Difference between revisions of "Inspired Machinist (3.5e Alternate Class Feature)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
 
(6 intermediate revisions by the same user not shown)
Line 19: Line 19:
 
This ability alters the investigator's proficiencies.
 
This ability alters the investigator's proficiencies.
  
'''Gun Engineer {{Ex}}:''' A 2nd level inspired machinist gain half her level as a bonus on [[SRD:Knowledge Skill|Knowledge]] (Engineering) checks and on any [[SRD:Craft Skill|Craft]] checks made to craft, examine, modify or repair firearms. Additionally the inspired machinist gain the [https://www.d20pfsrd.com/classes/Base-Classes/Gunslinger/#TOC-Gunsmith Gunsmith] class feature as a gunslinger, gaining a prototype firearm instead of battered firearm (otherwise they act the same). Finally the inspired machinist can spend a point of inspiration to replicate the [https://www.d20pfsrd.com/classes/Base-Classes/Gunslinger/#TOC-Deeds Quick Clear] gunslinger deed.  
+
'''Gun Engineer {{Ex}}:''' A 2nd level inspired machinist gain half her level as a bonus on [[SRD:Knowledge Skill|Knowledge]] (Engineering) checks and on any [[SRD:Craft Skill|Craft]] checks made to craft, examine, modify or repair firearms. The inspired machinist gain the [https://www.d20pfsrd.com/classes/Base-Classes/Gunslinger/#TOC-Gunsmith Gunsmith] class feature as a gunslinger, gaining a prototype firearm instead of battered firearm (otherwise they act the same). Additionally the inspired machinist can spend a point of inspiration to replicate the [https://www.d20pfsrd.com/classes/Base-Classes/Gunslinger/#TOC-Deeds Quick Clear] gunslinger deed. Finally, the inspired mechanist can craft special rounds (see below).
  
 
At 3rd level, the inspired machinist gains [https://www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat/ Rapid Reload] as a bonus feat for any firearm she is proficient with. At 6th level and each 6 levels thereafter, she gain [https://www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat/ Rapid Reload] for another firearm she is proficient with.
 
At 3rd level, the inspired machinist gains [https://www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat/ Rapid Reload] as a bonus feat for any firearm she is proficient with. At 6th level and each 6 levels thereafter, she gain [https://www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat/ Rapid Reload] for another firearm she is proficient with.
Line 27: Line 27:
 
'''Inspired Marksmanship {{Ex}}:''' A 2nd level machinist gain [https://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat/ Point-Blank Shot] as a bonus feat. At 5th level she gains the ability to add her [[Dexterity]] bonus to damage rolls with firearms, as long as she has 1 or more point of inspiration remaining in her inspiration pool.
 
'''Inspired Marksmanship {{Ex}}:''' A 2nd level machinist gain [https://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat/ Point-Blank Shot] as a bonus feat. At 5th level she gains the ability to add her [[Dexterity]] bonus to damage rolls with firearms, as long as she has 1 or more point of inspiration remaining in her inspiration pool.
  
At 7th level, a machinist is able to make a aimed shot as a standard action. An aimed shot must be a studied strike. When making an aimed strike, the inspired machinist chooses one special attack from the list below. A saving throw (DC 10 + ½ investigator level + the investigator’s [[Intelligence]] modifier) might be allowed to negate and or reduce the effect (see each individual entry).
+
At 7th level, a machinist is able to make a aimed shot as a standard action. An aimed shot must be a studied strike. When making an aimed shot, the inspired machinist chooses one special attack from the list below. A saving throw (DC 10 + ½ investigator level + the investigator’s [[Intelligence]] modifier) might be allowed to negate and or reduce the effect (see each individual entry).
  
 
: ''Arm Shot:'' On a successful hit, the opponent becomes unable to make an attack or cast spells with somatic components for 1 round. If the target were holding an item, they drop it, unless they succeed on a [[Reflex]] save. Items held in a locked gauntlet cannot be dropped this way.  
 
: ''Arm Shot:'' On a successful hit, the opponent becomes unable to make an attack or cast spells with somatic components for 1 round. If the target were holding an item, they drop it, unless they succeed on a [[Reflex]] save. Items held in a locked gauntlet cannot be dropped this way.  
Line 35: Line 35:
 
: ''Heart Shot:'' On a successful hit, the struck opponent is dealt 2 points of [[Constitution]] damage and 1d6 bleed damage + 1d6 bleed damage per three sudden strike dice. A successful [[Fortitude]] save negates the [[Constitution]] damage.
 
: ''Heart Shot:'' On a successful hit, the struck opponent is dealt 2 points of [[Constitution]] damage and 1d6 bleed damage + 1d6 bleed damage per three sudden strike dice. A successful [[Fortitude]] save negates the [[Constitution]] damage.
  
: ''Leg Shot:'' On a successful hit, the struck opponent falls prone and their movement speed is reduced by half for 1 round per dice of studied strike. A successful [[Fortitude]] save negates the prone effect, and reduces the speed reduction to 1 round.  
+
: ''Leg Shot:'' On a successful hit, the struck opponent falls prone and their movement speed is reduced by half for 1 round per dice of studied strike. A successful [[Fortitude]] save negates the prone effect, and reduces the duration of the speed reduction to 1 round. A creatures without legs, or with four or more legs cannot be made prone by this aimed shot.
  
 
At 11th level the inspired machinist can make an aimed shot as part of a full-attack.
 
At 11th level the inspired machinist can make an aimed shot as part of a full-attack.
Line 49: Line 49:
 
This ability replaces true inspiration.
 
This ability replaces true inspiration.
  
''Balance: This class was balanced with the assumption that firearm were not made as touch attack. Some balancing change might be required if using the base rules for firearms. In games were the [https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/martial-class-templates/polymath-template/ Polymath] is allowed, it is recommended to remove the Limited Extract class feature from the inspired machinist.''}}
+
===Special Rounds===
 +
 
 +
When an inspired machinist prepares her extract for the day, she also prepare special rounds that she can use in any firearms. She start the game able to craft a single special round, and may craft another whenever she gain access to another level of extract (to a maximum of 6 at 16th level). The inspired machinist does need to choose which special round she craft ahead of time. These special rounds remain active until she next regain her extracts for the day, after which they become inert. Over the course of 1 minute, the inspired machinist can spend 1 point of inspiration to craft two special rounds, up to her normal maximum of special round +1.
 +
 
 +
Whenever the inspired machinist makes a ranged attack with a firearm, she may decide to fire a special round she had crafted. This expends a bullet loaded in the firearm as normal, and takes on any magical or material property it might have had. The special round she may use are the following:
 +
 
 +
* ''Armor-Piercing Round {{Ex}}:'' The attack is resolved as a touch attack as long as it made within 30-ft and counts as [[SRD:Adamantine|adamantine]] for the purpose of bypassing damage reduction. Additionally, any shot which successfully slays a creature or destroys an object continues on to attack creatures or objects behind it, with a cumulative –4 penalty on the attack roll (only the first attack is a touch attack).  
 +
 
 +
* ''Dragon Round {{Su}}:'' The investigator chooses between acid, fire, electricity, or cold damage. The damage from the attack deals the chosen type of energy damage instead of its normal damage.
 +
 
 +
* ''Hollow-Point Round {{Ex}}:'' The attack deals an additional 1d8 damage, which counts as both bludgeoning and piercing. The attack's critical threat increases by +1, which stacks with [[SRD:Keen|keen]] and [[SRD:Improved Critical|Improved Critical]], but is applied after.
 +
 
 +
* ''Incendiary Round {{Ex}}:'' The attack deals an additional 1d6 fire damage, and causes the struck creature to make a [[Reflex]] save (DC 10 + ½ investigator level + the investigator’s [[Intelligence]] modifier) or catch fire.
 +
 
 +
* ''Scattershot {{Ex}}:'' The attack gain the scatter property and deals damage as a weapon one size category larger, but the range of the firearm is halved.}}
  
 
 
----
 
----
 
{{3.5e Alternate Class Features Breadcrumb}}
 
{{3.5e Alternate Class Features Breadcrumb}}

Latest revision as of 18:21, 13 May 2024

Homebrew.png
Author: Leziad (talk)
Date Created: 20th April 2024
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article

Inspired Machinist

The inspired machinists were part of a revolutionary scientific society, combining machinery, alchemy and marksmanship. While their secret society is defunct, many taught worthy pupils of their ways, allowing a new generation of inspired machinists. The inspired machinists are skilled combatant with their firearm, but eschew melee combat, shields and are not as resistant to poison as most investigators.

Class: Investigator

Level: 1st-18th

Replaces: Weapon Proficiencies (Altered), Poison Lore, Poison Resistance, Trap Sense, Studied Combat (Altered), Studied Strike (Altered), Poison Immunity, True Inspiration.

Benefit: A inspired machinist gains access to the following class features.

Limited Extracts: The inspired machinist prepares one fewer extract per day of each level of extract she knows. If this would reduce his extracts prepared to 0, she may only prepare bonus extracts that she received of that level due to a high Intelligence score.

Armor & Weapon Proficiency: A inspired machinist is proficient with simple weapons, plus the short sword, sword cane and all firearms. She is proficient with light armor, but not with shields.

This ability alters the investigator's proficiencies.

Gun Engineer (Ex): A 2nd level inspired machinist gain half her level as a bonus on Knowledge (Engineering) checks and on any Craft checks made to craft, examine, modify or repair firearms. The inspired machinist gain the Gunsmith class feature as a gunslinger, gaining a prototype firearm instead of battered firearm (otherwise they act the same). Additionally the inspired machinist can spend a point of inspiration to replicate the Quick Clear gunslinger deed. Finally, the inspired mechanist can craft special rounds (see below).

At 3rd level, the inspired machinist gains Rapid Reload as a bonus feat for any firearm she is proficient with. At 6th level and each 6 levels thereafter, she gain Rapid Reload for another firearm she is proficient with.

This ability replaces poison lore and trap sense.

Inspired Marksmanship (Ex): A 2nd level machinist gain Point-Blank Shot as a bonus feat. At 5th level she gains the ability to add her Dexterity bonus to damage rolls with firearms, as long as she has 1 or more point of inspiration remaining in her inspiration pool.

At 7th level, a machinist is able to make a aimed shot as a standard action. An aimed shot must be a studied strike. When making an aimed shot, the inspired machinist chooses one special attack from the list below. A saving throw (DC 10 + ½ investigator level + the investigator’s Intelligence modifier) might be allowed to negate and or reduce the effect (see each individual entry).

Arm Shot: On a successful hit, the opponent becomes unable to make an attack or cast spells with somatic components for 1 round. If the target were holding an item, they drop it, unless they succeed on a Reflex save. Items held in a locked gauntlet cannot be dropped this way.
Head Shot: On a successful hit, the damage from the studied strike is rolled twice, adding both results together.
Heart Shot: On a successful hit, the struck opponent is dealt 2 points of Constitution damage and 1d6 bleed damage + 1d6 bleed damage per three sudden strike dice. A successful Fortitude save negates the Constitution damage.
Leg Shot: On a successful hit, the struck opponent falls prone and their movement speed is reduced by half for 1 round per dice of studied strike. A successful Fortitude save negates the prone effect, and reduces the duration of the speed reduction to 1 round. A creatures without legs, or with four or more legs cannot be made prone by this aimed shot.

At 11th level the inspired machinist can make an aimed shot as part of a full-attack.

This ability replaces poison resistance and poison immunity.

Studied Aim (Ex): A 4th level inspired machinist may use her studied combat bonus with ranged weapons and deal her studied strike damage with them, as long as the target of your studied strike is within 30 feet of her. However her studied combat and studied strike class features no longer apply to melee attacks.

This ability alters studied combat and studied strike.

Master Shot (Ex): A 20th level, when using firearms, the inspired machinist increases the bonus from studied combat by 4, and her studied strike damage increases by 3d6.

This ability replaces true inspiration.

Special Rounds

When an inspired machinist prepares her extract for the day, she also prepare special rounds that she can use in any firearms. She start the game able to craft a single special round, and may craft another whenever she gain access to another level of extract (to a maximum of 6 at 16th level). The inspired machinist does need to choose which special round she craft ahead of time. These special rounds remain active until she next regain her extracts for the day, after which they become inert. Over the course of 1 minute, the inspired machinist can spend 1 point of inspiration to craft two special rounds, up to her normal maximum of special round +1.

Whenever the inspired machinist makes a ranged attack with a firearm, she may decide to fire a special round she had crafted. This expends a bullet loaded in the firearm as normal, and takes on any magical or material property it might have had. The special round she may use are the following:

  • Armor-Piercing Round (Ex): The attack is resolved as a touch attack as long as it made within 30-ft and counts as adamantine for the purpose of bypassing damage reduction. Additionally, any shot which successfully slays a creature or destroys an object continues on to attack creatures or objects behind it, with a cumulative –4 penalty on the attack roll (only the first attack is a touch attack).
  • Dragon Round (Su): The investigator chooses between acid, fire, electricity, or cold damage. The damage from the attack deals the chosen type of energy damage instead of its normal damage.
  • Hollow-Point Round (Ex): The attack deals an additional 1d8 damage, which counts as both bludgeoning and piercing. The attack's critical threat increases by +1, which stacks with keen and Improved Critical, but is applied after.
  • Incendiary Round (Ex): The attack deals an additional 1d6 fire damage, and causes the struck creature to make a Reflex save (DC 10 + ½ investigator level + the investigator’s Intelligence modifier) or catch fire.
  • Scattershot (Ex): The attack gain the scatter property and deals damage as a weapon one size category larger, but the range of the firearm is halved.



Back to Main Page3.5e HomebrewCharacter OptionsAlternate Class Features

Leziad's Homebrew (4517 Articles)
Leziadv
AuthorLeziad +
ClassInvestigator +
Identifier3.5e Alternate Class Feature +
RatingUndiscussed +
SummaryThe inspired machinists were part of a rev
The inspired machinists were part of a revolutionary scientific society, combining machinery, alchemy and marksmanship. While their secret society is defunct, many taught worthy pupils of their ways, allowing a new generation of inspired machinists. The inspired machinists are skilled combatant with their firearm, but eschew melee combat, shields and are not as resistant to poison as most investigators.
resistant to poison as most investigators. +
TitleInspired Machinist +