Silus
2014-08-01, 06:43 PM
Please note that I'll be adding more to this over the next week or so, but suggestions for extra deeds and class abilities are greatly appreciated.
Edit: Please note that this class is still under construction and I'm actively seeking suggestions on class abilities and deeds.
Wyrm Hunter
DESCRIPTION
A Wyrm Hunter is one of the highest class of hunter in the Gear Wastes, having taken out the largest of clockwork creatures in the Wastes, including the dreaded Blenderwyrms. (More to add later)
ROLE
A Wyrm Hunter's primary goal is putting down huge targets, be they fleshy or made of clockwork or cybernetics. (More to add later)
HIT DIE
D10
REQUIREMENTS
Base Attack Bonus: +6
Feats: Amateur Gunslinger or a Grit feat, Big Game Hunter
Skills: Survival 5 Ranks
Weapon Proficiency: Must be proficient with any of the following: Any Advanced Firearm, Pilum-Lance (Read below for details)
Special: Must have taken down a Gears Waste construct of Huge size or greater
Class Skills
The Wyrm Hunter's class skills (and the key ability for each skill) are Acrobatics (Dex), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Knowledge (Dungeoneering)(Int), Knowledge (Nature)(Int), Perception (Wis), Stealth (Dex), and Survival (Wis).
Skill Ranks At Each Level: 4+Int
WYRM HUNTER
Level
BAB
Fort Save
Reflex Save
Will Save
Special
1st
+1
+1
+1
+0
Monster Slayer, Hunter Deed
2nd
+2
+1
+1
+1
Deed, More Gun/Lancer, Dragoon
3rd
+3
+2
+2
+1
Hunter Deed
4th
+4
+2
+2
+1
More Gun/Lancer
5th
+5
+3
+3
+2
Hunter Deed, Lance Reload, Dragoon
6th
+6/+1
+3
+3
+2
More Gun/Lancer, Deed, On The Trail
7th
+7/+2
+4
+4
+2
Hunter Deed
8th
+8/+3
+4
+4
+3
More Gun/Lancer
9th
+9/+4
+5
+5
+3
Hunter Deed
10th
+10/+5
+5
+5
+3
Master Hunter, Deed
Monster Slayer: At level 1, a Wyrm Hunter must choose the Way of the Gun or the Way of the Lance. This will determine the class abilities they will acquire as they level. Way of the Gun is more strictly damage dealing with little utility, whereas Way of the Lance is more defensive and utilitarian. There is some overlap of class abilities. This choice CANNOT be changed once chosen. Blue text denotes Way of the Gun specific abilities, Red for Way of the Lance.
Hunter Deed: At levels 1, 3, 5, 7 and 9, a Wyrm Hunter learns new tricks for using their weapons to drop or capture large beasts, be they flesh and blood or metal and clockwork.
One Shot One Kill: Spend 2 grit, make a single attack. If it hits, it's an automatic critical threat and must be confirmed. Performing this deed does not allow you to regain grit from confirming a critical hit. Works with the Pilum-Lance.
Monster Targeting: As the Targeting deed, but with the following locations instead. Works with the Pilum-Lance (as does Targeting)
Hide: This version of this deed target's a creature's scales, thick hide, shell, or other source of natural armor. The creature suffers a -4 penalty to its natural armor bonus to its Armor Class (minimum +0) for 1 minute. Multiple uses of this ability do not stack.
Natural Weapon: This version of this deed targets a specific limb that can be used as a natural weapon. On a hit, the target takes no damage from the hit but cannot attack with the targeted natural weapon for 1 round and drops one carried item of the gunslinger’s choice, even if the item is wielded with two limbs. Items held in a locked gauntlet are not dropped on a hit.
Wings: As normal.
Titan Hunter's Resolve: As long as you have at least 1 grit, you are immune to fear and you gain a +4 dodge bonus to your Armor Class against creatures at least 1 size category larger than yourself.
Just Out of Reach: So long as you have 1 grit, you gain a bonus to acrobatics equal to 1/2 your level for the purposes of moving through squares threatened by a creature of size greater than you.
Eat Lead: As an immediate action, you may expend 1 grit to gain a counter Attack of Opportunity when you are the subject of a larger creature's attack of opportunity. The "counter" is resolved by initiative order and counts towards your AoOs for the round. You are able to take this action only once per attack, up to your AoO limit, and you may make the AoOs with ranged or melee weapons.
Hunter's Mark: You may expend 1 grit as a free action to place your mark on a creature. Doing so causes your allies to have their weapons be treated as "Bane" against that creature for 1 minute.
(More Hunter Deeds to come as ideas come to me/suggestions are made)
Deeds: At levels 2, 6 and 10, a Wyrm Hunter gets access to Gunslinger Deeds with their Wyrm Hunter level "counting as" Gunslinger levels for purposes of qualifying. These levels can stack with Gunslinger levels, effectively allowing a Gunslinger/Wyrm Hunter to obtain full Deed coverage.
Enough Gun: At levels 2, 4, 6, and 8, the Wyrm Hunter begins calibrating their firearm to their personal specifications. At each level, the Wyrm Hunter may choose from the following upgrades to their chosen firearm. Unless expressly stated, the upgrades can only be taken once. The initial addition of each upgrade is free, and transfer to other firearms costs 200g x the number of upgrades on top of the weapon cost. They may also craft the upgrades themselves at half the cost at DC15 with +5 per upgrade. Anyone trying to use a Wyrm Hunter's upgraded firearm (others treats it as "Broken"). Due to the complex nature of construction, Golem-Stopper Rifles are not able to be upgraded.
Machine Tooled Barrel: The Wyrm Hunter retools their weapon's barrel, making it more accurate. The firearm gets +1 to hit.
Giant Bore: The Wyrm Hunter has totally overhauled the barrel and loading mechanism of their firearm to allow larger caliber of ammunition to be loaded. The damage die increases by 2 (1d6 => 1d10 for example). Must take Machine Tooled Barrel and Variable Breach first.
Ammunition Accelerator: Either through magic or clever engineering, the Wyrm Hunter has increased the stopping power of their firearm. The firearm gets +1 damage. Can be taken only twice.
Deadly Accurate Sights: Even the slightest adjustments can make the difference in scoring a critical hit. With each adjustment, a Wyrm Hunter increases their firearm's Critical range by +1 (18-20 would become 17-20 for example).
Magitech Targeting Array: Through the clever application of magic, the Wyrm Hunter has turned their weapon into a deadly marksman's weapon. They may use True Seeing as a Swift Action 3/day that does not provoke an attack of opportunity. In addition, the base range of the Wyrm Hunter's firearm doubles. Requires Deadly Accurate Sights and Elemental Capacitor.
Reaper Sights: Having constructed the most accurate mechanical sights possible for themselves, the Wyrm Hunter finds it far easier to score Critical Hits. The critical hit range for the upgraded firearm is doubled. This does not stack with Improved Critical. Requires Magitech Targeting Array, Deadly Accurate Sights and Elemental Capacitor.
Expanded Capacity: With reworking the internal chambers or magazines of your firearm, you're able to load additional shots. The firearm gets +1 Capacity regardless of type. Can be taken multiple times.
Drum Magazine: Through a reworking of their firearm's magazine, the Wyrm Hunter is able to not only store more shots, but also increase their number of attacks. The firearm's capacity increases by 4 and the Wyrm Hunter receives one additional attack at their lowest BAB. Requires Expanded Capacity x2.
Internal Ammo Forge: You don't know HOW you did it, but you managed to augment your weapon to change the metal composition of your firearm rounds in the chamber. As a move action, you may set your ammunition to a material from the following list: Silver, Adamantine, Blood Crystal, Elysian Bronze, Cold Iron and Viridium. Bullets augmented in such a way are obliterated on impact and cannot be recovered in any way. In addition, the special material overrides any special material the shots are composed of. You may take this upgrade once and you must choose the material upon applying the upgrade. The material choice may be changed for a cost equal to the weapon's Masterwork cost + the cost of the Special Material used when applied to a weapon. The Special Material is not needed to apply or use the upgrade. Alchemical rounds are not affected by the Internal Ammo Forge.
Double Coated Ammunition: The Wyrm Hunter has not only fixed the Internal Ammunition Forge in their gun, but have actually improved upon it. The Wyrm Hunter may, by supplying a negligent amount of the material (scraps and shavings are enough.), choose a second Special Material from the Internal Ammo Forge list (This choice may be changed at the beginning of the day). When they apply the coating to their shot, it counts as both the selected special materials (So you may have a shot count as Silver and Elysian Bronze). Requires Internal Ammo Forge and Precisely Tooled Mechanism.
Elemental Capacitor: Thanks to integrated magitech, you are able to suppress creature's elemental resistances. Each successful hit with a firearm suppresses the hit creature's elemental resistances by 5 for 1d4 rounds (Fort negates, DC (10 + Wisdom Bonus + Wyrm Hunter level). May be taken multiple times. Each time this upgrade is taken, you may opt to 1) add +5 to the resistance suppressed, or 2) add +2 to the Fort save DC to resist suppression.
Elemental Discharge: The application of elemental chargers along the barrel allows the Wyrm Hunter to add on elemental damage to their shots. Outside of combat, the Wyrm Hunter chooses an elemental type (Fire, Electric, Cold or Acid) and adjusts the sprockets and arcanogyros (This takes about five minutes of work). Their firearm gains +2d4 damage of that element type. Requires Elemental Capacitor and Precisely Tooled Mechanism.
Precisely Tooled Mechanism: While firearms are temperamental, you've managed to slowly work out all the little kinks in your particular gun. The misfire chance drops by 1 every time this upgrade is taken down to a misfire chance of 0 (Cannot misfire).
Variable Breach: You've managed to upgrade your firearm in such a way that it can handle pretty much any type of ammunition for a hand-held firearm. You may load your firearm with firearm ammunition of any type (So blunderbusses may load rifle rounds, rifles may load blunderbuss rounds, etc.). This does come at the cost of increased problems for the firearm however, causing the misfire chance to raise by 2 when using ammunition not for the specific type of weapon. Of note, scattershot (or any rounds that go off a cone such as pellets) loaded into handguns or rifles has a maximum cone of 15ft up to the first range increment at 1/2 the damage. This upgrade may only be taken once.
Lancer: Similar to the Way of the Gun's "More Gun" ability, a follower of the Way of the Lance has begun upgrading their Pilum-Lance, and any other Pilum-Lances. The initial addition of each upgrade is free, and transfer to other firearms costs 200g x the number of upgrades on top of the weapon cost. They may also craft the upgrades themselves at half the cost at DC15 with +5 per upgrade.
Prototype Firing Mechanism: The Wyrm Hunter upgrades their Pilum-Lance to be able to fire Pilums at range. The Pilum Lance may fire a Pilum from the end of their Lance with a range of 20ft. With no other upgrades, a Prototype Firing Mechanism may load only one Pilum at a time and reloads as a Standard action (See Lance Reload for more). Essentially they may use the Pilum-Lance's Special ability at a range of 20ft.
Barbed Pilums: Why fight hard when you can fight smart? The Wyrm Hunter has added shards of metal, glass, bone and stone to their Pilums, allowing them to cause horrible bleeding wounds. While the Pilum is inside a creature, the creature takes the Wyrm Hunter's Strength mod in bleed damage a round (Minimum of 1). Taking this upgrade a second time increases the damage to Str+1/2.
Chained Harpoons: The Wyrm Hunter has realized that large monsters running about is generally a bad thing. The Wyrm Hunter's Pilums have been greatly upgraded to allow for more battlefield control. The Pilum-Lance's critical range increases to 19-20/x3 and gains the Grappling quality with a range of 20ft (A Wyrm Hunter that succeeds in a grapple with the Pilum-Lance may move up to 20ft from the grappled opponent). The Pilum-Harpoons are connected by a chain that shares the same break DC. A Wyrm Hunter may disengage a chained Pilum-Harpoon from their Pilum-Lance as a move action. Reattaching a Pilum-Harpoon is a full-round action and retracting (and reloading) a still attached, non-grappled harpoon is a move-action.
Double-Barrel: Why shoot once when you can shoot twice? The Wyrm Hunter adds a second barrel to the end of their Pilum-Lance, allowing for for a second Pilum to be loaded. When used with the Prototype Firing Mechanism, the Wyrm Hunter may fire two Pilums before needing to reload (Still a Standard action to reload the to Pilums). When combined with Chained Harpoons, the second Pilum-Harpoon has their Critical Chance increased to 15-20 for purposes of grappling (15-20 enabled a grapple, but 19-20 still "counts as" a crit).
Clockwork Winch: The Wyrm Hunter has integrated a clockwork winch into the construction of their Pilum-Lance. When using a Pilum-Lance with Pilum-Harpoons, you gain the Improved Reposition feat, even if you do not meet the requirements for it. In addition, you gain a +4 mechanical bonus to Reposition when using Pilum-Harpoons to grapple and the "One size larger" restriction to Reposition is waived, though the DC to drag is increased by +1 for each size category above your own. Must take Chained Harpoons first to take this upgrade.
Automatic Loader: You've taken a page out of the Gunslinger's playbook and added a magazine for your Pilums. Your Pilum-Lance now has a capacity of of 5 (or 6 with Double-Barrel) and automatically loads in new Pilums as a Free Action. Pilum-Harpoons, when fired, add a cumulative +2 to the Grapple attempt and increases the DC to break the grapple by +2 per Pilum-Harpoon. If combined with Clockwork Winch, each Pilum-Harpoon fired and used to grapple increases the Wyrm Hunter's CMB for Repositioning by +2 when using the Pilum-Harpoons on an already grappled/harpooned opponent.
Armor Piercing Pilums: A little more bang for your buck. The Wyrm Hunter has managed to increase the durability of their Pilum's piercing heads, allowing the Pilums to bypass armor and even weaken it. When a Pilum is in a creature (as per the Pilum-Lance's ability), the Pilum lowers the creature's AC by 2. This stacks up to five times. In addition, Pilum-Harpoons have their Critical range increased to 13-20 for purposes of initiating their grapple weapon ability.
Shielding Plate: A good defense is, well, a better defense. The Wyrm Hunter welds, rivets, sews or otherwise attaches armor plating around the grip of their lance, earning them a +2 mechanical bonus to AC. This upgrade may be taken multiple times, adding +2 each time taken.
Dragoon: At level 2, the Wyrm Hunter becomes extremely proficient with a Pilum-Lance. They are able to wield a Pilum-Lance one-handed with no penalty when not mounted and Pilum-Lance tips are now no longer destroyed when used (as Pilums usually are). At level 5, the Wyrm Hunter counts as mounted when charging with a Pilum-Lance and the Wyrm Hunter may apply the following Deeds to the Pilum-Lance (assuming they meet the level requirements): Targeting, Bleeding Wound, Evasive, One Shot One Kill, Monster Targeting, and Eat Lead.
Lance Reload: At level 5, the Wyrm Hunter has tinkered their Pilum-Lance enough to allow them to reload the Pilum-Tips, and to do so quickly. The Wyrm Hunter's Pilum-Lance no longer breaks on a successful attack, though the tip does. Replacing the Pilum-Tips is a move-action, or a free action with Rapid Reload.
On The Trail: At level 6, the Wyrm Hunter gains the quarry class feature. This is exactly like the ranger ability of the same name. If they already has the quarry class feature from another class, they instead gains the improved quarry class feature. A Wyrm Hunter can use these abilities on any creature, not just a favored enemy.
Master Hunter: At level 10, the Wyrm Hunter becomes feared by even the greatest of monsters and know how to deal with just about anything. They gain the Frightful Presence Universal Monster Ability (DC 10 + 1/2 character level + Cha modifier) and, when using a Knowledge skill to find information on a creature, they receive 1 extra question (Minimum of 1). Lastly, when the target of a Combat Maneuver by a creature larger than you, the creature does not get its size bonus.
Edit: Please note that this class is still under construction and I'm actively seeking suggestions on class abilities and deeds.
Wyrm Hunter
DESCRIPTION
A Wyrm Hunter is one of the highest class of hunter in the Gear Wastes, having taken out the largest of clockwork creatures in the Wastes, including the dreaded Blenderwyrms. (More to add later)
ROLE
A Wyrm Hunter's primary goal is putting down huge targets, be they fleshy or made of clockwork or cybernetics. (More to add later)
HIT DIE
D10
REQUIREMENTS
Base Attack Bonus: +6
Feats: Amateur Gunslinger or a Grit feat, Big Game Hunter
Skills: Survival 5 Ranks
Weapon Proficiency: Must be proficient with any of the following: Any Advanced Firearm, Pilum-Lance (Read below for details)
Special: Must have taken down a Gears Waste construct of Huge size or greater
Class Skills
The Wyrm Hunter's class skills (and the key ability for each skill) are Acrobatics (Dex), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Knowledge (Dungeoneering)(Int), Knowledge (Nature)(Int), Perception (Wis), Stealth (Dex), and Survival (Wis).
Skill Ranks At Each Level: 4+Int
WYRM HUNTER
Level
BAB
Fort Save
Reflex Save
Will Save
Special
1st
+1
+1
+1
+0
Monster Slayer, Hunter Deed
2nd
+2
+1
+1
+1
Deed, More Gun/Lancer, Dragoon
3rd
+3
+2
+2
+1
Hunter Deed
4th
+4
+2
+2
+1
More Gun/Lancer
5th
+5
+3
+3
+2
Hunter Deed, Lance Reload, Dragoon
6th
+6/+1
+3
+3
+2
More Gun/Lancer, Deed, On The Trail
7th
+7/+2
+4
+4
+2
Hunter Deed
8th
+8/+3
+4
+4
+3
More Gun/Lancer
9th
+9/+4
+5
+5
+3
Hunter Deed
10th
+10/+5
+5
+5
+3
Master Hunter, Deed
Monster Slayer: At level 1, a Wyrm Hunter must choose the Way of the Gun or the Way of the Lance. This will determine the class abilities they will acquire as they level. Way of the Gun is more strictly damage dealing with little utility, whereas Way of the Lance is more defensive and utilitarian. There is some overlap of class abilities. This choice CANNOT be changed once chosen. Blue text denotes Way of the Gun specific abilities, Red for Way of the Lance.
Hunter Deed: At levels 1, 3, 5, 7 and 9, a Wyrm Hunter learns new tricks for using their weapons to drop or capture large beasts, be they flesh and blood or metal and clockwork.
One Shot One Kill: Spend 2 grit, make a single attack. If it hits, it's an automatic critical threat and must be confirmed. Performing this deed does not allow you to regain grit from confirming a critical hit. Works with the Pilum-Lance.
Monster Targeting: As the Targeting deed, but with the following locations instead. Works with the Pilum-Lance (as does Targeting)
Hide: This version of this deed target's a creature's scales, thick hide, shell, or other source of natural armor. The creature suffers a -4 penalty to its natural armor bonus to its Armor Class (minimum +0) for 1 minute. Multiple uses of this ability do not stack.
Natural Weapon: This version of this deed targets a specific limb that can be used as a natural weapon. On a hit, the target takes no damage from the hit but cannot attack with the targeted natural weapon for 1 round and drops one carried item of the gunslinger’s choice, even if the item is wielded with two limbs. Items held in a locked gauntlet are not dropped on a hit.
Wings: As normal.
Titan Hunter's Resolve: As long as you have at least 1 grit, you are immune to fear and you gain a +4 dodge bonus to your Armor Class against creatures at least 1 size category larger than yourself.
Just Out of Reach: So long as you have 1 grit, you gain a bonus to acrobatics equal to 1/2 your level for the purposes of moving through squares threatened by a creature of size greater than you.
Eat Lead: As an immediate action, you may expend 1 grit to gain a counter Attack of Opportunity when you are the subject of a larger creature's attack of opportunity. The "counter" is resolved by initiative order and counts towards your AoOs for the round. You are able to take this action only once per attack, up to your AoO limit, and you may make the AoOs with ranged or melee weapons.
Hunter's Mark: You may expend 1 grit as a free action to place your mark on a creature. Doing so causes your allies to have their weapons be treated as "Bane" against that creature for 1 minute.
(More Hunter Deeds to come as ideas come to me/suggestions are made)
Deeds: At levels 2, 6 and 10, a Wyrm Hunter gets access to Gunslinger Deeds with their Wyrm Hunter level "counting as" Gunslinger levels for purposes of qualifying. These levels can stack with Gunslinger levels, effectively allowing a Gunslinger/Wyrm Hunter to obtain full Deed coverage.
Enough Gun: At levels 2, 4, 6, and 8, the Wyrm Hunter begins calibrating their firearm to their personal specifications. At each level, the Wyrm Hunter may choose from the following upgrades to their chosen firearm. Unless expressly stated, the upgrades can only be taken once. The initial addition of each upgrade is free, and transfer to other firearms costs 200g x the number of upgrades on top of the weapon cost. They may also craft the upgrades themselves at half the cost at DC15 with +5 per upgrade. Anyone trying to use a Wyrm Hunter's upgraded firearm (others treats it as "Broken"). Due to the complex nature of construction, Golem-Stopper Rifles are not able to be upgraded.
Machine Tooled Barrel: The Wyrm Hunter retools their weapon's barrel, making it more accurate. The firearm gets +1 to hit.
Giant Bore: The Wyrm Hunter has totally overhauled the barrel and loading mechanism of their firearm to allow larger caliber of ammunition to be loaded. The damage die increases by 2 (1d6 => 1d10 for example). Must take Machine Tooled Barrel and Variable Breach first.
Ammunition Accelerator: Either through magic or clever engineering, the Wyrm Hunter has increased the stopping power of their firearm. The firearm gets +1 damage. Can be taken only twice.
Deadly Accurate Sights: Even the slightest adjustments can make the difference in scoring a critical hit. With each adjustment, a Wyrm Hunter increases their firearm's Critical range by +1 (18-20 would become 17-20 for example).
Magitech Targeting Array: Through the clever application of magic, the Wyrm Hunter has turned their weapon into a deadly marksman's weapon. They may use True Seeing as a Swift Action 3/day that does not provoke an attack of opportunity. In addition, the base range of the Wyrm Hunter's firearm doubles. Requires Deadly Accurate Sights and Elemental Capacitor.
Reaper Sights: Having constructed the most accurate mechanical sights possible for themselves, the Wyrm Hunter finds it far easier to score Critical Hits. The critical hit range for the upgraded firearm is doubled. This does not stack with Improved Critical. Requires Magitech Targeting Array, Deadly Accurate Sights and Elemental Capacitor.
Expanded Capacity: With reworking the internal chambers or magazines of your firearm, you're able to load additional shots. The firearm gets +1 Capacity regardless of type. Can be taken multiple times.
Drum Magazine: Through a reworking of their firearm's magazine, the Wyrm Hunter is able to not only store more shots, but also increase their number of attacks. The firearm's capacity increases by 4 and the Wyrm Hunter receives one additional attack at their lowest BAB. Requires Expanded Capacity x2.
Internal Ammo Forge: You don't know HOW you did it, but you managed to augment your weapon to change the metal composition of your firearm rounds in the chamber. As a move action, you may set your ammunition to a material from the following list: Silver, Adamantine, Blood Crystal, Elysian Bronze, Cold Iron and Viridium. Bullets augmented in such a way are obliterated on impact and cannot be recovered in any way. In addition, the special material overrides any special material the shots are composed of. You may take this upgrade once and you must choose the material upon applying the upgrade. The material choice may be changed for a cost equal to the weapon's Masterwork cost + the cost of the Special Material used when applied to a weapon. The Special Material is not needed to apply or use the upgrade. Alchemical rounds are not affected by the Internal Ammo Forge.
Double Coated Ammunition: The Wyrm Hunter has not only fixed the Internal Ammunition Forge in their gun, but have actually improved upon it. The Wyrm Hunter may, by supplying a negligent amount of the material (scraps and shavings are enough.), choose a second Special Material from the Internal Ammo Forge list (This choice may be changed at the beginning of the day). When they apply the coating to their shot, it counts as both the selected special materials (So you may have a shot count as Silver and Elysian Bronze). Requires Internal Ammo Forge and Precisely Tooled Mechanism.
Elemental Capacitor: Thanks to integrated magitech, you are able to suppress creature's elemental resistances. Each successful hit with a firearm suppresses the hit creature's elemental resistances by 5 for 1d4 rounds (Fort negates, DC (10 + Wisdom Bonus + Wyrm Hunter level). May be taken multiple times. Each time this upgrade is taken, you may opt to 1) add +5 to the resistance suppressed, or 2) add +2 to the Fort save DC to resist suppression.
Elemental Discharge: The application of elemental chargers along the barrel allows the Wyrm Hunter to add on elemental damage to their shots. Outside of combat, the Wyrm Hunter chooses an elemental type (Fire, Electric, Cold or Acid) and adjusts the sprockets and arcanogyros (This takes about five minutes of work). Their firearm gains +2d4 damage of that element type. Requires Elemental Capacitor and Precisely Tooled Mechanism.
Precisely Tooled Mechanism: While firearms are temperamental, you've managed to slowly work out all the little kinks in your particular gun. The misfire chance drops by 1 every time this upgrade is taken down to a misfire chance of 0 (Cannot misfire).
Variable Breach: You've managed to upgrade your firearm in such a way that it can handle pretty much any type of ammunition for a hand-held firearm. You may load your firearm with firearm ammunition of any type (So blunderbusses may load rifle rounds, rifles may load blunderbuss rounds, etc.). This does come at the cost of increased problems for the firearm however, causing the misfire chance to raise by 2 when using ammunition not for the specific type of weapon. Of note, scattershot (or any rounds that go off a cone such as pellets) loaded into handguns or rifles has a maximum cone of 15ft up to the first range increment at 1/2 the damage. This upgrade may only be taken once.
Lancer: Similar to the Way of the Gun's "More Gun" ability, a follower of the Way of the Lance has begun upgrading their Pilum-Lance, and any other Pilum-Lances. The initial addition of each upgrade is free, and transfer to other firearms costs 200g x the number of upgrades on top of the weapon cost. They may also craft the upgrades themselves at half the cost at DC15 with +5 per upgrade.
Prototype Firing Mechanism: The Wyrm Hunter upgrades their Pilum-Lance to be able to fire Pilums at range. The Pilum Lance may fire a Pilum from the end of their Lance with a range of 20ft. With no other upgrades, a Prototype Firing Mechanism may load only one Pilum at a time and reloads as a Standard action (See Lance Reload for more). Essentially they may use the Pilum-Lance's Special ability at a range of 20ft.
Barbed Pilums: Why fight hard when you can fight smart? The Wyrm Hunter has added shards of metal, glass, bone and stone to their Pilums, allowing them to cause horrible bleeding wounds. While the Pilum is inside a creature, the creature takes the Wyrm Hunter's Strength mod in bleed damage a round (Minimum of 1). Taking this upgrade a second time increases the damage to Str+1/2.
Chained Harpoons: The Wyrm Hunter has realized that large monsters running about is generally a bad thing. The Wyrm Hunter's Pilums have been greatly upgraded to allow for more battlefield control. The Pilum-Lance's critical range increases to 19-20/x3 and gains the Grappling quality with a range of 20ft (A Wyrm Hunter that succeeds in a grapple with the Pilum-Lance may move up to 20ft from the grappled opponent). The Pilum-Harpoons are connected by a chain that shares the same break DC. A Wyrm Hunter may disengage a chained Pilum-Harpoon from their Pilum-Lance as a move action. Reattaching a Pilum-Harpoon is a full-round action and retracting (and reloading) a still attached, non-grappled harpoon is a move-action.
Double-Barrel: Why shoot once when you can shoot twice? The Wyrm Hunter adds a second barrel to the end of their Pilum-Lance, allowing for for a second Pilum to be loaded. When used with the Prototype Firing Mechanism, the Wyrm Hunter may fire two Pilums before needing to reload (Still a Standard action to reload the to Pilums). When combined with Chained Harpoons, the second Pilum-Harpoon has their Critical Chance increased to 15-20 for purposes of grappling (15-20 enabled a grapple, but 19-20 still "counts as" a crit).
Clockwork Winch: The Wyrm Hunter has integrated a clockwork winch into the construction of their Pilum-Lance. When using a Pilum-Lance with Pilum-Harpoons, you gain the Improved Reposition feat, even if you do not meet the requirements for it. In addition, you gain a +4 mechanical bonus to Reposition when using Pilum-Harpoons to grapple and the "One size larger" restriction to Reposition is waived, though the DC to drag is increased by +1 for each size category above your own. Must take Chained Harpoons first to take this upgrade.
Automatic Loader: You've taken a page out of the Gunslinger's playbook and added a magazine for your Pilums. Your Pilum-Lance now has a capacity of of 5 (or 6 with Double-Barrel) and automatically loads in new Pilums as a Free Action. Pilum-Harpoons, when fired, add a cumulative +2 to the Grapple attempt and increases the DC to break the grapple by +2 per Pilum-Harpoon. If combined with Clockwork Winch, each Pilum-Harpoon fired and used to grapple increases the Wyrm Hunter's CMB for Repositioning by +2 when using the Pilum-Harpoons on an already grappled/harpooned opponent.
Armor Piercing Pilums: A little more bang for your buck. The Wyrm Hunter has managed to increase the durability of their Pilum's piercing heads, allowing the Pilums to bypass armor and even weaken it. When a Pilum is in a creature (as per the Pilum-Lance's ability), the Pilum lowers the creature's AC by 2. This stacks up to five times. In addition, Pilum-Harpoons have their Critical range increased to 13-20 for purposes of initiating their grapple weapon ability.
Shielding Plate: A good defense is, well, a better defense. The Wyrm Hunter welds, rivets, sews or otherwise attaches armor plating around the grip of their lance, earning them a +2 mechanical bonus to AC. This upgrade may be taken multiple times, adding +2 each time taken.
Dragoon: At level 2, the Wyrm Hunter becomes extremely proficient with a Pilum-Lance. They are able to wield a Pilum-Lance one-handed with no penalty when not mounted and Pilum-Lance tips are now no longer destroyed when used (as Pilums usually are). At level 5, the Wyrm Hunter counts as mounted when charging with a Pilum-Lance and the Wyrm Hunter may apply the following Deeds to the Pilum-Lance (assuming they meet the level requirements): Targeting, Bleeding Wound, Evasive, One Shot One Kill, Monster Targeting, and Eat Lead.
Lance Reload: At level 5, the Wyrm Hunter has tinkered their Pilum-Lance enough to allow them to reload the Pilum-Tips, and to do so quickly. The Wyrm Hunter's Pilum-Lance no longer breaks on a successful attack, though the tip does. Replacing the Pilum-Tips is a move-action, or a free action with Rapid Reload.
On The Trail: At level 6, the Wyrm Hunter gains the quarry class feature. This is exactly like the ranger ability of the same name. If they already has the quarry class feature from another class, they instead gains the improved quarry class feature. A Wyrm Hunter can use these abilities on any creature, not just a favored enemy.
Master Hunter: At level 10, the Wyrm Hunter becomes feared by even the greatest of monsters and know how to deal with just about anything. They gain the Frightful Presence Universal Monster Ability (DC 10 + 1/2 character level + Cha modifier) and, when using a Knowledge skill to find information on a creature, they receive 1 extra question (Minimum of 1). Lastly, when the target of a Combat Maneuver by a creature larger than you, the creature does not get its size bonus.