Phenomenist (3.5e Class)/Arsenal Occultist

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Author: Leziad (talk)
Date Created: 14th May 2021
Status: Complete
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Arsenal Occultist

The study of the world often leads to strange discoveries. The Arsenal Occultist is armed with a strange technological weapon, be it a work of wonder they created or an alien weapon they found in their travels.

Class: Phenomenist

Level: 2nd, 8th

Replaces: Anomalous Blast, 2nd Phenomenon Study, Anomalous Stream

Benefit: An Arsenal Occultist gain the following class features:

Esoteric Device (Ex): Starting at 2nd level, an arsenal occultist crafts or finds a strange technological firearm whose function eclipses lesser minds. The exact nature of the firearm, be it a heat ray, an anti-matter rifle or a psychic wave emitter is up to the phenomenist's player. The Arsenal Occultist chooses to construct her esoteric device as a one-handed rapid fire weapon or a two-handed single fire one upon gaining this class feature, she may alter her choice whenever she gains a level. The esoteric device can be enhanced as any manufactured weapon, but cannot be enhanced to have infinite ammunition.

A esoteric device deals 1d6 + the arsenal occultist's Intelligence modifier in a chosen damage type (see below), requires a ranged touch attack to hit and has a critical hit multiplier of x3. If the weapon is one-handed it has a range of 30 feet, while it has a range of 60 feet if two-handed. It behaves otherwise as a normal ranged weapon. The two-handed model can hold up to 3 pieces of ammunition, while the one-handed model can handle 6. A esoteric device requires a move action to reload and only accept occult ammunition created by the arsenal occultist.

An esoteric device either deals a piercing and bludgeoning damage, any energy damage, or force damage. If force or sonic are chosen, the esoteric device damage's dice are lowered to 1d4.

The two-handed model can only make a single attack per round, no matter how many attacks the Arsenal Occultist would be granted. However it's damage increases by 1d6 at 3rd level and each odd level thereafter. At 8th level the two-handed esoteric device gains the Exit WoundCW enhancement, which stacks with any enhancement placed upon it. The one-handed models can be used to make any numbers of attacks per round. However, it’s damage only increases by 1d6 at 4th level and each 4 levels thereafter.

The arsenal occultist is limited in the creation of her ammunition, with 10 minutes of work she can create up to her esoteric device’s ammunition capacity + her Intelligence modifier pieces of occult ammunition. If she creates any more above this limit, previously created pieces of ammunition become inert. An arsenal occultist can create 1d4 pieces of occult ammunition as a full-round action that provokes an attack of opportunity, however any occult ammunition created this way only lasts for 1 minute before becoming inert.

The esoteric device can be used by any creature, not simply the arsenal occultist. However since only the ammunition she creates is useful, the weapon will soon run out. Only the arsenal occultist is considered proficient with her esoteric device.

An arsenal occultist can recreate a lost or destroyed esoteric device with 24 hours of work, doing so renders the last model useless, if still existent.

An arsenal occultist cannot select Anomalous Study as one of her Phenomenon Study.

Grit (Ex): At second level, an arsenal occultist gains the amateur gunslinger feat and one grit feat or her choice.




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Leziad's Homebrew (4430 Articles)
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AuthorLeziad +
ClassPhenomenist +
RatingUndiscussed +
SummaryThe study of the world often leads to strange discoveries. The Arsenal Occultist is armed with a strange technological weapon, be it a work of wonder they created or an alien weapon they found in their travels. +
TitleArsenal Occultist +