make sense mechanically or flavorwise - at least to me.

I see specializing in bayonets as being able to add or remove them quickly without interfering with her attacks as much as possible. I can't see becoming so good at that that it would grant an additional attack to her full complement of attacks.

This would make more sense to me.

Improved Bayonet Training (Ex): The focused sniper treats any bayonet affixed to her crossbow or firearm as a ranged weapon for the purposes of her focus ability. If the focused sniper has the Two-Weapon Fighting feat, she can spend 1 grit point to detach her bayonet from her ranged weapon and drop it to the ground as a free action. The focused sniper can then make a full-attack action, but at a –2 penalty on her attack rolls. The focused sniper must have the bayonet training talent.


Starfox wrote:
Did some comments in the document. Should the class really have both grit AND rounds of focus? Having 2 power pools on one class seems excessive to me - maybe make a mix of the mechanics? Or you can focus as long as you have at least 1 grit.

I know, the two pools is going to be fun for number keeping. Originially we had focus as rage, then spending 2 rounds = 1 grit point. Maybe we could simply have her send a max number of rounds per day (say equal to Wis mod) as grit? But then, there is still the "regain grit" mechnic that would need to be incorporated.

We could, as you suggest, turn it around and make grit the primary pool. Then, as long as she has grit points, she can focus for a number of rounds equal to 3 + her Wis modifier. Extra rage can increse this. Make focus usable once per combat? Or allow her to focus a number of rounds per day equal to 1/2 level + Wis modifier, don't need to be consective? Allow grit to be regained if you kill a target while in focus or something?

Let me see what I can come up with as a possible option.


What about this as an alternate to the normal Grit and previous Focus abilities.

Focus (Ex): At 1st level, as long as the focused sniper has at least 1 grit point, she can enter a state of complete focus, sacrificing her defensive capabilities for accuracy. A focused sniper can enter focus for a number of rounds per day equal to 1/2 her focused sniper level + her Wisdom modifier. Temporary increases to Wisdom, such as those gained from spells like owl’s wisdom, do not increase the total number of rounds that a focused sniper can focus per day. A focused sniper can enter focus as a free action. The total number of rounds of focus per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in focus, a focused sniper gains a +2 insight to her attack and damage rolls with ranged weapons (this counts as precision damage), as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. While in focus, if the focused sniper hasn’t moved from her position in the last turn, she reduces all range penalties by 2. A focused sniper can end her focus as a free action.

By spending 1 grit point, a focused sniper can do one of the following.
• Make one additional ranged attack at her highest attack bonus when making a full-attack action, or
• Increase the number of rounds per day she can enter focus to her focused sniper level + her Wisdom modifier, or
• Give herself a +4 morale bonus on Stealth checks for 1 round.

As the focused sniper takes damage, it becomes more difficult to enter and maintain her focus. When the focused sniper takes damage greater than half her total hit points, she must make a successful concentration check to enter focus. The DC for this concentration check is equal to 10 + 1 for every 5 points of damage taken. The focused sniper can only make this check once per combat. If the focused sniper is healed and her current hit points are greater than half her total hit points, she can again enter focus without having to make a concentration check, as normal. A focused sniper can otherwise focus multiple times during a single encounter or combat. If a focused sniper falls unconscious, her focus immediately ends. Focus counts as the rage ability for the purpose of feats that affect rage, such as the Extra Rage feat. This ability replaces rage.

Grit (Ex): At 1st level, a focused sniper gains the gunslinger’s grit ability. If she chooses the gunslinger’s deeds talent, she can spend grit to accomplish deeds as normal. In addition, a focused sniper must have grit to use her focus ability. This ability replaces the barbarian’s d12 Hit Dice.


Also, what about this instead of Favored Weapon.

Signature Weapon: At 1st level, a focused sniper gains one of the following ranged weapons of her choice: blunderbuss, heavy crossbow, light crossbow, longbow (composite), longbow, musket, pistol, repeating crossbow, shortbow (composite), or shortbow.

If the focused sniper chooses a firearm as her signature weapon, the weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This weapon can only be sold for scrap (it’s worth 4d10 gp when sold). In addition, the focused sniper gains Gunsmithing as a bonus feat.

If the focused sniper chooses a ranged weapon other than a firearm as her signature weapon, the weapon is treated as masterwork. All other creatures treat her weapon as a normal and mundane, and can only be sold for its listed price. She also gains Craft Arms and Armor as a bonus feat.

In addition, as a swift action, a focused sniper can spend 1 point of grit to inscribe one piece of ammunition (bullet, arrow, or bolt) with a tiny personal rune as arcane mark spell. A successful DC 20 Knowledge (local) check identifies the origin of the ammunition as belonging to the focused snipers and establishes a reputation as a deadly enemy. This ability replaces Medium Armor Proficiency and Shield Proficiency.


Elghinn Lightbringer wrote:
christos gurd wrote:
Elghinn Lightbringer wrote:

Just trying to figure out Imp Bayonet Training. So, you can remove the bayonet as part of a full-attack action, and gains 1 extra attack with the ranged weapon in addition to the full attacks but all at a -2 penalty? So at 20th, remove bayonet and get 5 attacks at -2 penalty?

Or is this suposed to be as part of a full round action? Remove bayonet, and get one ranged attack at -2 penalty, at highest attack bonus?

If the first, I don' see how taking off the bayonet would grant a full attacks plus a bonus attack all at -2 penalty. Just need to clarify.

its the first, thematically they are attacking in such a way as to dislodge the bayonet from the weapon barrel as you are striking the enemy. I am trying to work around the fact that game uses plug bayonets.

Then logically, wouldn't dislodging the bayonet as part of a full-attack action result in either

1) The bayonet dislodged as a swift action, losing one attack from his full complements of attacks (the lowest), and then making the rest of his iterative attacks at -2?

OR

2) The bayonet is dislodged as a free action, resulting in her making all her iterative attacks at -2 penalty?

I don't see how disloging his bayonet would grant an additional attack with his weapon. I can see being able to quickly remove it to get most or all of his attacks in during a round, but not gaining an additional bonus attack on top of her full attacks. Just doesn't make sense mechanically or flavorwise - at least to me.

I see specializing in bayonets as being able to add or remove them quickly without interfering with her attacks as much as possible. I can't see becoming so good at that that it would grant an additional attack to her full complement of attacks.

This would make more sense to me.

Improved Bayonet Training (Ex): The focused sniper treats any bayonet affixed to her crossbow or firearm as a ranged weapon for the purposes of her focus ability. If the focused...

the bayonet training isn't whats granting the extra attack, two weapon fighting is, the talent just makes it usable with a bayonet and gun. I also was explicitly careful to limit it to one single ranged attack for balance reasons. I cant see a reason to use your version ever, since they can just pop off their bayonet as a free action before they make an attack, and then dont spend both a grit and feat slot as well as take a -2 penalty to attacks. I do think your very first idea is workable, but it shouldn't require two weapon fighting then.


Elghinn Lightbringer wrote:

What about this as an alternate to the normal Grit and previous Focus abilities.

Focus (Ex): At 1st level, as long as the focused sniper has at least 1 grit point, she can enter a state of complete focus, sacrificing her defensive capabilities for accuracy. A focused sniper can enter focus for a number of rounds per day equal to 1/2 her focused sniper level + her Wisdom modifier. Temporary increases to Wisdom, such as those gained from spells like owl’s wisdom, do not increase the total number of rounds that a focused sniper can focus per day. A focused sniper can enter focus as a free action. The total number of rounds of focus per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in focus, a focused sniper gains a +2 insight to her attack and damage rolls with ranged weapons (this counts as precision damage), as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. While in focus, if the focused sniper hasn’t moved from her position in the last turn, she reduces all range penalties by 2. A focused sniper can end her focus as a free action.

By spending 1 grit point, a focused sniper can do one of the following.
• Make one additional ranged attack at her highest attack bonus when making a full-attack action, or
• Increase the number of rounds per day she can enter focus to her focused sniper level + her Wisdom modifier, or
• Give herself a +4 morale bonus on Stealth checks for 1 round.

As the focused sniper takes damage, it becomes more difficult to enter and maintain her focus. When the focused sniper takes damage greater than half her total hit points, she must make a successful concentration check to enter focus. The DC for this concentration check is equal to 10 + 1 for every 5 points of damage taken. The focused sniper can only make this check once per combat. If the focused sniper is healed and her current hit points are greater than half her total hit points, she can again enter focus without...

i really like this, but i do feel like the extra attack option might be a bit much. Also i had already gotten rid of the range increment penalty thing a while ago, since they have a separate class feature that does that. Otherwise i think this is right about where we wanna be with that.


Elghinn Lightbringer wrote:

Also, what about this instead of Favored Weapon.

Signature Weapon: At 1st level, a focused sniper gains one of the following ranged weapons of her choice: blunderbuss, heavy crossbow, light crossbow, longbow (composite), longbow, musket, pistol, repeating crossbow, shortbow (composite), or shortbow.

If the focused sniper chooses a firearm as her signature weapon, the weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This weapon can only be sold for scrap (it’s worth 4d10 gp when sold). In addition, the focused sniper gains Gunsmithing as a bonus feat.

If the focused sniper chooses a ranged weapon other than a firearm as her signature weapon, the weapon is treated as masterwork. All other creatures treat her weapon as a normal and mundane, and can only be sold for its listed price. She also gains Craft Arms and Armor as a bonus feat.

In addition, as a swift action, a focused sniper can spend 1 point of grit to inscribe one piece of ammunition (bullet, arrow, or bolt) with a tiny personal rune as arcane mark spell. A successful DC 20 Knowledge (local) check identifies the origin of the ammunition as belonging to the focused snipers and establishes a reputation as a deadly enemy. This ability replaces Medium Armor Proficiency and Shield Proficiency.

this could work nicely, course i would drop bows from hard draw, as it may be a tad redundant.


Ah, that makes sense now, so making a second attack via Two-Weapon Fighting.

So then it should read like this.

Improved Bayonet Training (Ex): The focused sniper treats any bayonet affixed to her crossbow or firearm as a ranged weapon for the purposes of her focus ability. If the focused sniper has the Two-Weapon Fighting feat, she can spend 1 grit point to detach her bayonet from her ranged weapon and drop it to the ground as a free action. The focused sniper can then make one additional attack with the ranged weapon as part of a full attack action as if it were an off-hand weapon, but takes an additional –2 penalty on her attack rolls. The focused sniper must have the bayonet training talent.


christos gurd wrote:

i really like this, but i do feel like the extra attack option might be a bit much. Also i had already gotten rid of the range increment penalty thing a while ago, since they have a separate class feature that does that. Otherwise i think this is right about where we wanna be with that.

Let's change the extra attack to this instead then.

• Double the range increment of her ranged weapon for 1 round, or


Nice, perfect. Will add when i can get to an internet connection, hopefully tomorrow.


Christos, need a flavor blurp.

Here's what the MCA looks like right now.

Focused Sniper - Revised #2:

Primary Class: Barbarian.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The focused sniper may select three gunslinger skills to add to her class skills in addition to the normal barbarian class skills. The focused sniper gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The focused sniper is proficient with all simple and martial weapons, all firearms, and with light and medium armor.

Focus (Ex): At 1st level, as long as the focused sniper has at least 1 grit point, she can enter a state of complete focus, sacrificing her defensive capabilities for accuracy. A focused sniper can enter focus for a number of rounds per day equal to 1/2 her focused sniper level + her Wisdom modifier. Temporary increases to Wisdom, such as those gained from spells like owl’s wisdom, do not increase the total number of rounds that a focused sniper can focus per day. A focused sniper can enter focus as a free action. The total number of rounds of focus per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in focus, a focused sniper gains a +2 insight to her attack and damage rolls with ranged weapons (this counts as precision damage), as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. A focused sniper can end her focus as a free action.

By spending 1 grit point, a focused sniper can do one of the following.

• Double the range increment of her ranged weapon for 1 round, or
• Increase the number of rounds per day she can enter focus to her focused sniper level + her Wisdom modifier, or
• Give herself a +4 morale bonus on Stealth checks for 1 round.

As the focused sniper takes damage, it becomes more difficult to enter and maintain her focus. When the focused sniper takes damage greater than half her total hit points, she must make a successful concentration check to enter focus. The DC for this concentration check is equal to 10 + 1 for every 5 points of damage taken. The focused sniper can only make this check once per combat. If the focused sniper is healed and her current hit points are greater than half her total hit points, she can again enter focus without having to make a concentration check, as normal. A focused sniper can otherwise focus multiple times during a single encounter or combat. If a focused sniper falls unconscious, her focus immediately ends. Focus counts as the rage ability for the purpose of feats that affect rage, such as the Extra Rage feat. This ability replaces rage.

Grit (Ex): At 1st level, a focused sniper gains the gunslinger’s grit ability. If she chooses the gunslinger’s deeds talent, she can spend grit to accomplish deeds as normal. In addition, a focused sniper must have grit to use her focus ability. This ability replaces the barbarian’s d12 Hit Dice.

Signature Weapon: At 1st level, a focused sniper gains one of the following ranged weapons of her choice: blunderbuss, heavy crossbow, light crossbow, longbow (composite), longbow, musket, pistol, repeating crossbow, shortbow (composite), or shortbow.

If the focused sniper chooses a firearm as her signature weapon, the weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This weapon can only be sold for scrap (it’s worth 4d10 gp when sold). In addition, the focused sniper gains Gunsmithing as a bonus feat.

If the focused sniper chooses a ranged weapon other than a firearm as her signature weapon, the weapon is treated as masterwork. All other creatures treat her weapon as a normal and mundane, and can only be sold for its listed price. She also gains Craft Arms and Armor as a bonus feat.

In addition, as a swift action, a focused sniper can spend 1 point of grit to inscribe one piece of ammunition (bullet, arrow, or bolt) with a tiny personal rune as arcane mark spell. A successful DC 20 Knowledge (local) check identifies the origin of the ammunition as belonging to the focused snipers and establishes a reputation as a deadly enemy. This ability replaces Medium Armor Proficiency and Shield Proficiency.

Focus Talents: As a focused sniper gains levels, she learns to use her focus in new ways. Starting at 2nd level, a focused sniper gains a focus talent. Every two levels beyond 2nd, she gains another focus talent. Some focus talents require the focused sniper to be focused, while some of these talents require the focused sniper to take an action first. Unless otherwise noted, a focused sniper cannot select an individual talent more than once.

A focused sniper can choose any of the following focus talents. This ability replaces the rage powers gained.

Bayonet Training (Ex): The focused sniper can attach and detach bayonets to her firearms as a swift action. If the focused sniper has the Quickdraw feat, the focused sniper can use this talent as a free action, but not during a full attack action.

Blinding Precision: The focused sniper gains Blinding Critical as a bonus feat. The focused sniper must be at least 14th level and have the focused precision talent to select this talent.

Bloody Precision: The focused sniper gains Bleeding Critical as a bonus feat. The focused sniper must be at least 10th level and have the focused precision talent to select this talent.

Bury the Bolt (Ex): When using a crossbow, the focused sniper with this talent can target the touch AC of an enemy within her first range increment.

Close-Ranged Sniper: The focused sniper gains Point Blank Shot as a bonus feat. If the focused sniper already has Point Blank Shot, she can choose either Far Shot or Precise Shot instead. At 6th level, the focused sniper also gains Point Blank Master as a bonus feat, even if she does not meet its prerequisites.

Crippling Precision: The focused sniper gains Crippling Critical as a bonus feat. The focused sniper must be at least 12th level and have the focused precision talent to select this talent.

Crossbow Slinger (Ex): The focused sniper treats a crossbow as a firearm for the purposes of using the gunslinger deeds and gun training talent. The focused sniper must have the bury the bolt and gunslinger deed talents to select this talent.

Focused Precision: The focused sniper multiplies her precision damage on a critical hit while in focus. If the sniper has the sure shot talent, she can choose to have her opponent make a Reflex save (DC 10 + 1/2 the focused snipers level + her Wisdom modifier) to avoid the effects of the bloody precision, blinding precision, or crippling precision talent. The focused sniper must successfully strike the opponent with her sure shot to use this ability. The attack does not have to be a critical hit. The focused sniper must be at least 8th level and have the sure shot talent to select this talent.

Greater Bayonet Training (Ex): The focused sniper can use her bayonet enhancement bonus in place of her crossbow or firearm enhancement bonus that it is affixed to. The bayonet does not gain any other enchantments of the ranged weapon. The bayonet is subject to the rules for weapon’s maximum enhancement bonus as normal. The focused sniper must have the improved bayonet training talent.

Gun Training (Ex): The focused sniper gains the gunslinger’s gun training ability and can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. She can select this talent an additional time every four levels beyond 6th (10th, 14th, and 18th), and picks another type of firearm, gaining these bonuses for those types as well. The focused sniper must be at least 6th level to select this talent.

Gunslinger Deeds: The focused sniper selects two deeds from the gunslinger’s list of 1st level deeds. She treats her focused sniper levels as gunslinger levels for the purposes of these deeds. The focused sniper can select this talent once at 2nd level, and again every four levels of focused sniper she possesses (6th, 10th, etc.). Each time this talent is selected, she chooses two deeds of each subsequent level (3rd, 7th, etc.) up to 15th level deeds at 18th level or higher.

Hard Draw (Ex): The focused sniper adds considerable draw to his crossbows to increase its power. A focused sniper adds her strength modifier to damage rolls when using a heavy crossbow and half her strength modifier to damage rolls when using a light crossbow. This talent has no effect on hand crossbows.

Improved Bayonet Training (Ex): The focused sniper treats any bayonet affixed to her crossbow or firearm as a ranged weapon for the purposes of her focus ability. If the focused sniper has the Two-Weapon Fighting feat, she can spend 1 grit point to detach her bayonet from her ranged weapon and drop it to the ground as a free action. The focused sniper can then make one additional attack with the ranged weapon as part of a full attack action as if it were an off-hand weapon, but takes an additional –2 penalty on her attack rolls. The focused sniper must have the bayonet training talent.

Primal Focus: The focused sniper chooses a barbarian rage power. For the purpose of qualifying for this rage power, her effective barbarian level is equal to her focused sniper level –3 and she uses her focus in place of rage. The focused sniper must be at least 4th level to select this talent. A focused sniper may select this talent an additional time for every four levels of focused sniper she possesses.

Shot in the Dark (Ex): The focused sniper gains Prone Shooter as a bonus feat. In addition, the focused sniper takes no penalties to Stealth checks while making ranged attacks from a prone position. The focused sniper must have the sure shot talent to select this talent.

Sure Shot (Ex): While in focus, a focused sniper can use a full-round action to make an attack against an opponent who is at least three range increments away. The opponent is treated as flat-footed against this attack. This attack bypasses any damage reduction the target might have. If the opponent has uncanny dodge, it retains its damage reduction against this attack.

Versatile Precision: The focused sniper gains Critical Mastery as a bonus feat. The focused sniper can spend 2 points of grit while using sure shot to increase the save DC of her critical feats by 4. The focused sniper must be at least 14th level and have two precision talents (blinding precision, bloody precision, or crippling precision) to select this talent.

Deadly Sniper (Ex): Starting at 7th level, a focused sniper decreases the range increment penalties of her ranged attacks by 2. At 10th level, and every three focused sniper levels thereafter (13th, 16th, and 19th level), she reduces her penalty by an additional 2. This replaces damage reduction.

Greater Focus (Su): At 11th level, when a focused sniper enters her focus, the insight bonus to her attack and damage rolls increases to +4 and the morale bonus on her Will saves increases to +3. This ability replaces greater rage.

Indomitable Will (Ex): This is exactly like the barbarian ability of the same name, except that if functions while in focus instead of rage.

Tireless Focus (Ex): Starting at 17th level, a focused sniper is no longer becomes fatigued at the end of her focus. This ability replaces tireless rage.

Death From Afar (Su): At 20th level, when a focused sniper enters focus, she ignores all range increment penalties, and her maximum range with any weapon is increased by 30 feet. In addition she increases the precision damage granted by her focus to +8. This replaces mighty rage.

Table: Focused Sniper
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +2 +0 Fast movement, focus, grit, signature weapon
2nd +2 +3 +3 +0 Focus talent, uncanny dodge
3rd +3 +3 +3 +1 Trap sense +1
4th +4 +4 +4 +1 Focus talent
5th +5 +4 +4 +1 Improved uncanny dodge
6th +6/+1 +5 +5 +2 Focus talent, trap sense +2
7th +7/+2 +5 +5 +2 Deadly sniper (–2)
8th +8/+3 +6 +6 +2 Focus talent
9th +9/+4 +6 +6 +3 Trap sense +3
10th +10/+5 +7 +7 +3 Deadly sniper (–4), focus talent
11th +11/+6/+1 +7 +7 +3 Greater focus
12th +12/+7/+2 +8 +8 +4 Focus talent, trap sense +4
13th +13/+8/+3 +8 +8 +4 Deadly sniper (–6)
14th +14/+9/+4 +9 +9 +4 Focus talent, indomitable will
15th +15/+10/+5 +9 +9 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +10 +5 Deadly sniper (–8), focus talent
17th +17/+12/+7/+2 +10 +10 +5 Tireless focus
18th +18/+13/+8/+3 +11 +11 +6 Focus talent, trap sense +6
19th +19/+14/+9/+4 +11 +11 +6 Deadly sniper (–10)
20th +20/+15/+10/+5 +12 +12 +6 Death from afar, focus talent


Looks good, except you have the enhancement bonus going backward on greater bayonet training.

in the world there exists a certain sect of marksmen. Ones that possess a lethal accuracy whether they are standing 2 feet from an enemy or 300. With the ablity to draw upon a powerful state of mind called focus, these ranged specialists count among their numbers both archer and gunslinger alike.

17 seems like a good number of talents, do we want them to be able to get more with feats?


Elghinn Lightbringer wrote:

Christos, need a flavor blurp.

Here's what the MCA looks like right now.

** spoiler omitted **...

Looks good so far, just a few things i noticed.

Spending a grit point increases your focus from half level to full level +wis mod yes? Does this mean you can only do it once a day? What happens if you spend your last grit point, you now have extra rounds for focus but can you enter focus? Are you fatigued at the end of focus? I guess what im asking is is it intended behavior to enter focus each round and drop focus at the end of your attack (avoiding the AC penalty) and start again at start of your next turn?

I think focused precision (if it works like i think it works) needs a re write, something along the lines of.

Focused Precision: The focused sniper now multiplies precision damage on a critical hit whilst focused. Additionally, if sniper has the sure shot talent and either the blinding, bloody or crippling precision talents and successfully hits a target whilst focused(but that hit is not a critical hit), he can apply the effects of those precision talents as if he had made a critical hit. The target can avoid these effects by making a reflex save (DC 10 + 1/2 the focused snipers level + her Wisdom modifier)

Is sure shot meant to mean the sniper is far away? at least 3 range increments can be a pretty far distance and really inconvenient for most dungeon and a lot of outdoor encounters. Is it a talent tax for focused precision above?


Christos Gurd wrote:

Looks good, except you have the enhancement bonus going backward on greater bayonet training.

in the world there exists a certain sect of marksmen. Ones that possess a lethal accuracy whether they are standing 2 feet from an enemy or 300. With the ablity to draw upon a powerful state of mind called focus, these ranged specialists count among their numbers both archer and gunslinger alike.

17 seems like a good number of talents, do we want them to be able to get more with feats?

1) Fixed. Good catch.

2) Yes. To make is easy, I think we can just add in...

"Focus talents count as rage powers for the purpose of the Extra Rage Power feat."

Apraham Lincoln wrote:

Looks good so far, just a few things i noticed.

Spending a grit point increases your focus from half level to full level +wis mod yes? Does this mean you can only do it once a day? What happens if you spend your last grit point, you now have extra rounds for focus but can you enter focus? Are you fatigued at the end of focus? I guess what im asking is is it intended behavior to enter focus each round and drop focus at the end of your attack (avoiding the AC penalty) and start again at start of your next turn?

Good catch. No, there is no fatigue currently, and there won't be. The down side of this new Focus ability is the concentration check required to enter a focus if you lose half or more of your hitpoints, and the DC increases as you loose more hp. So that's the swap out with the fatigue mechanic.

On the extending ronds of focus by spending grit, I think we should just change it so that the regular Focus ability doesn't require that she have grit remaining, but by spending 1 grit she can increase her focus pool from 1/2 level + Wis mod to level + Wis mod. At 1/2 level + Wis, that like 1/4 the rounds of what rage would normally have, and by spedning 1 grit, she can increase it (making it a bout 1/2 the normal rage rounds). I think that's a good balance, as rage has a slightly different usage. While rage is a direct melee ability, focus will likely be used to make sniper-like attacks from a distance, so she doesn't need it active as constantly as a barbarian might, but then it also is tied to grit and have additional applications.

Focus :

Revisions

At 1st level, a (removed the "at least 1 grit" mechanic)focused sniper can enter a state of complete focus, sacrificing her defensive capabilities for accuracy. A focused sniper can enter focus for a number of rounds per day equal to 1/2 her focused sniper level + her Wisdom modifier. Temporary increases to Wisdom, such as those gained from spells like owl’s wisdom, do not increase the total number of rounds that a focused sniper can focus per day. A focused sniper can enter focus as a free action. The total number of rounds of focus per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in focus, a focused sniper gains a +2 insight to her attack and damage rolls with ranged weapons (this counts as precision damage), as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. A focused sniper can end her focus as a free action.

By spending 1 grit point, a focused sniper can do one of the following.

• Double the range increment of her ranged weapon for 1 round, or
• Increase the number of rounds per day she can enter focus to her focused sniper level + her Wisdom modifier (usable once per day), or
• Give herself a +4 morale bonus on Stealth checks for 1 round.

As the focused sniper takes damage, it becomes more difficult to enter and maintain her focus. When the focused sniper takes damage greater than half her total hit points, she must make a successful concentration check to enter focus. The DC for this concentration check is equal to 10 + 1 for every 5 points of damage taken. The focused sniper can only make this check once per combat. If the focused sniper is healed and her current hit points are greater than half her total hit points, she can again enter focus without having to make a concentration check, as normal. A focused sniper can otherwise focus multiple times during a single encounter or combat. If a focused sniper falls unconscious, her focus immediately ends. Focus counts as the rage ability for the purpose of feats that affect rage, such as the Extra Rage feat. This ability replaces rage.

Apraham Lincoln wrote:

I think focused precision (if it works like i think it works) needs a re write, something along the lines of.

Focused Precision: The focused sniper now multiplies precision damage on a critical hit whilst focused. Additionally, if sniper has the sure shot talent and either the blinding, bloody or crippling precision talents and successfully hits a target whilst focused(but that hit is not a critical hit), he can apply the effects of those precision talents as if he had made a critical hit. The target can avoid these effects by making a reflex save (DC 10 + 1/2 the focused snipers level + her Wisdom modifier)

Yup, that's a fantastic rewrite. Makes much more sense. Slight tweak. And yes, I think Sure Shot is a talent tax the way it was written, but now, if she has that talent, they gain an extra benefit.

Focused Precision: The focused sniper multiplies her precision damage on a critical hit while in focus. If sniper has the sure shot talent and the blinding precision, bloody precision, or crippling precision talents and successfully hits a target while in focus (but does not score a critical hit), she can apply the effects of one precision talent as if she had made a critical hit. The target can avoid this effect by making a successful Reflex save (DC 10 + 1/2 the focused snipers level + her Wisdom modifier). The focused sniper must be at least 8th level to select this talent.

Apraham Lincoln wrote:
Is sure shot meant to mean the sniper is far away? at least 3 range increments can be a pretty far distance and really inconvenient for most dungeon and a lot of outdoor encounters. Is it a talent tax for focused precision above?

Rewrite.

Sure Shot (Ex): While in focus, a focused sniper can use a full-round action to make an attack against an opponent who is up to three range increments away. The opponent is treated as flat-footed against this attack. This attack bypasses any damage reduction the target might have. If the target has uncanny dodge, it retains its damage reduction against this attack.

Then her Deadly Sniper class feature will reduce the range increment penalties for this. That'll be awesome. At 13th, she'll be able to use this talent without any range penalties.


# Focused Sniper - Revised #2

This still has two pools - one for grit and one for rounds of focus per day. I don't see much point in the #rounds of focus limitation; that is balanced by its AC penalty.

@ Hard Draw (Ex): - Does this allow you to add both Strength and Dexterity to damage? A gunslinger can't do that and I don't think a sniper should.

@ Improved Bayonet Training (Ex): [...] If the focused sniper has the Two-Weapon Fighting feat, she can spend 1 grit point to detach her bayonet from her ranged weapon and drop it to the ground as a free action. The focused sniper can then make one additional attack with the ranged weapon as part of a full attack action as if it were an off-hand weapon, but takes an additional –2 penalty on her attack rolls. [...]
- Can't really see the point in this. What I could see is some kind of "reaction fire" ability that lets the sniper fire one last time before someone enters melee with him, as long as he is not denied his Dexterity bonus to AC and carries a loaded firearm. But even that sounds more like a gunslinger/short-range musket man trick rather than a sniper.

# Sure Shot / Hard Draw - as noted in my earlier posts, these are not good. I think the stealth mod of hard draw might be -10 instead of -20, and sure shot could require a range of 150 ft. Making an ability worse (larger minimum range) because you have a better weapon is not a good idea IMO.


GUYS

I TOTALLY have an idea for a friggin epic MCA

it's Alchemist/Summoner and based off the Tumor Familiar discovery

essentially, one of the character's OWN BODY PARTS becomes the Eidolon. If anyone wants to adopt it, feel free; if not, I'll work on it.


Starfox wrote:

# Focused Sniper - Revised #2

This still has two pools - one for grit and one for rounds of focus per day. I don't see much point in the #rounds of focus limitation; that is balanced by its AC penalty.

@ Hard Draw (Ex): - Does this allow you to add both Strength and Dexterity to damage? A gunslinger can't do that and I don't think a sniper should.

@ Improved Bayonet Training (Ex): [...] If the focused sniper has the Two-Weapon Fighting feat, she can spend 1 grit point to detach her bayonet from her ranged weapon and drop it to the ground as a free action. The focused sniper can then make one additional attack with the ranged weapon as part of a full attack action as if it were an off-hand weapon, but takes an additional –2 penalty on her attack rolls. [...]
- Can't really see the point in this. What I could see is some kind of "reaction fire" ability that lets the sniper fire one last time before someone enters melee with him, as long as he is not denied his Dexterity bonus to AC and carries a loaded firearm. But even that sounds more like a gunslinger/short-range musket man trick rather than a sniper.

# Sure Shot / Hard Draw - as noted in my earlier posts, these are not good. I think the stealth mod of hard draw might be -10 instead of -20, and sure shot could require a range of 150 ft. Making an ability worse (larger minimum range) because you have a better weapon is not a good idea IMO.

1) I don't think we're going to get away from the two pools, unless we have focus last for a number of rounds equal to 1/2 her level whenever she spends 1 grit. The problem is, deeds run on 1 or 2 point grit deeds (and a range of 2-8 grit points per day, depending on level and Wis mod), while rounds of focuse can total up to 44 rounds if we used the total number of rounds as rage does. Trying to meld them is difficult.

Another option is to lower the consecutive rounds of focus, such as Wis modifier, and allow it to be used once per combat. This way there is no book keeping. Can only be used once per combat (thus forcing smart use of the ability) and is limited to her Wisdom modifier. Grit can be still be spent to increase the max rounds of a single use.

Revised Focus.

Focus (Ex):
At 1st level, a focused sniper can enter a state of complete focus, sacrificing her defensive capabilities for accuracy. Once per combat, a focused sniper can enter focus for a number of rounds equal to her Wisdom modifier. Temporary increases to Wisdom, such as those gained from spells like owl’s wisdom, do not increase the total number of rounds she can be focused. A focused sniper can enter focus as a free action. While in focus, a focused sniper gains a +2 insight to her attack and damage rolls with ranged weapons (this counts as precision damage), as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. A focused sniper can end her focus as a free action.

By spending 1 grit point, a focused sniper can do one of the following.

• Double the range increment of her ranged weapon for 1 round, or
• Increase the number of rounds she can enter focus to twice her Wisdom modifier (usable once per combat), or
• Give herself a +4 morale bonus on Stealth checks for 1 round.

As the focused sniper takes damage, it becomes more difficult to enter and maintain her focus. When the focused sniper takes damage greater than half her total hit points, she must make a successful concentration check to enter focus. The DC for this concentration check is equal to 10 + 1 for every 5 points of damage taken. The focused sniper can only make this check once per combat. If the focused sniper is healed and her current hit points are greater than half her total hit points, she can again enter focus without having to make a concentration check, as normal. If a focused sniper falls unconscious, her focus immediately ends. Focus counts as the rage ability for the purpose of feats that affect rage, such as the Extra Rage feat. This ability replaces rage.

With this new mechanic, perhas Focus should be either a swift or a move action? Thoughts?

2) Hard Draw adds Strength or 1/2 Strength to crossbow damage, while Gun Training adds Dexterity to firearm damage. They're seperate abilities granting different bonuses.

3) Bayonets are Christo's schtick that he wants with this CMa as an option.

4) What Stealth modifier? I see nothing wrong with a crosbow's draw strength being increased as a talent (or feat). Sure shot now allows a single shot at an opponent up to three range increments (making them flat-footed), not a minimum of three increments and beyond. Still takes the range increment penalties, but these will be off set by her Deadly Sniper ability.


Actually crossbow slinger lets them use both, better nip that in the bud. I dont see focus as a pool, as much as a countdown timer, so i don't believe it would be that difficult to track.
Would everyone feel better if the bayonet stuff was feats instead?


#Focused Sniper

I'm fine with two pools - the Edgewalker recently released by Interjection Games has a Dark and Light pool, admittedly they are thematically aligned and mechanically the same...

I do like Starfox' idea for a last minute shot as foes enter range/close...


christos gurd wrote:

Actually crossbow slinger lets them use both, better nip that in the bud. I dont see focus as a pool, as much as a countdown timer, so i don't believe it would be that difficult to track.

Would everyone feel better if the bayonet stuff was feats instead?

1) So, we'll just remove the "gun training" part of crossbow slinger.

2) I think feats may be a better fit here.

3) On Focus, do we want to go with the most recent revision (rounds = to Wis mod, once per combat) or the previous version (rounds per day = 1/2 level + Wis, or level + Wis mod if ou spend 1 grit)? We need to nail this down.

4) Thoughts on Starfox' idea for a last minute shot as foes enter range/close...could just make it a new talent?


1)Id rather they just didnt stack, encourages build variety.
2)Fair nuff, but then we should drop the two weapon feat requirement from the improved version.
3)The previous version i liked better.
4)Yeah why not, got any ideas on phrasing and limitations?


Oceanshieldwolf wrote:

#Focused Sniper

I'm fine with two pools - the Edgewalker recently released by Interjection Games has a Dark and Light pool, admittedly they are thematically aligned and mechanically the same...

right, and again, focus isn't really a pool. A pool implies a resource that you can draw upon at a choice for the layer. Focus has two functions, on or off, and functions as more of a timed power up.


christos gurd wrote:

1)Id rather they just didnt stack, encourages build variety.

2)Fair nuff, but then we should drop the two weapon feat requirement from the improved version.
3)The previous version i liked better.
4)Yeah why not, got any ideas on phrasing and limitations?

1) Done. made it so that you cant choose Hard Draw if you have Crossbow SLnger, and vice versa.

2) OK.

3) Done!

4) How's this?

Reflexive Shot (Ex): The focused sniper can take a shot at an opponent about to engage her in melee combat. Whenever an opponent first engages the focused sniper in melee combat, she can as a swift action, make one ranged attack at her highest attack bonus. If the attack is successful, she deals damage as normal. Once the attack is made, she drops her weapon to the ground and can draw a melee weapon and engage in melee combat as normal. The focused sniper must be wielding a loaded crossbow or firearm to use reflexive shot. The focused sniper must be at least 6th level and have the Quick Draw feat to select this talent.


You sold me, i like it.


Elghinn Lightbringer wrote:
christos gurd wrote:

Actually crossbow slinger lets them use both, better nip that in the bud. I dont see focus as a pool, as much as a countdown timer, so i don't believe it would be that difficult to track.

Would everyone feel better if the bayonet stuff was feats instead?

1) So, we'll just remove the "gun training" part of crossbow slinger.

2) I think feats may be a better fit here.

3) On Focus, do we want to go with the most recent revision (rounds = to Wis mod, once per combat) or the previous version (rounds per day = 1/2 level + Wis, or level + Wis mod if ou spend 1 grit)? We need to nail this down.

4) Thoughts on Starfox' idea for a last minute shot as foes enter range/close...could just make it a new talent?

Regarding (3) if you going with previous version it should be straight out level + WIS modifier and give them 1 less grit in their starting pool (ie no option to lose a grit to get more rounds and treat it as if the player had chosen that ability for the day)


Yeah, that might be best. Christos? Go level + Wis, and replace the grit expenditure to increase focus with something else? Don't know if we need to reduce grit, as it is Wis based.


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Spoiler:
#Random
So...

Deep Magic.

If you don't have it, WHY ARE YOU NOT BUYING IT RIGHT NOW.

My only issue is all the clockwork stuff for Temporal Magic, le blargh, but I will admit that's at least an iiiinteresting angle. (( Arcane Bond Pocket Watch, anyone? ))

But everything else is fantastic. They even have some new Words and I think the next wizard I play outside of my own campaign world is gonna be a Dwarf Ring/Rune Mage.

I'm in love with a book. Bibliophile indeed @_@

So that's where I'm at right now. Still checking in, though, I haven't poofed off to who knows where.


Elghinn Lightbringer wrote:
Yeah, that might be best. Christos? Go level + Wis, and replace the grit expenditure to increase focus with something else? Don't know if we need to reduce grit, as it is Wis based.

how trading focus extension to decrease the number of rounds fatigued instead?


I don't think fatigue fits with focus, plus fatigued was removed from the mechanic anyways. I see focus as a focused concetration, which doesn't make you fatigued.

What about spending 1 grit to add a +4 to his Concentration check when trying to focus when at 1/2 or lower hp? Or better yet, how ab out this?

• Enter focus when at half hit points or less without making the required concentration check, or
...


yes, that works.


OK, here's the final version, including the new Bayonet Feats.

FOCUSED SNIPER Final:

In the world there exists a certain sect of marksmen specialists–ones who possess a lethal accuracy whether they are standing 2 feet from their enemy or 300 feet. With the ability to draw upon a powerful state of mind called focus, the focused sniper counts among their ranks both archers and gunslingers alike. Through the use of talents and deeds, focused snipers can drop their targets from a hidden vantage point in the dead of night, or from the back of a moving cart in the blight daylight.

Primary Class: Barbarian.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The focused sniper may select three gunslinger skills to add to her class skills in addition to the normal barbarian class skills. The focused sniper gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The focused sniper is proficient with all simple and martial weapons, all firearms, and with light and medium armor.

Focus (Ex): At 1st level, a focused sniper can enter a state of complete focus, sacrificing her defensive capabilities for accuracy. A focused sniper can enter focus for a number of rounds per day equal to her focused sniper level + her Wisdom modifier. Temporary increases to Wisdom, such as those gained from spells like owl’s wisdom, do not increase the total number of rounds that a focused sniper can focus per day. A focused sniper can enter focus as a free action. The total number of rounds of focus per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in focus, a focused sniper gains a +2 insight to her attack and damage rolls with ranged weapons (this counts as precision damage), as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. A focused sniper can end her focus as a free action.

By spending 1 grit point, a focused sniper can do one of the following.

• Double the range increment of her ranged weapon for 1 round, or
• Enter focus when at half hit points or less without making the required concentration check, or
• Give herself a +4 competence bonus on Stealth checks for 1 round.

As the focused sniper takes damage, it becomes more difficult to enter and maintain her focus. When the focused sniper takes damage greater than half her total hit points, she must make a successful concentration check to enter focus. The DC for this concentration check is equal to 10 + 1 for every 5 points of damage taken. The focused sniper can only make this check once per combat. If the focused sniper is healed and her current hit points are greater than half her total hit points, she can again enter focus without having to make a concentration check, as normal. A focused sniper can otherwise focus multiple times during a single encounter or combat. If a focused sniper falls unconscious, her focus immediately ends. Focus counts as the rage ability for the purpose of feats that affect rage, such as the Extra Rage feat. This ability replaces rage.

Grit (Ex): At 1st level, a focused sniper gains the gunslinger’s grit ability. If she chooses the gunslinger’s deeds talent, she can spend grit to accomplish deeds as normal. In addition, a focused sniper can spend grit to enhance her focus ability. This ability replaces the barbarian’s d12 Hit Dice.

Signature Weapon: At 1st level, a focused sniper gains one of the following ranged weapons of her choice: blunderbuss, heavy crossbow, light crossbow, longbow (composite), longbow, musket, pistol, repeating crossbow, shortbow (composite), or shortbow.

If the focused sniper chooses a firearm as her signature weapon, the weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This weapon can only be sold for scrap (it’s worth 4d10 gp when sold). In addition, the focused sniper gains Gunsmithing as a bonus feat.

If the focused sniper chooses a ranged weapon other than a firearm as her signature weapon, the weapon is treated as masterwork. All other creatures treat her weapon as a normal and mundane, and can only be sold for its listed price. She also gains Craft Arms and Armor as a bonus feat.

In addition, as a swift action, a focused sniper can spend 1 point of grit to inscribe one piece of ammunition (bullet, arrow, or bolt) with a tiny personal rune as arcane mark spell. A successful DC 20 Knowledge (local) check identifies the origin of the ammunition as belonging to the focused snipers and establishes a reputation as a deadly enemy. This ability replaces Medium Armor Proficiency and Shield Proficiency.

Focus Talents: As a focused sniper gains levels, she learns to use her focus in new ways. Starting at 2nd level, a focused sniper gains a focus talent. Every two levels beyond 2nd, she gains another focus talent. Some focus talents require the focused sniper to be focused, while some of these talents require the focused sniper to take an action first. Unless otherwise noted, a focused sniper cannot select an individual talent more than once. Focus talents count as rage powers for the purpose of the Extra Rage Power feat. A focused sniper can choose any of the following focus talents.

Blinding Precision: The focused sniper gains Blinding Critical as a bonus feat. The focused sniper must be at least 14th level and have the focused precision talent to select this talent.

Bloody Precision: The focused sniper gains Bleeding Critical as a bonus feat. The focused sniper must be at least 10th level and have the focused precision talent to select this talent.

Bury the Bolt (Ex): When using a crossbow, the focused sniper with this talent can target the touch AC of an enemy within her first range increment.

Close-Ranged Sniper: The focused sniper gains Point Blank Shot as a bonus feat. If the focused sniper already has Point Blank Shot, she can choose either Far Shot or Precise Shot instead. At 6th level, the focused sniper also gains Point Blank Master as a bonus feat, even if she does not meet its prerequisites.

Crippling Precision: The focused sniper gains Crippling Critical as a bonus feat. The focused sniper must be at least 12th level and have the focused precision talent to select this talent.

Crossbow Slinger (Ex): The focused sniper treats a crossbow as a firearm for the purposes of using the gunslinger deeds and gun training. If the focused sniper has the hard draw talent, she cannot select this talent. The focused sniper must have the bury the bolt and gunslinger deed talents to select this talent.

Focused Precision: The focused sniper multiplies her precision damage on a critical hit while in focus. If sniper has the sure shot talent and the blinding precision, bloody precision, or crippling precision talents and successfully hits a target while in focus (but does not score a critical hit), she can apply the effects of one precision talent as if she had made a critical hit. The target can avoid this effect by making a successful Reflex save (DC 10 + 1/2 the focused snipers level + her Wisdom modifier). The focused sniper must be at least 8th level to select this talent.

Gun Training (Ex): The focused sniper gains the gunslinger’s gun training ability and can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. She can select this talent an additional time every four levels beyond 6th (10th, 14th, and 18th), and picks another type of firearm, gaining these bonuses for those types as well. The focused sniper must be at least 6th level to select this talent.

Gunslinger Deeds: The focused sniper selects two deeds from the gunslinger’s list of 1st level deeds. She treats her focused sniper levels as gunslinger levels for the purposes of these deeds. The focused sniper can select this talent once at 2nd level, and again every four levels of focused sniper she possesses (6th, 10th, etc.). Each time this talent is selected, she chooses two deeds of each subsequent level (3rd, 7th, etc.) up to 15th level deeds at 18th level or higher.

Hard Draw (Ex): The focused sniper adds considerable draw to his crossbows to increase its power. A focused sniper adds her Strength modifier to damage rolls when using a heavy crossbow and half her Strength modifier to damage rolls when using a light crossbow. If the focused sniper has the crossbow slinger talent, she cannot select this talent. This talent has no effect on hand crossbows.

Primal Focus: The focused sniper chooses a barbarian rage power. For the purpose of qualifying for this rage power, her effective barbarian level is equal to her focused sniper level –3 and she uses her focus in place of rage. The focused sniper must be at least 4th level to select this talent. A focused sniper may select this talent an additional time for every four levels of focused sniper she possesses.

Reflexive Shot (Ex): The focused sniper can take a shot at an opponent about to engage her in melee combat. Whenever an opponent first engages the focused sniper in melee combat, she can as a swift action, make one ranged attack at her highest attack bonus. If the attack is successful, she deals damage as normal. Once the attack is made, she drops her weapon to the ground and can draw a melee weapon and engage in melee combat as normal. The focused sniper must be wielding a loaded crossbow or firearm to use reflexive shot. The focused sniper must be at least 6th level and have the Quick Draw feat to select this talent.

Shot in the Dark (Ex): The focused sniper gains Prone Shooter as a bonus feat. In addition, the focused sniper takes no penalties to Stealth checks while making ranged attacks from a prone position. The focused sniper must have the sure shot talent to select this talent.

Sure Shot (Ex): While in focus, a focused sniper can use a full-round action to make an attack against an opponent who is up to three range increments away. The opponent is treated as flat-footed against this attack. This attack bypasses any damage reduction the target might have. If the target has uncanny dodge, it retains its damage reduction against this attack.

Versatile Precision: The focused sniper gains Critical Mastery as a bonus feat. The focused sniper can spend 2 grit points while using sure shot to increase the save DC of her critical feats by 4. The focused sniper must be at least 14th level and have two precision talents (blinding precision, bloody precision, or crippling precision) to select this talent.

This ability replaces the rage powers gained.

Deadly Sniper (Ex): Starting at 7th level, a focused sniper decreases the range increment penalties of her ranged attacks by 2. At 10th level, and every three focused sniper levels thereafter (13th, 16th, and 19th level), she reduces her penalty by an additional 2. This replaces damage reduction.

Greater Focus (Su): At 11th level, when a focused sniper enters her focus, the insight bonus to her attack and damage rolls increases to +4 and the morale bonus on her Will saves increases to +3. This ability replaces greater rage.

Indomitable Will (Ex): This is exactly like the barbarian ability of the same name, except that if functions while in focus instead of rage.
Tireless Focus (Ex): Starting at 17th level, a focused sniper is no longer becomes fatigued at the end of her focus. This ability replaces tireless rage.

Death From Afar (Su): At 20th level, when a focused sniper enters focus, she ignores all range increment penalties, and her maximum range with any weapon is increased by 30 feet. In addition she increases the precision damage granted by her focus to +8. This replaces mighty rage.

Table: Focused Sniper
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +2 +0 Fast movement, focus, grit, signature weapon
2nd +2 +3 +3 +0 Focus talent, uncanny dodge
3rd +3 +3 +3 +1 Trap sense +1
4th +4 +4 +4 +1 Focus talent
5th +5 +4 +4 +1 Improved uncanny dodge
6th +6/+1 +5 +5 +2 Focus talent, trap sense +2
7th +7/+2 +5 +5 +2 Deadly sniper (–2)
8th +8/+3 +6 +6 +2 Focus talent
9th +9/+4 +6 +6 +3 Trap sense +3
10th +10/+5 +7 +7 +3 Deadly sniper (–4), focus talent
11th +11/+6/+1 +7 +7 +3 Greater focus
12th +12/+7/+2 +8 +8 +4 Focus talent, trap sense +4
13th +13/+8/+3 +8 +8 +4 Deadly sniper (–6)
14th +14/+9/+4 +9 +9 +4 Focus talent, indomitable will
15th +15/+10/+5 +9 +9 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +10 +5 Deadly sniper (–8), focus talent
17th +17/+12/+7/+2 +10 +10 +5 Tireless focus
18th +18/+13/+8/+3 +11 +11 +6 Focus talent, trap sense +6
19th +19/+14/+9/+4 +11 +11 +6 Deadly sniper (–10)
20th +20/+15/+10/+5 +12 +12 +6 Death from afar, focus talent

NEW FEATS:

The following feats can be chosen by anyone the meets the prerequisites.

BAYONET TRAINING
You can use a bayonet with deft skill.

Prerequisites: Wielding a firearm with a bayonet affixed to it.

Benefits: You can attach and remove a bayonet from your weapon as a swift action. If you have the Quickdraw feat, you can attach or remove a bayonet as a free action, but not during a full attack action.
Normal: You can attach and remove a bayonet as a move action.

GREATER BAYONET TRAINING
You can apply your weapon’s enhancement bonus to your bayonet.

Prerequisites: Improved Bayonet Training feat, base attack bonus +8.

Benefits: You can use your crossbow’s or firearm’s enhancement bonuses in place of the enhancement bonuses of a bayonet that it is affixed to it. The bayonet’s enhancement bonus must be lower than that of the weapon, and cannot exceed its maximum weapon enhancement bonus. The bayonet does not gain any other enchantments that the weapon possesses.

Normal: You must use your bayonet enhancement bonus in combat.

IMPROVED BAYONET TRAINING
You can apply your weapon’s enhancement bonus to your bayonet.

Prerequisites: Bayonet Training feat, base attack bonus +4.

Benefits: You treat any bayonet affixed to your crossbow or firearm as a ranged weapon. You can remove the bayonet from your weapon with the flick of your wrist and make one extra ranged attack with it at your highest attack bonus as part of a full attack action as if you had the Two-Weapon Fighting feat. When used in this way, the bayonet has a range of 10 feet. If you have the Quickdraw feat, you can remove a bayonet from your weapon and drop it to the ground as a free action during a full attack action.


While we're waiting for Shiney to return and post his stuff for his Nnj/Brd Infiltrator, we'll move on to the next one...mine!

BATTLEFIELD CHIRURGEON:

While most summoner’s order their eidolon’s to engage in combat, battlefield chirurgeons willingly wade into the fray themselves in search of fallen comrades. Often branded as foolhardy for rushing into a conflict zone, battlefield chirurgeons are simply fulfilling their oath to preserve life. Blessed with the divine powers of healing and death-sight, a battlefield chirurgeon can uses his eidolon as aid, rescuer, and guardian on the field of battle.

Primary Class: Summoner.
Secondary Class: Cleric.
Alignment: A battlefield chirurgeon’s alignment must be within one step of his deity's, along either the law/chaos axis or the good/evil axis.
Hit Die: d8.

Bonus Skills and Ranks: The battlefield chirurgeon may select three cleric skills to add to his class skills in addition to the normal summoner class skills, one of which must be Heal. The battlefield chirurgeon gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The battlefield chirurgeon is proficient with all simple weapons, with light armor, but not with shields. A battlefield chirurgeon can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcasters, a battlefield chirurgeon wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass battlefield chirurgeon still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A battlefield chirurgeon casts arcane spells drawn from the summoner spell list, but removes all summon monster spells from that list. A battlefield chirurgeon adds the following cleric spells to his list at the indicated spell levels: 0th level—bleed, stabilize; 1st level—cure light wounds, deathwatch, diagnose disease**, inflict light wounds, remove sickness**, restore corpse**, sanctify corpse**; 2nd level—aid, cure moderate wounds, delay pain**, delay poison, inflict moderate wounds, remove paralysis, status, surmount affliction**; 3rd level—contagion, cure serious wounds, inflict serious wounds, remove blindness/deafness, remove disease[i]; 4th level—[i]cure critical wounds, inflict critical wounds, neutralize poison, poison; 5th level—breath of life, cure light wounds (mass), inflict light wounds (mass), status (greater)*; 6th level—cure moderate wounds (mass), harm, heal, inflict moderate wounds (mass), raise dead, slay living. (*Pathfinder Campaign Setting, p.207; **Ultimate Magic)

A battlefield chirurgeon otherwise learns and casts spells as a summoner equal to his battlefield chirurgeon level. He also receives bonus spells per day if he has a high Charisma score.

Combat Medic (Ex): A battlefield chirurgeon adds half his class level (minimum 1) to all Heal skill checks and may make all Heal skill checks untrained.

Healing Surge I (Sp): Starting at 1st level, a battlefield chirurgeon can heal allies or harm enemies as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the battlefield chirurgeon uses to call his medic eidolon. As a result, he can only use this ability when his medic eidolon is not summoned.

A good battlefield chirurgeon (or a neutral battlefield chirurgeon who worships a good deity) can casts cure light wounds, while an evil battlefield chirurgeon (or a neutral battlefield chirurgeon who worships an evil deity) can cast inflict light wounds. A neutral battlefield chirurgeon of a neutral deity (or one who is not devoted to a particular deity) must choose whether he can cast cure light wounds or inflict light wounds. Once this choice is made, it cannot be reversed. He can cast this spell as a standard action.

At 3rd level, and every 2 levels thereafter, the power of this ability increases as follows, allowing him to heal or deal more damage to a single creature or multiple creatures: 3rd–cure moderate wounds/inflict light wounds, 5th–cure serious wounds/inflict moderate wounds, 7th–cure critical wounds/inflict serious wounds, 9th–heal/harm, 11th–cure light wounds (mass)/inflict light wounds (mass), 13th–cure moderate wounds (mass)/inflict moderate wounds (mass), 15th–cure serious wounds (mass)/inflict serious wounds (mass), 17th–cure critical wounds (mass)/inflict critical wounds (mass), 19th–heal (mass)/harm (mass). A battle field chirurgeon can always choose to use a lower level “cure” spell in place of the “cure” spell he currently has access to when using this ability.

These spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. This ability replaces summon monster I.

Medic Eidolon: This is exactly like the summoner ability of the same name, except for the following changes. A medic eidolon must have the biped base form and gains one fewer evolution point at each level (maximum 25 points at 20th level). Also, a medic eidolon gains the following ability at 4th level.

Deliver Touch Spells (Su): If the battlefield chirurgeon is 4th level or higher, a medic eidolon can deliver touch spells for him. If the battlefield chirurgeon and the medic eidolon are in contact at the time the battlefield chirurgeon casts a touch spell, he can designate his medic eidolon as the “toucher.” The medic eidolon can then deliver the touch spell just as the battlefield chirurgeon would. As usual, if the battlefield chirurgeon casts another spell before the touch is delivered, the touch spell dissipates.

In addition, a battlefield chirurgeon can choose the following new evolutions for his medic eidolon, and are restricted to the Battlefield Chirurgeon multiclass archetype.

Anesthesia (Ex): The medic eidolon learns how to supplement uses of the Heal skill with pain-killing drugs. It gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by a medic eidolon with this evolution. This evolution is a 2–point evolution.

Greater Merciful Touch (Sp): The medic eidolon gains the ability to remove certain conditions with a touch. Select one of the following conditions: exhausted, frightened, nauseated, or stunned. The medic eidolon can remove this condition three times per day a standard action. The battlefield chirurgeon must have the merciful touch evolution and be at least 9th level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new condition from the above list. This evolution is a 3–point evolution.

Healer’s Touch (Ex): The medic eidolon can, as a free action once per round, heal another creature for 5 hit points of damage. The medic eidolon can heal 5 hit points per day in this manner for every Hit Dice it possesses. The battlefield chirurgeon must be at least 6th level to select this evolution. This evolution is a 3–point evolution.

Major Divine Magic (Sp): This evolution functions as the minor magic evolution, except that the medic eidolon may select one spell from the following list: aid, animate undead (lesser), compassionate ally, consecrate, cure moderate wounds, death knell, delay pain, delay poison, desecrate, inflict moderate wounds, remove paralysis, restoration (lesser), shield other, spiritual weapon, or status. The battlefield chirurgeon must be at least 7th level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new spell from the above list. This evolution is a 3–point evolution.

Merciful Touch (Sp): The medic eidolon gains the ability to remove certain conditions with a touch. Select one of the following conditions: dazed, dazzled, fatigued, shaken, sickened, or staggered. The medic eidolon can remove this condition three times per day a standard action. The battlefield chirurgeon must be at least 3rd level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new condition from the above list. This evolution is a 2–point evolution.

Minor Divine Magic (Sp): This evolution functions as the minor magic evolution, except that the medic eidolon may select one spell from the following list: bless water, bless, cure light wounds, curse water, deathwatch, decompose corpse, detect undead, inflict cure light wounds, remove sickness, restore corpse, sanctify corpse, or sanctuary. The battlefield chirurgeon must be at least 4th level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new spell from the above list. This evolution is a 2–point evolution.

Rapid Healer (Ex): The medic eidolon can, as a free action once per round, apply 1 round’s effect of its healer’s touch ability to itself as if it had the fast healing ability; this counts toward its fast healer limit for the day. The medic eidolon’s daily limit for hit points healed by rapid healer is only 5 for every two Hit Dice. If the medic eidolon falls unconscious because of hit point damage and it still has healing available from its healer’s touch evolution, this evolution activates automatically each round until it is conscious again or the healer’s touch evolution is depleted for the day. The battlefield chirurgeon must be at least 12th level and have the fast healer evolution to select this evolution. This evolution is a 4–point evolution.

Ultimate Divine Magic (Sp): This evolution functions as the minor magic evolution, except that the medic eidolon may select one spell from the following list: animate dead, bestow curse, blindness/deafness, contagion, create food and water, cure serious wounds, inflict serious wounds, neutralize poison, poison, remove blindness/deafness, remove curse, or remove disease. The battlefield chirurgeon must be at least 11th level before selecting this evolution. This evolution can be selected more than once. Each time a medic eidolon selects this evolution, it applies to a new spell from the above list. This evolution is a 4–point evolution.

Life Senses (Su): This is exactly like the summoner’s bond senses ability. Additionally, a battlefield chirurgeon is under the constant effect of a deathwatch spell. Whenever he shares his eidolon’s senses, both he and his eidolon can determine the conditions of any creature within sight of his eidolon. This ability otherwise functions and replaces bond senses.

Guard Ally (Ex): At 4th level, whenever an ally (including the battlefield chirurgeon) is within the medic eidolon’s reach, the ally receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the medic eidolon is grappled, helpless, paralyzed, stunned, or unconscious. This ability otherwise functions as and replaces shield ally.

Transposition (Su): This is exactly like the summoner’s transposition ability. Alternatively, a battlefield chirurgeon can use his maker’s call to swap the location of one ally on the battlefield with that of his medic eidolon once per day. This functions like the king’s castle spell but treats the eidolon as the caster for the purpose of its effect. The ally does not need to conscious to use this effect. This ability otherwise functions as and replaces transposition.

Expert Healer (Ex): At 10th level, a battlefield chirurgeon no longer provokes attacks of opportunity when using the Heal skill or casting healing spells (including his healing surge ability). This ability replaces aspect.

Greater Guard Ally (Ex): At 12th level, the bonuses gained from guarded ally increase to +4. This ability otherwise functions as and replaces greater shield ally.

Life Bond (Su): This is exactly like the summoner’s life bond ability. Alternatively, the battlefield chirurgeon can choose to transfer his life bond link to a single ally as a standard action. While the battlefield chirurgeon’s life bond is thus transferred, the ally is considered the battlefield chirurgeon for the purpose of this ability. This transfer remains for 1 minute per battlefield chirurgeon level, or until the battlefield chirurgeon ends it. Ending the transfer is a swift action.

Master Chirurgeon (Su): At 18th level, all of the battlefield chirurgeon’s cure spells (or inflict spells) are treated as if they were empowered, increasing the amount of damage healed or dealt by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat. This ability replaces greater aspect.

Table: Battlefield Chirurgeon
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Cantrips, combat medic, healing surge I, life link, 1 — — — — —
medic eidolon
2nd +1 +3 +0 +3 Life senses 2 — — — — —
3rd +2 +3 +1 +3 Healing surge II 3 — — — — —
4th +3 +4 +1 +4 Guard ally 3 1 — — — —
5th +3 +4 +1 +4 Healing surge III 4 2 — — — —
6th +4 +5 +2 +5 Maker’s call 4 3 — — — —
7th +5 +5 +2 +5 Healing surge IV 4 3 1 — — —
8th +6/+1 +6 +2 +6 Transposition 4 4 2 — — —
9th +6/+1 +6 +3 +6 Healing surge V 5 4 3 — — —
10th +7/+2 +7 +3 +7 Expert healer 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Healing surge VI 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Greater guard ally 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Healing surge VII 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Life bond 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Healing surge VIII 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Merge forms 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Healing surge IX 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Master chirurgeon 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Healing surge X 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Twin eidolon?? 5 5 5 5 5 5

Not sure about capstone, whether to just keep Twin Eidolon, or replace it with something more flavorful. Thoughts?


Elghinn Lightbringer wrote:

While we're waiting for Shiney to return and post his stuff for his Nnj/Brd Infiltrator, we'll move on to the next one...mine!

** spoiler omitted **...

I like it, i like it much :) just a few questions.

Is there any harm in the spell casting be divine instead of arcane (still using the modified spell list as given) Cuts a little word space on casting through armour. The eidolon casting seems to be divine.

Eidolon should have heal added to its class skills.
Anesthesia should be cheaper as skilled (heal) is only 1 point for +8
Does the eidolon have to be biped? I have visions of mobile stretchers coming and fetching you from the battle field (with mount evolution) In fact other forms could be used for specific rescue mission types (lifeboat form, serpentine for mountain rescue etc.)
Is the eidolon still intended to attack with? If not consider replacing basic attack form with limbs(arms) evolution so it has hands. Do bipeds have hands already if they have claws

I have no idea about a capstone but this has definitely got me thinking :)


Apraham Lincoln wrote:
Elghinn Lightbringer wrote:

While we're waiting for Shiney to return and post his stuff for his Nnj/Brd Infiltrator, we'll move on to the next one...mine!

** spoiler omitted **...

I like it, i like it much :) just a few questions.

Is there any harm in the spell casting be divine instead of arcane (still using the modified spell list as given) Cuts a little word space on casting through armour. The eidolon casting seems to be divine.

Eidolon should have heal added to its class skills.
Anesthesia should be cheaper as skilled (heal) is only 1 point for +8
Does the eidolon have to be biped? I have visions of mobile stretchers coming and fetching you from the battle field (with mount evolution) In fact other forms could be used for specific rescue mission types (lifeboat form, serpentine for mountain rescue etc.)
Is the eidolon still intended to attack with? If not consider replacing basic attack form with limbs(arms) evolution so it has hands. Do bipeds have hands already if they have claws

I have no idea about a capstone but this has definitely got me thinking :)

Ape, you have the idea of the MCA for sure. This is a spellcaster with and eidolon that acts as a living stretcher, a battlefield retreival system where the eidolon can swap places with either the chirurgeon to get him closer to an injured ally, or with an ally to bring it next to the chirurgeon and placing the eidolon in th field of battle, etc...

1) No, but I think we'll keep it arcane. Also, to avoid confusion with whether they are divine or arcane magic, I'm going to change the "X" Divine Magic evoltions to "X" Healer's Magic.

2) Will add Heal to eidolon list.

3) Done! Anesthetic reduced to 1-point evolution.

4) I felt that its should be bipedal, as it serves as a nurse/doctor/medic, etc, and withut hands, certain aspects may be difficult. That said, with your explanations and ideas, I don't see why it couldn't be any of the forms. MAybe just a note that biped is the prefered based form will do.

5)Yes, the eidlon can still be an attacking eidlon, infact, its is supposed to serve as both a modile stretcher/retrieval system, and a guardian over the battleifield chirurgeon, especially in the field of battle where he could get targeted or killed by enemy forces. It's all in the build. Each base form will still have it's free evolutions as normal, no need to swap any out.


#Focused Sniper

I like this immensely despite myself. Looks like a very flavorful MCA that makes great thematic swaps for the gained abilities. Really the balance for me is whether the loss of Medium Armor and Shield proficiency is equal to the Signature Weapon.


#Battlefield Chirurgeon

Interesting concept.

* I think Apraham Lincoln has a good point on the casting, I could see this as being divine given the heal spells. I know, I know, non-divine types like Bards, Witches and Alchys get a modicum of healing...

* Healing Surge completely falls flat as a name if you are evil, in fact, though I don't have a problem with an evil aligned medic (bad guys still need to be patched up) I'm not seeing a wave of harmful energy working thematically. Jst change the name and I'll probably be less hung up about it. Maybe. ;) ( I can see you've used the Healing Surge to replace summon monster suite much like we did with the Self Heal of the Pactgifted Champion….)

* How do you see the Merge forms working thematically with this?

* Much as I want to disagree with ol Ape Lincoln, the simian ex-president has a valid point. (In my game if anyone wanted a lifeboat form I'd tell them to sit out and watch an episode of Diego or Dora the Explorer instead. I'm just that ornery…) Quadruped is a very useful form for this. I get the feeling the Medic Eidolon is, in your mind, less fantastic than simply useful, and more geared to defense than offense.

* I'd like to see some more 1-point BC-only (or not) evolutions. On that note, is there a reason these evolutions are restricted to just the BC?

* Transposition is treated as the king's castle spell. Should we use that for the Pactgifted Champion's Allied Exchange hex?

[EDIT - gaah, you ninja'ed me!!!!]


#Pactgifted Champion

El - if we keep it as is, there's still a typo in Allied Exchange:

Pactgifted Champion wrote:
A pactgifted champion can swap locations with an ally within 30 feet. This functions as dimension door, using the pactgifted champion’s…

Missing end of sentence…

LINK to Pactgifted Champion


El - can we have the current queue? Just wanting to see when I'll be up...


#Battlefield Chirurgeon

I'm liking it so far! I think it's working well into a nice medic style class.

Though I share a few curios thoughts about the Eidolon;

As mentioned before, should it be restricted to biped? I think you're aiming for making it a humanoid NPC from the looks of it, but it seems a little redundant when anybody can get a 'Doctor' or 'Nurse' as a hireling.

Also, is it still an extraplanar being or does it have some other type? if it's just a human it would seem odd that all these abilities are gained and commanded by a summoner, when an easier avenue would be just to learn this yourself.

I think in order to make this class' Eidolon a bit more of a grand aspect of the character, it could be a construct type? some sort of medical assistant golem maybe?? of it could perhaps be an extraplanar being of healing energy or something, perhaps a vehicular creation like a medical station?


Fixed the Pactgifted Champion.

Queue Update
Infiltrator – Nnj/Brd (Shiney)* Waiting
Battlefield Chirurgeon – Sum/Clr (Elghinn)* Current
Master Metamorphist – Alc/Wiz (Bardess)
Saint of Rogues– Rog/Clr (Starfox)
Thaumaturge – Sum/Sor (Gadgeteer Smashwidget)
Rhythmic/Cacophany Blaster – Gun/Brd (Christos Gurd)
Totem Warrior – Ftr or Rgr/Drd (Kuojow)
Gadgeteer – Rgr/Alc (Tyrannical)
Xenoswarmer/Xenocite Assailant – Gun/Alc (OSW)


I feel like we've been churning through MCAs really fast!

#Battlefield Chirurgeon

In the description for Medic Eidolon, it says the Eidolon gains one fewer Evolution point each level. It should say it has one fewer Evolution point than normal, to clear up confusion.

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