Multiclass Archetypes IX: ACG Unleashed


Homebrew and House Rules

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Ooh we needa tie breaker.

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Bloodrager/monk!

Dark Archive

I say a bloodrager/monk, though I have personal reasons for such.

I may not even get exactly what I need, if it will even work at all, but it may still work. I have an NPC in mind that is something of a barbarian/monk mix with weather powers. So yah, I am interested in seeing what will be made for the bloodrager/monk.


WE currently have 1 more Brawler primary MCA than Bloodrager, but we also have Oly's Eldritch Brawler up on the block, so that makes it 2 more. So definitely the Bloodrager/monk.

Anthing on the Eldritch Brawler?


Bldrager/monk it is then, complete with new monastic bloodline. Will post around 10:30 Michigan time.

Dark Archive

Elghinn, how likely do you think it will be for me to be able to squeeze in my Star Speaker (Oracle/Shaman) MCA before this thread closes and you retire?


JonathonWilder wrote:
Elghinn, how likely do you think it will be for me to be able to squeeze in my Star Speaker (Oracle/Shaman) MCA before this thread closes and you retire?

Well, after Christos, its Bardess, Tyrannical, then you, so pretty good. If we reach 1000, doesn't mean I'll just shut it down at 1000. I'll gage things and see. We'd at least finish the current round that 1000 posts is reached, and perhaps another after that. We'll see. I'll give everyone plenty of heads up, but this will be the last thread.


Here's your Swaggering Buccaneer Dustyboy! While this MCA is based on swashbuckling swords and pistols, we may be able to give some alternate class features to allow different builds, such as the Rifle/Bayonet fighter, Pistol/Mace fighter with medium or heavy armor tank, and maybe a more Pirate one with matching deeds, perhaps those from the Buccaneer (Gunslinger, Human) racial archetype.

SWAGGERING BUCCANEER First Draft:

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

Bonus Skills and Ranks: The swaggering buccaneer selects three gunslinger skills to add to her class skills in addition to the normal swashbuckler class skills, one of which must be Spellcraft. The eldritch brawler gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The swaggering buccaneer is proficient with all simple and martial weapons and one-handed firearms. She is proficient with light armor and with bucklers.

Buccaneer’s Bravado (Ex): At 1st level, a swaggering buccaneer begins play with a pistol of her choice. Her starting 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 starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). In addition, the swaggering buccaneer gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. This ability replaces swashbuckler finesse.

Deeds: This is exactly like swashbuckler ability of the same name, except that the swaggering buccaneer must choose three deeds of each level from either the swashbuckler’s or gunslinger’s deeds. Once the deeds are chosen, they cannot be changed. In addition, the swaggering buccaneer may choose from the following deeds. If the swaggering buccaneer chooses crossbow as her chosen ranged weapon for her sword and pistol ability, she applies any gunslinger deeds she chooses that normally affects firearms to her crossbow instead.

Up Close and Deadly (Ex): At 1st level, when a swaggering buccaneer hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 panache point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.

Melee Shooter (Ex): At 1st level, as a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the swaggering buccaneer can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack made by the one-handed firearm during her turn.

Vigilant Loading (Ex): At 1st level, as long as a swaggering buccaneer has at least 1 panache point, she does not provoke attacks of opportunity when loading a crossbow.

Shooter's Resolve (Ex): At 3rd level, a swaggering buccaneer can spend 1 panache point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.
Distracting Shot (Ex): At 7th level, a swaggering buccaneer can spend 1 panache point and choose to miss a target that she could normally attack within her range with a crossbow attack. When she does, the target loses its Dexterity bonus to AC (if any) for 1 round.

Inexplicable Reload (Ex): At 11th level, loading a crossbow becomes unthinking and automatic for a swaggering buccaneer. As long as she has at least 1 panache point, she always starts each round of combat (even a surprise round) with her crossbow loaded. Also the amount of time needed to reload a crossbow decreases by one step: a standard action becomes a move action, a move action becomes a swift action, a swift action becomes a free action, and a free action becomes not an action.

Twin Shot Knockdown (Ex): At 11th level, when a swaggering buccaneer hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 panache point to knock the target prone. She can choose to spend the panache point after the attacks are made.

Pinning Shot (Ex): At 15th level, a swaggering buccaneer can spend 1 grit point while shooting a crossbow and attempt to pin down its target with the bolt. If the crossbow attack hits, it pins the target to a nearby object, to a wall, or to the ground, entangling and staggering the target. While pinned by the bolt, the target cannot move out of its space until it takes a standard action to free itself from the pinning bolt, except by means of teleportation.

Panache (Ex): The swaggering buccaneer treats her panache as grit for the purpose of any gunslinger deeds. In addition, unlike other swashbucklers, a swaggering buccaneer regains panache when she confirms a critical hit or makes a killing blow with a light or one-handed piercing melee weapon or a crossbow or one-handed firearm.

Sword and Pistol (Ex): Starting at 2nd level, a swaggering buccaneer learns to effortlessly pair melee and ranged weaponry. She can use a light or one-handed piercing melee weapon with a crossbow or pistol to make a sword and pistol attack. When doing so, a swaggering buccaneer has the Two-Weapon Fighting feat when attacking with any combination of light or one-handed piercing melee weapons and crossbows or pistols. When making a crossbow or pistol attack as part of sword and pistol, the swaggering buccaneer provoke no attacks of opportunity from foes that he threatens with his light or one-handed melee weapon. She must use a light or one-handed melee weapon and a crossbow or pistol to use this ability.

A swaggering buccaneer applies her full Strength modifier to her damage rolls for all melee attacks made with sword and pistol, even if the attacks are made with an off-hand weapon. A swaggering buccaneer can substitute disarm, sunder, and trip combat maneuvers for melee or ranged attacks as part of sword and pistol. A swaggering buccaneer with natural weapons can't use such weapons as part of sword and pistol, nor can she make natural weapon attacks in addition to her sword and pistol attacks.

At 8th level, the swaggering buccaneer gains use of the Improved Two-Weapon Fighting feat when using sword and pistol. When making a pistol attack as part of sword and pistol, the swaggering buccaneer gains the benefits of the Point-Blank Shot feat. At 16th level, she gains use of the Greater Two-Weapon Fighting feat when using sword and pistol. When making a pistol attack as part of sword and pistol, the swaggering buccaneer gains the benefits of the Point-Blank Mastery feat. This ability replaces charmed life 3/day, and the bonus feats gained at 8th and 16th level.

Buccaneer Weapon Training (Ex): At 5th level, a swaggering buccaneer gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level). She also must select either crossbow or pistol. She gains a bonus equal to her Dexterity modifier on damage rolls when firing a crossbow or pistol. Furthermore, when she misfires with a pistol, the misfire value of that firearm increases by 2 instead of 4. Every four levels beyond 5th (9th, 13th, and 17th), the bonus on crossbow or pistol damage rolls increases by +1. At 13th level, a swaggering buccaneer never misfires with a one-handed firearm. This ability replaces swashbuckler weapon training.

Charmed Life (Ex): This is exactly like the swashbuckler’s ability of the same name, except that the swaggering buccaneer can use this ability once per day at 6th level, plus an additional time per day every four levels thereafter, to a maximum of four times per day at 18th level.

Buccaneer Weapon Mastery (Ex): At 20th level, when a swaggering buccaneer threatens a critical hit with a light or one-handed piercing melee weapon, or a crossbow or pistol, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on). This ability replaces swashbuckler weapon mastery.

Table: Swaggering Buccaneer
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +0 +2 +0 Buccaneer’s bravado, deeds, panache
2nd +2 +0 +3 +0 Sword and pistol (Two-Weapon Fighting)
3rd +3 +1 +3 +1 Deeds, nimble +1
4th +4 +1 +4 +1 Bonus feat
5th +5 +1 +4 +1 Buccaneer weapon training 1
6th +6/+1 +2 +5 +2 Charmed life 1/day
7th +7/+2 +2 +5 +2 Deeds, nimble +2
8th +8/+3 +2 +6 +2 Sword and pistol (Improved Two-Weapon Fighting)
9th +9/+4 +3 +6 +3 Buccaneer weapon training
10th +10/+5 +3 +7 +3 Charmed life 2/day
11th +11/+6/+1 +3 +7 +3 Deeds, nimble +3
12th +12/+7/+2 +4 +8 +4 Bonus feat
13th +13/+8/+3 +4 +8 +4 Buccaneer weapon training 3
14th +14/+9/+4 +4 +9 +4 Charmed life 3/day
15th +15/+10/+5 +5 +9 +5 Deeds, nimble +4
16th +16/+11/+6/+1 +5 +10 +5 Sword and pistol (Greater Two-Weapon Fighting)
17th +17/+12/+7/+2 +5 +10 +5 Buccaneer weapon training 4
18th +18/+13/+8/+3 +6 +11 +6 Charmed life 4/day
19th +19/+14/+9/+4 +6 +11 +6 Deeds, nimble +5
20th +20/+15/+10/+5 +6 +12 +6 Buccaneer weapon mastery, bonus feat


half an hour early but here is

Channeled Mystic:
Channeled Mystic
Some of those touched by bloodrage seek to control their dangerous powers by training with monks to achieve a sense of betterment.

Primary: Bloodrager
Secondary: Monk
Skills: A channeled mystic adds three skills from the monk class skill list as class skills.

Weapon and Armor Proficiency: The channeled mystic is proficient with all simple weapons, plus the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword. This replaces the bloodragers proficiencies.

Bloodline(Su): [/b]This is exactly like the bloodrager ability of the same name, except that the Channeled Mystic may also select the new Monastic Bloodline. Any bloodline abilities based on charisma instead use the channeled mystic wisdom to determine their effects.

Controlled bloodrage (Su): When a enters a Channeled Mystic rages, instead of entering a normal bloodrage he may apply a +4 morale bonus to his Strength, Dexterity, or Constitution. This
bonus increases to +6 when he gains greater bloodrage and +8 when he gains mighty rage. He may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled bloodrage, a channeled mystic gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for bloodrage. This modifies bloodrage and replaces blood casting.

Still Mind: at 3rd level the channeled mystic gains still mind, as the monk ability of the same name. This replaces blood sanctuary.

SpellCasting: A channeled Mystic uses his wisdom modifier in place of his charisma modifier to determine his spellcasting capabilities.

Monastic Bloodline:

Your blood has been infused with the rigorous training and mental discipline of the monastic orders throughout the world, allowing you to become one with the infinite comic energies of the universe. This bloodline complements the channeled mystic multiclass archetype

Bonus Feats: Iron Will, Great Fortitude, Lightning Reflexes, Combat Casting, Dodge, Mobility, Defensive Combat Training.

Bonus Spells: expeditious retreat (7th), glide*(10th), healing thief† (14th), dimension door (16th)

Bloodline Powers: You are trained in the mystic knowledge of the ascetics, and can draw upon it to gain an advantage in combat.

Unarmed Strike (Ex): At 1st level, you gain Improved Unarmed Strike as a bonus feat and deal 1d6 points of damage (1d4 for Small, 1d8 for Large) with any unarmed strike. Your attacks may be made with fist, elbows, knees, and feet. This means that you may make unarmed strikes with your hands full. There is no such thing as an off-hand attack when striking unarmed. You may thus apply your full Strength bonus on damage rolls for all your unarmed strikes.

Usually your unarmed strikes deal lethal damage, but you can choose to deal nonlethal damage instead with no penalty on your attack roll. You have the same choice to deal lethal or nonlethal damage while grappling. Your unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

If you already possess the Improved Unarmed Strike feat or the monk’s unarmed strike class feature, you gain either Elemental Fist or Stunning Fist as a bonus feat. This power counts as the monk’s unarmed strike class feature for the purpose of feat prerequisites.

Channeled Ki(Su): At 4th level you are treated as if you had the monks ki pool class feature for the purposes of effects. Whenever you would need to expend any number of Ki points you may instead spend up to twice the number of bloodrage rounds as the ki points required.

Resilient Body (Su): At 8th level, you gain immunity to all diseases, including supernatural and magical diseases, and to all poisons. This power counts as both the monk’s purity of body and diamond body class features for the purpose of feat prerequisites.

Quivering Palm (Su):At 16th level you gain quivering palm as the monk class ability.

Perfect Self (Su): At 20th level, you become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Additionally, you gain an additional +8 morale bonus to wisdom. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.


I'm loving it so far, but two suggestions, sword and pistol allowing a one-handed rapid reload when wielding one ranged and one melee, then up close and deadly applying the damage to the next melee attack that hits before end of turn

These would encourage the combo a bit more

Sorry for shorthand I'm on my phone at work :p


@Monastic Bloodline.
Obviously you used the new Monastic Bloodline from the Heritage Ascetic. However, you need a 12th level power. You're missing one.

And waht's up with the +8 Wisdom enhancement bonus at 20th? Seems a bit extreme even for a 20th level capstone. Why the Wisdom increase?


Dustyboy wrote:

I'm loving it so far, but two suggestions, sword and pistol allowing a one-handed rapid reload when wielding one ranged and one melee, then up close and deadly applying the damage to the next melee attack that hits before end of turn

These would encourage the combo a bit more

Sorry for shorthand I'm on my phone at work :p

1) Added this in.

... Whenever the swaggering buccaneer wields a one-handed piercing melee weapon and a crossbow or one-handed firearm, he is treated as having a free hand for the purpose of reloading his crossbow or one-handed firearm. This applies to the Rapid Reload feat and to the Lightning Reload deed.

2) So, this?

Up Close and Deadly (Ex): At 1st level, when a swaggering buccaneer hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 panache point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. If the swaggering buccaneer uses this deed with his sword and pistol attack, he also applies the precision damage to his next successful one-handed piercing melee weapon attack made before the end of his turn. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.


Elghinn Lightbringer wrote:

@Monastic Bloodline.

Obviously you used the new Monastic Bloodline from the Heritage Ascetic. However, you need a 12th level power. You're missing one.

And waht's up with the +8 Wisdom enhancement bonus at 20th? Seems a bit extreme even for a 20th level capstone. Why the Wisdom increase?

you got me, how about abundant step as a 12th level ability? as for the bloodline i didn't really want to mess with mixing typeless and regular DR so i opted for that. how about a +4 instead?


christos gurd wrote:
Elghinn Lightbringer wrote:

@Monastic Bloodline.

Obviously you used the new Monastic Bloodline from the Heritage Ascetic. However, you need a 12th level power. You're missing one.

And waht's up with the +8 Wisdom enhancement bonus at 20th? Seems a bit extreme even for a 20th level capstone. Why the Wisdom increase?

you got me, how about abundant step as a 12th level ability? as for the bloodline i didn't really want to mess with mixing typeless and regular DR so i opted for that. how about a +4 instead?

I think both of those are good.

Dark Archive

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christos gurd wrote:

half an hour early but here is

Channeled Mystic
Monastic Bloodline

I like these a lot, sure it wasn't what I was hoping for but it is still really good.


What were you hoping for? Just because something is posted doesn't mean you can't make suggestions or give your opinion, Jon. Let's hear it.


Yeah, color me curious jon

Dark Archive

No, it's fine. What I was hoping for would take the MCA in a fairly different direction from what Christos seems to want, I will just have to look to other MCAs for what I want.

There is nothing wrong with the MCA, I like it and would use it for a couple of ideas.

The only thing I would really want is the choice of picking other bloodlines and more monk ki options. Counting the choice to take a more storm related bloodlines, who uses their inner focus and training to bring elements and call weather.


Crossblood rager may work for that.


Elghinn would it be awful to allow quigong options as alternatives to bloodline feats and spells?
Edit: maybe tack it on to 4th level ability?


Up Close and Deadly (Ex): At 1st level, when a swaggering buccaneer hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 panache point to deal 1d6 points of extra damage on a hit. I

It's good but maybe this line should be both a little more specific,

At 1st level, when a swaggering buccaneer hits a target with a one handed firearm or crossbow, she can spend 1 panache point to deal an additional 1d6 points of damage on her next successful hit with a one handed melee weapon she is wielding before the end of her next turn

Then maybe allow the inverse to occur,

Maybe a higher level deed (7th, 9th , or 12th) which would allow for an equivalent to the throw and charge feat but with a one handed crossbow or firearm, for the cost of two points of panache


christos gurd wrote:

Elghinn would it be awful to allow quigong options as alternatives to bloodline feats and spells?

Edit: maybe tack it on to 4th level ability?

That honestly sounds like an awesome idea, I second it


I heavily used qinggong options for my Velocity Master, so I third the idea.


christos gurd wrote:

Elghinn would it be awful to allow quigong options as alternatives to bloodline feats and spells?

Edit: maybe tack it on to 4th level ability?

That's fine. Though, at least 2 bloodline spells would equal a monk ability-maybe more. I'd say limit to just feats. What about limiting the choice of powers too? Say to these, as it is a spellcaster. And maybe remove some of the feats listed, since he can choose those as normal feats? Or not.

Channeled Ki (Su): At 4th level, you are treated as if you had the monks ki pool class feature for the purposes of effects. Whenever you would need to expend any number of ki points you may instead spend up to twice the number of bloodrage rounds as the ki points required.

In addition, you can select the following quinggong monk powers in place of a bloodline feat. At 5th level, he can choose from the list of 5th level ki powers, and from each subsequent level of powers or lower every six levels thereafter.

5th-Level Ki Powers
Deny Death (1 bloodrage rounds)
High jump (monk ability, 2 bloodrage rounds)
Ki arrow (2 bloodrage rounds)
Ki Stand (1 bloodrage rounds)
Slow fall (monk ability, 1 bloodrage rounds)
Wholeness of body (monk ability, 4 bloodrage rounds)

11th-Level Ki Powers
Greater Bull Rush (4 bloodrage rounds)
Greater Disarm (4 bloodrage rounds)
Greater Feint (4 bloodrage rounds)
Greater Sunder (4 bloodrage rounds)
Improved Blind-Fight (2 bloodrage rounds)

17th-Level Ki Powers
Bleeding Critical (6 bloodrage rounds)
Diamond soul (monk ability)
Greater Blind-Fight (4 bloodrage rounds)
Improved Ki Throw (4 bloodrage rounds)
Ki shout (6 bloodrage rounds)
Timeless body (monk ability, 0 bloodrage rounds)
Tongue of the sun and moon (monk ability, 0 bloodrage rounds)
Blinding Critical (6 bloodrage rounds)
Crippling Critical (6 bloodrage rounds)
Deafening Critical (6 bloodrage rounds)
Empty body (monk ability, 6 bloodrage rounds)
Tiring Critical (6 bloodrage rounds)


JonathonWilder wrote:

No, it's fine. What I was hoping for would take the MCA in a fairly different direction from what Christos seems to want, I will just have to look to other MCAs for what I want.

There is nothing wrong with the MCA, I like it and would use it for a couple of ideas.

The only thing I would really want is the choice of picking other bloodlines and more monk ki options. Counting the choice to take a more storm related bloodlines, who uses their inner focus and training to bring elements and call weather.

Here's your monk power options above. The MCA can pick ANY bloodrager bloodline.


Dustyboy wrote:

Up Close and Deadly (Ex): At 1st level, when a swaggering buccaneer hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 panache point to deal 1d6 points of extra damage on a hit. I

It's good but maybe this line should be both a little more specific,

At 1st level, when a swaggering buccaneer hits a target with a one handed firearm or crossbow, she can spend 1 panache point to deal an additional 1d6 points of damage on her next successful hit with a one handed melee weapon she is wielding before the end of her next turn

Then maybe allow the inverse to occur,

Maybe a higher level deed (7th, 9th , or 12th) which would allow for an equivalent to the throw and charge feat but with a one handed crossbow or firearm, for the cost of two points of panache

Here's Up Close and Deadly

Up Close and Deadly (Ex): At 1st level, when a swaggering buccaneer hits a target with a crossbow or one-handed firearm that is not making a scatter shot, she can spend 1 panache point to deal 1d6 points of extra damage on her next successful one-handed piercing melee weapon attack made in the same turn. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.

*And how about this?

Fire and Charge (Ex): At 7th level, as long as a swaggering buccaneer has at least 1 panache point, she can fire a crossbow or one-handed firearm, draw a one-handed piercing melee weapon, and then charge. Both attacks are made at the swaggering buccaneer’s highest BAB with a +2 bonus to her charge attack. The swaggering buccaneer cannot use this deed if her movement speed is reduced by armor or encumbrance.


Sorry I've not had much input with the latest two MCAs, not really sure what I can bring to the table, both classes are looking pretty good as it is.

EDIT: Decided to go with Geniekin Shaman (Shaman/Sorcerer) as my next MCA, I've enough crafting and dark-magic style classes as it is~

Dark Archive

Thanks, both of you, though what matters is if Christos is happy with the MCA. I do still want the Monastic Bloodline to stay myself and as suggested Crossblooded Rager could work as well.


Wow, dead!

OK, I'm going to post the Channeled Mystic and the Swaggering Buccaneer final versions. I think they're pretty much done. If there are no further comments, then we can move on to Bardess and Tyrannical.

SWAGGERING BUCCANEER (Dustyboy):

Swashbucklers are dueling masters, ever seeking to challenge their enemies to single combat. However, some swashbucklers seek to combine their swordplay with the use of ranged weapons. The swaggering buccaneer employs a host of deeds to enhance both her dueling skills and their use of crossbows and pistols.

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

Bonus Skills and Ranks: The swaggering buccaneer selects three gunslinger skills to add to her class skills in addition to the normal swashbuckler class skills, one of which must be Spellcraft. The eldritch brawler gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The swaggering buccaneer is proficient with all simple and martial weapons and one-handed firearms. She is proficient with light armor and with bucklers.

Buccaneer’s Bravado (Ex): At 1st level, a swaggering buccaneer begins play with a pistol of her choice. Her starting 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 starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). In addition, the swaggering buccaneer gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. This ability replaces swashbuckler finesse.

Deeds: This is exactly like swashbuckler ability of the same name, except that the swaggering buccaneer must choose three deeds of each level from either the swashbuckler’s or gunslinger’s deeds. Once the deeds are chosen, they cannot be changed.

In addition, the swaggering buccaneer may choose from the following deeds. If the swaggering buccaneer chooses crossbow as her chosen ranged weapon for her sword and pistol ability, she applies any gunslinger deeds she chooses that normally affects firearms to her crossbow instead.

Melee Shooter (Ex): At 1st level, as a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the swaggering buccaneer can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack made by the one-handed firearm during her turn.

Up Close and Deadly (Ex): At 1st level, when a swaggering buccaneer hits a target with a crossbow or one-handed firearm that is not making a scatter shot, she can spend 1 panache point to deal 1d6 points of extra damage on her next successful one-handed piercing melee weapon attack made in the same turn. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.

Vigilant Loading (Ex): At 1st level, as long as a swaggering buccaneer has at least 1 panache point, she does not provoke attacks of opportunity when loading a crossbow.

Shooter's Resolve (Ex): At 3rd level, a swaggering buccaneer can spend 1 panache point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.
Distracting Shot (Ex): At 7th level, a swaggering buccaneer can spend 1 panache point and choose to miss a target that she could normally attack within her range with a crossbow attack. When she does, the target loses its Dexterity bonus to AC (if any) for 1 round.

Fire and Charge (Ex): At 7th level, as long as a swaggering buccaneer has at least 1 panache point, she can fire a crossbow or one-handed firearm, draw a one-handed piercing melee weapon, and then charge. Both attacks are made at the swaggering buccaneer’s highest BAB with a +2 bonus to her charge attack. The swaggering buccaneer cannot use this deed if her movement speed is reduced by armor or encumbrance.

Inexplicable Reload (Ex): At 11th level, loading a crossbow becomes unthinking and automatic for a swaggering buccaneer. As long as she has at least 1 panache point, she always starts each round of combat (even a surprise round) with her crossbow loaded. Also the amount of time needed to reload a crossbow decreases by one step: a standard action becomes a move action, a move action becomes a swift action, a swift action becomes a free action, and a free action becomes not an action.

Twin Shot Knockdown (Ex): At 11th level, when a swaggering buccaneer hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 panache point to knock the target prone. She can choose to spend the panache point after the attacks are made.

Pinning Shot (Ex): At 15th level, a swaggering buccaneer can spend 1 grit point while shooting a crossbow and attempt to pin down its target with the bolt. If the crossbow attack hits, it pins the target to a nearby object, to a wall, or to the ground, entangling and staggering the target. While pinned by the bolt, the target cannot move out of its space until it takes a standard action to free itself from the pinning bolt, except by means of teleportation.

Panache (Ex): The swaggering buccaneer treats her panache as grit for the purpose of any gunslinger deeds. In addition, unlike other swashbucklers, a swaggering buccaneer regains panache when she confirms a critical hit or makes a killing blow with a light or one-handed piercing melee weapon or a crossbow or one-handed firearm.

Sword and Pistol (Ex): Starting at 2nd level, a swaggering buccaneer learns to effortlessly pair melee and ranged weaponry. She can use a light or one-handed piercing melee weapon with a crossbow or pistol to make a sword and pistol attack. When doing so, a swaggering buccaneer has the Two-Weapon Fighting feat when attacking with any combination of light or one-handed piercing melee weapons and crossbows or pistols. When making a crossbow or pistol attack as part of sword and pistol, the swaggering buccaneer provoke no attacks of opportunity from foes that he threatens with his light or one-handed melee weapon. She must use a light or one-handed melee weapon and a crossbow or pistol to use this ability.

A swaggering buccaneer applies her full Strength modifier to her damage rolls for all melee attacks made with sword and pistol, even if the attacks are made with an off-hand weapon. A swaggering buccaneer can substitute disarm, sunder, and trip combat maneuvers for melee or ranged attacks as part of sword and pistol. A swaggering buccaneer with natural weapons can't use such weapons as part of sword and pistol, nor can she make natural weapon attacks in addition to her sword and pistol attacks.

Whenever the swaggering buccaneer wields a one-handed piercing melee weapon and a crossbow or one-handed firearm, he is treated as having a free hand for the purpose of reloading his crossbow or one-handed firearm. This applies to the Rapid Reload feat and to the Lightning Reload deed.

At 8th level, the swaggering buccaneer gains use of the Improved Two-Weapon Fighting feat when using sword and pistol. When making a pistol attack as part of sword and pistol, the swaggering buccaneer gains the benefits of the Point-Blank Shot feat. At 16th level, she gains use of the Greater Two-Weapon Fighting feat when using sword and pistol. When making a pistol attack as part of sword and pistol, the swaggering buccaneer gains the benefits of the Point-Blank Mastery feat. This ability replaces charmed life 3/day, and the bonus feats gained at 8th and 16th level.

Buccaneer Weapon Training (Ex): At 5th level, a swaggering buccaneer gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level). She also must select either crossbow or pistol. She gains a bonus equal to her Dexterity modifier on damage rolls when firing a crossbow or pistol. Furthermore, when she misfires with a pistol, the misfire value of that firearm increases by 2 instead of 4. Every four levels beyond 5th (9th, 13th, and 17th), the bonus on crossbow or pistol damage rolls increases by +1. At 13th level, a swaggering buccaneer never misfires with a one-handed firearm. This ability replaces swashbuckler weapon training.

Charmed Life (Ex): This is exactly like the swashbuckler’s ability of the same name, except that the swaggering buccaneer can use this ability once per day at 6th level, plus an additional time per day every four levels thereafter, to a maximum of four times per day at 18th level.

Buccaneer Weapon Mastery (Ex): At 20th level, when a swaggering buccaneer threatens a critical hit with a light or one-handed piercing melee weapon, or a crossbow or pistol, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on). This ability replaces swashbuckler weapon mastery.

Table: Swaggering Buccaneer
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +0 +2 +0 Buccaneer’s bravado, deeds, panache
2nd +2 +0 +3 +0 Sword and pistol (Two-Weapon Fighting)
3rd +3 +1 +3 +1 Deeds, nimble +1
4th +4 +1 +4 +1 Bonus feat
5th +5 +1 +4 +1 Buccaneer weapon training 1
6th +6/+1 +2 +5 +2 Charmed life 1/day
7th +7/+2 +2 +5 +2 Deeds, nimble +2
8th +8/+3 +2 +6 +2 Sword and pistol (Improved Two-Weapon Fighting)
9th +9/+4 +3 +6 +3 Buccaneer weapon training
10th +10/+5 +3 +7 +3 Charmed life 2/day
11th +11/+6/+1 +3 +7 +3 Deeds, nimble +3
12th +12/+7/+2 +4 +8 +4 Bonus feat
13th +13/+8/+3 +4 +8 +4 Buccaneer weapon training 3
14th +14/+9/+4 +4 +9 +4 Charmed life 3/day
15th +15/+10/+5 +5 +9 +5 Deeds, nimble +4
16th +16/+11/+6/+1 +5 +10 +5 Sword and pistol (Greater Two-Weapon Fighting)
17th +17/+12/+7/+2 +5 +10 +5 Buccaneer weapon training 4
18th +18/+13/+8/+3 +6 +11 +6 Charmed life 4/day
19th +19/+14/+9/+4 +6 +11 +6 Deeds, nimble +5
20th +20/+15/+10/+5 +6 +12 +6 Buccaneer weapon mastery, bonus feat

CHANNELED MYSTIC (Christos Gurd):

Some of those touched by bloodrage seek to control their dangerous powers by training with monks to achieve a sense of betterment.

Primary Class: Bloodrager.
Secondary Class: Monk.
Alignment: Any.
Hit Dice: d10.

Bonus Skills and Ranks: The channeled mystic selects three monk skills to add to his class skills in addition to the normal bloodrager class skills. The channeled mystic gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The channeled mystic is proficient with all simple weapons, plus the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword. He is not proficient with any types of armor or shields.

Bloodline (Su): This is exactly like the bloodrager ability of the same name, except that the channeled mystic may also select the new Monastic Bloodline. Any bloodline abilities based on Charisma instead use the channeled mystic’s Wisdom to determine their effects.

Controlled Bloodrage (Su): When a channeled mystic enters a bloodrage, he gains a +4 morale bonus to two of the following physical attributes: Strength, Dexterity, or Constitution, but gains no bonus to his Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. At 6th level, the channeled mystic can choose to split the total of these bonuses between all three physical attributes. She must apply these bonuses in increments of +2 and cannot exceed a maximum of +4 bonus to a single attribute. For example, the channeled mystic could gain a +4 bonus to his Strength and Dexterity, or a +4 to his Strength, and a +2 to his Dexterity and Constitution. This also applies to the bonuses gained from greater bloodrage and mighty bloodrage. At 11th level, he cannot exceed a maximum of +6 to a single attribute, and a maximum of +8 to a single attribute at 20th level. This modifies bloodrage and replaces blood casting.

Still Mind (Ex): At 3rd level, a channeled mystic gains the monk’s still mind ability. This ability replaces blood sanctuary.

Spell Casting: A channeled mystic uses his Wisdom in place of his Charisma to determine the effects of his spellcasting ability.

Table: Channeled Mystic
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +0 Bloodline, bloodline power, controlled bloodrage, — — — —
fast movement
2nd +2 +3 +0 +0 Uncanny dodge — — — —
3rd +3 +3 +1 +1 Still mind — — — —
4th +4 +4 +1 +1 Bloodline power, eschew materials 1 — — —
5th +5 +4 +1 +1 Improved uncanny dodge 1 — — —
6th +6/+1 +5 +2 +2 Bloodline feat 1 — — —
7th +7/+2 +5 +2 +2 Bloodline spell, damage reduction 1/— 1 1 — —
8th +8/+3 +6 +2 +2 Bloodline power 1 1 — —
9th +9/+4 +6 +3 +3 Bloodline feat 2 1 — —
10th +10/+5 +7 +3 +3 Bloodline spell, damage reduction 2/— 2 1 1 —
11th +11/+6/+1 +7 +3 +3 Greater controlled bloodrage 2 1 1 —
12th +12/+7/+2 +8 +4 +4 Bloodline feat, bloodline power 2 2 1 —
13th +13/+8/+3 +8 +4 +4 Bloodline spell, damage reduction 3/— 3 2 1 1
14th +14/+9/+4 +9 +4 +4 Indomitable will 3 2 1 1
15th +15/+10/+5 +9 +5 +5 Bloodline feat 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +5 Bloodline power, bloodline spell, damage reduction 4/— 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +5 Tireless bloodrage 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +6 Bloodline feat 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/— 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 Bloodline power, mighty controlled bloodrage 4 4 3 2

Monastic Bloodline (Bloodrager):

Your blood has been infused with the rigorous training and mental discipline of the monastic orders throughout the world, allowing you to become one with the infinite comic energies of the universe. This bloodline complements the channeled mystic multiclass archetype

Bonus Feats: Combat Casting, Defensive Combat Training, Dodge, Great Fortitude, Lightning Reflexes, Iron Will, Mobility.

Bonus Spells: expeditious retreat (7th), glide(10th), healing thief (14th), dimension door (16th).

Bloodline Powers: You are trained in the mystic knowledge of the ascetics, and can draw upon it to gain an advantage in combat.

Unarmed Strike (Ex): At 1st level, you gain Improved Unarmed Strike as a bonus feat and deal 1d6 points of damage (1d4 for Small, 1d8 for Large) with any unarmed strike. Your attacks may be made with fist, elbows, knees, and feet. This means that you may make unarmed strikes with your hands full. There is no such thing as an off-hand attack when striking unarmed. You may thus apply your full Strength bonus on damage rolls for all your unarmed strikes.

Usually your unarmed strikes deal lethal damage, but you can choose to deal nonlethal damage instead with no penalty on your attack roll. You have the same choice to deal lethal or nonlethal damage while grappling. Your unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

If you already possess the Improved Unarmed Strike feat or the monk’s unarmed strike class feature, you gain either Elemental Fist or Stunning Fist as a bonus feat. This power counts as the monk’s unarmed strike class feature for the purpose of feat prerequisites.

Channeled Ki (Su): At 4th level, you are treated as if you had the monks ki pool class feature for the purposes of effects. Whenever you would need to expend any number of ki points you may instead spend up to twice the number of bloodrage rounds as the ki points required.

In addition, you can select the following quinggong monk powers in place of a bloodline feat. At 5th level, he can choose from the list of 5th level ki powers, and from each subsequent level of powers or lower every six levels thereafter.

5th-Level Ki Powers
Deny Death (1 bloodrage rounds)
High jump (monk ability, 2 bloodrage rounds)
Ki arrow (2 bloodrage rounds)
Ki Stand (1 bloodrage rounds)
Slow fall (monk ability, 1 bloodrage rounds)
Wholeness of body (monk ability, 4 bloodrage rounds)

11th-Level Ki Powers
Greater Bull Rush (4 bloodrage rounds)
Greater Disarm (4 bloodrage rounds)
Greater Feint (4 bloodrage rounds)
Greater Sunder (4 bloodrage rounds)
Improved Blind-Fight (2 bloodrage rounds)

17th-Level Ki Powers
Bleeding Critical (6 bloodrage rounds)
Blinding Critical (6 bloodrage rounds)
Crippling Critical (6 bloodrage rounds)
Deafening Critical (6 bloodrage rounds)
Diamond soul (monk ability)
Empty body (monk ability, 6 bloodrage rounds)
Greater Blind-Fight (4 bloodrage rounds)
Improved Ki Throw (4 bloodrage rounds)
Ki shout (6 bloodrage rounds)
Timeless body (monk ability, 0 bloodrage rounds)
Tiring Critical (6 bloodrage rounds)
Tongue of the sun and moon (monk ability, 0 bloodrage rounds)

Resilient Body (Su): At 8th level, you gain immunity to all diseases, including supernatural and magical diseases, and to all poisons. This power counts as both the monk’s purity of body and diamond body class features for the purpose of feat prerequisites.

Abundant Step (Su): At 12th level, you gain the monk’s abundant step ability. Using this ability is a move action that consumes 4 rounds of bloodrage.

Quivering Palm (Su): At 16th level you gain quivering palm as the monk class ability.

Perfect Self (Su): At 20th level, you become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Additionally, you gain an additional +4 morale bonus to Wisdom. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.

Dark Archive

Both MCAs look good to me, I would use them... though Dustyboy and Christos Gurd may say differently.


perfect, and jon if our ideas are close enough i'm always down for tinkering to make everyone happy.


Then Bardess, you are up next. just waiting for Dustyboy's response to move on to Tyrannical.


Elghinn Lightbringer wrote:
Then Bardess, you are up next. just waiting for Dustyboy's response to move on to Tyrannical.

I dig it, i'm gonna playtest it with an NPC enemy or two in my upcoming campaign... I'll write back with my results

Hopefully the players will utilize the passive leadership function in my campaign, because they wont get to pick their companions other than recruiting persons that they come across.


Sweet! OK, then tyrannical is also up to post his next MCA.


I'll post something up tomorrow afternoon UK time, still working out a few bits and pieces for this MCA, and may have other sidelined ideas slowly creeping up on my interests. Regardless I'll have something to present tomorrow for sure~


So, for (maybe) my last performance on this thread, here is the

Divine Detective:

Some inquisitors are divinely inspired to investigate on ecclesiastical crimes and cases. They relentless chase running or hiding criminals, collect clues, and use patience and cunning to solve a case. They are skilled lawyers and thinkers in a court or in a battlefield, and reinforce their divine judgements through cool logic and study.

Primary Class: Inquisitor
Secondary Class: Investigator
Alignment: Within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
Hit Dice: d8.
Bonus Skills: The divine detective adds 3 skills from the investigator’s list to her list of class skills.
Skill Ranks per Level: 6 + Int modifier.
BAB: ¾
Saving Throws: PGG
Weapon and Armor Proficiency: A divine detective is proficient with all simple weapons, plus the hand crossbow, rapier, sap, repeating crossbow, sword cane, and the favored weapon of her deity. She is also proficient with light armor, but not with shields.

1) Domain, inspiration, trapfinding, orisons, stern gaze
2) Cunning initiative, detect alignment, track
3) Detective talent, keen recollection
4) Observe and strike 1/day
5) Discern lies, studied sentence
6) Detective talent
7) Observe and strike 2/day
8) Second sentence
9) Detective talent
10) Observe and strike 3/day
11) Stalwart
12) Detective talent, greater observe and strike
13) Observe and strike 4/day
14) Exploit weakness
15) Detective talent
16) Observe and strike 5/day, third judgment
17) Slayer
18) Detective talent
19) Observe and strike 6/day
20) Unrelenting judge

Domain: As inquisitor.
Inspiration (Ex): At 1st level, a divine detective gains an inspiration pool, as the investigator class ability. A divine detective uses her inquisitor level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, dungeoneering, nature, planes, religion), Perception, and Stealth skill checks without spending a use of inspiration, provided she’s trained in that skill. A divine detective’s inspiration pool refreshes each day, usually when she refreshes her spells. A divine detective’s inspiration pool is based on her Wisdom modifier, not Intelligence. This replaces monster lore.
Orisons: As inquisitor.
Stern Gaze: As inquisitor.
Trapfinding: As investigator. This replaces judgment 1/day.
Cunning Initiative: As inquisitor.
Detect Alignment: As inquisitor.
Track: As inquisitor.
Detective Talents: At 3rd level and every 3 levels thereafter, a divine detective can select an investigator talent. She can’t select any talent she doesn’t meet the prerequisites for. This replaces all the inquisitor’s teamwork feats.
Keen Recollection: As investigator. This replaces solo tactics.
Observe and Strike (Ex): At 4th level, a divine detective can use a move action to study a single enemy that she can see. Upon doing so, she adds ½ her divine detective level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. This effect lasts until the combat ends.
At 4th level, a divine detective can use this ability once per day. At 7th level and every three levels thereafter, the divine detective can use this ability one additional time per day. The divine detective must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. This replaces all the later instances of judgment.
Discern Lies: As inquisitor.
Studied Sentence (Su): At 5th level, a divine detective can charge one of her weapons with the power of her judgment and inflict it to the target of her observe and strike ability upon successfully hitting it with a melee attack. This effect is in addition to the normal damage from the hit. Dealing a studied sentence ends the observe and strike ability. Several different effects can be dealt with a studied sentence; when the divine detective uses this ability, she must select one type of sentence. Non–instantaneous effect last 1 round per level of the divine detective.
Blunt: The target suffers a –1 penalty on concentration checks and caster level checks made to overcome a target’s spell resistance, plus 1 for every three levels of the divine detective.Defenseless: The target suffers a –1 penalty on all weapon damage rolls, plus 1 for every five levels of the divine detective.
Frail: This sentence bypasses any DR the target could have.
Judged: The target suffers a –1 penalty on all attack rolls, plus 1 for every five levels of the divine detective.
Smited: The divine detective adds her class level to the damage roll made against her target.
Stricken: The target can’t benefit from normal healing.
Tainted: The target suffers a –1 penalty to all saving throws, plus 1 for every five levels of the divine detective.
Vulnerable: The target suffers a –1 penalty to Armor Class, plus 1 for every five levels of the divine detective.
Wounded: The target suffers +1 energy damage per level of the divine detective. The divine detective chooses the energy type.
This ability replaces bane.
Second Sentence (Su): At 8th level, whenever a divine detective uses her studied sentence ability, she selects two different sentences to deal to her target, instead of one. This only consumes one use of her studied sentence ability. This replaces second judgement.
Stalwart: As inquisitor, but a divine detective gains the benefit with Reflex and Will saves.
Greater Observe and Strike (Su): At 12th level, whenever a divine detective uses her observe and strike ability, all the bonuses and penalties are doubled. This replaces greater bane.
Exploit Weakness: As inquisitor.
Third Sentence: At 16th level, whenever a divine detective uses her studied sentence ability, she selects three different sentences to deal to her target, instead of just two. This only consumes one use of her studied sentence ability. This replaces third judgment.
Slayer: As inquisitor, but the ability applies to one of the divine detective’s studied sentences.
Unrelenting Judge (Su): At 20th level, a divine detective can use inspiration on all skill checks –even ones she isn’t trained in– and all ability checks without spending inspiration. In addition, if she expends inspiration on an attack roll against the target of her studied sentence, the attack deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + ½ the divine detective’s level + the divine detective’s Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the divine detective’s unrelenting judge ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Spells: A divine detective adds the following investigator formulae to her spell list:
1st Leveladjuring step, anticipate peril, blend, blurred movement, detect secret doors, identify, illusion of calm, keen senses, negate aroma, see alignment, shield, urban grace.
2nd Level– alter self, Aram Zey’s focus, bullet shield, cat’s grace, darkvision, extreme flexibility, investigative mind, protection from arrows, spider climb, squeeze.
3rd Level– darkvision, communal, displacement, haste, paragon surge, prehensile pilfer, protection from arrows, communal, spider climb, communal.
4th Level– adjustable polymorph, arcane eye, darkvision, greater, echolocation, eyes of the void.
5th Level– ancestral memory, contact other plane, defensive grace, resurgent transformation.
6th Level– analyze dweomer, borrowed time, eyebite, mislead, transformation, walk through space.


Bardess wrote:

So, for (maybe) my last performance on this thread, here is the

** spoiler omitted **...

I really like this, seems tight thematically and the trades seem balanced and appropriate. Just a couple of questions.

Do the various studied sentences stack with the strike talents avaliable to an investigator?

Is it necessary to alter the stalwart ability? it kind of nerfs the ability a little if this class dips to get evasion. I know ref is the weak save here but i think thats the reason an inq gets stalwart along with good will/fort saves


I made a couple of mistakes. A full stop/new line missing, and "smited" for "smitten". Sorry.
As for the questions:
1) I should think so. Since the studied sentence adds the judgment effect to studied strike in place of sneak attack damage, the studied strike talents should add to this normally.
2) I thought to go with the good saves. Also, a DD should emphasize dexterity and subtleness more than brute force, I think.


Alright! So, I promised myself a gunslinger MCA before things came to a close, and it just so happens the best material I have right now is the Experimental Munitionist. As a forewarning, this class uses Technological content as optional abilities, so it maintains use for tech-campaigns.

EXPERIMENTAL MUNITIONIST:

Experimental Munitionists look into the possibilities of technological advancement and mechanical sciences in order to become a truely revolutionary soldier. Through continuous tinkering on a personal experimental weapon, the experimental munitionist can create a devastating handheld machine that's customized to his needs, allowing for a versatile and deadly device unlike any other.

Primary: Gunslinger
Secondary: Investigator
Alignment: Any
Hit Die: d8

Experimental Weapon: At 1st level, an experimental munitionist begins play with an experimental Weapon. This weapon may be a Firearm or a Technological Weapon (firearms only), Firearms begin play much like a gunslinger, being broken in the hands of others. Should you choose a technological weapon it becomes timeworn. His experimental weapon begins play with one weapon Innovation of his choosing, so long as it is accessible from level 1.

Engineering: Experimental Munitionists are highly trained in the creation of mundane mechanical items and experimental weapons. When using the Craft (mechanical) or Craft (traps), he gains a competence bonus equal to his class level on the skill check. Additionally, he can use Craft (mechanical) or Craft (traps) to identify magical mechanical devices and weapons as if using detect magic.
The Experimental Munitionist also gains the Gunsmithing and Craft Technological Arms and Armor feats, allowing him to craft specialist equipment that can bolster his arsenal of weaponry.
This ability replaces Gunsmith.

Trapfinding: as the Investigator ability
This ability replaces Nimble

Trap Sense: as the Investigator ability
This ability replaces Nimble

Impulse: Impulse is an Experimental Munitionists ability to adapt and overcome, using both a mixture of sheer determination and cunning to accomplish great feats. At the start of each day, an Experimental Munitionist gains a number of Impulse points equal to 1/2 her level + Intelligence Modifier.
Impulse is primarily used to fuel his Experimental Deeds. He may also as a free action expend one use of Impulse from his pool to add 1d6 to the result of a skill check. If that skill is appraise, knowledge (engineering) , disable device or use magic device, he may gain the benefit without expending Impulse. He may also expend 2 Impulse points to add 1d6 to attack rolls and saving throws, In the case of saving throws, using Impulse is an immediate action rather than a free action.
This ability replaces Grit

Innovations: As an Experimental Munitionist progresses in levels, he endeavors to upgrade his arsenal, and broadens his expertise. At 3rd and every 3 levels thereafter he makes a new Innovation.
Expanded Capacity: The experimental munitionist increases her experimental weapon's ammo or charge capacity by one (generally by adding another barrel, depending on the weapon's design). She also increases its weight by 50%. Because of the complexity of increasing its capacity, her weapon is more prone to misfire or glitching, and its misfire or glitch value increases by 1.
Grapple Launcher: The experimental weapon includes a special set of rails that allows her to slide a grappling hook over the barrel and fire it as a full-round action. The grappling hook anchors into anything she successfully hits with an attack roll, and the DC of the Strength check required to pull the grappling hook loose is equal to her attack roll to lodge it in place. A Disable Device check can remove it with a +5 bonus on the check, and a creature struck by the hook can escape it with a combat maneuver check or Escape Artist check with a +5 bonus on the check. The firearm is powerful enough to fire a hook trailing up to 100 feet of rope, but throws off the balance of the experimental weapon, reducing its range increment by 50%.
Recoilless: The experimental weapon includes a series of gears, springs, and pistons designed to reduce its recoil and thus improve accuracy. The range increment of the weapon increases by 10 feet. However, the system is fragile, and easily damaged. Anytime the weapon misfires or glitches, this system becomes broken and does not function until the experimental munitionist spends 1 hour repairing it.
Vial Launcher: The experimental munitionist adds a special tube onto her experimental weapon that can hold 1 vial of alchemical material, such as alchemist's fire, a tanglefoot bag, or a thunderstone. A special trigger allows her to channel the force of the weapon into this tube to launch the vial as a ranged attack with half the range increment of her firearm. The experimental munitionist can take this action in place of any single ranged attack, and may use the same attack bonus that she can apply to the firearm. If the alchemical substance has a save DC, it becomes 10 + 1/2 her experimental munitionist level + her Intelligence modifier when she launches the vial from her firearm. This increase only applies to the initial saving throw. If additional saving throws are called for, they are resolved as normal. Reloading the tube is a time-consuming process and requires two full-round actions. If the weapon misfires while loaded with an alchemical substance, it detonates with the experimental gunsmith (and the firearm) as the target.
Grenade Launcher: Prerequisite; Vial Launcher, level 12. By making a few upgrades to her Vial launcher, the experimental munitionist can allow it to store explosive ordincance such ase fuse grenades, pellet grenades and technological grenades.
Flamethrower: Prerequisite; level 9. Through a series of upgrades, the experimental munitionist can graft a small flame propellant system into her experimental weapon. she may chamber one dose of alchemist's fire, kerosene oil or similar fuel to make a cone attack from the barrel of her gun, inflicting 1d8 damage to all foes within a 15ft cone of her. Targets who fail to defend against the attack then catch on fire (see rules for catching on fire). At level 15, this damage becomes 3d6 and spreads to a 30ft cone.
Sight: Prerequisite; level 3. The experimental munitionist can affix a small metal sight atop her experimental weapon, improving fire range by 25% and adds an additional 1d3 to attack rolls when using her weapon. The sight is fragile and can easily be damaged, breaking if a successful attack is made against the experimental weapon.
Scope: Prerequisite; Sight, level 9. The experimental munitionist can upgrade her sight into a telescopic scope. The scope grants a 50% increase on fire range when aiming through it, but requires the experimental munitionist to lay prone or otherwise ensure her weapon remains immobile to make a shot with such distance, otherwise she can maintain the normal 25% bonus of a Sight.
Supressor: Prerequisite; level 3. By using a specially designed tube affixed to the end of the weapons barrel, the experimental munitionist can reduce the noise created by her experimental weapon. when fired, the weapon acts as if it is under the 'silence' spell, but any enemies within 30ft of the experimental munitionist can make a perception check to notice the faint noise. The supressor limits sound, not sight, so any muzzle flash or other bright visual effects may still alert to the experimental munitionist's position if not careful.
Waterproof: The experimental munitionist's experimental weapon is able to withstand the effects of water. any gunpowder, electrical parts or other mechanisms are no longer affected by water damage, and are immune to rust from submersion.
Bayonet Socket: The Experimental Munitionist can affix a bayonet socket to the end of his experimental weapon's barrel (or one barrel if it has more). At first, he may only use the 'bayonet' weapon, though from 6th level he may use any suitable light melee weapon instead. At 9th level, he can modify the socket to replicate the head of any polearm, allowing him to treat the weapon as the intended polearm in melee.
Weapon Training: Prerequisite; level 6. The experimental munitionist gains the Gun Training ability of gunslingers, but she can also choose to have it effect a light seige weapon or technological weapon of her choice in place of a firearm. This innovation may be picked again at level 12 and level 18.
Rogue Talent: Disabling Stunt, Last Ditch Effort, Quick Disable, Quick Trapsmith, Trap Spotter, Black Market Connections, Canny Observer, Combat Trick, Cunning Trigger, Fast Fingers, Fast Picks, Philologist.
Tenacious Impulse: Prerequisite; level 12. When an experimental munitionist rolls his Impulse die, he can roll an additional Impulse die and take the higher result.
Knowledgeable Impulse: An experimental munitionist can use his impulse on all knowledge checks without expending uses of impulse, provided he's trained in the skill.
Underworld Impulse: An experimental munitionist can use his impulse on Bluff, Disguise, Intimidate, or Sleight of Hand checks without expending uses of impulse, provided he's trained in the skill.
Chemical Crafter: An experimental munitionist can extend his bonuses to crafting to affect craft (alchemy) in addition to his other crafting skills.
Amazing Impulse: Prerequiste; level 9. When using impulse, the experimental munitionist rolls a d8 instead of a d6. At 20th level, the experimental munitionist rolls 2d8 and adds both dice to the result.

This ability replaces Bonus Feats and Weapon Training

Experimental Deeds: By using his Impulse, the Experimental Munitionist can quickly deploy countermeasures, make adjustments to her Experimental Weapon, or make special attacks against his foes. he may choose from the following Experimental Deeds to use once he meets their prerequisites;
Quick Repair: At 1st level, as a standard action, the Experimental Munitionist can remove the broken or timeworn glitch condition from a single weapon he is currently wielding. He must have at least 1 Impulse point to perform this deed. Alternatively, if the he spends and additional 1 Impulse point to perform this deed, he may do so as a move action.
Gunslinger's Dodge: At 1st level, the Experimental Munitionist gains the Gunslinger's Dodge deed
Studied Strike: At 1st level, the Experimental Munitionist may add 1d6 of additional damage to his target by spending a round studying his opponent. He spends 1 impulse point studying the target followed by an additional impulse point when he makes the attack. The damage scales by another d6 every 3 Experimental Munitionist Levels (4, 7, 10, etc). The target of Studied Strike cannot be targetted again until 24 hours have passed.
Swift Engineering: At 5th level, buy spending an Impulse point the Experimental Munitionist can create mechanical and technological items with astounding speed. It takes an experimental munitionist half the normal amount of time to create technological or mechanical items.
Utility Shot: At 5th level, the Experimental Munitionist gains the Utility Shot deed similar to that of gunslingers. He loses the 'Stop Bleeding' utility shot and instead gains the flollowing in it's place;
Recoil Strike: When firing a weapon, you may channel the momentum of the recoil of the weapon to augment a melee touch attack with the weapon, increasing the damage by one die step higher (1d6 to 1d8, etc), but suffers a -2 to the attack roll. The gun must be fired to make this attack. At level 10, he may make this attack after firing directly at an enemy as if he had the multiattack feat.
Pistol Whip: At 5th level, the experimental munitionist gains the gunslinger's pistol whip deed
Heavy Weaponry: At 10th level, as long as the experimental munitionist has at least 1 Impulse point, she can treat a light seige weapon or heavy weapon as a firearm for the purpose of using experimental deeds. At 15th level, she may use firearms one size category larger with no penalty, but must still have 1 impulse point
Jury-Rigging: At 10th level, if the experimental munitionist rolls a misfire or glitch with her experimental weapon, she can spend 1 Impulse point to keep the weapon from exploding or causing catastrophic results, though it retains the broken or timeworn condition.
Targeting: At 10th level, the experimental munitionist gains the targeting deed similar to that of gunslingers.
Full Auto: At 15th level, an Experimental Munitionist can spend 2 impulse points to expend all his ammo or charges of his experimental weapon to make a breath weapon attack ahead of him, either a 60ft line (non-scatter weapons only) or 30ft cone. Each target can only be hit once, and his maximum amount of targets is equal to his remaining ammunition or charges.
Lightning Reload: At 15th level, an experimental munitionist gains the lightning reload deed similar to gunslingers, but may extend this ability to any weapon innovations or means of charge of their experimental weapon.
Explosive Recovery: At 15th level, if the experimental munitionist's weapon is going to explode due to misfire, glitching or damage, he may as a swift action hurl the weapon at any foe within 20ft and deal 3d6 fire damage (or any other energy type the weapon is capable of) as if it were a splash weapon.
Overcharge: At 20th level, the experimental munitionist may expend ten doses of black powder or units of charge to make a devastating Overcharge attack. Preparing an overcharge requires the target to be studied (as the studied strike deed) and the weapon freshly loaded with powder or charge. He may then fire a shot with so much explosive force it acts as a ranged bull rush and sunder attack, dealing 10d6 damage to the enemy or object shot. Once fired, the experimental weapon acts as if it has been targeted by the 'heat metal' spell, and cannot be fired until cooled.
X: At 20th level, I have no idea how to fill this level 20 deed
Death's Shot: At 20th level, the experimental munitionist gains the death's shot gunslinger deed

This ability replaces Deeds

True Impulse: Simply combines True Inspiration and True Grit.
This ability replaces True Grit

Here's a bunch of material I drew inspiration from, so you can connect the dots and see what I aimed for;
Experimental Gunsmith
Techslinger

I know this class is a lot to take in and could do with quite a few balance tweaks, but there we go, pardon the lateness~


Eldritch Brawler, Channeled Mystic, and Swaggering Buccaneer are all up on the wiki.


Elghinn Lightbringer wrote:
Eldritch Brawler, Channeled Mystic, and Swaggering Buccaneer are all up on the wiki.

Nice, I've noticed a few of (mine and other's) old archetypes up on the wiki have links but aren't viewable, any chance even the unfinished versions will be accessible in the near future??

I'm also inclined to inquire about something along the lines of a hunter(ranger side) and slayer. one who specializes in utilizing multiple dogs(Specifically dogs as sort of a balancing point) in order to track down and capture his foes.

here's my crappy idea:

This is just something I have thought about as a dog person for awhile.

I'm not sure though if it'd even fir into the guise of an MCA or if I'd have to work on some other class.

Basic abilities would come down to Tracking, trapping, mobility, sneak attack, and animal handling.

Mechanics I would utilize for this:
-Summon natures ally SLA (Dogs only, as wolf shaman but with more templates and metamagic passives applied to it, for example SNAI would summon dogs, SNAII would summon Dire Dogs, SNAIII would summon Dire Advanced Dogs)

- Bonuses to track

- Dog animal companion

- Something amounting to sneak attack but only in relation to the hounds?

Problems to overcome would amount to

-lowering action economy of the player (Allowing the SNA ability to sustain only as long as the player concentrates with a move action maybe? but otherwise constantly?)
-Take away spells

I'd love any suggestions, i've tried since i've started playing pen and paper games to have an actual dog-pack ranger type but have never really gotten it off the ground


Here's a tweaked Divine Detective.

I think Judgment 1/day and Orisons are a better swap for inspiration. So I changed that. Monster Lore for Trapfinding instead. Did some rewording, and renamed Studied Sentence to Studied Verdict (sounded better). Aside from that I thinks its pretty good to go!

DIVINE DETECTIVE Tweaked:

Some inquisitors are divinely inspired to investigate ecclesiastical crimes. These divine detectives relentlessly pursue fleeing criminals, gather unseen clues, and employ extreme cunning to solve their case loads. Whether it is on the battlefield or in the courts of law, divine detectives are skilled lawyers who reinforce their divine judgments through cool logic and study.

Primary Class: Inquisitor.
Secondary Class: Investigator.
Alignment: A divine detective’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
Hit Dice: d8.

Bonus Skills and Ranks: The divine detective may select three investigator skills to add to her class skills in addition to the normal inquisitor class skills. The divine detective gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The divine detective is proficient with all simple weapons, plus the hand crossbow, longbow, rapier, repeating crossbow, shortbow, short sword, sword cane, and the favored weapon of her deity. She is also proficient with light armor, but not with shields.

Spellcasting: A divine detective adds the following spells to her spell list at the indicated spell levels: 1st level–adjuring step, anticipate peril, blend, blurred movement, detect magic, detect secret doors, identify, illusion of calm, keen senses, negate aroma, see alignment, shield, urban grace; 2nd level–alter self, Aram Zey’s focus, bullet shield, cat’s grace, darkvision, extreme flexibility, investigative mind, protection from arrows, spider climb, squeeze; 3rd level–darkvision, communal, displacement, haste, paragon surge, prehensile pilfer, protection from arrows, communal, spider climb, communal; 4th level–adjustable polymorph, arcane eye, darkvision, greater, echolocation, eyes of the void; 5th level–ancestral memory, contact other plane, defensive grace, resurgent transformation; 6th level–analyze dweomer, borrowed time, eyebite, mislead, transformation, walk through space.

Inspiration (Ex): At 1st level, a divine detective gains an inspiration pool, as the investigator class ability. A divine detective uses her inquisitor level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, dungeoneering, nature, planes, religion), Perception, and Stealth skill checks without spending a use of inspiration, provided she’s trained in that skill. A divine detective’s inspiration pool refreshes each day, usually when she refreshes her spells. A divine detective’s inspiration pool is based on her Wisdom modifier, not Intelligence. This ability replaces judgment 1/day and orisons.

Trapfinding (Ex): At 1st level, a divine detective gains the investigator’s trapfinding ability. This ability replaces monster lore.

Investigator Talents: At 3rd level, a divine detective gains the investigator’s investigator talent ability. She can choose an investigator’s talent at 3rd level and every three levels thereafter. The divine detective must meet the prerequisites for any talent she selects. This ability replaces teamwork feats.

Keen Recollection: At 3rd level, a divine detective gains the investigator’s keen recollection ability. This ability replaces solo tactics.

Observe and Strike (Ex): Starting at 4th level, a divine detective can use a move action to study a single enemy that she can see. Upon doing so, she adds 1/2 her divine detective level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. This effect lasts until the combat ends.

At 4th level, a divine detective can use this ability once per day. At 7th level and every three levels thereafter, the divine detective can use this ability one additional time per day. The divine detective must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. This replaces the remaining uses of judgment.

Studied Verdict (Su): At 5th level, when a divine detective uses her observe and strike ability, she imbue her weapon with one verdict of her choice as a swift action. On a successful melee attack, the verdict is bestowed upon the target in addition to the bonuses granted by her observe and strike ability. Only one verdict can be in effect at a time. As a swift action, she can change this verdict to another type. The divine detective may choose from the following verdicts. Unless otherwise noted, each verdict lasts 1 round per level of the divine detective.

Blunt: The target suffers a –1 penalty on concentration checks and caster level checks made to overcome a target’s spell resistance, plus 1 for every three levels of the divine detective.

Defenseless: The target suffers a –1 penalty on all weapon damage rolls, plus 1 for every five levels of the divine detective.

Frail: The divine detective bypasses all the target’s DR. This is an instantaneous effect.

Judged: The target suffers a –1 penalty on all attack rolls, plus 1 for every five levels of the divine detective.

Smitten: The divine detective adds 1/2 her class level to the damage roll made against her target. This is an instantaneous effect.

Stricken: The target cannot benefit from magical healing.
Tainted: The target suffers a –1 penalty to all saving throws, plus 1 for every five levels of the divine detective.

Vulnerable: The target suffers a –1 penalty to Armor Class, plus 1 for every five levels of the divine detective.

Wounded: The target suffers 1 point of energy damage per 2 levels of the divine detective. The divine detective chooses the energy type (acid, cold, electricity, or fire) at the time this verdict is chosen.

This ability replaces bane.

Second Verdict (Su): At 8th level, whenever a divine detective uses her studied verdict ability, she selects two different verdicts to bestow upon her target instead of one. This only consumes one use of her observe and strike ability. This replaces second judgment.

Stalwart (Ex): This is exactly like the inquisitor’s ability of the same name, except that the divine detective replaces the Fortitude save with a Reflex save.

Greater Observe and Strike (Su): At 12th level, whenever a divine detective uses her observe and strike ability, she adds her divine detective level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This ability replaces greater bane.

Third Verdict (Ex): At 16th level, whenever a divine detective uses her studied sentence ability, she selects three different sentences to deal to her target, instead of just two. This only consumes one use of her studied sentence ability. This replaces third judgment.

Slayer (Ex): This is exactly like the inquisitor’s ability of the same name, except that it applies to one of the divine detective’s studied verdicts.

Unrelenting Judge (Su): At 20th level, a divine detective can use inspiration on all skill checks (even ones she isn’t trained in) and all ability checks without spending inspiration. In addition, if she expends inspiration on an attack roll against the target of her studied verdict, the attack deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the divine detective’s level + the divine detective’s Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the divine detective’s unrelenting judge ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds. This ability replaces true judgment.

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

1st +0 +0 +2 +2 Domain, inspiration, stern gaze, trapfinding 1 — — — — —
2nd +1 +0 +3 +3 Cunning initiative, detect alignment, track 2 — — — — —
3rd +2 +1 +3 +3 Investigator talent, keen recollection 3 — — — — —
4th +3 +1 +4 +4 Observe and strike 1/day 3 1 — — — —
5th +3 +1 +4 +4 Discern lies, studied verdict 4 2 — — — —
6th +4 +2 +5 +5 Investigator talent 4 3 — — — —
7th +5 +2 +5 +5 Observe and strike 2/day 4 3 1 — — —
8th +6/+1 +2 +6 +6 Second verdict 4 4 2 — — —
9th +6/+1 +3 +6 +6 Investigator talent 5 4 3 — — —
10th +7/+2 +3 +7 +7 Observe and strike 3/day 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Stalwart 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Greater observe and strike, investigator talent 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Observe and strike 4/day 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Exploit weakness 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Investigator talent 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Observe and strike 5/day, third verdict 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Slayer 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Investigator talent 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Observe and strike 6/day 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Unrelenting judge 5 5 5 5 5 5


Dustyboy wrote:
Elghinn Lightbringer wrote:
Eldritch Brawler, Channeled Mystic, and Swaggering Buccaneer are all up on the wiki.

Nice, I've noticed a few of (mine and other's) old archetypes up on the wiki have links but aren't viewable, any chance even the unfinished versions will be accessible in the near future??

I'm also inclined to inquire about something along the lines of a hunter(ranger side) and slayer. one who specializes in utilizing multiple dogs(Specifically dogs as sort of a balancing point) in order to track down and capture his foes.
** spoiler omitted **

The ones that aren't viewable haven't been added yet. just haven't gotten around to them yet. Which ones in particular are you wanting to see put up?

As for your Dog Pack Master MCA concept, why don't you PM me and we can work it out. The concept is sound, just need to find a way to work it into the came mechanics. Hunter or Ranger I think would be a good starting point + the slayer aspect. Might need to be a straight archetype? We'll see.


What can I say... good! I like it!


Elghinn Lightbringer wrote:

Here's a tweaked Divine Detective.

I think Judgment 1/day and Orisons are a better swap for inspiration. So I changed that. Monster Lore for Trapfinding instead. Did some rewording, and renamed Studied Sentence to Studied Verdict (sounded better). Aside from that I thinks its pretty good to go!

** spoiler omitted **...

Are you sure adding full level as an insight bonus to melee attack rolls is wise? It sure is a lot, a normal investigator only gets half level and only for INT mod in rounds, an inquisitor tops out at +5 sacred bonus


Hmm, that's true.

Why don't we keep Observe and Strike as 1/2 level insight bonus to melee attack rolls and a +1d6 (avg 3.5) damage.

Then Greater Observe and Strike simply increases bonus damage to +2d6 (avg 6.5), as the 1/2 level insight bonus to melee attack rolls continues to scale with level.

Instead of the +2d6 and +4d6 of Bane and Greater Bane, which last x rounds per day, thus continue to end of combat, thus the static +1d6 and +2d6 for Greater OaS.


Elghinn Lightbringer wrote:

Hmm, that's true.

Why don't we keep Observe and Strike as 1/2 level insight bonus to melee attack rolls and a +1d6 (avg 3.5) damage.

Then Greater Observe and Strike simply increases bonus damage to +2d6 (avg 6.5), as the 1/2 level insight bonus to melee attack rolls continues to scale with level.

Instead of the +2d6 and +4d6 of Bane and Greater Bane, which last x rounds per day, thus continue to end of combat, thus the static +1d6 and +2d6 for Greater OaS.

I think that could work


Here's cleaned up and tweaked Experimental Munitionist.

EXPERIMENTAL MUNITIONIST revised:

Experimental munitionists use technological advancement and mechanical sciences in order to become truly revolutionary soldiers. Through continuous tinkering on a personal experimental weapon, the experimental munitionist can create a devastating handheld machine that's customized to his needs, allowing for versatile and deadly effects unlike any other.

Primary Class: Gunslinger.
Secondary Class: Investigator.
Alignment: Any.
Hit Dice: d8.

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

Weapon and Armor Proficiency: The experimental munitionist is proficient with all simple and martial weapons, with all types of firearms, and with light armor, but not with shields.

Deeds: An experimental munitionist swaps ten deeds for the following deeds.

Quick Repair (Ex): At 1st level, as a standard action, an experimental munitionist can remove the broken or timeworn glitch condition from a single weapon he is currently wielding. She must have at least 1 insight point to perform this deed. Alternatively, if the she spends an additional 1 insight point to perform this deed, she may do so as a move action. This deed otherwise functions as and replaces the quick clear deed.

Studied Strike (Ex): At 1st level, an experimental munitionist may add 1d6 of additional damage to her target by spending a round studying her opponent. She spends 1 insight point studying the target followed by 1 additional insight point when she makes the attack. This damage is preicision damage. At 4th level and every three levels thereafter, this damage increases by an additional 1d6, to a maximum of 7d6 points of damage. Once a creature has been the target of a studied strike deed, that creature is immune to that experimental munitionist’s studied strike deed for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability. This deed replaces the deadeye deed.

Swift Engineering (Ex): At 3rd level, buy spending 1 insight point, an experimental munitionist can create mechanical and technological items with astounding speed. It takes an experimental munitionist half the normal amount of time to create technological or mechanical items. This deed replaces the gunslinger’s initiative deed.

Utility Shot (Ex): This is exactly like the gunslinger deed of the same name, except for the following change. The experimental munitionist removes the stop bleeding aspect of the utility shot and instead gains the following.

• Recoil Strike: When firing her experimental weapon, the experimental munitionist can channel the momentum of the weapon’s recoil to augment her next attack with the weapon. This increases the weapons damage dice by one category (1d6 to 1d8, 1d8 to 1d10, etc.), but the experimental munisionist suffers a –2 to her attack roll. The weapon must be fired to make this attack. At level 10, she can make this attack after firing directly at an enemy as if she had the multiattack feat. This alters the utility shot deed.

Heavy Weaponry (Ex): At 7th level, as long as the experimental munitionist has at least 1 insight point, she can treat a light siege weapon or heavy weapon as a firearm for the purpose of using deeds. At 15th level, she may use firearms one size category larger with no penalty, but must still have at least 1 insight point. This deed replaces the dead shot deed.

Fully Automatic (Ex): At 11th level, an experimental munitionist can spend 2 insight points to expend all her ammo or charges in her experimental weapon to release a breath weapon either in a 60-foot line (non-scatter weapons only) or 30-foot cone (scatter weapons only). Each target can only be hit once, and the maximum number of targets she can affect is equal to her remaining ammunition or charges. This deed replaces bleeding wound deed.

Jury-Rigging: At 11th level, if the experimental munitionist rolls a misfire or glitch with her experimental weapon, she can spend 1 insight point to keep the weapon from exploding, though it retains the broken or timeworn condition. This deed otherwise functions as and replaces the expert loading deed.

Lightning Reload (Ex): This functions as the gunslinger’s deed of the same name, except that it also applies to any related innovations or means of charging her experimental weapon.
Explosive Recovery (Ex): At 15th level, when an experimental munitionist's weapon is about to explode due to a misfire, glitching, or damage, she can hurl the weapon at any foe within 20 feet as a swift action to deal 3d6 fire damage (or any other energy type of the weapon) as if it were a splash weapon. This deed replaces the menacing shot deed.

Overcharge (Ex): At 19th level, an experimental munitionist can spend 2 insight points to load ten doses of black powder or units of charge into her experimental weapon to make a devastating overcharge attack. Preparing an overcharge requires the target to be studied (as the studied strike deed) and the weapon freshly loaded with powder or charge. She can then fire a shot with so much explosive force it acts as a ranged bull rush and sunder attack, dealing 10d6 damage to the target or object. Once fired, the experimental weapon acts as if it has been targeted by the heat metal spell, and cannot be fired until cooled. This deed replaces the stunning shot deed.

Experimental Weapon (Ex): At 1st level, an experimental munitionist begins play with an experimental weapon. This weapon may be a firearm (blunderbuss, musket, or pistol) or a technological firearm (autograpnel, dart gun, stun gun). Her starting weapon is battered if she chooses a firearm or timeworn if she choose a technological firearm, 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 starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). Further, the experimental munitionist is treated as having the Gunsmithing feat, but only in regard to his beginning firearm (or the construction of a replacement firearm of the same design, if the original is lost).

In addition, an experimental munitionist is highly trained in the creation of mundane mechanical items and experimental weapons. When using the Craft (mechanical) or Craft (traps), she gains a competence bonus equal to her class level on the skill check. In addition, she can use Craft (mechanical) or Craft (traps) to identify magical mechanical devices and weapons as if using detect magic. This ability replaces gunsmith.

Insight (Ex): An experimental munitionist is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An experimental munitionist typically uses these powers to accomplish deeds, but can also use these flashes of inspiration in other situations. The experimental munitionist has an insight pool equal to 1/2 her experimental munitionist level + her Intelligence modifier (minimum 1). Unlike a gunslinger, an experimental munitionist does not regain insight, but otherwise uses insight as a gunslinger spends grit to accomplish her deeds. An experimental munitionist's insight pool refreshes each day, typically after she gets a restful night's sleep.

In addition, as a free action, she can expend one use of insight from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An experimental munitionist can only use insight once per check or roll. The experimental munitionist can use inspiration on any Appraise, Disable Device, Knowledge (engineering), or Use Magic Device skill checks without expending a use of insight, provided she's trained in the skill.

Insight can also be used on attack rolls and saving throws, at the cost of expending two uses of insight each time from the experimental munitionist's pool. In the case of saving throws, using insight is an immediate action rather than a free action. This ability replaces grit.

Trapfinding (Ex): At 2nd level, an experimental munitionist gains the investigator’s trapfinding ability. This ability and trap sense replace nimble.

Trap Sense (Ex): At 5th level, an experimental munitionist gains the investigator’s trap sense ability. She gains a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 9th level and every four levels thereafter, these bonuses increase by 1 (to a maximum of +5 at 20th level).

Innovations (Ex): At 2nd level, an experimental munitionist can make upgrades to her experimental weapon. These innovations are a radical change to the typical design of her experimental weapon, and comes with both additional benefits and noteworthy drawbacks. The experimental munitionist can maintain only one experimental weapon modified with one or more innovations, as it requires constant adjustments and much of her time is spent maintaining the weapon. If the experimental munitionist takes the Gunsmithing feat or the Craft Technological Arms and Armor feat, she can create other experimental weapon using a single innovation she knows (or add one innovation to an existing experimental weapon), though such weapons become unreliable over time. The misfire value of such weapons increases by 1 for each week after its creation, although the experimental munitionist can return the misfire rate to normal by spending 1 day maintaining the weapon and spending 50 gp in raw materials. For the purposes of crafting such weapons, each innovation is treated as the masterwork weapon quality (with a value of 300 gp).

At 4th level, and every two levels after that (6th, 8th, and so on), the experimental munitionist learns one additional innovation from the list below. These represent constant and increasingly skilled tinkering with a single firearm in her possession, and when the experimental munitionist gains an innovation, she may immediately apply it to her experimental weapon. Once an innovation has been selected, it cannot be changed.

An experimental munitionist can choose from the following innovations.

Amazing Insight: When using insight, the experimental munitionist rolls a d8 instead of a d6. At 20th level, the experimental munitionist rolls 2d8 and adds both dice to the result. The experimental munitionist must be at least 8th level to select this innovation.

Bayonet Socket: The experimental munitionist can affix a bayonet socket to the end of her experimental weapon's barrel (or one barrel if it has more). At first, she may only use the bayonet weapon, though from 6th level she may use any suitable light melee weapon instead. At 10th level, she can modify the socket to replicate the head of any polearm, allowing her to treat the weapon as the intended polearm in melee.

Chemical Crafter: The experimental munitionist can extend her bonuses to crafting to affect Craft (alchemy) in addition to her other crafting skills.

Expanded Capacity: The experimental munitionist increases her experimental weapon's ammo or charge capacity by one (generally by adding another barrel, depending on the weapon's design). She also increases its weight by 50%. Because of the complexity of increasing its capacity, her weapon is more prone to misfire or glitching, and its misfire or glitch value increases by 1.

Flamethrower: Through a series of upgrades, the experimental munitionist can graft a small flame propellant system into her experimental weapon. she may chamber one dose of alchemist's fire, kerosene oil or similar fuel to make a cone attack from the barrel of her gun, inflicting 1d8 damage to all foes within a 15ft cone of her. Targets who fail to defend against the attack then catch on fire (see rules for catching on fire). At level 15, this damage becomes 3d6 and spreads to a 30ft cone. The experimental munitionist must be at least 10th level to select this innovation.

Grapple Launcher: The experimental weapon includes a special set of rails that allows her to slide a grappling hook over the barrel and fire it as a full-round action. The grappling hook anchors into anything she successfully hits with an attack roll, and the DC of the Strength check required to pull the grappling hook loose is equal to her attack roll to lodge it in place. A Disable Device check can remove it with a +5 bonus on the check, and a creature struck by the hook can escape it with a combat maneuver check or Escape Artist check with a +5 bonus on the check. The firearm is powerful enough to fire a hook trailing up to 100 feet of rope, but throws off the balance of the experimental weapon, reducing its range increment by 50%.

Grenade Launcher: By making a few upgrades to her vial launcher, the experimental munitionist can allow it to store explosive ordinance such as fuse grenades, pellet grenades, and technological grenades. The experimental munitionist must be at least 12th level and have the vial launcher innovation to select this innovation.

Gun Training: The experimental munitionist gains the gunslinger’s Gun Training ability, but she can also choose to have it effect a light siege weapon or technological weapon of her choice in place of a firearm. The experimental munitionist must be at least 6th level to select this innovation. This innovation may be selected again 12th and 18th level.

Knowledgeable Insight: The experimental munitionist can use her insight on all Knowledge checks without expending uses of insight, provided she's trained in the skill.

Recoilless: The experimental weapon includes a series of gears, springs, and pistons designed to reduce its recoil and thus improve accuracy. The range increment of the weapon increases by 10 feet. However, the system is fragile, and easily damaged. Anytime the weapon misfires or glitches, this system becomes broken and does not function until the experimental munitionist spends 1 hour repairing it.

Roguish Talent: The experimental munitionist may choose from the following rogue talents: black market connections, canny observer, combat trick, cunning trigger, disabling stunt, fast fingers, fast picks, last ditch effort, philologist, quick disable, quick trapsmith, trap spotter.

Scope: The experimental munitionist can upgrade her sight into a telescopic scope. The scope grants a 50% increase on fire range when aiming through it, but requires the experimental munitionist to lay prone or otherwise ensure her weapon remains immobile to make a shot with such distance, otherwise she can maintain the normal 25% bonus of a Sight. The experimental munitionist must be at least 10th level and have the sight innovation to select this innovation.

Sight: The experimental munitionist can affix a small metal sight atop her experimental weapon, improving fire range by 25% and adds an additional 1d3 to attack rolls when using her weapon. The sight is fragile and can easily be damaged, breaking if a successful attack is made against the experimental weapon. The experimental munitionist must be at least 4th level to select this innovation.

Supressor: By using a specially designed tube affixed to the end of the weapons barrel, the experimental munitionist can reduce the noise created by her experimental weapon. when fired, the weapon acts as if it is under the 'silence' spell, but any enemies within 30ft of the experimental munitionist can make a perception check to notice the faint noise. The supressor limits sound, not sight, so any muzzle flash or other bright visual effects may still alert to the experimental munitionist's position if not careful. The experimental munitionist must be at least 4th level to select this innovation.

Tenacious Insight: When an experimental munitionist rolls her Impulse die, she can roll an additional insight die and take the higher result. The experimental munitionist must be at least 12th level to select this innovation.

Underworld Insight: The experimental munitionist can use her insight on Bluff, Disguise, Intimidate, or Sleight of Hand checks without expending uses of insight, provided she's trained in the skill.

Vial Launcher: The experimental munitionist adds a special tube onto her experimental weapon that can hold 1 vial of alchemical material, such as alchemist's fire, a tanglefoot bag, or a thunderstone. A special trigger allows her to channel the force of the weapon into this tube to launch the vial as a ranged attack with half the range increment of her firearm. The experimental munitionist can take this action in place of any single ranged attack, and may use the same attack bonus that she can apply to the firearm. If the alchemical substance has a save DC, it becomes 10 + 1/2 her experimental munitionist level + her Intelligence modifier when she launches the vial from her firearm. This increase only applies to the initial saving throw. If additional saving throws are called for, they are resolved as normal. Reloading the tube is a time-consuming process and requires two full-round actions. If the weapon misfires while loaded with an alchemical substance, it detonates with the experimental gunsmith (and the firearm) as the target.

Waterproof: The experimental munitionist's experimental weapon is able to withstand the effects of water. Any gunpowder, electrical parts, or other mechanisms are no longer affected by water damage, and are immune to rust from submersion.

This ability replaces bonus feats and gun training.

True Insight (Ex): At 20th level, an experimental munitionist picks one deed that she has access to and that she must spend grit to perform. She can perform these deeds for 1 use of insight fewer (minimum 0) than usual. If the number of uses of insight required to perform a deed is reduced to 0, the experimental munitionist can perform this deed as long as she has at least 1 use of insight remaining. If a deed could already be performed as long as she had at least 1 use of insight, she can now perform that deed even when she has no insight uses remaining.

In addition, whenever he expends insight on an ability check, attack roll, saving throw, or skill check, she adds 2d6 rather than 1d6 to the result. Some innovations can affect this. If using the amazing insight innovation, she rolls 2d8 instead. If using this with tenacious insight, underworld insight, or a similar innovation, she rolls two sets of insight dice and uses the higher of the two results. This ability replaces true grit.

Table: Experimental Munitionist
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +1 +2 +2 +0 Deeds, experimental weapon, insight
2nd +2 +3 +3 +0 Innovation, trapfinding
3rd +3 +3 +3 +1 Deeds
4th +4 +4 +4 +1 Innovation
5th +5 +4 +4 +1 Trap sense +1
6th +6/+1 +5 +5 +2 Innovation
7th +7/+2 +5 +5 +2 Deeds
8th +8/+3 +6 +6 +2 Innovation
9th +9/+4 +6 +6 +3 Trap sense +2
10th +10/+5 +7 +7 +3 Innovation
11th +11/+6/+1 +7 +7 +3 Deeds
12th +12/+7/+2 +8 +8 +4 Innovation
13th +13/+8/+3 +8 +8 +4 Trap sense +3
14th +14/+9/+4 +9 +9 +4 Innovation
15th +15/+10/+5 +9 +9 +5 Deeds
16th +16/+11/+6/+1 +10 +10 +5 Innovation
17th +17/+12/+7/+2 +10 +10 +5 Trap sense +4
18th +18/+13/+8/+3 +11 +11 +6 Innovation
19th +19/+14/+9/+4 +11 +11 +6 Deeds
20th +20/+15/+10/+5 +12 +12 +6 Innovation, trap sense +5, true insight


#Experimental Munitionist

looks good so far, though perhaps we could make Innovations every 3 levels instead of 2 and squeeze in the engineering ability I suggested initially?

I also forgot to put Alchemist Discoveries in as a potential Innovation, perhaps because without bombs or extracts there wasn't much to pick from, though I'll look over the discovery material we have already to see if we have anything fitting.

Until then, anybody else got any suggestions? I'm not too well-versed when it comes to gunslingers, so feedback is appreciated~


Most of your original Engineering stuff is already tied into the Experimental Weapon ability.

Every three levels is going to really screw up the table progression. Unless you go with innovations at 2/4/8/10/14/16/20, leaving 6/12/18 open? Still.

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