Advice on a Homebrew Archetype


Homebrew and House Rules


Back in July I posted this scatter archetype looking for advice, and got some good help. Over time I've been working on it (as my campaign still hasn't started) and it's evolved into this. Looking mostly for advice to balance out what already exists so isn't overpowered.

Marauder (Gunslinger Archetype)
Marauders are an often sadistic form of gunslinger who rather than approach gunplay with grace and style, are extremely aggressive foes who specialize in scattering firearms, as well as intimidating their opponents with their sheer ferocity. Due to the unusually brutal nature of marauder battle techniques, they are often either self-taught or learn their skills in criminal organizations, as their ferocity is favored among gangs and thieves’ guilds. Nevertheless, marauders are rarely unintelligent, as they are commonly self-sufficient and always highly intuitive. Thus, their role among warriors is often that of a frontline soldier or leader.
Shield Proficiency: Marauders are proficient with all shields (except tower shields).

Blackhorn: A marauder must take a blunderbuss or dragon pistol when selecting a battered firearm at first level.

Deeds: A marauder swaps a few deeds for the following.

Fearmonger (Ex): At 1st level, the marauder adds their Wisdom modifier on all Intimidate checks. In addition, so long as they have at least 1 grit point, whenever they confirm a critical against a foe they may make an Intimidate check to demoralize the target as an immediate action, or spend 1 grit point to do it automatically. This deed replaces the deadeye deed.

Ravage Them (Ex): At 1st level, so long as the marauder has at least 1 grit point, they do not provoke attacks of opportunity when attacking with or reloading a firearm. This deed replaces the gunslinger’s dodge deed.

Marauder’s Wrath (Ex): At 3rd level, as long as the marauder has at least 1 grit point, they gain the following benefits. First, they do not take the standard -2 penalty when firing scattering shots. Furthermore, when firing a scattering shot at an enemy within 5 feet of them, it deals an additional 1d6 points of precision damage, increasing by 1d6 every three levels thereafter. This additional damage counts as precision damage. This deed replaces the gunslinger’s initiative deed.

Up Close and Personal (Ex): At 7th level, if the marauder has at least 1 grit point, whenever they are wielding a firearm, they count as threatening an area around them as though they were wielding a melee weapon. If an opponent provokes an attack of opportunity from them, they may perform the pistol-whip deed as their attack of opportunity. If their firearm is loaded, they can instead spend 1 grit point to fire their gun as their attack of opportunity. This deed replaces the dead shot deed.

Fierce Approach (Ex): At 7th level, so long as the marauder has at least 1 grit point, they may reload their gun as part of any move action to move, and are not slowed by difficult terrain. This deed replaces the targeting deed.

Wreak Havoc (Ex): At 11th level, as a full-round action, the marauder may spend 1 grit point to fire a scattering shot that inflicts an amount of bleed damage equal to the marauder’s Dexterity modifier on all targets struck. On a critical the target is automatically demoralized. Creatures that are immune to sneak attacks are also immune to this type of damage. This replaces the bleeding shot deed.

Point-Blank Shot (Ex): The marauder begins the game with the Point-Blank Shot feat.

Scatter Adroit (Ex): Starting at 5th level, a marauder increases their skill with handling scattering firearms. They gain a bonus on scattering shot damage rolls equal to their Dexterity modifier, and when they misfire with a scattering firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter, the bonus on damage rolls increases by +1. At 13th level, a marauder never misfires when shooting from a scattering firearm. This replaces gun training 1, 2, 3, and 4.


offhand
the opening needs to be neutral rather than morally skewed so change some descriptions to something more depictive and neutral.

Starting with a "bigger weapon" is not a disadvantage. Nor should it lead to "since I only use this I get +4 rather than +2". That's an improvement through specialization via feat chains rather than a Class.
Switch to proficiency with a restricted weapon list (like Close weapons).

Why Shields? incongruous with the theme of the class. Change it to bucklers only or swap it out.

the rest seem or are overpowered and need limitations where they only work in a given situation, run off an appropriate ability score, stacking with level for damage that affects multiple foes is killer thus overpowered, effects that only last a round or two. It needs to balance with the other archetypes and main class.

Paizo Employee Customer Service Representative

Moved from Pathfinder First Edition Advice to Homebrew and House Rules

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Advice on a Homebrew Archetype All Messageboards

Want to post a reply? Sign in.