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
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