| Elghinn Lightbringer |
What about a hex that allows the armor spines to "drink" from an opponent fueling more power into the armor? This would fit nicely with a grappler who drains the life from his opponents to transfer the energy to his patron (or so he thinks).
I would think this fits better with an intelligent armor which was nixed above.Reminds me of the Devil's Armor from "Sword of Angels" by Marco.
Welcome Onyewu!
Yeah, that's a bit too much for this MCA. great idea though!
| mrtaco6 |
#Barbed Warlock
Oh, so wait a second. If the spines bond themselves to both your armor and your flesh, then do you basically pick a set of armor at the start of a game and never be able to take it off because it's pinned to your flesh? That's awful. Awful both mechanically and flavor-wise, because if it's medium or heavier that's fatigue every night after resting, and flavor-wise because hey, you're trapped in a tin can for the rest of your life, no matter how long that may be.
It would also be neat if there was a Hex to make the spines do more damage somehow (Bleed damage? Increase as if one size larger?) but then make them give an arcane spell failure chance for spells with somatic components, stacking with any that the regular armor gives.
Perhaps another Hex too that lets you, as a standard action, make an attack with your spines, and you can choose the type of damage you want it to do. Piercing, you use your Strength mod for attack and damage, for the brute stabby-stabby force. Slashing, you subtly morph the spines into thin blades, and use your Dex mod for attack/damage, because slicing using your entire body will use some very precise movements. Bludgeoning, you subtly flatten the tips of the spines into basically tiny clubs, and because of their new use, the denser you can make them with flesh the harder they hit, so you use your Con mod for attack/damage.
Idk the first Hex I mentioned is probably more balanced and overall better than the second one, but I just thought of the second one on a whim and it sounded kinda cool so I farted it onto here.
EDIT: Okay I realized on the second Hex I didn't really explain why the Bludgeoning/Con connection worked. Basically I imagine it as you using more of your flesh to make the spines denser, and just smacking people with them. The higher your Constitution, the more flesh you can pack into each spine, and the harder they hit.
| Elghinn Lightbringer |
#Barbed Warlock
Oh, so wait a second. If the spines bond themselves to both your armor and your flesh, then do you basically pick a set of armor at the start of a game and never be able to take it off because it's pinned to your flesh? That's awful. Awful both mechanically and flavor-wise, because if it's medium or heavier that's fatigue every night after resting, and flavor-wise because hey, you're trapped in a tin can for the rest of your life, no matter how long that may be.
Actually no, but obviously that's unclear. Why don't we reword it like this.
"When a barbed warlock selects his patron, he forms a bond with a set of armor spikes. These armor spikes are magically fused to the barbed warlock, connecting him to his patron and the source of his power. The barbed warlock can manifest or retract these armor spikes as a move action. If the barbed warlock wears armor, these spikes are manifested as part of his armor."
It would also be neat if there was a Hex to make the spines do more damage somehow (Bleed damage? Increase as if one size larger?) but then make them give an arcane spell failure chance for spells with somatic components, stacking with any that the regular armor gives.
More damage? Like the Spine Growth hex I posted that increases the spikes' size and damage? Bleed damage can happen with feats, and arcane spell failure is sort of outside this MCA's purview, as the MCA HAS NO SPELLS.
Perhaps another Hex too that lets you, as a standard action, make an attack with your spines, and you can choose the type of damage you want it to do. Piercing, you use your Strength mod for attack and damage, for the brute stabby-stabby force. Slashing, you subtly morph the spines into thin blades, and use your Dex mod for attack/damage, because slicing using your entire body will use some very precise movements. Bludgeoning, you subtly flatten the tips of the spines into basically tiny clubs, and because of their new use, the denser you can make them with flesh the harder they hit, so you use your Con mod for attack/damage.
This one's too convoluted for me.
Idk the first Hex I mentioned is probably more balanced and overall better than the second one, but I just thought of the second one on a whim and it sounded kinda cool so I farted it onto here.
Yup! :D
EDIT: Okay I realized on the second Hex I didn't really explain why the Bludgeoning/Con connection worked. Basically I imagine it as you using more of your flesh to make the spines denser, and just smacking people with them. The higher your Constitution, the more flesh you can pack into each spine, and the harder they hit.
Again, pretty complex to tie into the MCA.
| Elghinn Lightbringer |
Alright, looks like Christos is not able to post his up yet, so we'll push him back a bit.
Up next is, oh! The old wiki Hallowed Gunman.
Primary Class: Paladin.
Secondary Class: Gunslinger.
Alignment: Lawful good.
Hit Dice: d10.
Bonus Skills and Ranks: The hallowed gunman selects three gunslinger skills to add to her class skills in addition to the normal paladin class skills. The hallowed gunman gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The hallowed gunman is proficient with all simple and martial weapons, firearms, and with light and medium armor, but not with shields.
Spellcasting: The hallowed gunman casts divine spells drawn from the paladin spell list, and adds the following spells to her spell list at the indicated levels: 1st level–abundant ammunition†, damp powder†, fabricate bullets†, longshot†, reinforce armaments†, unerring weapon†, warding weapon†; 2nd level–bullet shield†, destabilize powder†, recoil fire†, reloading hands†, reinforce armaments (communal)†, stabilize powder†, tactical acumen†; 3rd level–flash fire†, name bullet†; 4th level–named bullet (greater)†, pellet blast†. (†Ultimate Combat)
Gunsmith: A hallowed gunman gains the gunslinger’s gunsmith ability. This ability replaces smite evil 1/day and divine health.
Deeds (Ex): At 3rd level, a hallowed gunman gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 3rd, the hallowed gunman gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 19th level.
In addition, the hallowed gunman swaps three deeds for the following deeds.
Merciful Shot (Su): At 7th level, as long as the hallowed gunman has 1 grit point, she can choose instead to deal an amount of nonlethal damage equal to the damage dealt with her firearm. This deed replaces the utility shot deed.
Channeling Shot (Su): At 11th level, a hallowed gunman can spend 1 grit point to channel positive energy into her firearm. As a move action, a hallowed gunman can spend one use of her channel positive energy ability to charge a single loaded bullet with positive energy. As a standard action, a hallowed gunman can make a single attack at her highest attack bonus with her firearm. If the attack hits, the target takes normal damage from the attack, while the bullet detonates on impact, unleashing positive energy in a 30-foot burst centered on the target. If the attack misses, the hallowed gunman’s use of channel positive energy is wasted. This deed replaces the startling shot deed.
Impeding Shot (Ex): At 15th level, a hallowed gunman can spend 1 grit point to slow an opponent’s reactions. As a standard action, a hallowed gunman can make an attack at her highest attack bonus. If the attack hits, the target’s speed is reduced by 5 feet, and it receives a –2 penalty to AC all Reflex saves for a number of rounds equal to the hallowed gunman’s Charisma modifier. The DC of this effect is equal to 10 + 1/2 the hallowed gunman’s level + the hallowed gunman’s Charisma modifier. This deed replaces the bleeding wound deed.
This ability and holy grit replace lay on hands and mercy.
Holy Grit (Ex): At 3rd level, a hallowed gunman gains the gunslinger’s grit ability, except that the hallowed gunman gains a number of grit points equal to her Charisma modifier (minimum 1).
Channel Positive Energy (Su): This is exactly like the paladin ability of the same name, except that the hallowed gunman loses his lay on hand ability and cannot spend uses of that ability to channel positive. Instead, the hallowed gunman can channel positive energy a number of times per day equal to 3 + her Charisma modifier.
Divine Bond (Ex): This is exactly like the paladin ability of the same name, except that the hallowed gunman must take the weapon bond in the form of a firearm.
Holy Gun (Su): At 20th level, a hallowed gunman picks one deed that she has access to and that she must spend grit to perform. She can perform this deed for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the hallowed gunman can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points. In addition, whenever a hallowed gunman uses smite evil and successfully strikes an evil outsider with her firearm, the outsider is also subject to a banishment, using her hallowed gunman level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. If the holy gunman uses the channeling shot deed, she also deals the maximum amount of channeling damage with her attack. This ability replaces holy champion.
Table: Hallowed Gunman
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Aura of good, detect evil, gunsmith — — — —
2nd +2 +3 +0 +3 Divine grace — — — —
3rd +3 +3 +1 +3 Aura of courage, deeds, holy grit — — — —
4th +4 +4 +1 +4 Channel positive energy, smite evil 1/day 0 — — —
5th +5 +4 +1 +4 Divine bond 1 — — —
6th +6/+1 +5 +2 +5 1 — — —
7th +7/+2 +5 +2 +5 Deeds, smite evil 2/day 1 0 — —
8th +8/+3 +6 +2 +6 Aura of resolve 1 1 — —
9th +9/+4 +6 +3 +6 2 1 — —
10th +10/+5 +7 +3 +7 Smite evil 3/day 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Aura of justice, deeds 2 1 1 —
12th +12/+7/+2 +8 +4 +8 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Smite evil 4/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of faith 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Deeds 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Smite evil 5/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Deeds, smite evil 6/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Holy gun 4 4 3 3
| Apraham Lincoln |
Alright, looks like Christos is not able to post his up yet, so we'll push him back a bit.
Up next is, oh! The old wiki Hallowed Gunman.
** spoiler omitted **...
I think an alternative to re-gaining grit could work here too.
Either expanding (or a rules reminder) grit regain to include rendering an opponent unconscious with merciful shot regains a point of grit.
Maybe also accepting the peaceful surrender of a foe counts as defeating that foe with a firearm and therefore a regain of grit is appropriate.
Some of the divine hunter archetype abilities feel right here, such as precise shot for heavy armour prof, hunters blessing
| mrtaco6 |
#Hallowed Gunman
A good grit re-gainer too could be gaining a grit point every time a use of Channel Positive Energy revives a dying ally.
What kind of save is Impeding Shot? Fortitude?
Does Merciful Shot give any to-hit penalties like dealing nonlethal damage with melee weapons?
For Channeling Shot, it would be kind of cool if on a misfire, it expends the use of Channel Positive Energy, but instead in a 15 ft. burst does Channel Negative Energy. Of course, there would probably have to be some kind of buff to it for it to have this negative, but I like the idea of a Channeling Misfire.
| Elghinn Lightbringer |
#Hallowed Gunman
A good grit re-gainer too could be gaining a grit point every time a use of Channel Positive Energy revives a dying ally.
Can't have too many ways to regain grit. I like the idea. We could get rid of one of the other normal methods?
What kind of save is Impeding Shot? Fortitude?
I think we'll remove the DC, as it's 1 grit spent, a single attack, and it has to hit. Save doesn't make sense in this case.
Does Merciful Shot give any to-hit penalties like dealing nonlethal damage with melee weapons?
No. I think, as it's an "at least 1 grit" deed, there shouldn't be, as anyone can deal nonlethal damage with a lethal weapon with a -4 attack penlaty. Otherwise, there's no point to the deed.
For Channeling Shot, it would be kind of cool if on a misfire, it expends the use of Channel Positive Energy, but instead in a 15 ft. burst does Channel Negative Energy. Of course, there would probably have to be some kind of buff to it for it to have this negative, but I like the idea of a Channeling Misfire.
I'll add in that on a misfire, the channel effect is wasted.
| Elghinn Lightbringer |
Elghinn Lightbringer wrote:Alright, looks like Christos is not able to post his up yet, so we'll push him back a bit.
Up next is, oh! The old wiki Hallowed Gunman.
** spoiler omitted **...
I think an alternative to re-gaining grit could work here too.
Either expanding (or a rules reminder) grit regain to include rendering an opponent unconscious with merciful shot regains a point of grit.
Maybe also accepting the peaceful surrender of a foe counts as defeating that foe with a firearm and therefore a regain of grit is appropriate.
Some of the divine hunter archetype abilities feel right here, such as precise shot for heavy armour prof, hunters blessing
Added all those.
| christos gurd |
christos gurd wrote:Just a thought, but what if you could burn grit to recover ammo used in a smite? Not crazy powerful, but a quirky thematic reward.Why recover ammo used during a smite? Just curious.
"faith in my purpose is the only ammo i need." Or something along those lines. Basically always lets the paladin fire back against the devil facing him, even when his ammo is spent.
| Elghinn Lightbringer |
Those new hexes look amazing. I'll have the rest of the patron abilities done by the end of the next 12 hour period or so (hopefully).
Make that within 45 minutes.
** spoiler omitted **...
Just going through the different Patron abilities. Some have abilities usable a number of times epr day equal to 3 + the armor spike's In mod ifier. I'm going to change those to either 3 + the barbed warlock's Int mod, or simply his Int modifier, depending on the ability.
| Bandw2 |
Elghinn Lightbringer wrote:"faith in my purpose is the only ammo i need." Or something along those lines. Basically always lets the paladin fire back against the devil facing him, even when his ammo is spent.christos gurd wrote:Just a thought, but what if you could burn grit to recover ammo used in a smite? Not crazy powerful, but a quirky thematic reward.Why recover ammo used during a smite? Just curious.
so no reload required, or the "this doesn't decrease the time necessary to load your firearm" speal?
| Elghinn Lightbringer |
Elghinn Lightbringer wrote:"faith in my purpose is the only ammo i need." Or something along those lines. Basically always lets the paladin fire back against the devil facing him, even when his ammo is spent.christos gurd wrote:Just a thought, but what if you could burn grit to recover ammo used in a smite? Not crazy powerful, but a quirky thematic reward.Why recover ammo used during a smite? Just curious.
That makes sense.
How about this?
Smite Evil (Su): This is exactly like the paladin ability of the same name, except that the hallowed gunman can smite evil once per day at 4th level, plus an additional time per day every three levels thereafter, up to six times per day at 19th level. In addition, if a hallowed gunman makes a firearm attack in conjunction with her smite evil ability, she can spend 1 grit point as an immediate action to recover her ammo from that attack as if it had not been discharged, regardless of whether the attack was successful or not.
| Bandw2 |
christos gurd wrote:Elghinn Lightbringer wrote:"faith in my purpose is the only ammo i need." Or something along those lines. Basically always lets the paladin fire back against the devil facing him, even when his ammo is spent.christos gurd wrote:Just a thought, but what if you could burn grit to recover ammo used in a smite? Not crazy powerful, but a quirky thematic reward.Why recover ammo used during a smite? Just curious.That makes sense.
How about this?
Smite Evil (Su): This is exactly like the paladin ability of the same name, except that the hallowed gunman can smite evil once per day at 4th level, plus an additional time per day every three levels thereafter, up to six times per day at 19th level. In addition, if a hallowed gunman makes a firearm attack in conjunction with her smite evil ability, she can spend 1 grit point as an immediate action to recover her ammo from that attack as if it had not been discharged, regardless of whether the attack was successful or not.
change it so you can also fire an empty gun, that maybe kinda sorta still has to be loaded...
| Yuri Clovershield |
mrtaco6 wrote:Can't have too many ways to regain grit. I like the idea. We could get rid of one of the other normal methods?#Hallowed Gunman
A good grit re-gainer too could be gaining a grit point every time a use of Channel Positive Energy revives a dying ally.
Why not change the other two ways to only apply to evil creatures?
| mrtaco6 |
#Hallowed Gunman
How about something like if the Hallowed Gunman does damage to an evil creature with Channel Positive Energy, the Holy Gun can spend a grit point to be able to reload his gun one step faster (standard to move, move to swift; stacks with Rapid Reload) for a number of rounds equal to the damage dealt via CPE to the evil creature divided by 2, round down.
JonathonWilder
|
@mrtaco6
Nice expansion of my idea, especially since my initial suggestion of a free action could very well be taken as too much when it comes to guns. Having the Hallowed Gunman reload faster and faster over time as he harms evil with his gun works out better then just a flat ability as I suggested.
| Elghinn Lightbringer |
#HALLOWED GUNMAN
OK, I've incorporated the whole grit to reload when dealing channel damage against an evil creature into the Channeling Shot deed.
Here's the rewrite. Changed it to an "at least one grit point" deed, but then can spend a grit point to reload more quickly.
Channeling Shot (Su): At 11th level, as long as a hallowed gunman has at least 1 grit point, she can channel positive energy into her firearm. As a move action, a hallowed gunman can spend one use of her channel positive energy ability to charge a single loaded bullet with positive energy. As a standard action, a hallowed gunman can make a single attack at her highest attack bonus with her firearm. If the attack hits, the target takes normal damage from the attack, while the bullet detonates on impact, unleashing positive energy in a 30-foot burst centered on the target. If the attack misses or results in a misfire, the hallowed gunman’s use of channel positive energy is wasted. If the hallowed gunman deals damage against an evil creature (or a creature with the evil subtype) when using this deed, she can spend 1 grit point to improve her firearm reloading action by one step (standard action to move action, move action to swift action, swift action to free action) for a number of rounds equal to the hallowed gunman’s Charisma modifier. This effect stacks with the Rapid Reload feat and the lighting reload deed, up to a free action. This deed replaces the startling shot deed.
#BARBED WARLOCK
Still going through the patron abilities, revamping them to coincide with the lack of intelligent armor spikes. Will post them soon.
#ACG
The ACG classes and archetypes are up on the d20 PFSRD site.
| Elghinn Lightbringer |
#BARBED WARLOCK
Here's the rewrites. Look them over, particularly pay attention to number of uses of individual abilities and duration.
Agility: At 7th level, the barbed warlock gains the ability to designate a single foe as a swift action. He gains a dodge bonus to AC equal to twice the total enhancement bonus of his armor spikes against this foe, and a penalty to his AC equal to his enhancement of his armor spikes against all other opponents. This effect remains until the foe is defeated, or he designates another foe as a swift action. At 15th level, the barbed warlock gains the ability to dodge attacks at the drop of a hat. As an immediate action, he can change his designated foe a number of times per day equal to his Intelligence modifier. This change can be made in response to an attack from another source, but must be activated before the results of the attack are declared.
Ancestors: At 7th level, the barbed warlock can call upon the spirits of those that have gone on before him. As a swift action, he can channel his ancestral spirits into his bonded armor spikes, allowing him to add his Intelligence modifier to his Will saves for a number of minutes equal to his barbed warlock level. Additionally, he can always make a Knowledge check to identify a foe’s weaknesses as a free action. At 15th level, the barbed warlock gains Exotic Weapon Proficiency as a bonus feat and may select one exotic weapon of his choice. As a swift action, he can gain an insight bonus on attack and damage rolls with this weapon equal to his Intelligence modifier for a number of rounds per day equal to his barbed warlock level. These rounds do not need to be consecutive.
Animals: At 7th level, the barbed warlock gains the wild empathy class feature as a druid equal to his barbed warlock level. At 15th level, the barbed warlock gains the wild shape class feature as a druid equal to 1/2 his barbed warlock level. The barbed warlock is limited to only spiked, spiny, barbed, or thorny creatures, such a giant porcupine, or creatures with the bramble or thorny template.
Boundaries: At 7th level, the barbed warlock gains a shield bonus to AC equal to the enhancement bonus of his bonded armor spikes. At 15th level, he can gain a deflection bonus to AC equal to his Intelligence modifier as a swift action for a number of rounds per day equal to his barbed warlock level. These rounds do not need to be consecutive.
Death: At 7th level, the barbed warlock can channel negative energy as an evil cleric of equal to his barbed warlock level, regardless of his actual alignment. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. At 15th level, the barbed warlock gains Command Undead as a bonus feat.
Deception: At 7th level, the barbed warlock gains Improved Feint and Greater Feint as bonus feats, even if he doesn’t meet the prerequisites. At 15th level, the barbed warlock gains a bonus equal to the enhancement bonus of his bonded armor spikes a number of times per day equal to his Intelligence modifier.
Devotion: At 7th level, the barbed warlock can designate a number of allies as devoted companion up to his Intelligence modifier as a swift action. He gains a bonus equal to one-third his barbed warlock level on all aid another checks to assist these allies. At 15th level, the barbed warlock grant a luck bonus to AC to all devoted companions adjacent to him equal to his Intelligence modifier.
Dimensions: At 7th level, the barbed warlock can use dimension door as a spell-like ability twice per day, with a caster level equal to his barbed warlock class level. At 15th level, the barbed warlock can use dimension door up to four times per day.
Elements: At 7th level, the barbed warlock gains resist energy 5 to one of the following energy types: acid, cold, electricity, fire. At 15th level, the barbed warlock adds 1d6 points of damage of his resist energy type to all confirmed critical hits made with manufactured weapons.
Enchantment: At 7th level, the barbed warlock gains a bonus on all Bluff and Diplomacy checks equal to 1/2 his barbed warlock level. At 15th level, the barbed warlock adds his Intelligence modifier to all Bluff and Diplomacy checks in place of his Charisma modifier.
Endurance: At 7th level, the barbed warlock adds his Intelligence modifier in addition to his Constitution modifier when determining his total hit points. At 15th level, once per day as a full-round action, the barbed warlock can gain a number of temporary hit points equal to three times his barbed warlock level for 10 minutes.
Healing: At 7th level, the barbed warlock can use cure serious wounds as a spell-like ability a number of times each day equal to 3 + his Intelligence modifier. At 15th level, he can use cure moderate wounds (mass) a number of times per day equal to his Intelligence modifier.
Insanity: At 7th level, the barbed warlock can block his mind from logical thought as a move action. He gains the confused condition and is immune to all mind-affecting effects for 1d4+2 rounds. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. At 15th level, the duration of this confused effect increases to 2d4+2 rounds.
Light: At 7th level, the barbed warlock can use daylight as a spell-like ability (centered on him) for a number of rounds per day equal to barbed warlock level. These rounds do not need to be consecutive. At 15th level, the barbed warlock can create a burst of blinding light that blinds all creatures within 30 feet for 1d6+1 rounds by expending 1 round of his daylight ability. Creatures with light sensitivity are blinded for 2d6+1 rounds. A successful Fortitude save (DC 10 + 1/2 the barbed warlock level + the barbed warlock’s Intelligence modifier) negates the blinding effect.
Moon: At 7th level, the barbed warlock can evoke icy gloom upon his foes. As a swift action, he can deal an additional 2d6 points of damage for each successful attack until the beginning of his next turn. This damage is half cold damage and half normal damage. He can use this ability a number of times each day equal to 3 + his Intelligence modifier. At 15th level, the barbed warlock’s additional damage increases to 4d6.
Occult: At 7th level, the barbed warlock can call upon dark spirits to guard him. This grants him spell resistance equal to 6 + his barbed warlock level for a number of rounds equal to 1/2 his barbed warlock level. He may use this ability a number of times per day equal to 3 + his Intelligence modifier. At 15th level, this spell resistance increases to 11 + his barbed warlock level.
Peace: At 7th level, the barbed warlock can use charm monster as a spell-like ability three times per day. At 15th level, the barbed warlock can use charm monster five times per day.
Plague: At 7th level, the barbed warlock becomes immune to poison and disease. At 15th level, as a swift action, the barbed warlock can grant all allies within 10 feet a +4 bonus to saves against poison and disease for a number of rounds equal to 1/2 his barbed warlock level + his Intelligence modifier. The barbed warlock can use this ability a number of times per day equal to 3 + his Intelligence modifier.
Portents: At 7th level, the barbed warlock gains a permanent +1 insight bonus to attack and damage. At 15th level, barbed warlock’s insight bonus to attack and damage rolls increase to +3.
Shadow: At 7th level, the barbed warlock gains a +2 circumstance bonus to AC while in areas of dim light or darker. At 15th level, the barbed warlock can make sneak attacks as a rogue equal to half his barbed warlock level.
Spirits: At 7th level, as a swift action, the barbed warlock can imbue his weapon with spiritual power for 1 minute. A weapon imbued with spiritual energy deals an additional 1d6 points of force damage against an opponent. She can use this ability a number of times per day equal to 3 + her Intelligence modifier. At 15th level, the barbed warlock’s spirit imbued weapon deals 2d6 points of force damage.
Stars: At 7th level, the barbed warlock can strike with the force of a falling star. She can make a ranged touch attack that deals 3d6 damage. This is a ray effect with a range of 30 feet that deals half fire damage and half arcane energy damage. The barbed warlock can use this ability a number of times per day equal to 3 + her Intelligence modifier. At 15th level, the barbed warlock’s ray damage increases to 6d6.
Strength: At 7th level, as a swift action, the barbed warlock can enter a powerful fury as the rage spell. She can use this ability for a number of rounds per day equal to her barbed warlock level + her Intelligence modifier. These round do not need tom be consecutive. At 15th level, the barbed warlock’s bonus to Strength and Constitution increase to +4.
Time: At 7th level, the barbed warlock can cast as a haste spell-like ability three times per day. At 15th level, the barbed warlock can cast haste up to five times per day.
Transformation: At 7th level, the barbed warlock can cast beast shape I as a spell-like ability a number of times per day equal to 3 + her Intelligence modifier. At 15th level, this effect improves to beast shape II.
Trickery: At 7th level, the barbed warlock gains the sneak attack ability as a rogue equal to 1/2 the barbed warlock’s level. At 15th level, the barbed warlock adds 1/2 her Intelligence modifier per sneak attack dice as bonus precision damage.
| mrtaco6 |
#Hallowed Gunman
I love the new deed. Super minor thing, it should be reloadable up to an immediate action, unless there's a specific reason you stopped it at free. As well, it should be that if it Channeling Shot results in a misfire, the Channel is wasted but the firearm does not gain the broken condition, or explode. I like to think thematically that the Channel just absorbs the explosion and that's why it's wasted, but obvs that's not how it would actually work.
| Tyrannical |
With the new class Archetypes being put on Paizo too, I sense I'll be making one or two revisions to current classes. Most likely the Hive Master, which I'm considering making a Summoner/Hunter using material from the 'Verminous Hunter' archetype.
Shouldn't be too much of a change, just a few tweaks here and there. Plus, it means there's just the one Summoner/Druid should it work out
| Elghinn Lightbringer |
Here's the final Barbed Warlock.
Primary: Fighter.
Secondary: Witch.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The barbed warlock selects three witch skills to add to his class skills in addition to the normal fighter class skills, one of which must be Knowledge (arcane). The barbed warlock gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The barbed warlock is proficient with all simple and martial weapons, with all types of armor (heavy, light and medium), and with shields (except tower shields).
Patron Bond (Su): At 1st level, a barbed warlock must also select a witch’s patron. This bond grants him powers and abilities beyond those of a normal fighter. The barbed warlock’s patron does not gain patron spells.
When a barbed warlock selects his patron, he forms a bond with a set of armor spikes. These armor spikes are magically fused to the barbed warlock, connecting him to his patron and the source of his power. The barbed warlock can manifest or retract these armor spikes as a move action. If the barbed warlock wears armor, these spikes are manifested as part of his armor.
Bonded armor spikes grant the barbed warlock a +1 natural armor bonus to AC, a +2 bonus on checks made to grapple a foe and a +2 bonus to his CMD when an opponent attempts to grapple him. If the barbed warlock attempts to pin an opponent, he gains a +4 bonus on the grapple check instead of +2. Any creature that attempts to grapple or pin the barbed warlock, or attacks him with unarmed or natural attacks takes 1 point of piercing damage. In addition, a barbed warlock’s armor spikes allow him to move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
As the barbed warlock advances in levels, he gains additional powers granted by his patron. These abilities are gained at 7th level and 15th level, and are described hereafter.
Agility: At 7th level, the barbed warlock gains the ability to designate a single foe as a swift action. He gains a dodge bonus to AC equal to twice the total enhancement bonus of his armor spikes against this foe, and a penalty to his AC equal to his enhancement of his armor spikes against all other opponents. This effect remains until the foe is defeated, or he designates another foe as a swift action. At 15th level, the barbed warlock gains the ability to dodge attacks at the drop of a hat. As an immediate action, he can change his designated foe a number of times per day equal to his Intelligence modifier. This change can be made in response to an attack from another source, but must be activated before the results of the attack are declared.
Ancestors: At 7th level, the barbed warlock can call upon the spirits of those that have gone on before him. As a swift action, he can channel his ancestral spirits into his bonded armor spikes, allowing him to add his Intelligence modifier to his Will saves for a number of minutes equal to his barbed warlock level. Additionally, he can always make a Knowledge check to identify a foe’s weaknesses as a free action. At 15th level, the barbed warlock gains Exotic Weapon Proficiency as a bonus feat and may select one exotic weapon of his choice. As a swift action, he can gain an insight bonus on attack and damage rolls with this weapon equal to his Intelligence modifier for a number of rounds per day equal to his barbed warlock level. These rounds do not need to be consecutive.
Animals: At 7th level, the barbed warlock gains the wild empathy class feature as a druid equal to his barbed warlock level. At 15th level, the barbed warlock gains the wild shape class feature as a druid equal to 1/2 his barbed warlock level. The barbed warlock is limited to only spiked, spiny, barbed, or thorny creatures, such a giant porcupine, or creatures with the bramble or thorny template.
Boundaries: At 7th level, the barbed warlock gains a shield bonus to AC equal to the enhancement bonus of his bonded armor spikes. At 15th level, he can gain a deflection bonus to AC equal to his Intelligence modifier as a swift action for a number of rounds per day equal to his barbed warlock level. These rounds do not need to be consecutive.
Death: At 7th level, the barbed warlock can channel negative energy as an evil cleric of equal to his barbed warlock level, regardless of his actual alignment. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. At 15th level, the barbed warlock gains Command Undead as a bonus feat.
Deception: At 7th level, the barbed warlock gains Improved Feint and Greater Feint as bonus feats, even if he doesn’t meet the prerequisites. At 15th level, the barbed warlock gains a bonus equal to the enhancement bonus of his bonded armor spikes a number of times per day equal to his Intelligence modifier.
Devotion: At 7th level, the barbed warlock can designate a number of allies as devoted companion up to his Intelligence modifier as a swift action. He gains a bonus equal to one-third his barbed warlock level on all aid another checks to assist these allies. At 15th level, the barbed warlock grant a luck bonus to AC to all devoted companions adjacent to him equal to his Intelligence modifier.
Dimensions: At 7th level, the barbed warlock can use dimension door as a spell-like ability twice per day, with a caster level equal to his barbed warlock class level. At 15th level, the barbed warlock can use dimension door up to four times per day.
Elements: At 7th level, the barbed warlock gains resist energy 5 to one of the following energy types: acid, cold, electricity, fire. At 15th level, the barbed warlock adds 1d6 points of damage of his resist energy type to all confirmed critical hits made with manufactured weapons.
Enchantment: At 7th level, the barbed warlock gains a bonus on all Bluff and Diplomacy checks equal to 1/2 his barbed warlock level. At 15th level, the barbed warlock adds his Intelligence modifier to all Bluff and Diplomacy checks in place of his Charisma modifier.
Endurance: At 7th level, the barbed warlock adds his Intelligence modifier in addition to his Constitution modifier when determining his total hit points. At 15th level, once per day as a full-round action, the barbed warlock can gain a number of temporary hit points equal to three times his barbed warlock level for 10 minutes.
Healing: At 7th level, the barbed warlock can use cure serious wounds as a spell-like ability a number of times each day equal to 3 + his Intelligence modifier. At 15th level, he can use cure moderate wounds (mass) a number of times per day equal to his Intelligence modifier.
Insanity: At 7th level, the barbed warlock can block his mind from logical thought as a move action. He gains the confused condition and is immune to all mind-affecting effects for 1d4+2 rounds. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. At 15th level, the duration of this confused effect increases to 2d4+2 rounds.
Light: At 7th level, the barbed warlock can use daylight as a spell-like ability (centered on him) for a number of rounds per day equal to barbed warlock level. These rounds do not need to be consecutive. At 15th level, the barbed warlock can create a burst of blinding light that blinds all creatures within 30 feet for 1d6+1 rounds by expending 1 round of his daylight ability. A successful Fortitude save (DC 10 + 1/2 the barbed warlock level + the barbed warlock’s Intelligence modifier) negates the blinding effect. Creatures with light sensitivity take a -5 penalty on this save, and are blinded for 2d6+1 rounds if the save fails.
Moon: At 7th level, the barbed warlock can evoke icy gloom upon his foes. As a swift action, he can deal an additional 2d6 points of damage for each successful attack until the beginning of his next turn. This damage is half cold damage and half normal damage. He can use this ability a number of times each day equal to 3 + his Intelligence modifier. At 15th level, the barbed warlock’s additional damage increases to 4d6.
Occult: At 7th level, the barbed warlock can call upon dark spirits to guard him. This grants him spell resistance equal to 6 + his barbed warlock level for a number of rounds equal to 1/2 his barbed warlock level. He may use this ability a number of times per day equal to 3 + his Intelligence modifier. At 15th level, this spell resistance increases to 11 + his barbed warlock level.
Peace: At 7th level, the barbed warlock can use charm monster as a spell-like ability three times per day. At 15th level, the barbed warlock can use charm monster five times per day.
Plague: At 7th level, the barbed warlock becomes immune to poison and disease. At 15th level, as a swift action, the barbed warlock can grant all allies within 10 feet a +4 bonus to saves against poison and disease for a number of rounds equal to 1/2 his barbed warlock level + his Intelligence modifier. The barbed warlock can use this ability a number of times per day equal to 3 + his Intelligence modifier.
Portents: At 7th level, the barbed warlock gains a permanent +1 insight bonus to attack and damage. At 15th level, barbed warlock’s insight bonus to attack and damage rolls increase to +3.
Shadow: At 7th level, the barbed warlock gains a +2 circumstance bonus to AC while in areas of dim light or darker. At 15th level, the barbed warlock can make sneak attacks as a rogue equal to half his barbed warlock level.
Spirits: At 7th level, as a swift action, the barbed warlock can imbue his weapon with spiritual power for 1 minute. A weapon imbued with spiritual energy deals an additional 1d6 points of force damage against an opponent. She can use this ability a number of times per day equal to 3 + her Intelligence modifier. At 15th level, the barbed warlock’s spirit imbued weapon deals 2d6 points of force damage.
Stars: At 7th level, the barbed warlock can strike with the force of a falling star. She can make a ranged touch attack that deals 3d6 damage. This is a ray effect with a range of 30 feet that deals half fire damage and half arcane energy damage. The barbed warlock can use this ability a number of times per day equal to 3 + her Intelligence modifier. At 15th level, the barbed warlock’s ray damage increases to 6d6.
Strength: At 7th level, as a swift action, the barbed warlock can enter a powerful fury as the rage spell. She can use this ability for a number of rounds per day equal to her barbed warlock level + her Intelligence modifier. These round do not need tom be consecutive. At 15th level, the barbed warlock’s bonus to Strength and Constitution increase to +4.
Time: At 7th level, the barbed warlock can cast as a haste spell-like ability three times per day. At 15th level, the barbed warlock can cast haste up to five times per day.
Transformation: At 7th level, the barbed warlock can cast beast shape I as a spell-like ability a number of times per day equal to 3 + her Intelligence modifier. At 15th level, this effect improves to beast shape II.
Trickery: At 7th level, the barbed warlock gains the sneak attack ability as a rogue equal to 1/2 the barbed warlock’s level. At 15th level, the barbed warlock adds 1/2 her Intelligence modifier per sneak attack dice as bonus precision damage.
If bonded armor spikes are damaged, they are restored to full hit points the next time the barbed warlock rests for 8 hours. If the armor spikes are destroyed, they can be replaced after 1 week in a special ritual that costs 200 gp per barbed warlock level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A barbed warlock can designate an existing set of magic armor spikes as his bonded item. This functions in the same way as replacing destroyed armor spikes except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
This ability replaces the bonus feat gained at 1st level, armor training 2, and armor training 4.
Hex: At 3rd level, a barbed warlock gains the witch’s hex ability and can select a hex of her choice. At 11th level and again at 19th level, she gains an additional hex. A barbed warlock may choose from any hex available to the witch class, or from the following new hexes restricted to the barbed warlock multiclass archetype.
Spine Burst (Su): A barbed warlock can unleash his armor spikes in a 10-foot burst. All creatures in the burst take 1d6 points of piercing damage + his Strength modifier (Reflex save for half damage). Once loosed, spikes grow back in 1 minute. A barbed warlock can use this hex a number of times per day equal to 3 + 1/2 his barbed warlock level.
Spine Growth (Su): A barbed warlock can increase the size of his armor spikes. His armor spikes damage increase to 1d8 (1d6 if Small), and their range of increases by 10 feet if he uses the spike volley hex while this is in effect. This hex remains in effect for 1 minute per barbed warlock level.
Spine Volley (Su): A barbed warlock can unleash a volley of four armor spikes (make an attack roll for each spike). This attack deals 1d6 points of damage plus his Strength modifier per spike (1d4 for a Small barbed warlock) and has a range of 30 feet with no range increment. All targets must be within 15 feet of each other. Once loosed, spikes grow back in 1 minute. At 8th level, a barbed warlock can unleash a volley of six armor spikes. A barbed warlock can launch only 24 spikes in any 24-hour period.
Spine-Staff (Su): A barbed warlock can detach a single armor spike and change it into an iron staff. This staff has the statistics of a quarter staff, but deals 1d8/1d8 points of damage (1d6/1d6 for Small). The spine-staff remains for 10 minutes per barbed warlock level. After which time, it vanishes, and a new armor spike immediately grows in its place. A barbed warlock can use this hex a number of times per day equal to 3 + his Intelligence modifier.
This ability replaces armor training 1, armor training 3, and armor mastery.
Eldritch Spines (Su): Upon reaching 4th level, the barbed warlock’s patron bond grants her armor spikes a +1 enhancement bonus. For every four levels beyond 4th, the armor spikes gain another +1 enhancement bonus, to a maximum of +5 at 20th level. These bonuses can also be used to add certain weapon properties (see below). Adding these properties requires 1 minute and consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the armor spikes already have, but duplicate abilities do not stack.
The barbed warlock can add the bane, cruel, impervious, invigorating, keen weapon properties to his bonded armor spikes, or the following weapon properties as granted according to his chosen patron.
Agility: Stalking, Speed.
Ancestors: Guardian, Huntsman.
Animals: Benevolent, Furious.
Boundaries: Impervious, Defending.
Death: Deadly, Stalking.
Deception: Cunning, Anarchic.
Devotion: Valiant, Holy.
Dimensions: Planar, Anchoring.
Elements: Flaming, Frost.
Enchantment: Merciful, Allying.
Endurance: Countering, Defending.
Healing: Benevolent, Lifesurge.
Insanity: Furious, Vicious.
Light: Shock, Holy.
Moon: Limning, Glamered.
Occult: Ominous, Defiant.
Peace: Benevolent, Defiant.
Plague: Corrosive, Corrosive Burst.
Portents: Heartseeker, Stalking.
Shadow: Axiomatic, Unholy.
Spirits: Ghost Touch, Invigorating.
Stars: Grayflame, Limning.
Strength: Furious, Furyborn.
Time: Phase Locking, Speed.
Transformation: Dispelling, Dispelling Burst.
Trickery: Vicious, Wounding.
The properties granted by the patron can be changed or removed at any time by spending 1 minute of concentration and mediation. An occult porcupines armor spikes can be enhanced as normal, at her cost. This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th.
Table: Barbed Warlock
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Patron bond
2nd +2 +3 +0 +0 Bonus feat, bravery +1
3rd +3 +3 +1 +1 Hex
4th +4 +4 +1 +1 Eldritch spines +1
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat, bravery +2
7th +7/+2 +5 +2 +2 Patron ability
8th +8/+3 +6 +2 +2 Eldritch spines +2
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Bonus feat, bravery +3
11th +11/+6/+1 +7 +3 +3 Hex
12th +12/+7/+2 +8 +4 +4 Eldritch spines +3
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4
15th +15/+10/+15 +9 +5 +5 Patron ability
16th +16/+11/+6/+1 +10 +5 +5 Eldritch spines +4
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, bravery +5
19th +19/+14/+9/+4 +11 +6 +6 Hex
20th +20/+15/+10/+5 +12 +6 +6 Eldritch spines +5, weapon mastery
| Elghinn Lightbringer |
And here's the final Hallowed Gunman.
Primary Class: Paladin.
Secondary Class: Gunslinger.
Alignment: Lawful good.
Hit Dice: d10.
Bonus Skills and Ranks: The hallowed gunman selects three gunslinger skills to add to her class skills in addition to the normal paladin class skills. The hallowed gunman gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The hallowed gunman is proficient with all simple and martial weapons, firearms, and with light and medium armor, but not with shields.
Spellcasting: The hallowed gunman casts divine spells drawn from the paladin spell list, and adds the following spells to her spell list at the indicated levels: 1st level–abundant ammunition†, damp powder†, fabricate bullets†, longshot†, reinforce armaments†, unerring weapon†, warding weapon†; 2nd level–bullet shield†, destabilize powder†, recoil fire†, reloading hands†, reinforce armaments (communal)†, stabilize powder†, tactical acumen†; 3rd level–flash fire†, name bullet†; 4th level–named bullet (greater)†, pellet blast†. (†Ultimate Combat)
Gunsmith: A hallowed gunman gains the gunslinger’s gunsmith ability. This ability replaces smite evil 1/day and divine health.
Precise Shot: At 1st level, a hallowed gunman gains Precise Shot as a bonus feat, even if she doesn’t meet the prerequisites. This ability replaces heavy armor proficiency.
Deeds (Ex): At 3rd level, a hallowed gunman gains the gunslinger’s deeds ability, and gains access to 1st level deeds. Every four levels beyond 3rd, the hallowed gunman gains access each subsequent level of deeds (3rd, 7th, etc.), up to 15th level deeds at 19th level.
In addition, the hallowed gunman swaps three deeds for the following deeds.
Merciful Shot (Su): At 7th level, as long as the hallowed gunman has 1 grit point, she can choose instead to deal an amount of nonlethal damage equal to the damage dealt with her firearm. This deed replaces the utility shot deed.
Channeling Shot (Su): At 11th level, as long as a hallowed gunman has at least 1 grit point, she can channel positive energy into her firearm. As a move action, a hallowed gunman can spend one use of her channel positive energy ability to charge a single loaded bullet with positive energy. As a standard action, a hallowed gunman can make a single attack at her highest attack bonus with her firearm. If the attack hits, the target takes normal damage from the attack, while the bullet detonates on impact, unleashing positive energy in a 30-foot burst centered on the target. If the attack misses or results in a misfire, the hallowed gunman’s use of channel positive energy is wasted. If the hallowed gunman deals damage against an evil creature (or a creature with the evil subtype) when using this deed, she can spend 1 grit point to improve her firearm reloading action by one step (standard action to move action, move action to swift action, swift action to free action) for a number of rounds equal to the hallowed gunman’s Charisma modifier. This effect stacks with the Rapid Reload feat and the lighting reload deed, up to a free action. This deed replaces the startling shot deed.
Impeding Shot (Ex): At 15th level, a hallowed gunman can spend 1 grit point to slow an opponent’s reactions. As a standard action, a hallowed gunman can make an attack at her highest attack bonus. If the attack hits, the target’s speed is reduced by 5 feet, and it receives a –2 penalty to AC all Reflex saves for a number of rounds equal to the hallowed gunman’s Charisma modifier. This deed replaces the bleeding wound deed.
This ability and holy grit replace lay on hands and mercy.
Holy Grit (Ex): At 3rd level, a hallowed gunman gains the gunslinger’s grit ability, except that the hallowed gunman gains a number of grit points equal to her Charisma modifier (minimum 1). In addition to the normal methods of regaining grit, the hallowed gunman can regain 1 grit if she renders an opponent unconscious with the merciful shot deed. The hallowed gunman also regains 1 grit if an opponent peacefully surrenders to her while using a firearm. This counts as defeating her opponent with a firearm.
Channel Positive Energy (Su): This is exactly like the paladin ability of the same name, except that the hallowed gunman loses his lay on hand ability and cannot spend uses of that ability to channel positive. Instead, the hallowed gunman can channel positive energy a number of times per day equal to 3 + her Charisma modifier.
Smite Evil (Su): This is exactly like the paladin ability of the same name, except that the hallowed gunman can smite evil once per day at 4th level, plus an additional time per day every three levels thereafter, up to six times per day at 19th level. In addition, if a hallowed gunman makes a firearm attack in conjunction with her smite evil ability, she can spend 1 grit point as an immediate action to recover her ammo from that attack as if it had not been discharged, regardless of whether the attack was successful or not.
Divine Bond (Ex): This is exactly like the paladin ability of the same name, except that the hallowed gunman must take the weapon bond in the form of a firearm.
Hunter’s Blessing (Su): At 11th level, a hallowed gunman can expend a use of her smite evil ability as a swift action to grant herself and all allies within 10 feet the Deadly Aim, Precise Shot, and Improved Precise Shot feats, even if they lack the prerequisites. The effects last for 1 minute. Evil creatures gain no benefit from this ability. This ability replaces aura of justice.
Holy Gun (Su): At 20th level, a hallowed gunman picks one deed that she has access to and that she must spend grit to perform. She can perform this deed for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the hallowed gunman can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points.
In addition, whenever a hallowed gunman uses smite evil and successfully strikes an evil outsider with her firearm, the outsider is also subject to a banishment, using her hallowed gunman level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. If the holy gunman uses the channeling shot deed, she also deals the maximum amount of channeling damage with her attack. This ability replaces holy champion.
Table: Hallowed Gunman
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Aura of good, detect evil, gunsmith, precise shot — — — —
2nd +2 +3 +0 +3 Divine grace — — — —
3rd +3 +3 +1 +3 Aura of courage, deeds, holy grit — — — —
4th +4 +4 +1 +4 Channel positive energy, smite evil 1/day 0 — — —
5th +5 +4 +1 +4 Divine bond 1 — — —
6th +6/+1 +5 +2 +5 1 — — —
7th +7/+2 +5 +2 +5 Deeds, smite evil 2/day 1 0 — —
8th +8/+3 +6 +2 +6 Aura of resolve 1 1 — —
9th +9/+4 +6 +3 +6 2 1 — —
10th +10/+5 +7 +3 +7 Smite evil 3/day 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Deeds, hunter's blessing 2 1 1 —
12th +12/+7/+2 +8 +4 +8 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Smite evil 4/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of faith 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Deeds 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Smite evil 5/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Deeds, smite evil 6/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Holy gun 4 4 3 3
| Tyrannical |
Alrighty! I know it's been a long time since I originally pitched this idea, so at long last with no further delays, here it is; The Gadgeteer/Munitionist.
The Gadgeteer specializes in creating and using all manner of devices that are magical, alchemical or mechanical. This gleerful tinkerer prides himself in his ability to delve into the fray utilizing a vast arsenal of gadgets that impede an enemies ability to fight back, using traps, bombs and other such whimsical creations. The Gadgeteer has the right tool for the right job, and tends to prefers guile and trickery to up-front combat, but even in those situations he can prove quite the challenging opponent.
Primary Class: Ranger
Secondary Class: Alchemist
Alignment: Any
Hit Die: D10
Bonus Skills and Ranks: A Gadgeteer adds Disable Device, Use Magic Device and Knowledge (Engineering) to his list of class skills and removes Handle Animal, Spellcraft and Knowledge (nature) from his list of class skills. He may select three Alchemist skills to add to his class skills in addition to the normal Ranger class skills. The Gadgeteer gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: A Gadgeteer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). He also becomes proficient with a single One-Handed Firearm or Exotic Crossbow of his choice.
Tracking Wayfinder: A Gadgeteer makes use of a basic Wayfinder that replicates the tracking ability of Rangers, using his Use Magic Device skill in place of Survival. He adds half his level (minimum 1) to Use Magic Device skill checks made to follow tracks. Additionally, the Wayfinder can be used as a standard compass, and can cast 'Know Direction' at will.
This ability replaces Track
Gadgetry: The Gadgeteer specializes in making and utilizing items of a mechanical and alchemical nature in order to either make a living or provide a little reinfrcement to his arsenal, he adds half his Gadgeteer level on all Craft (alchemy and traps only) and Knowledge: Engineering checks (minimum +1) and gains 'Gunsmithing' and 'Craft Wonderous Item' as bonus feats.
Much like an Alchemist, a Gadgeteer creates spell-replicating items called 'Gadgets', learning and preparing these gadgets in the same fashion an alchemist would prepare extracts. However, the Gadgeteer has a smaller pool of spell-like creations, though they otherwise behave as extracts do. Additionally, any gadget that affects the Gadgeteer's bombs may be applied to Ranger Traps.
This replaces standard Ranger spell casting
Mechanical Aptitude: At 1st level, a Gadgeteer gains Constructs as a Favored Enemy much like a Ranger. He gains a +2 bonus on Disable Device, Knowledge, Perception, Sense Motive, and Survival checks against Constructs, Machines and Siege Weapons. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Gadgeteer may make Knowledge skill checks untrained when attempting to identify these creations.
This ability replaces the first Favored Enemy
Trapfinding: A Gadgeteer adds 1/2 his class level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A Gadgeteer can use Disable Device to disarm magic traps.
This ability replaces Wild Empathy
Combat Style Feat: At 2nd level, a Gadgeteer must select one combat style to pursue. The Gadgeteer's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the Gadgeteer's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a Gadgeteer selects a combat style, it cannot be changed.
The Gadgeteer may also make use of the new 'Grenadier' combat style, which features the following feats gained whenever he gains a combat style feat;
Throw Anything, Weapon Focus (Bombs), Point Blank Shot, Rapid Shot and Precise Shot.
At 6th level, he adds Charging Hurler, Distance Thrower, Parting Shot, Close-Quarters Thrower and Ricochet Splash Weapon to the list.
At 10th level, he adds Improved Charging Hurler and Splash Weapon Mastery to the list.
Munitions: At 3rd level, the Gadgeteer makes use of weaponry called 'Munitions' and can start creating a series of combat-oriented gadgets for use. The Gadgeteer begins anle to craft standard Bombs as an Alchemist and a Snare Trap Ranger Trap. A Gadgeteer can use a number of these Gadgets equal to his Gadgeteer Level + Intelligence Modifier.
Drawing the components of, creating, and deploying the munition requires a standard action that provokes an attack of opportunity. Unlike typical Ranger Traps, any Trap that does damage scales in the same fashion that Bombs do, both starting at 1d6 and scaling up another d6 every three levels (6, 9, 12, etc). The Gadgeteer does not need to provide the materials necessary for Ranger Traps.
This ability and 'Upgrade' replaces Favored Terrain, Endurance, Evasion and the remaining favored enemy choices
Gadgeteer's Bond: At 4th level, a Gadgeteer forms a bond with a device of his choice. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first option is to form a close bond with a personally made mechanical companion. A Gadgeteer who selects a mechanical companion can choose from any of the Ranger's typical animal companions, but they instead become the Construct type, and gain the Clockwork template.
This ability functions in a similar way to the Ranger's Animal Companion feature, but the Clockwork Companion is instead treated as a familiar instead. A Gadgeteer who picks this bond also gains the 'Craft Construct' feat.
The second option is a device called an 'Enhancer', based off a similar purpose to the Alchemist's Mutagen. It takes one hour to charge the Enhancer, and only one enhancer may be kept at a time. When in use, the Enhancer provides a +4 Enhancement Bonus to any one Ability and provides a +2 Natural Armor Bonus to the user's AC for 10 minutes per Gadgeteer level, during this time, the user of the Enhancer suffers a -2 penalty to an opposition score as Mutagen or Cognatogen.
The Gadgeteer is treated as having the Mutagen and Cognatogen discoveries when picking this bond, and can pick Discoveries that require either of these abilities as prerequisites whenever he gains an Upgrade.
Upgrade: At 5th level and every 2 levels thereafter (7, 9, 11, etc) a Gadgeteer further tinkers with his technology and uncovers new upgrades he can apply to his Munitions. When a Gadgeteer learns a new upgrade, he can choose a Bomb-related Discovery from the list of Alchemist Discoveries, or learn a new trap from the list of Ranger Traps, using his Gadgeteer level in place of Alchemist and Ranger levels.
The Gadgeteer may also select the Vestigal Arm, Tentacle and Wings discoveries, though they take on a more mechanical appearance and are no longer bound to his body.
Swift Assembly: At 7th level, a Gadgeteer can create alchemical items and standard non-ranger traps with astounding speed. It takes an Gadgeteer half the normal amount of time to create any item using the Craft: alchemy or Craft: traps skill.
This ability replaces Woodland Stride
Swift Tracker: Beginning at 8th level, a Gadgeteer can move at his normal speed while using his Tracking Wayfinder to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Launch Munition: At 11th level, a Gadgeteer can affix a ranger trap to an arrow, crossbow bolt, one handed firearm bullet, or thrown weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the ranger had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any).
The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used. The Gadgeteer also gains the 'Explosive Missile' Alchemist Discovery to Launch bombs in a similar fashion.
This ability replaces Quarry
Camouflage Device: A Gadgeteer of 12th level or higher can use the Stealth skill to make use of a Camouflage Device, allowing him to hide in any location so long as he stands still, even if it does not grant cover or concealment. He may use this a number of rounds per day equal to his Gadgeteer level + Intelligence modifier.
This ability replaces Camouflage
Remote Trigger: At 16th level, a Gadgeteer may as swift action set off any trap within 30 feet that he constructed. He also gains the 'Delayed Bomb' Discovery and 'Remote Bomb' general feat.
This ability replaces Improved Evasion
Enhanced Camouflage: At level 17, the Gadgeteer can use the Camouflage device even when moving at half his base speed without penaly. When he stands still and uses the Camouflage Device, he is completely invisible as if under the effects of the 'Invisibility' spell. his usage of the device remains the same however.
This ability replaces Hide in Plain Sight
Instant Assembly: At 19th level, an Gadgeteer can create alchemical items and standard non-ranger traps with almost supernatural speed. He can create these items as a full-round action if he succeeds at the Craft: alchemy or Craft: traps check and has the appropriate resources at hand to fund the creation.
This ability replaces Improved Quarry
Master Gadgeteer: A Gadgeteer of 20th level becomes a master gadgeteer. He can always move at full speed while using his Tracking Wayfinder to follow tracks without penalty. He can, as a standard action, make a single attack against a construct, machine or seige weapon at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or be destroyed.
The DC of this save is equal to 10 + 1/2 the Gadgeteer's level + Intelligence modifier. A Gadgeteer can choose instead to deal an amount of nonlethal damage to a construct equal to the creature's current hit points, or simply apply the 'broken' quality to machinery and seige weapons. A successful save negates this damage. A Gadgeteer can use this ability five times per day.
This ability replaces Master Hunter
Below is a list of 'Gadgets' the Gadgeteer/munitionist is able to create as his version of spellcasting.
1st level– abundant ammunition, find trap, fabricate bullets, longshot, reinforce armaments, make whole, heat metal, chill metal, bomber's eye, crafter's fortune, targeted bomb admixture, phantom trap, alchemical tinkering, jury-rig, lighten object, shocking grasp
2nd level– bullet shield, magic siege engine, recoil fire, reloading hands, stabilize powder, tactical acumen, unseen engineers, masterwork transformation, defensive shock, shadow bomb admixture, glitterdust
3rd level– flash fire, soothe construct, rapid repair, reinforce armaments (communal), rusting grasp, malfunction, minor creation, lightning lash bomb admixture, water breathing, improve trap, fire trap, armor lock
4th level– magic siege engine (greater), named bullet, pellet blast, unbreakable construct, apparent master, major creation, detonate, echolation, viper bomb admixture, trap ward, symbol of sealing
5th level– energy siege shot, control construct, arcane cannon, sending, languid bomb admixture, fabricate, leashed shackles, blast barrier, hardening, wall of iron, lighten object (mass)
6th level– energy siege shot (greater), named bullet (greater), true creation, analyze dweomer, mislead, antimagic field, blade barrier, salvage, sympathy, call construct
This class is mostly based off the Trapper Ranger Archetype, as well as parts from the Trap-Breaker Alchemist Archetype. Though not all abilities are carried across, the idea started from these two classes and developed from there.
| Elghinn Lightbringer |
#Gadgeteer/Munitionist
First off, as this is a 6th level gadgets user/caster, the HD needs to drop to d8. And likely we'll want to find some more "gadgets" to add to the list. Unless you are planning on them functioning like the Trappers traps, replacing the whole spellcasting ability. In any case, a hybrid (6th level) caster doesn't have d10 HD.
I'll take a look at the rest of the MCA. Maybe we can find a way to keep the d10 with the 6th level munitions. Perhaps we can do it as bombs (level + Int per day) and just have him choose a gadget at 1st and every every two levels thereafter, and list the gadget levels he can choose from as he advances. Sort of like how mercies are added to the mercy list for paladins, or combat style feats to the list of feats for rangers.
| Elghinn Lightbringer |
#Gadgeteer/Munitionist
if it needs to drop down to d8 I'm fine with that. And I was hoping for more spells to add to the gadget list, what's there already is all that came to mind so far.
I think we'll need to delve into more than just the alchemist or ranger spell lists, as I think you're wanting sort of trap or bomb-y type gadgetry spells. Ever thought of making them actually mechanical devices and traps (Ex) or bomb-y things (Su) vs. actual spells. More on the trap and alchemical substances side than actual extracts/spells etc. Running along the Trapper's trap idea instead. Then it'd be a spell-less style ranger augmented by alchemical substances + traps + devices/gadgets.
| Tyrannical |
Gadgets in this case are exactly the same as Extracts, only that they are made to be more mechanical and reflect the theme of the class a little better than swigging potions.
This way it retains the same rules as Alchemist without having to devise new ones, only instead of being Alchemy based it's more related to Engineering/Use Magic Device based skills.
| Tyrannical |
I've used the Machinesmith before, in fact, quite alot of it was the influence on the Gadgeteer (gonna call it Gadgeteer for now). Though I like the drone 'spells', I didn't intend on including them because they were third party. Unless people aren't okay with it, I'd be happy to take those spells on board.
| Bandw2 |
so I was trying to come up with my character for my upcoming Gestalt Campaign, when I happened upon an idea for an ACG MCA.
#Adventurer
Investigator/Bard
he will have Wisdom based inspiration and Casting(and other class abilities).
Poison resistance and poison use will be replaced with "Well Traveled" *wink* which instead applies the bonus to saves to disease and maybe curses. It is undoubtedly a euphemism for something he has done before.
Inspiration adds an additional dice on knowledge checks, which replaces/modifies Lore Master.
also, probably a few replacement investigator talents(like maybe a few to pick up performances or a bard spell or two).
| Elghinn Lightbringer |
Gadgets in this case are exactly the same as Extracts, only that they are made to be more mechanical and reflect the theme of the class a little better than swigging potions.
This way it retains the same rules as Alchemist without having to devise new ones, only instead of being Alchemy based it's more related to Engineering/Use Magic Device based skills.
That's the easiest way to go.
| Elghinn Lightbringer |
I've used the Machinesmith before, in fact, quite alot of it was the influence on the Gadgeteer (gonna call it Gadgeteer for now). Though I like the drone 'spells', I didn't intend on including them because they were third party. Unless people aren't okay with it, I'd be happy to take those spells on board.
While we tend not to use 3rd party, if it fits, and is flavorful, then by all means use it. Just make sure we know where they come from.
Lindley Court
|
Oh, silly me. Here you go:
While many warriors find their power through practice and training, others seek a quick, albeit painful way to power. By pledging themselves to a patron and embedding himself with special armor spikes, these barbed warlocks have mystical power to complement their blood-bought martial skill.
JonathonWilder
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@Bandw2 One problem I see with the Adventurer's primary stat being Wisdom is the fact that in many if not most stories an adventurer is portrayed as impulsive, rash, an even danger seeking. More often they are shown getting out of trouble with luck, quick thinking, and charm. Take Indiana Jones, often times his decisions and choices have can be questioned and I would wonder if wisdom was he best or most important trait in getting out of trouble and through his adventures.
The thrill and call to travel, to becom an adventurer, is not alwaus the wisest.
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Just my thoughts, I'm sure most roleplayer has a slightly different or very different definition of what being an adventurer means and what their primary stat would ve.
| Tyrannical |
#Gadgeteer
Also, THIS was put into play recently, and I might like to incorporate some of it's features into the Gadgeteer, since it seems very fitting for this MCA.
| Elghinn Lightbringer |
#Gadgeteer
Also, THIS was put into play recently, and I might like to incorporate some of it's features into the Gadgeteer, since it seems very fitting for this MCA.
Couldn't access the thread for a while. Said the threads were down for maintenance. Anyways...
#Gadgeteer
Tyrannical, I'm affraid you are way over the appropriate swaps for all the features and increments of the features you already have, let alone adding in any more from the Galvanic Saboteur archetype.
Here's what youve got for swaps as it sits.
SWAPS
1st favored enemy = Mechanical aptitude
Track = Tracking wayfinder
1/2 casting, reduction to d8, deduction to 3/4 BAB = Gadgetry (3/4 casting)
Favored terrain, evasion, 2nd-5th favored enemy = Munitions (bombs and traps up to 6d6) + Upgrades (8 increments of discoveries)
Hunter's bond = Gadgeteer's bond
Woodland stride = Swift assembly
Swift Tracker = Swift wayfinder
Quarry = Launch munition
Camouflage = Camouflage device
Improved Evasion = Remote trigger
Hide in plain sight = Enhanced camouflage
Improved quarry = Instant assembly
Master hunter = Master gadgeteer
All are about even swaps, except for....
...Favored terrain, evasion, 2nd-5th favored enemy = Munitions (bombs and traps up to 6d6) + Upgrades (8 increments of discoveries).
Essentially, you are swapping 9 levels of class features for 14 increments of class features. The only way I can see to fix this is to make some of the class features you have that are related munitions and gadgets into upgrades.
Specifically these ones.
Quarry = Launch munition
Camouflage = Camouflage device
Improved Evasion = Remote trigger
Hide in plain sight = Enhanced camouflage
Then if you want to incorporate stuff from the Galvanic Saboteur, make them into upgrades. I also think we can get more than a 6d6 damage increment out of this. I'm going to do some reworking of swaps and see what I can come up with.
The abilities are fine, save for a few tweaks, but the swaps are way out of wack.
Also, thought about making it a Alc/Rgr instead of Rgr/Alc?
On another note, I will be gone (no internet; camping) from Sunday to Wednesday.
| Bandw2 |
@Bandw2 One problem I see with the Adventurer's primary stat being Wisdom is the fact that in many if not most stories an adventurer is portrayed as impulsive, rash, an even danger seeking. More often they are shown getting out of trouble with luck, quick thinking, and charm. Take Indiana Jones, often times his decisions and choices have can be questioned and I would wonder if wisdom was he best or most important trait in getting out of trouble and through his adventures.
The thrill and call to travel, to becom an adventurer, is not alwaus the wisest.
------------
Just my thoughts, I'm sure most roleplayer has a slightly different or very different definition of what being an adventurer means and what their primary stat would ve.
I just kind of looked at it, and wondered which mental stat was better for inspiration, the charisma based bard, or the int based investigator, and both seemed off, it just seemed like wisdom was the more, lucky or uncanny insight than the rest.
basically, his innate natural senses of how to not die has been the thing making him not die. woo. not his force of personality or his raw intelligence.
| Elghinn Lightbringer |
#Gadgeteer
...
Also, thought about making it a Alc/Rgr instead of Rgr/Alc?
You are swapping out most, almost all the Ranger stuff for almost all Alchemist stuff (or derivatives of those abilities). I think you would be better served using a Alchemist as the primary class. I found the same thing when I first made my Venom Blade, originally a Rog/Alc, but found it fit better as a Alc/Rog.
Another question, why are you granting Gunsmithing and Craft Wondrous Item as bonus feats as part of the Gadgetry ability? I could see Craft Magical Item, but why Gunsmithing? This really doesn't need the whole firearm angle. The MCA could do that by simply taking a Gunsmithing as a normal feat, and Exotic Weapon Proficiency (firearm). Shouldn't be that easy to access firearms or make ammunition as its not a gunslinger anything.