wyldlock
2014-09-19, 09:44 AM
The basic idea of the archetype was basically inspired by the 'nuns with guns' trope, but due to some of the details of my setting, it made more sense to make them druid casters than clerics. They do a bit of skulking about and manipulating people, so they went up to 6 skills/lvl and got an expanded skill list. They are built with a good chunk of the urban druid in their base. I have debated back and forth between restricting them to moderate casting, but in the end I feel that the firearm tricks they gain are probably actually LESS powerful than wildshape, even with the special spell shell deed line.
Note: Firearms are simple weapons in my setting, and I've made the rules modification that while attacks in the first range increment resolve as touch attacks against light/medium armor for pistols, they do not for heavy armor. Rifles still penetrate against all armor types in the first increment.
As a side note, this is the first class/archetype I've ever built, so please be gentle!
Sister of Nature’s Vengeance
Druid archetype
Skills per level 6
Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Diplomacy (Dex) Escape Artist (Dex), Heal (Wis), Knowledge (local) (Int), Knowledge (history), Knowledge (religion) (int) and Knowledge Planes (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency:
Sisters are proficient with all simple weapons including Firearms. They are proficient with light armor, but not shields. They can use metal armor normally, but they cannot use any grit related abilities unless unarmored or in light armor.
Special:
A Sister's spell-casting is not affected by the use of any weapons of armor, however she suffers from non-proficiency penalties normally, and cannot use grit abilities with any weapons other than firearms, or when wearing any armor heavier than light.
Imbued Spell-Shells:
A Sister may spontaneously create the following spell shells by sacrificing an appropriate level spell. The Sister must still expend a point of grit to fire the shell as normal.
1 Touch of Combustion
2 Pox Pustules
3 Fungal Infestation
4 Flame Strike
5 Baleful Polymorph
6 Sirocco
7 Fire Storm
8 Sunburst
9 Tsunami
Unlike a standard Spell Shell, these shells may have areas of effect. When a spell shell carrying a spell that has an area rather than a target, the following special rule applies: If the spell is centered targeted on a creature, and that spell normally permits a reflex save, that creature is denied a saving throw if the attack hits. Furthermore it may critically affect the creature as a standard Spell Shell. If the area targeted is not centered on a creature, a touch attack is made against AC10, and may also result in a critical check. Any time a critical is confirmed on a spell shell that affects an area, enemies within range who are allowed a save take a -2 penalty on their saving throws.
Nature Bond (Ex): A sister does not gain an animal companion. Instead they choose a single domain from Charm, Liberation, Protection, or Repose.
People Person (Ex): A sister gains a +2 bonus on Bluff and Sense Motive. This ability replaces Nature Sense.
Grit (Ex): A sister favors trickery and magic over violent confrontation, but when her hand is forced, she fights with wildness and ferocity, battling their enemies boldly. Sisters have grit. In game terms, grit is a fluctuating measure of a sister’s ability to perform amazing actions in combat. At the start of each day, a Sister 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 Sister spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Pistol: Each time a sister confirms a critical hit with a pistol attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the sister's character level does not restore grit.
Killing Blow with a Pistol: When a sister reduces a creature to 0 or fewer hit points with a firearm 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 sister's character level to 0 or fewer hit points does not restore any grit.
Grit and associated deeds replace Wild Empathy, Trackless Step, Woodland Stride and Wild Shape.
Spell Shell Deed (Sp): At 1st level, as a full round action, a sister can ‘fire’ any of her prepared spells that normally has a range of touch. This is resolved as a ranged touch attack against the appropriate target type out to the weapon’s maximum range (with appropriate range penalties applied.) The spell resolves normally, with the following exceptions: If the shot would normally resolve in a misfire, the spell is expended normally, but fails to take effect. If the shot results in a critical threat it resolves as a normal critical, however the critical multiplier is x2 rather than the weapon’s multiplier. Special: When used against a target that is not resisting (For example, to deliver a heal or buff effect to an ally) the attack roll must still be rolled, however it can be critically applied. spells that do not normally heal, grant temporary hitpoints, inflict damage, or inflict ability damage that crit in this way cause healing or damage equal to the level of the spell cast x the sister’s level + her wisdom modifier in addition to the spell’s normal effects. Using this ability costs 1 grit point.
Focus on the Fight Deed (Ex): At 2nd level, a sister treats any firearm she is holding as a divine focus for any spell she casts requiring one. She may also holster and draw her guns as needed to perform somatic components for spellcasting as if she had the quick draw feat. This ability functions as long as the sister has at least one point of grit.
Deft Shootist (Ex): At 4th level, a sister gains the Deft Shootist feat, even if she would not normally qualify for it. This ability replaces Resist Nature’s Lure.
Thousand Faces (Su): This ability functions as the standard 13th level druid ability, but is gained at 6th Level.
Healing Shells (Sp): At 6th level, a sister can sacrifice a prepared spell to ready a spell shell that heals 1d6 points of damage per level of the spell sacrificed in this way.
Deadeye (Ex): At 8th level, the sister 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 sister still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Mental Strength (Ex): At 9th level, the sister gains immunity to charm and compulsion effects. This ability replaces venom immunity.
Marksman’s Focus (Ex): At 10th level, the sister with least 1 grit point and a firearm readied can cast a spell within an enemy’s threatened area without provoking attacks of opportunity without making a concentration check.
Startling Shot (Ex): At 12th level, a sister 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.
Blasting Spell (Sp): At 14th level, the sister’s spell shell deed improves to work with spells that normally permit ranged touch attacks. Spells that do not normally heal, grant temporary hitpoints, inflict damage, or inflict ability damage that result in a critical hit when fired as a spell shell cause healing or damage equal to the level of the spell cast x the sister's level + her wisdom modifier in addition to the spell’s normal effects.
Bleeding Wound (Ex): At 16th level, when the sister 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 sister's Wisdom modifier. Alternatively, the sister can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (sister's choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Greater Beneficial Spell Shell (Ex): At 18th level, when the sister utilizes the spell shell deed, she no longer automatically loses beneficial spells on a roll of 1 (Although she can still miss the target’s touch AC). Furthermore critical threats on beneficial spells are automatically confirmed.
Guncaster (Su): At 20th level the sister fully integrates her skill with firearms and her skill with magic. She no longer expends grit when firing a Spell Shell. Furthermore, the sister can choose to expend one grit point in order to prepare spell shells in advance. A sister can have 1 shell per 8 levels prepared in this way.
Note: Firearms are simple weapons in my setting, and I've made the rules modification that while attacks in the first range increment resolve as touch attacks against light/medium armor for pistols, they do not for heavy armor. Rifles still penetrate against all armor types in the first increment.
As a side note, this is the first class/archetype I've ever built, so please be gentle!
Sister of Nature’s Vengeance
Druid archetype
Skills per level 6
Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Diplomacy (Dex) Escape Artist (Dex), Heal (Wis), Knowledge (local) (Int), Knowledge (history), Knowledge (religion) (int) and Knowledge Planes (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency:
Sisters are proficient with all simple weapons including Firearms. They are proficient with light armor, but not shields. They can use metal armor normally, but they cannot use any grit related abilities unless unarmored or in light armor.
Special:
A Sister's spell-casting is not affected by the use of any weapons of armor, however she suffers from non-proficiency penalties normally, and cannot use grit abilities with any weapons other than firearms, or when wearing any armor heavier than light.
Imbued Spell-Shells:
A Sister may spontaneously create the following spell shells by sacrificing an appropriate level spell. The Sister must still expend a point of grit to fire the shell as normal.
1 Touch of Combustion
2 Pox Pustules
3 Fungal Infestation
4 Flame Strike
5 Baleful Polymorph
6 Sirocco
7 Fire Storm
8 Sunburst
9 Tsunami
Unlike a standard Spell Shell, these shells may have areas of effect. When a spell shell carrying a spell that has an area rather than a target, the following special rule applies: If the spell is centered targeted on a creature, and that spell normally permits a reflex save, that creature is denied a saving throw if the attack hits. Furthermore it may critically affect the creature as a standard Spell Shell. If the area targeted is not centered on a creature, a touch attack is made against AC10, and may also result in a critical check. Any time a critical is confirmed on a spell shell that affects an area, enemies within range who are allowed a save take a -2 penalty on their saving throws.
Nature Bond (Ex): A sister does not gain an animal companion. Instead they choose a single domain from Charm, Liberation, Protection, or Repose.
People Person (Ex): A sister gains a +2 bonus on Bluff and Sense Motive. This ability replaces Nature Sense.
Grit (Ex): A sister favors trickery and magic over violent confrontation, but when her hand is forced, she fights with wildness and ferocity, battling their enemies boldly. Sisters have grit. In game terms, grit is a fluctuating measure of a sister’s ability to perform amazing actions in combat. At the start of each day, a Sister 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 Sister spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Pistol: Each time a sister confirms a critical hit with a pistol attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the sister's character level does not restore grit.
Killing Blow with a Pistol: When a sister reduces a creature to 0 or fewer hit points with a firearm 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 sister's character level to 0 or fewer hit points does not restore any grit.
Grit and associated deeds replace Wild Empathy, Trackless Step, Woodland Stride and Wild Shape.
Spell Shell Deed (Sp): At 1st level, as a full round action, a sister can ‘fire’ any of her prepared spells that normally has a range of touch. This is resolved as a ranged touch attack against the appropriate target type out to the weapon’s maximum range (with appropriate range penalties applied.) The spell resolves normally, with the following exceptions: If the shot would normally resolve in a misfire, the spell is expended normally, but fails to take effect. If the shot results in a critical threat it resolves as a normal critical, however the critical multiplier is x2 rather than the weapon’s multiplier. Special: When used against a target that is not resisting (For example, to deliver a heal or buff effect to an ally) the attack roll must still be rolled, however it can be critically applied. spells that do not normally heal, grant temporary hitpoints, inflict damage, or inflict ability damage that crit in this way cause healing or damage equal to the level of the spell cast x the sister’s level + her wisdom modifier in addition to the spell’s normal effects. Using this ability costs 1 grit point.
Focus on the Fight Deed (Ex): At 2nd level, a sister treats any firearm she is holding as a divine focus for any spell she casts requiring one. She may also holster and draw her guns as needed to perform somatic components for spellcasting as if she had the quick draw feat. This ability functions as long as the sister has at least one point of grit.
Deft Shootist (Ex): At 4th level, a sister gains the Deft Shootist feat, even if she would not normally qualify for it. This ability replaces Resist Nature’s Lure.
Thousand Faces (Su): This ability functions as the standard 13th level druid ability, but is gained at 6th Level.
Healing Shells (Sp): At 6th level, a sister can sacrifice a prepared spell to ready a spell shell that heals 1d6 points of damage per level of the spell sacrificed in this way.
Deadeye (Ex): At 8th level, the sister 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 sister still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Mental Strength (Ex): At 9th level, the sister gains immunity to charm and compulsion effects. This ability replaces venom immunity.
Marksman’s Focus (Ex): At 10th level, the sister with least 1 grit point and a firearm readied can cast a spell within an enemy’s threatened area without provoking attacks of opportunity without making a concentration check.
Startling Shot (Ex): At 12th level, a sister 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.
Blasting Spell (Sp): At 14th level, the sister’s spell shell deed improves to work with spells that normally permit ranged touch attacks. Spells that do not normally heal, grant temporary hitpoints, inflict damage, or inflict ability damage that result in a critical hit when fired as a spell shell cause healing or damage equal to the level of the spell cast x the sister's level + her wisdom modifier in addition to the spell’s normal effects.
Bleeding Wound (Ex): At 16th level, when the sister 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 sister's Wisdom modifier. Alternatively, the sister can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (sister's choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Greater Beneficial Spell Shell (Ex): At 18th level, when the sister utilizes the spell shell deed, she no longer automatically loses beneficial spells on a roll of 1 (Although she can still miss the target’s touch AC). Furthermore critical threats on beneficial spells are automatically confirmed.
Guncaster (Su): At 20th level the sister fully integrates her skill with firearms and her skill with magic. She no longer expends grit when firing a Spell Shell. Furthermore, the sister can choose to expend one grit point in order to prepare spell shells in advance. A sister can have 1 shell per 8 levels prepared in this way.