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    Firbolg in the Playground
     
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    Default The Aerinyes, a Spheres of Might, gun-toting infantry soldier! (Looking for feedback)

    Google Drive version. All images copyright me.



    The Aerinyes
    In a world where alchemy and airpower are essential parts of war, armies equip small soldiers with rocket-powered wingpacks to fly overhead, scouting out battlefields and firing signal flares.

    Role: Aerinyes tend to be young, short, and relatively disposable; most are never promoted above Captain unless they have been seriously injured enough to forestall their usefulness on the field of battle. Many end their career even less graciously than that. While Aerinyes are capable combatants, they are skirmishers and need room to move or hide behind.

    Firearms: This class is intended for a campaign that involves a high amount of firearms ("Commonplace Guns" or "Firearms Everywhere") and may be inappropriate for other campaign settings. Among other considerations, special ammunition is normally very expensive, yet critical to this class.

    Size: This class can only be taken or advanced by Small or Medium creatures shorter than 5'3".

    Hit Dice: d8 HP

    Starting Wealth and Age: Intuitive (as the rogue.)

    Class Skills

    The aerinyes' class skills are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

    Skill Ranks per Level: 6 + Int modifier


    Level
    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save

    Class Features
    Combat
    Talents
    1st
    +0
    +0
    +2
    +2
    Gunsmith, luck, rapid repair, stunts, skirmisher
    0
    2nd
    +1
    +0 +3 +3 Firing solution, sly survivalist, trapfinding, wingpack 1
    3rd +2 +1 +3 +3 Diving strike, firepower +1d6, stunts (lesser) 1
    4th +3 +1 +4 +4 Air superiority, ammo technique, spray and pray 2
    5th +3 +1 +4 +4 Beginner's luck +1, uncanny dodge, wingman 2
    6th +4 +2 +5 +5 Firepower +2d6 3
    7th +5 +2 +5 +5 Ammo technique, stunts (improved) 3
    8th +6/+1 +2 +6 +6 Improved alchemical cartridges 4
    9th +6/+1 +3 +6 +6 Firepower +3d6, improved wingpack (I) 4
    10th +7/+2 +3 +7 +7 Advanced ammo techniques 5
    11th +8/+3 +3 +7 +7 Stunts (greater) 5
    12th +9/+4 +4 +8 +8 Beginner's luck +2, firepower +4d6 6
    13th +9/+4 +4 +8 +8 Ammo technique, improved wingpack (II) 6
    14th +10/+5 +4 +9 +9 Improved uncanny dodge 7
    15th +11/+6/+1 +5 +9 +9 Firepower +5d6, stunts (superior) 7
    16th +12/+7/+2 +5 +10 +10 Ammo technique 8
    17th +12/+7/+2 +5 +10 +10 Improved wingpack (III) 8
    18th +13/+8/+3 +6 +11 +11 Firepower +6d6 9
    19th +14/+9/+4 +6 +11 +11 Ammo technique, beginner's luck +3, stunts (peerless) 9
    20th +15/+10/+5 +6 +12 +12 Risky business 10

    Proficiencies: Aerinyes are proficient with simple weapons, as well as firearms. In addition, if this is this character's first level in any class, they may select a martial tradition of their choice.
    The following are class features for the Aerinyes.

    Combat Training

    An aerinyes may combine combat spheres and talents to create powerful martial techniques. Aerinyes are considered Proficient combatants and use Charisma as their practitioner modifier.

    Gunsmith

    At 1st level, an aerinyes gains one of the following firearms of his choice: blunderbuss, musket, or pistol. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his 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 aerinyes also gains Gunsmithing as a bonus feat.

    Rapid Repair

    If a firearm gained the broken condition as a result of a misfire, the aerinyes can clear that condition as a standard action that provokes attacks of opportunity.

    Luck (Ex)

    An aerinyes gains a fluctuating pool of luck, measuring his ability to get out of tight scrapes. At the start of each day, an aerinyes has a number of luck points equal to half his Charisma modifier rounded down (minimum 1). His luck goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant an aerinyes luck points equal to the amount of grit or panache they grant. An aerinyes spends luck by using stunts; his luck pool also refills as below.

    Moving Out of a Square While Threatened: Once per round on his turn, if the aerinyes moves out of a square while being threatened by an opponent, the aerinyes generates 1 luck point. This luck point is generated even if the aerinyes avoids provoking an attack of opportunity with the movement, such as by taking the withdraw action.

    Receiving Attacks of Opportunity: Every time a hostile creature attempts to hit the aerinyes with an attack of opportunity, regardless of success, the aerinyes generates 1 luck point. These attacks of opportunity must have been provoked by activities the aerinyes voluntarily undertook. An aerinyes cannot receive a luck point for both moving out of a square while being threatened and receiving an attack of opportunity caused by the same square of movement from the same attacker.

    Stunts

    The aerinyes gains access to stunts that can spend their luck points. Unless otherwise noted, a stunt can be performed multiple successive times, as long as the appropriate amount of luck is spent to perform the stunt. Initially, an aerinyes can only perform least stunts, but as their level increases, they can perform higher levels of stunts. Stunts are a type of deed, and are valid for deed feats. If a stunt does not specify a type of action it uses, it does not take an action.


    Least Stunts (1st Level)

    Clear Skies (Ex): As part of a move action, the aerinyes can spend a luck point to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained by a firearm misfire.

    Hit the Deck (Ex): As an immediate action, an aerinyes can spend a luck point to drop prone or five-foot step behind adjacent cover to gain the appropriate benefits against an attack. Dropping prone while in flight causes the aerinyes to fall 30 feet; this may cause him to land. If so, he takes and mitigates falling damage as normal.

    Jink Shot (Ex): The aerinyes can spend a luck point as an immediate action to attempt a feint against an opponent within 30 feet. They must have a firearm in their hands — even if it's unloaded and not the weapon the aerinyes attacks with. If the feint succeeds, the aerinyes provokes no attacks of opportunity from that opponent until after their next attack or the end of the round, whichever comes first.

    Lesser Stunts (3rd Level)

    Ace Aviator (Ex): The aerinyes can spend a luck point as an immediate action to gain a +20 bonus on a single acrobatics or fly check, and for one round may consider himself one size category larger for the purposes of resisting any environmental wind effect.

    Barrel Roll (Ex): To use this stunt, this round the aerinyes must have threatened an opponent on two opposite sides such that if he could occupy both positions at the same time, he would be flanking the opponent. If these conditions have been met, the aerinyes can spend a luck point to gain the benefits of flanking against that opponent for this round, even with ranged attacks that ordinarily do not threaten opponents. In addition, he may roll twice and take the better result when determining miss chances from concealment or total concealment, though he must still fire into the correct space.

    Flashy Dodge (Ex): The aerinyes gains an uncanny knack for getting out of the way of attacks. When an attack roll is made against the aerinyes, as an immediate action, he can spend a luck point to add his Charisma modifier as a dodge bonus to AC for one round.

    Focused Fire (Ex): The aerinyes can spend 1 luck point to choose between a line and a cone when making scattering shot attacks for one round. The line’s length is twice the length of the weapon’s cone.

    Improved Stunts (7th Level)

    Barnstormer (Ex): While using Ace Aviator, the aerinyes also gains a +20 bonus to his combat maneuver check for bull rush and overrun maneuvers for one round. For purposes of determining who he can bull rush or overrun, he is treated as the same size he uses for determining the effects of environmental wind. Creatures that are overrun or bull rushed automatically take unarmed strike damage from the aerinyes as if he were a creature of his effective size for environmental wind, but he also takes half this damage.

    Improved Hit the Deck (Ex): When using the Hit the Deck stunt, the aerinyes gains the benefits of the Improved Evasion class feature. This qualifies as Evasion and Improved Evasion for the purposes of meeting prerequisites.

    Misdirecting Dodge (Ex): When using Flashy Dodge, the aerinyes can spend an additional luck point to redirect a missed attack towards another creature. If it is a missed melee attack roll, it must be any creature besides the attacker that is within the attacker's reach and adjacent to the aerinyes; if it is a missed ranged attack roll, it must be a creature or object within a 30-foot cone that starts at the aerinyes and points away from the attacker, hitting a creature 'behind' the aerinyes. The redirected attack uses the original attack roll. Spells can be redirected, but a redirected attack is never a critical hit. An attack can be redirected even if it missed for a reason besides a failed attack roll, like concealment.

    Swooping Scatter (Ex): To use this stunt, the aerinyes must have dropped at least 60 feet vertically during their turn and not flown up higher before attacking. The aerinyes can spend a luck point to cause the length of a scattering shot range increment to double; this stacks multiplicatively with effects like the distance enchantment. This length increase only lasts for one round. This stunt can be used at the same time as the Focused Fire stunt at no additional cost.

    Greater Stunts (11th Level)

    Barnburner (Su): When using the Barnstormer stunt, creatures that are damaged also take firepower damage from the aerinyes. He does not take this damage.

    Double Barrel (Ex): When performing the Barrel Roll stunt, the aerinyes may also roll twice and take the better result when dealing with mirror image effects, miss chances caused by ethereality, or any other random, numeric effect that can cause an attack to miss regardless of the attack roll.

    Hide in Plane Flight (Ex): If the aerinyes ends his turn at least 60 feet off the ground, he can spend 3 luck points as an immediate action to make a Stealth check without cover or concealment; he does not take a penalty for movement or attacking that round. This effect lasts until the end of his next turn or his next attack, whichever comes first.

    With Time to Plan (Ex): The aerinyes can spend 3 luck points as a free action to emulate an Ammo Technique or Advanced Ammo Technique he does not possess for one minute. He cannot use this Ammo Technique to emulate an Unchained Rogue Talent. The aerinyes can only emulate one Ammo Technique at a time; if he emulates a second while the first is still active, the first is removed.

    Superior Stunts (15th Level)

    Covered Firepower (Ex): To use this stunt, the aerinyes must be taking total cover and readying an attack for something on the other side. When taking the readied action, the aerinyes can spend 3 luck points to to increase the size of his Firepower dice to d10 for one round.

    Swooping Firepower (Ex): To use this stunt, the aerinyes must have dropped at least 60 feet vertically during their turn and not flown up higher before attacking. The aerinyes can spend 3 luck points to maximize the to increase the size of his Firepower dice to d10 for one round.

    Peerless Stunts (19th Level)

    Winging It (Ex): The Aerinyes can spend 5 luck points as an immediate action, and take a standard action.



    Skirmisher

    At 1st level, the aerinyes gains the Fly package from the Athletics sphere, the Barrage sphere, and the Unarmored Combat talent from the Equipment sphere as bonus talents. If he already possesses one of these talents, he instead gains one talent from that sphere in place of that talent.

    Firing Solution (Ex)

    At 2nd level, the aerinyes can perform charges with ranged attacks from firearms. In order to gain the benefits of the charge, the creature being shot at must be within a 15-foot cone of the aerinyes, extending in the same direction as the charge.

    Sly Survivalist

    At 2nd level, the aerinyes may use Intelligence in the place of Wisdom for the Perception and Survival skills, except when sleeping or mentally incapacitated.

    Trapfinding

    At 2nd level, an aerinyes adds ½ his level on Perception checks to locate traps and on Disable Device checks (minimum +1). An aerinyes can use Disable Device to disarm magic traps.

    Wingpack (Ex)

    At 2nd level, an aerinyes gains access to the wingpack, a heavy backpack that weighs 15 lbs. and can only be used by an aerinyes. All other creatures treat the wingpack as if it had the broken condition.

    As a full-round action that can be performed in mid-air, the aerinyes can activate or deactivate a wingpack. While active, wingpacks grant the aerinyes a fly speed of 40 feet (clumsy), and are treated as weighing nothing. However, the aerinyes walks and runs as if restricted by heavy armor. In addition, wingpacks have their own weight restrictions; they cannot lift more than a light load, including the aerinyes himself. When in flight with an activated wingpack, an aerinyes is considered to have a Strength score of 20 for the purposes of determining the aerinyes' maximum load, and for any other uses of Strength specifically related to flying. The aerinyes' weight counts against his maximum load in flight.

    While the wingpack is open, the aerinyes takes a -4 penalty to Armor Class, Combat Maneuver Bonus, and Combat Maneuver Defense. For the purposes of environmental effects, a Small or Medium aerinyes is affected by wind as a Medium creature while in flight, stacking with other effects that change effective size. When using his wingpack, the aerinyes can take 10 on Fly checks for voluntary movement like turning and hovering; this only applies to checks for the basic maneuvers described under the Fly skill. The wingpack does not function when its size is magically changed, or for creatures smaller than Small.

    A wingpack can be used for a total of one hour each day before it needs maintenance. Ordinarily the player doesn't need to track time spent on repairs or supplies for fuel per se; maintenance can be done as part of an ordinary day's rest and preparation time. GMs may reasonably require additional maintenance time or fuel expenditure tracking as appropriate to their campaign, but should try to inform players in advance.

    Wingpacks are relatively difficult to destroy while engaged in combat, having a hardness of 10 and 20 hit points. They can be enchanted as if they were a medium piece of armor to increase their durability, though they make poor armor. Even breaking a wingpack doesn't necessarily make it irreparably broken. In the event that a wingpack is destroyed beyond all hope of repair or lost, however, each one costs approximately 2,500 GP to replace in a Firearms Everywhere campaign. For characters below level 6, repair should be a quest of its own, as the aerinyes has enough skills to make do without their wingpack. At higher levels, however, replacement should tend towards purchase or resupply, as the aerinyes is increasingly invested in their flight abilities to the exclusion of ground performance.

    When an aerinyes uses a new wingpack, it takes approximately a week of daily maintenance in the field for it to assume the proper statistics for his level. Until then, he treats it as if it were the wingpack of a level 2 aerinyes (even if it had previously been used by a more experienced pilot; aerinyes wingpack modifications are highly individualized to each pilot.) At a properly supplied and staffed aerodrome, it is possible to have the customization refit done in approximately eight hours instead.

    Note: By official Pathfinder rules, it is somewhat unclear how the prone condition functions in flight. For the sake of depth in aerial movement, this class is written with a rule that being made prone while in flight causes 30 feet of falling. This ruling may be less helpful to campaigns less interested in making flight an interesting movement mode rather than a convenient one.

    Similarly, this class is designed under the assumption that directly upwards vertical movement is halved without the Rank 20 Skill Unlock for Fly or something similar, regardless of angle.


    Firepower (Su)

    Beginning at 3rd level, the aerinyes adds extra damage any time he makes a ranged attack with a firearm. He deals an additional 1d6 damage to targets struck; this does not normally apply to scattering shot attacks, but can be modified by some ammo techniques. This additional damage increases by another 1d6 at 6th level, and every three levels afterwards. Should the aerinyes score a critical hit with a firepower attack, this additional damage is not multiplied. This damage is calculated after the damage is halved for Flare and Gray Dust Cartridges.

    Diving Strike

    The aerinyes gains the Diving Strike talent from the Athletics Sphere as a bonus talent at 3rd level. If he already possesses this talent, he instead gains one talent from the Athletics or Barrage spheres.

    When using Diving Strike with firearms attacks, the aerinyes does not take damage and does not have to land, but he must dive at least 30 feet to gain the benefits. If he does so, his first firepower attack that round adds double the damage dice. This additional damage replaces the extra damage normally given by Diving Strike.

    Air Superiority

    Starting at 4th level, the aerinyes can focus on one creature or object each round as a free action on his turn, once per round. If the aerinyes can see their target, the target is within 30 feet and the target is at the same altitude or lower, the aerinyes is considered to be threatening it with his firearm, and can make attacks of opportunity against it. Altitude is determined by location of a creature's highest point, in the case of Large or larger creatures.

    Creatures who are aware of the aerinyes and can see him are aware who he is focusing on for air superiority. Creatures he focuses upon who are either unaware of him or cannot see him receive an Intelligence or Wisdom check (DC is the Aerinyes' level) to realize they are the target; the GM makes this roll in secret and uses the higher of the two ability scores.

    When threatening a prone creature with air superiority, the aerinyes gains a +4 bonus to ranged attack rolls against the creature rather than taking a penalty for shooting a prone creature.

    Ammo Techniques

    As an aerinyes gains experience, he learns a number of skills that enhance his usage of special alchemical cartridge ammunition, such as the Dragon's Breath Cartridge and Flare Cartridge. Starting at 4th level, an aerinyes gains one ammo technique. He gains an additional ammo technique for every 3 levels of aerinyes attained after 4th level. An aerinyes cannot select an individual technique more than once.

    Dramatic Flare: Targets must make your choice of Fortitude or Reflex save against the blinding and dazzle effects of the Flare Cartridge. Creatures directly struck by the Flare Cartridge are illuminated as if affected by faerie fire (but non-magical) for 5 rounds, at no save. Flare Cartridges no longer halve the damage they deal.

    Duster: Add ¼ the aerinyes' class level (rounded down) to the penalties imposed by Gray Dust and Gray Dust Shot. Creatures directly struck by either cartridge are outlined as if affected by glitterdust (non-magical, no save) for 5 rounds. Gray Dust Cartridges no longer halve the damage they deal.

    Evasion: The aerinyes gains evasion, as the rogue class feature. Evasion only functions while the aerinyes is wearing light or no armor and carrying a light load. This automatically becomes Improved Evasion at 10th level and above.

    Flamethrower: The aerinyes' attacks with Dragon's Breath Cartridges only misfire if both damage dice roll a 1, and the caltrops created by Molten Cartridges add the aerinyes' class level to their attack rolls. He may add his firepower dice to the fire damage caused by Dragon's Breath Cartridges and to the lingering fire damage caused by Molten Cartridges.

    Gas Master: The lingering effects of Entangling Shot, Gray Dust Shot, Repellent, Smoke, and Toxic Cartridges lasts for 1d4 additional rounds, even in the case of strong winds. Toxic Cartridges deal an additional amount of lingering acid damage equal to the aerinyes' firepower dice.

    High-Explosive Rounds: When making bullet attacks with a gun that has the scatter quality, the aerinyes' attacks cannot be stopped by the Deflect Arrows feat, wind conditions, or similar effects. These attacks also deal full damage to swarms and objects.

    Item Master: The aerinyes can take an Item Mastery feat, using his Reflex saving throw in place of requirements or effects that are normally based on Fortitude. The aerinyes may take this talent multiple times.

    Knockdown Dragout: Firepower attacks with Salt Shot Cartridges require targets to make a Fortitude saving throw of DC 15 or be knocked prone and pushed back 5 feet, and deal an additional amount of nonlethal damage equal to the aerinyes' firepower dice; against creatures immune to nonlethal damage, all damage from the cartridge and alchemical ordnance is lethal instead. Flying targets knocked prone fall 30 feet.

    Unchained Rogue Talent: An aerinyes can instead take an unchained rogue talent, as an unchained rogue of his class level. He is limited to the following rogue talents: Aspexia's Mysticism, Assault Leader, Black Market Connections, Camouflage, Canny Observer, Castling, Coax Information, Combat Swipe, Combat Trick, Cunning Trigger, Dampen Presence, Eerie Disappearance, Eldritch Conduit, Expert Cypher, Expert Leaper, False Attacker, Fast Getaway, Fast Stealth, Favored Terrain, Feint from the Shadows, Follow Along, Follow Clues, Fortified Position, Gloom Magic, Greater Gloom Magic, Green Tongue, Hairpin Trick, Hold Breath, Innocent Facade, Innocuous Servant, Iron Guts, Just a Face in the Crowd, Knockout Queen, Lasting Poison, Ledge Walker, Lingering Poison, Major Magic, Maneuvering Dodge, Mien of Despair, Minor Magic, Multitalented, Nimble Climber, Ninja Trick, Occult Dungeoneer, One of Those Faces, Poison Use, Positioning Attack, Quick Disable, Quick Disguise, Quick Trapsmith, Rapid Perception, Resiliency, Rogue Crawl, Rope Master, Scry Slip, Scrying Familiarity, Sczarni Smuggler, Shades of Gray, Signature Poison, Sneak Training, Spell Storing, Stand Up, Strong Impression, Strong Stroke, Superior Sniper, Suppress Poison, Surprise Attack, Swift Poison, Swift Tracker, Terrain Mastery, The Whole Time, Thrill of the Chase, Toxic Regurgitation, Trap Spotter, Unbalancing Trick, Underhanded Trick, Wall Scramble, Weapon Training, Wild Magic.

    Spray and Pray

    At 4th level, when an aerinyes makes attacks with a two-handed gun with the scatter quality, he treats the weapon as if it had a base critical threat range of 19–20. This enhanced critical threat range only works for attacks against targets within 30 feet, but works with both scatter shots and regular attacks.

    Beginner's Luck

    At 5th level, an aerinyes begins his day with an additional luck point, though he is still limited by a maximum of his Charisma modifier. Every seven levels afterwards, these values increase by an additional point.



    Uncanny Dodge (Ex)

    At 5th level, an aerinyes can react to danger before his senses would normally allow him to do so. While flying, he cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An aerinyes with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

    If an aerinyes already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below).

    Wingman

    At 5th level, the aerinyes becomes both a more proficient flyer and a better maintainer of his wingpack.

    He gains the Signature Skill feat for the Fly skill and adds half his class level as a bonus to his Fly skill when using a natural or extraordinary source of flight. Using a wingpack no longer imposes a penalty on the aerinyes' Armor Class, Combat Maneuver Bonus, or Combat Maneuver Defense.

    Furthermore, the wingpack gains the following benefits: its fly speed increases by 20 feet; the wingpack can fly for up to 2 hours per day; the wingpack gains a +1 bonus to its effective Strength score; and the wingpack gains a number of additional hit points equal to his aerinyes level × 2.

    Improved Alchemical Cartridges

    Beginning at 8th level, the aerinyes can improve the reliability of certain pre-manufactured alchemical cartridges, like Dragon's Breath Cartridges. When used by the aerinyes, these cartridges have a saving throw DC of either 15 or 10 + ¼ the aerinyes' class level + the aerinyes' Charisma modifier — whichever is higher. This benefit extends to alchemical cartridges that only require a saving throw because of an Ammo Technique the aerinyes has learned.

    Improved Wingpack

    At 9th level and every four levels thereafter, the aerinyes' wingpack gains the following benefits: its fly speed increases by 20 feet; the wingpack can fly for additional 2 hours per day; the wingpack gains a +1 bonus to its effective Strength score; and the wingpack gains a number of additional hit points equal to his aerinyes level. These values stack with themselves.

    Advanced Ammo Techniques

    At 10th level and every 3 levels thereafter, an aerinyes can choose from the advanced ammo techniques.

    Advanced Rogue Talent: An aerinyes can instead take an unchained rogue advanced talent, as an unchained rogue of his class level. He is limited to the following rogue advanced talents: Another Day, Deadly Cocktail, Defensive Roll, Familiar, Fast Tumble, Feat, Founders' Blessing, Frugal Trapsmith, Getaway Master, Glib Facade, Grazing Shot, Greater Multitalented, Greater Terrain Mastery, Hidden Mind, Hide in Plain Sight, Hunter's Surprise, Light Walker, Opportunist, Pierce the Darkness, Quick Shot, Redirect Attack, Reflexive Shadow Shield, See in Darkness, Shrine Walk, Skill Mastery, Slippery Mind, Stalker Talent, Stealthy Sniper, Stony Skin, Unlock Ki, Unwitting Ally, Weapon Snatcher

    Ammunition Master: When using alchemical cartridges, increase the DC of the saving throw (if any) by 1, and reduce the misfire chance (if any) by 2, to a minimum of 0.

    Diimension Dust: The aerinyes' attacks with Gray Dust Cartridge and Gray Dust Shot Cartridges prevent teleportation involving the affected creatures or areas for the same duration of time that those cartridges stop casting defensively.

    Diimension Flare: The damage dealt by the aerinyes' Flare Cartridges, including their increased damage from a firepower attack, becomes temporal fire damage. Temporal fire damage ignores energy resistance, energy immunity, and hardness; however, it is increased by vulnerability to fire damage.

    Explosive Propellant: The distance of all scattering shot cones that the aerinyes makes increases by 100% for one-handed firearms, and 200% for two-handed firearms.

    Reinforced Wings: The aerinyes may consider himself one size category larger for the purposes of resisting any environmental wind effect, and his wingpack adds his aerinyes level to its hardness.

    Signature Luck: The aerinyes picks a stunt that he has access to and that he must spend luck to perform. Once per round, he can perform this stunt for 1 fewer luck point (minimum 0). The aerinyes may take this technique multiple times, but it does not stack with itself or the Signature Deed feat.

    Twirling Reload: The aerinyes must have the Rapid Reload feat or Expert Reloading talent to take this ammo technique. The aerinyes can reload all firearms (except siege weapons) as a free action. Reloading both barrels of a double-barreled weapon in the same round requires a move action or a swift action. He does not need to have a hand free to reload.

    Improved Uncanny Dodge (Ex)

    At 14th level, an aerinyes can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does aerinyes levels.

    If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Risky Business

    At 20th level, an aerinyes picks two different stunts that he has access to and that he must spend luck to perform. He can perform these stunts for 1 luck point fewer (minimum 0) than usual. If the number of luck points to perform a stunt is reduced to 0, the aerinyes can perform this stunt at no cost. This stacks with the benefits of the Signature Luck talent.

    Last edited by AstralFire; 2020-10-16 at 06:36 PM.


    a steampunk fantasy ♦ the novelthe album

  2. - Top - End - #2
    Firbolg in the Playground
     
    AstralFire's Avatar

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    Default Re: The Aerinyes, a Spheres of Might, gun-toting infantry soldier! (Looking for feedb

    new version update

    - new names for all abilities that overlapped with existing other class abilities
    - clarifications on flight rules
    - limited rogue talents to a specific list
    - cleaned up diving strike
    - cleaned up luck point accumulation
    - replaced Swooping Critical/Covered Critical with something strong but not as swingy (still possibility it's too much)
    - a new stunt (possibly too strong)
    - increased luck point costs of later abilities, improved HIPF to compensate
    - multiple new ammo techniques
    Last edited by AstralFire; 2020-10-14 at 11:43 PM.


    a steampunk fantasy ♦ the novelthe album

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