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Cipher Stars
2012-12-19, 06:04 PM
Sweet truckling psychoducks, this took me a hell of a lot longer then I expected it would. :smallsigh: And I didn't even get to do any fluff T~T, but now I'm to tired of touching this for now. :smalleek:


What happens when a Gunslinger makes sweet romance to an Alchemist with the blessing of an Inquisitor?



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http://art.ngfiles.com/medium_views/152/cosec_musketeer.jpg

The Crasher


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0| Alchemy, Bomb 1d6, Deeds, Gunsmith, Grit

2nd|
+2|
+3|
+3|
+0|Discovery, stern gaze

3rd|
+3|
+3|
+3|
+1| Bomb 2d6, Bane

4th|
+4|
+4|
+4|
+1| track, Imbue

5th|
+5|
+4|
+4|
+1| Bomb 3d6, Deeds, discern lies

6th|
+6/1|
+5|
+5|
+2|Discovery, Swift Alchemy

7th|
+7/2|
+5|
+5|
+2| Bomb 4d6, Monster Lore

8th|
+8/3|
+6|
+6|
+2| Imbue

9th|
+9/4|
+6|
+6|
+3| Bomb 5d6

10th|
+10/5|
+7|
+7|
+3|Discovery, Deeds, Stalwart, Cunning initiative

11th|
+11/6/1|
+7|
+7|
+3| Bomb 6d6

12th|
+12/7/2|
+8|
+8|
+4| Imbue

13th|
+13/8/3|
+8|
+8|
+8| Bomb 7d6

14th|
+14/9/4|
+9|
+9|
+4|Discovery

15th|
+15/10/5|
+9|
+9|
+5| Bomb 8d6, Deeds, Exploit Weakness

16th|
+16/11/6/1|
+10|
+10|
+5| Imbue

17th|
+17/12/7/2|
+10|
+10|
+5| Bomb 9d6, Instant Alchemy

18th|
+18/13/8/3|
+11|
+11|
+6|Discovery

19th|
+19/14/9/4|
+11|
+11|
+6| Bomb 10d6

20th|
+20/15/10/5|
+12|
+12|
+6| Deeds, Imbue, Grand Discovery
[/table]

Hit Die: d6

Skill Points at 1st level: (4+Int modifier) x4

Skill Points at each additional level: 4+Int modifier


Skill Set: Appraise, Bluff, Concentration, Craft (Any three), Decipher Script, Disable Device, Disguise, Forgery, Heal, Hide, Knowledge (any three), Listen, Open Lock, Perform, Ride, Sense Motive, Slight of Hand, Spot, Use Magic Device, Use Rope.

Class Features:


Weapons and Armor Proficiency
Crashers are proficient with light and medium armor, is not proficient with shields, and is proficient with simple and martial weapons as well as firearms.


Alchemy (Su)
Crashers are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, a Crasher prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an Crasher creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, a Crasher gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, a Crasher can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

A Crasher can create two special types of magical items—extracts, and bombs, —both of these are detailed in their own sections below.

Extracts are the most varied of the two. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the Crasher’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

A Crasher can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Crasher per day. In addition, he receives bonus extracts per day if he has a high wisdom score, in the same way a cleric receives bonus spells per day. When a Crasher mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the Crasher’s possession, reactivating as soon as it returns to his keeping—a Crasher cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so a Crasher must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most Crashers prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for a Crasher to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the Crasher doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. A Crasher can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking Crasher. The Crasher uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (Crasher extracts that duplicate divine spells never have a divine focus requirement). A Crasher can prepare an extract of any formula he knows. To learn or use an extract, a Crasher must have an wisdom score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against a Crasherst’s extract is 10 + the extract level + the Crasher’s wisdom modifier. A Crasher may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. A Crasher begins play with two 1stlevel formulae of his choice, plus a number of additional forumlae equal to his wisdom modifier. At each new Crasher level, he gains one new formula of any level that he can create. A Crasher can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. A Crasher can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. A Crasher does not need to decipher arcane writings before copying them.

{table=head]{colsp=7}Extracts Per Day
Level | 1 | 2 | 3 | 4 | 5 | 6
1 | 1 | | | | | |
2 | 2 | | | | | |
3 | 3 | | | | | |
4 | 3 | 1 | | | | |
5 | 4 | 2 | | | | |
6 | 4 | 3 | | | | |
7 | 4 | 3 | 1 | | | |
8 | 4 | 4 | 2 | | | |
9 | 5 | 4 | 3 | | | |
10 | 5 | 4 | 3 | 1 | | |
11 | 5 | 4 | 4 | 2 | | |
12 | 5 | 5 | 4 | 3 | | |
13 | 5 | 5 | 4 | 3 | 1 | |
14 | 5 | 5 | 4 | 4 | 2 | |
15 | 5 | 5 | 5 | 4 | 3 | |
16 | 5 | 5 | 5 | 4 | 3 | 1 |
17 | 5 | 5 | 5 | 4 | 4 | 2 |
18 | 5 | 5 | 5 | 5 | 4 | 3 |
19 | 5 | 5 | 5 | 5 | 4 | 3 |
20 | 5 | 5 | 5 | 5 | 4 | 4 |
[/table]

Formulae Lists.
http://www.d20pfsrd.com/magic/spell-lists-and-domains/formulae-lists---alchemist

Bomb (Su)
In addition to magical extracts, Crashers are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. A Crasher can use a number of bombs each day equal to his class level + his wisdom modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the Crasher must use a small vial containing an ounce of liquid catalyst—the Crasher can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most Crashers create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the Crasher for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an Crasher’s bomb inflicts 1d6 points of fire damage + additional damage equal to the Crasher’s wisdom modifier. The damage of a Crasher’s bomb increases by 1d6 points at every odd-numbered Crasher level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a Crasher bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the Crasher’s level + the Crasher’s wisdom modifier.

Crashers can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An Crasher's bomb, like an extract, becomes inert if used or carried by anyone else.


Discovery (Su)
At 2nd level, and then again every 4 levels thereafter, a Crasher makes an incredible alchemical discovery. Unless otherwise noted, a Crasher cannot select an individual discovery more than once. Some discoveries can only be made if the Crasher has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the Crasher’s level + the Crasher's wisdom modifier.


http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries
{table=head]Discoveries |Prerequisites |Benefits| Source
Acid Bomb*| - |Deal acid damage with your bombs| APG
Alchemical Simulacrum (Su)| Crasher 8| Create a lesser simulacrum |UM
Alchemical Zombie (Su) |Crasher 8 |Create zombie as if created by animate dead |UM
Blinding Bomb*|Crasher 8 |Blind enemies with your bombs |UM
Bottled Ooze (Su) |Crasher 6 |Preserve an ooze so it can be summoned later |UM
Breath Weapon Bomb*| Crasher 6 |You can use a bomb as a breath weapon| UC
Chameleon (Su)| - |Your skin changes colors, granting you a bonus on Stealth checks |ARG
Cognatogen (Su)| -| Increase a mental score and decrease a physical score |UM
Combine Extracts |Crasher 8 |Use two formulae at once |APG
Concentrate Poison| - |Combine two poisons for increased effect |APG
Concussive Bomb*|Crasher 6| Deal sonic damage with your bombs |APG
Confusion Bomb*|Crasher 8 |Cause confusion with your bombs| UM
Deadly Excretions (Ex)| Crasher 8 |Your toxic skin poison deals Constitution damage| ARG
Defoliant Bomb| - |You can create a bomb that deals extra damage to plant creatures |ARG
Delayed Bomb| Crasher 8| You can choose to delay the explosion of your bombs |APG
Dilution |Crasher 12 |Create two doses of a potion or elixir from one set of ingredients |APG
Dispelling Bomb |Crasher 6 |Dispel magic with your bombs |APG
Doppelganger Simulacrum (Su) |Crasher 10, alchemical simulacrum |Create a temporary body|UM
Elixir of Life |Crasher 16 |Create an elixir that can cast true resurrection| APG
Enhance Potion |- |Cause potions to be more powerful| APG
Eternal Potion |Crasher 16, extend potion| Cause a potion to become permanent |APG
Explosive Bomb* |- |Your bombs gain an increased area of effect |APG
Explosive Missile |Crasher 4 |Infuse a piece of ammunition with a bomb |UC
Extend Potion| - |Potions you drink last longer |APG
Fast Bombs |Crasher 8| You can throw multiple bombs in a round |APG
Feral Mutagen| - |Gain two claw attacks and a bite attack| APG
Fire Brand (Su) | - |Use a bomb to set your weapon on fire |ARG
Force Bomb* |Crasher 8 |Deal force damage with your bombs |APG
Frost Bomb*|- |Deal cold damage with your bombs| APG
Grand Cognatogen (Su) |Crasher 16, greater cognatogen |Increase mental scores and decrease physical scores |UM
Grand Mutagen|Crasher 16, greater mutagen| Increase physical scores and decrease mental scores |APG
Greater Plague Bomb |Crasher 16, plague Bomb, smoke Bomb |Your smoke bombs spread a deadly disease| ARG
Greater Alchemical Simulacrum (Su) |Crasher 14, alchemical simulacrum |Create a simulacrum| UM
Greater Cognatogen (Su)| Crasher 12, cognatogen |Increase mental scores and decrease physical scores |UM
Greater Mutagen |Crasher 12 |Increase physical scores and decrease mental scores |APG
Healing Touch (Ex) |Crasher 6, spontaneous healing |Heal other creatures with a touch |UM
Immolation Bomb*| Crasher 3 |Deal damage over time with your bombs |UC
Inferno Bomb*| Crasher 16, smoke bomb |Create an incendiary cloud effect with your bombs |APG|
Infusion| - |Your infusions can be used by others| APG
Lingering Plague |Crasher 8 |Creatures have to save more often against your disease-causing bombs |ARG
Lingering Spirit (Ex) |Crasher 4 |You can take more damage before being killed |UM
Madness Bomb |Crasher 12 |Deal Wisdom damage with your bombs |APG
Mummification (Ex) |Crasher 10, preserve organs| Gain mummy-like immunities |UM
Mutagen (Su)| - |Increase physical scores and decrease mental scores |UM
Nauseating Flesh |Crasher 12| Anything that bites the Crasher is nauseated |UC
Parasitic Twin (Ex) |Vestigial Arm (2) |You can reroll your saves against certain mental effects |UM
Plague Bomb*|Crasjer 8, smoke bomb Duplicate the effects of contagion with your bombs| UM
Poison Bomb* |Crasher 12, smoke bomb |Duplicate the effects of cloudkill with your bombs |APG
Poison Conversion |Crasher 6 |You can convert one form of poison to another form| UC
Precise Bombs| - |Choose which squares are missed by your bomb's splash damage |APG
Preserve Organs (Ex) |- |Sneak attacks and critical hits are less likely to do damage |UM
Rag Doll (Su) |- |Your body becomes rubbery and easy to contort |ARG
Rocket Bomb (Su) |Crasher 6th |Create bombs with less accuracy but more ka-boom! |ARG
Scrap Bomb (Su)| - |Your bombs create shrapnel and cause bleed damage |ARG
Shock Bomb* |- |Deal electricity damage with your bombs |APG
Siege Bomb* |Crasher 12, explosive bomb| Deal bomb damage with siege weapons |UC
Smoke Bomb*| -| Create a fog cloud effect with your bombs| APG
Spontaneous Healing (Ex) |-| You can heal more rapidly| UM
Sticky Bomb| Crasher 10 |Deal splash damage one extra round |APG
Sticky Poison| Crasher 6| Poison applied to a weapon lasts longer |APG
Stink Bomb* |Smoke bomb |Create a stinking cloud effect with your bombs |APG
Strafe Bomb (Su)| - |Your bomb splash damage affects a line |UM
Sunlight Bomb*| Crasher 10, blinding bomb |Create a bright sunlight effect with your bombs |UM
Tanglefoot Bomb*| - |foes with your bombs |UM
Tentacle (Ex)| - |Gain an extra limb |UM
Tumor Familiar (Ex)| - |Gain a familiar that is part of the Crasher 'sbody |UM
Underwater Demolition (Ex)| - |You can create and throw bombs underwater| ARG
Vestigial Arm (Ex)| - |Gain an extra arm |UM
Wings (Ex)| Crasher 6| Gain wings that let you fly| UM[/table]

Gunsmith
At 1st level, a Crasher gains one of the following firearms of her choice: blunderbuss, musket, or pistol. 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). The Crasher also gains Gunsmithing as a bonus feat.


Grit (Ex)
A Crasher makes her mark upon the world with daring deeds. Some Crashers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all Crashers have grit. In game terms, grit is a fluctuating measure of a Crasher's ability to perform amazing actions in combat. At the start of each day, a Crasher gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A Crasher spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm or Bomb: Each time the Crasher confirms a critical hit with a firearm or bomb attack while in the heat of combat, she regains 2 grit points. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the Crasher’s character level does not restore grit.

Killing Blow with a Firearm or Bomb: When the Crasher reduces a creature to 0 or fewer hit points with a firearm or Bomb attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the Crasher’s character level to 0 or fewer hit points does not restore any grit. Using a bomb to destroy a section of wall or supporting column regains 1 grit point.


Deeds
Crashers spend grit points to accomplish deeds. Most deeds grant the Crasher some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the Crasher has at least 1 grit point. The following is the list of base Crasher deeds. A Crasher can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex): At 1st level, the Crasher can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The Crasher still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Crasher’s Dodge (Ex): At 1st level, the Crasher gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the Crasher, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the Crasher a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the Crasher can drop prone to gain a +4 bonus to AC against the triggering attack. The Crasher can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the Crasher can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The Crasher must have at least 1 grit point to perform this deed. Alternatively, if the Crasher spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Crasher Initiative (Ex): At 5th level, as long as the Crasher has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Utility Shot (Ex): At 5th level, if the Crasher has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the Crasher must declare the utility shot she is using before firing the shot.

Blast Lock: The Crasher makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The Crasher makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the Crasher does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Stop Bleeding: The Crasher makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The Crasher does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Pistol-Whip (Ex): At 5th level, the Crasher can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the Crasher's size, the critical multiplier of this attack is 20/×2. If the attack hits, the Crasher can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.


Startling Shot (Ex): At 5th level, a Crasher with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.


Dead Shot (Ex): At 10th level, as a full-round action, the Crasher can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the Crasher’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the Crasher increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level Crasher firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The Crasher only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The Crasher must spend 1 grit point to perform this deed.



Targeting (Ex): At 10th level, as a full-round action, the Crasher can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes damage normally and drops one carried item of the Crasher’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target takes x1.5 damage, and is also confused for 1 round. Critical hits threaten on 18-20. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20 with a 5% chance of death. Targets immune to critical hits are immune to both effects.
Groin:Targeting the groin is difficult. Roll a d20, on a 15-20 the groin is hit. The target takes damage normally in addition to double the damage taken added again as nonlethal damage. The target becomes infertile and is nauseated for 1d10 rounds.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.


Expert Loading (Ex): At 10th level, whenever the Crasher rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.

Lightning Reload (Ex): At 10th level, as long as the Crasher has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

Bleeding Wound (Ex): At 15th level, when the Crasher hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the Crasher's Dexterity modifier +5. Alternatively, the Crasher can spend 2 grit points to deal 3 point of Strength, Dexterity, or Constitution bleed damage (Crasher’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Evasive (Ex): At 15th level, when the Crasher has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her Crasher level as her rogue level for improved uncanny dodge.

Menacing Shot (Ex): At 15th level, the Crasher can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the Crasher's level + the Crasher’s Wisdom modifier.

Slinger’s Luck (Ex): At 15th level, the Crasher can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The Crasher must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Cheat Death (Ex): At 20th level, whenever the Crasher is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point and gain temporary HP equal to her constitution score.

Death’s Shot (Ex): At 20th level, when the Crasher scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the Crasher’s level + the Crasher's Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the Crasher to regain grit from confirming a critical hit or making a killing blow.

Stunning Shot (Ex): At 20th level, when a Crasher hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the Crasher's level + the Crasher’s Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.


Stern Gaze (Ex)
Crashers are skilled at sensing deception and intimidating their foes. An Crasher receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her Crasher level (minimum +1).


Bane (Su)
A Crasher can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the Crasher wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the Crasher before the duration expires. This ability lasts for a number of rounds per day equal to the Crasher’s level. These rounds do not need to be consecutive.


Track (Ex)
A Crasher adds half her level on Survival skill checks made to follow or identify tracks.


Imbue (Sp)
A Crasher can take any formulae it knows and instead of converting it into potion form, can instill the effect within a single bullet. The number of bullets that can be imbued at once, consuming the one formulae use, is increased each Imbue level.


Discern Lies (Sp)
A Crasher can discern lies, as per the spell, for a number of rounds per day equal to her Crasher level. These rounds do not need to be consecutive. Activating this ability is an immediate action.


Swift Alchemy (Ex)
A Crasher can create alchemical items with astounding speed. It takes an Crasher half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a swift action.


Monster Lore (Ex)
The Crasher adds her charisma modifier on Knowledge skill checks in addition to her wisdom modifier, when making skill checks to identify the abilities and weaknesses of creatures.


Stalwart (Ex)
A Crasher can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the Crasher is wearing light armor, medium armor, or no armor. A helpless Crasher does not gain the benefit of the stalwart ability.


Cunning Initiative (Ex)
A Crasher adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier, and is never considered surprised.


Exploit Weakness (Ex)
A Crasher learns to take advantage of any opportunity that presents itself. Whenever the Crasher scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the Crasher deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.


Instant Alchemy (Ex)
A Crasher can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.


Grand Discovery (Su)
At 20th level, the Crasher makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many Crasher, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

{table=head]Grand Discoveries| Prerequisites |Benefits |Source
Awakened Intellect| Grand discovery | Gain 8 points of Intelligence, +5 to all knowledge skills |APG
Eternal Youth |Grand discovery| Stop aging, may alter visual @will |APG
Font of Vitality | Grand discovery| Regeneration 10 |APG
Philosopher's Stone| Grand discovery| Learn how to make a philosopher's stone | APG
Poison Touch |Grand discovery| Gain a poison touch attack, immunity to poison.| APG
[/table]

Durksmurf
2012-12-19, 10:23 PM
First off, I love the class, but that's just bias. At a glance it looks really powerful. What tier are you going for. Knowing that will help. Also I'd recommend adding a abbreviation index. The int boost on the grand discovery is weak. Should be like plus 8 or something. Can't say more (but I will) posting from phone.

Cipher Stars
2012-12-19, 10:56 PM
First off, I love the class, but that's just bias. At a glance it looks really powerful. What tier are you going for. Knowing that will help. Also I'd recommend adding a abbreviation index. The int boost on the grand discovery is weak. Should be like plus 8 or something. Can't say more (but I will) posting from phone.

Modified the grand discoveries o-o

toapat
2012-12-19, 11:27 PM
You are missing the Max Extract level,

Overal, i think as a PF class, they are high on the power curve, but as a 3.5 class, they would not be extremely broken

They look interesting, balance wise it really depends on the infusions

Cipher Stars
2012-12-19, 11:38 PM
You are missing the Max Extract level,

Overal, i think as a PF class, they are high on the power curve, but as a 3.5 class, they would not be extremely broken

They look interesting, balance wise it really depends on the infusions


Fix'ed Extracts.


Anything else?


So the class... is fairly powerful?

ngilop
2012-12-19, 11:47 PM
SO, what I am getting from this class is its the Alchemist, gunslinger and inquisitor tristalted together?

I guess that is allright, im not an expert but you really need a new name for the class Crasher just sound.. so.. blargh to me.

I know you can think of better names maybe just call him Mad scientist?

Cipher Stars
2012-12-19, 11:54 PM
SO, what I am getting from this class is its the Alchemist, gunslinger and inquisitor tristalted together?

I guess that is allright, im not an expert but you really need a new name for the class Crasher just sound.. so.. blargh to me.

I know you can think of better names maybe just call him Mad scientist?


Tristalted? No. It's just the Alchemy, Discoveries, and Bombs from the Alchemyst, Discoveries being fewer and spaced out getting half as many discoveries as the Alchemist. Deeds, Grit, Gunsmith from Gunslinger, having only four five deeds. Then they get most the smaller abilities of the inquisitor spaced farther out.

ngilop
2012-12-20, 12:04 AM
with the capstone ebing Grand discovery just like a regular alchemist.


When I make a class (not that I do it all the time correctly) my only goal I have set out before me is,
Is this going to render any other classes pointless? I want to create a place for this but to not step on any other classes toes

while the inquisitor stuff is most defintly lacking behind the actual inquisitor.
this class at least in my opinion makes the gunslinger and especially the alcmeist oboslete. giving the Crasher the alchies capstone ability was justa dding insult to injury, maybe cutting down on Discovories to every 6th and not give the Crasher the alchmnist capstone would be a good way to go to not render alchemist moot.

also, give the class oem crashing based powers. after all the class is named Crasher. Id expect to get some crazy bonus to sunder and ignoring hardness and damage reduction.

Cipher Stars
2012-12-20, 12:10 AM
with the capstone ebing Grand discovery just like a regular alchemist.


When I make a class (not that I do it all the time correctly) my only goal I have set out before me is,

while the inquisitor stuff is most defintly lacking behind the actual inquisitor.
this class at least in my opinion makes the gunslinger and especially the alcmeist oboslete. giving the Crasher the alchies capstone ability was justa dding insult to injury, maybe cutting down on Discovories to every 6th and not give the Crasher the alchmnist capstone would be a good way to go to not render alchemist moot.

also, give the class oem crashing based powers. after all the class is named Crasher. Id expect to get some crazy bonus to sunder and ignoring hardness and damage reduction.

I will not be removing or limiting Discoveries. They are already limited enough.

The-Mage-King
2012-12-20, 03:05 AM
Well...

Skills.


If this is 3.5, go with this format.

Skill Points at 1st level: (X+Int modifier) x4

Skill Points at each additional level: X+Int modifier


If it's PF, go with...


Skill Ranks per level: X+Int modifier


I'd honestly drop the skill points down to 4 or so- this class has a lot already, after all.

That's what sticks out to me at the moment.

AttilaTheGeek
2012-12-20, 07:11 AM
this class at least in my opinion makes the gunslinger and especially the alcmeist oboslete.

I'm getting this vibe too. This base reminds me of the Eldritch Knight prestige class except for that it combines the Alchemist and the Gunslinger instead of the Wizard and Fighter; it's good at one of the two classes it blends, even better at the other, and almost good enough to replace both. I'd suggest either giving archetypes or class options (like the Ranger, who gets to focus on either TWF or archery) to specialize in either alchemy or gunslinging. Alternatively, you could give a (third?) option to mix the two. Putting potions on bullets would be kind of impractical in reality, but really, really cool in D&D.

Cipher Stars
2012-12-20, 02:51 PM
I'm getting this vibe too. This base reminds me of the Eldritch Knight prestige class except for that it combines the Alchemist and the Gunslinger instead of the Wizard and Fighter; it's good at one of the two classes it blends, even better at the other, and almost good enough to replace both. I'd suggest either giving archetypes or class options (like the Ranger, who gets to focus on either TWF or archery) to specialize in either alchemy or gunslinging. Alternatively, you could give a (third?) option to mix the two. Putting potions on bullets would be kind of impractical in reality, but really, really cool in D&D.


How in alls-hell is this good at one and even better at the other?

They are entirely outclassed by the Gunslinger, I cant imagine anyone seeing the Gunslinger class saying this class comes close to doing what they do. :smallfrown:

As for the Alchemist? Entirely out classed as well. The Alchemist gains ten discoveries which they'd rely on for their bombs, mutagens, and various 'lil tricks. This class gets only five... probably not even enough to have some fun with...

I don't understand what you're suggesting in the latter part.






I'll fix those skills.

toapat
2012-12-20, 03:33 PM
How in alls-hell is this good at one and even better at the other?

because the Gunslinger and the Alchemist are designed with the same falacy behind them. That same one that makes Soulknife and PF's Divine Equipment bond useless.

but when you mix them? you create something which has a focus, and the class features to support that focus

Cipher Stars
2012-12-20, 03:43 PM
because the Gunslinger and the Alchemist are designed with the same falacy behind them. That same one that makes Soulknife and PF's Divine Equipment bond useless.

but when you mix them? you create something which has a focus, and the class features to support that focus



I'm entirely confused now.

So... Crasher's problem is... that it has focus when the classes that spawned it did not. :smalleek:

So I assume there is no problem? :smallconfused:


How are the class features themselves. Is there anything invalid, referencing something nonexistent, or anything to that effect?

AttilaTheGeek
2012-12-20, 06:45 PM
How in alls-hell is this good at one and even better at the other?

Sorry for being so discombobulated. What I meant was that it's good at being an Alchemist because it still has a decent number of discoveries, and at the very least enough to supplement its abilities. It's also even better at being a Gunslinger because it seems like guns are supposed to be its primary method of dealing damage in combat.

The second half of what I said is, in hindsight, also cryptic. Sorry about that. What I meant was, I think players should have four options for their Crasher:
1) Play the class as written.
2) Focus on alchemy with diminished use of guns.
3) Emphasize gun use at the cost of fewer discoveries/extracts.
4) Be able to use Alchemist and Gunslinger abilities simultaneously, trading grit points and extracts for action economy.

Cipher Stars
2012-12-20, 06:52 PM
Sorry for being so discombobulated. What I meant was that it's good at being an Alchemist because it still has a decent number of discoveries, and at the very least enough to supplement its abilities. It's also even better at being a Gunslinger because it seems like guns are supposed to be its primary method of dealing damage in combat.

The second half of what I said is, in hindsight, also cryptic. Sorry about that. What I meant was, I think players should have four options for their Crasher:
1) Play the class as written.
2) Focus on alchemy with diminished use of guns.
3) Emphasize gun use at the cost of fewer discoveries/extracts.
4) Be able to use Alchemist and Gunslinger abilities simultaneously, trading grit points and extracts for action economy.


I had thought you meant Alchemist was the even better one.

How is this better with guns... ? I can't see any way they'd come close. Gunslingers get Nimble, Bonus feats, Gun training, True Grit.

The only thing gunslinger about this class is having a precious few Deeds, and of course the ability to use a gun which may or not be typical of anyone.

I don't see what you mean with option 4 :/ Isn't that rather the point as is?


The point, and focus, of the Crasher is to have a character who uses guns, bombs, and understands alchemy to use them to enhance their style. While of course focusing an alchemical effect through a bullet.