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Majgamer
2014-12-29, 11:50 AM
Unpredictable Armscaller

Throughout the plains, creation has been a prized occupation of sentient beings. Whether it be colossal buildings, or weapons of war, their original conception gathers in deep pools of thought. As only ideas, these pools are left undisturbed by non-ethereal beings... mostly. Rare examples of great philosophers, noble scholars, and flea-bitten hags (through years of attempts) have acquired the innate ability to reach into these pools of thought, materializing the idea itself. These conjurations (as well as their conjurations) are often brief while powerful, yet they are always unpredictable.

Role: The origins of the Unpredictable Armscaller are as varied as their practiced results. Typically, they support their party in a number of ways (from sneaking to being a glorified distraction). While their abilities make them powerful, they can often be infrequent in their tactics. This makes them as dangerous to rely on as they are to oppose.

Alignment: Any Chaotic.
Starting gold: 4d6 x 10 gp
Req: Int 12
Hit Die: d10
Skill Ranks per level: 6+Int modifer
Class skills:
Acrobatics, Bluff, Diplomacy, Climb, Craft, Intimidate, Perform, Profession, Spellcraft, Swim, Use Magic Device.Survival,Stealth,Knowledge dungeoneering,Sleight of hand

Weapon and Armor Proficiency:
Light, Medium and Heavy armor and proficiency only in called weapons.

Table 1



Level
BAB
Free
Action
Call
Fort
Save
Ref
Save
Will
Save
Special


1
1
-
2
2
-
Luck of the draw,
Gambler's blockade


2
2
-
3
3
-
Good deal


3
3
-
3
3
-
-


4
4
-
4
4
1
-


5
5
2
4
4
1
-


6
6,1
2
5
5
1
Quickened Summoing


7
7,2
2
5
5
2
Wise Trip


8
8,3
2
6
6
2
Deuces Wild


9
9,4
3
6
6
2
A weapon in mind


10
10,5
3
7
7
3
-


11
11,6,1
3
7
7
3
Still Hand


12
12,7,2
4
8
8
3
-


13
13,8,3
4
8
8
4
Split Second Defense


14
14,9,4
4
9
9
4



15
15,10,5
4
9
9
4



16
16,11,6,1
4
10
10
5



17
17,12,7,2
4
10
10
5



18
17,12,7,2
4
11
11
5



19
19,14,9,4
4
11
11
6



20
20,15,10,5
4
12
12
6
A Mightier Call





Call Spells

Luck of the Draw
level - Armscaller 1
Casting Time - 1 move action
Components - S
Duration - Instantaneous
Allows the user to summon a weapon at random, using a percentage die. Do this only as a move action. Projectile weapons fire projectiles which dematerialize upon either missing or hitting something (This also applies to thrown weapons). This weapon materializes before the user and lasts until sheathed, dropped or another weapon is successfully summoned. This is classified as a call ability. (Weapons list - Table 2)


Gambler’s Blockade
level - Armscaller 1
Casting Time - 1 move action
Components - S
Duration - Instantaneous
Allows the user to summon a shield at random, using a d10. Do this only as a move action. The throwing shield de-materializes upon either missing or hitting something. This shield materializes before the user and lasts until unequipped, dropped or out of the summoner’s hand. This is classified as a call ability. (Shield list - Table 3)


Horn of Plenty
level - Armscaller 17
Casting Time - 1 move action
Components - S
Duration - Instantaneous
The Unpredictable Armscaller can materialize food, projectiles and other supplies in much the same way as calling.



Passive Abilities

Eye for the Fight: At 2nd level, an Unpredictable Armscaller can learn a weapon proficiency by observing use of the weapon and making a DC 15 Int check. Learning a new weapon proficiency requires 5 minutes, these minutes need not be consecutive, but it must all be within the same day.

Good Deal: At 2nd level calling only has half arcane spell failure chance.

Quickened Summoning: At 6th level,An armscaller can now use call abilities in place of attacks on a full attack action

Wise Trip: At 7th level, the Unpredictable Armscaller’s called weapons are all treated as though the wielder has the weapon specialization feat with that specific weapon. This only applies to weapons manifested using the Armscaller’s summon.

Deuces Wild: At 8th level, an Armscaller can now choose to call a weapon in the hand otherwise taken up by a shield. With this being the case, he can now have two items from Table 1 at one time, but during this time, cannot also have an item from Table 3.

A Weapon in Mind: At 9th level, the Unpredictable Armscaller can call any weapon he has a proficiency with. The called weapon can be made of any material and is treated as masterwork quality. The material must be stated at the time of calling. This is classified as a call ability.


Still Hand: At 11th level, calls no longer require a somatic component.

Split-Second Defense: At 13th level, the Unpredictable Armscaller can call any shield he has proficiency with. The called shield can be made of any material and is treated as masterwork quality. The material must be stated at the time of calling. This is classified as a call ability.

A Mightier Call: At 20th level, an Unpredictable Armscaller can call huge weapons using their call ability and wield them as if they were medium size. They take no penalties for its use so long as the weapon is summoned by the Armscaller.

Table 2(Random Weapon Table)



1-5
Gm's Choice


6
Whip


7
Simple Stone1


8
Chain,Spiked


10
Maul


11
Gauntlet,Spiked


12
Flail


13
Greataxe


14
Fresh Cod1


15
Longbow, Composite2


16
Handaxe


17
Sickle


18
Lasso1


19
Kama


20
Arrow1


21
Sap


22
Glaive


23
Crossbow, Hand2


24
Tower Shield


25
Ranseur


26
Scythe


27
Scimitar


28
Net


29
Pick, Light


30
Clay Tankard1


31
Pitchfork1


32
Siangham


33
Axe, Throwing


34
Candle1


35
Shortsword


36
Rapier


37
Longbow2


38
Longship's anchor1


39
Shovel1


40
Alchemist Fire


41
Shortspear


42
Sword, Bastard


43
Battleaxe


44
Sleeping Gas Bomb1


45
Big Magnifying glass1


46
Javelin


47
Juggling Club


48
Hammer, Light


49
Dagger, Punching


50
Guisarme


51
Halberd


52
Shiv1


53
Nunchaku


54
Bucket1


55
Sling Bullet1


56
Longsword


57
Swordfish


58
Throwing Knife


59
Flail, Heavy


60
Sai


61
Crossbow,Repeating2


62
Shuriken


63
Sharpened Stick1


64
Warhammer


65
Poison Flask1


66
Sword, Two bladed


67
Longspear


68
Kukri


69
Flask of Acid1


70
Bolas


71
Blow Dart gun2


72
Sling2


73
Rat-Flail1


74
Club


75
Shortbow


76
Flail, Dire


77
Fluffy pillow1


78
Trident


79
Mace, heavy


80
Lance


81
Artisans tools1


82
Shortbow, composite


83
Greatclub


84
Dagger


85
Fishing pole1


86
Torch1


87
Mace, Light


88
Crossbow,Light2


89
Falchion


90
Swordbreaker Dagger


91
Quarterstaff


92
Pick, Heavy


93
A Femur bone1


94
Morningstar


95
Crossbow, Heavy


96-100
Roll Twice, Choose one(Crit success)


1Specifcs will be based off of GM's Discretion. All others can be found in offical Pathfinder rules
2Ranged weapons Are called as a loaded weapon
3Gm may choose Inanimate ojects outside of this list

Table 3(Random Shield Table)



1
Tower Shield


2
Throwing Shield


3
Heavy Steel Shield


5
Klar


6
Madu, Steel


7
Madu, Leather


8
Light Steel


9
Light Wooden


10
Buckler

Farmerbink
2014-12-29, 02:56 PM
I don't have time to read all of it, but I wanted to respond with my initial concerns: 6+int skills per level, with an int requirement (assuming thats the primary stat) with only 11 class skills? You're basically going to have all of your class skills, or very close to it, maxed. It's nearly always worth making players have choices to make, so either reducing the number to 2 or 4+ int, or give more class skills.

Just my 2c

Amechra
2014-12-29, 05:29 PM
You also have a very non-standard BAB and Reflex Save bonus. BAB shouldn't ever be greater than your level, for one.

Majgamer
2014-12-29, 10:05 PM
Alrighty, changed the BAB to pathfinder standard, Altered base saves, and added a few class skills.

nonsi
2014-12-30, 03:48 AM
.
1. The table is incomplete ('Special' column).
2. What are the class's weapon & armor proficiencies?
3. The description of the mechanics is incomplete (what are the class's bag of tricks looks like at 1st level?).
4. Whatever can be figured out requires the readed to go over the entire class and assemble a picture in his head. This is bad. If I read only till 1st level features, I wish to know here nand now everything this class can do at 1st level (detailed power descrifions excluded), in terms if usage frequency, action costs, durations, requirements, restrictions etc.

Majgamer
2014-12-30, 10:38 AM
.
1. The table is incomplete ('Special' column).
2. What are the class's weapon & armor proficiencies?
3. The description of the mechanics is incomplete (what are the class's bag of tricks looks like at 1st level?).
4. Whatever can be figured out requires the readed to go over the entire class and assemble a picture in his head. This is bad. If I read only till 1st level features, I wish to know here nand now everything this class can do at 1st level (detailed power descrifions excluded), in terms if usage frequency, action costs, durations, requirements, restrictions etc.

1. It is complete it just doesn't get that class feature until a certain level, hence the empty spaces
2. I marked things a bit clearer so hopefully it'll be easier to read in the future, but to answer, he can Use any type of armor, and he only has profecientcy in his summoned weapons(and Shields) at first level. he can gain more specific proficiency's from the "eye for the fight" class feature
3. He only has two abilities he can actively use, "The luck of the draw" and "Gambler's Blockade" all the other class features modify these abilities.
4. I'm not sure what you mean here, I modeled my descriptions off of base pathfinder classes out of the books.

nonsi
2014-12-30, 11:21 AM
1. It is complete it just doesn't get that class feature until a certain level, hence the empty spaces
2. I marked things a bit clearer so hopefully it'll be easier to read in the future, but to answer, he can Use any type of armor, and he only has profecientcy in his summoned weapons(and Shields) at first level. he can gain more specific proficiency's from the "eye for the fight" class feature
3. He only has two abilities he can actively use, "The luck of the draw" and "Gambler's Blockade" all the other class features modify these abilities.
4. I'm not sure what you mean here, I modeled my descriptions off of base pathfinder classes out of the books.



The class' table is missing a 'Special' column.
In that column:
- Level 1: Luck of the Draw, Gambler’s Blockade (are these useable at will, or a certain number of times per day/hour/minute...)
- Level 2: Eye for the Fight, Good Deal
- Level 5: Quickened Summoning
- Level 7: Wise Trip
- Level 8: Deuces Wild
- Level 9: A Weapon in Mind
- Level 11: Still Hand
- Level 13: Split-Second Defense
- Level 17: Horn of Plenty (quite pointless at such a high level, when clerics can create food & water at 5th level and 10th level parties hardly ever need to worry about supplies)
- Level 20: A Mightier Call
(make sure I didn't miss any of them)


What does "All types of armor and any summoned weapon or shield" mean?
Does this mean proficiency only in a summoned weapon or proficiency in all weapons noted in Table 2 and Table 3?


What are the class' armor proficiencies?


Quickened Summoning - It's not clear what this feature does. (and you don't get 2 attacks as sigle-classed 5th-level character. Ever)



Also, a design tip: Making a character rely heavily upon dice rolls and random results becomes tedious real quick.

Majgamer
2014-12-30, 01:58 PM
The class' table is missing a 'Special' column.
In that column:
- Level 1: Luck of the Draw, Gambler’s Blockade (are these useable at will, or a certain number of times per day/hour/minute...)
- Level 2: Eye for the Fight, Good Deal
- Level 5: Quickened Summoning
- Level 7: Wise Trip
- Level 8: Deuces Wild
- Level 9: A Weapon in Mind
- Level 11: Still Hand
- Level 13: Split-Second Defense
- Level 17: Horn of Plenty (quite pointless at such a high level, when clerics can create food & water at 5th level and 10th level parties hardly ever need to worry about supplies)
- Level 20: A Mightier Call
(make sure I didn't miss any of them)


What does "All types of armor and any summoned weapon or shield" mean?
Does this mean proficiency only in a summoned weapon or proficiency in all weapons noted in Table 2 and Table 3?


What are the class' armor proficiencies?


Quickened Summoning - It's not clear what this feature does. (and you don't get 2 attacks as sigle-classed 5th-level character. Ever)



Also, a design tip: Making a character rely heavily upon dice rolls and random results becomes tedious real quick.

Ah, thanks for clarifying, updated accordingly,moved Quickened Summoning to level 6,I'll figure out how to rephrase The quickened summon ability later, perhaps something like"An armscaller can now use call abilities in place of attacks on a full attack action"? I'd like to think the eye for the fight and a weapon in mind ability would help alleviate the randomness somewhat, I may move Weapon in mind down a level or two.