|Unofficial rules compendium|
Pandits are quartermasters with a mystic flair and training in the martial arts. Also known as heavenly scholars or wise elders (even young pandits often earn this epithet). Pandits make excellent administrators, officials, and expedition leaders.
Starting Wealth: 2d6 x 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8.
A pandit's' class skills are: Acrobatics (Dex), Appraise (Wis), Bluff (Cha), Climb (Str), Craft (Wis), Diplomacy (Cha), Disable Device (Wis), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Wis). Appraise, Craft, Disable Device, and Use Magic Device have Wisdom as their key ability when used by a pandit (see asset mastery below).
Skill Ranks per Level: 6 + Int per level
This pandit has all normal quartermaster class features, except as noted.
Enlightened Resources (Ex)
The pandit's deeds are based on foresight and insight rather than situation analysis. The pandit's initial and maximum resource points are equal to his Wisdom score. This is otherwise identical to the resources ability of the quartermaster.
Pandits gain deeds in a somewhat different progression.
- At seventh level, the pandit gains the right stuff deed. This replaces the weapon leverage deed.
- At 11th level, the pandit gains the cool under stress and weapon leverage deeds. This replaces assign equipment and right stuff.
- At 15th level, the pandit gains the assign equipment deed. This replaces the cool under stress deed.
Asset Mastery (Ex)
Appraise, Craft, Disable Device, and Use Magic Device checks have Wisdom as their key ability when used by a pandit. This is a modification to asset mastery.
Enlightened Defense (Ex)
When unarmored and unencumbered, the pandit adds his Wisdom bonus (if any) to his Armor Class and combat maneuver defense. In addition, a pandit gains a +1 bonus to AC at 4th level. This bonus increases by 1 every four pandit levels thereafter (+1 at 4th, +2 at 8th, and so on).
These bonuses to AC apply even against touch attacks or when the pandit is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a load heavy enough to slow his movement. Enlightened defense replaces jury rig.
Note that this restricts the usefulness of the pack rat ability for the pandit, as armor affected by pack rat still count as light armor and prevents enlighetened defense from working. It also restricts the usefulness of the weapon practice ability, but all proficiencies gained still work with field instruction and assign equipment.
Mystic Fist (Ex)
A pandit gains Improved Unarmed Combat as a bonus feat and inflicts 1d6 damage with an unarmed attack (1d4 for a Small character). Mystic fist attacks may be with fist, elbows, knees, and feet. This means that a pandit may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a pandit striking unarmed. A pandit may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually mystic fist unarmed strikes deal lethal damage, but the oracle can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A mystic fist unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. The damage of mystic fist increases with base attack bonus; when base attack bonus reaches +4, unarmed damage becomes 1d8 (1d6 if Small). At base attack +8 unarmed damage becomes 1d10 (1d8 if Small), and at +12 it becomes 2d6 (1d8 if Small). Finally, the pandit can substitute Wisdom for Wisdom for the prerequisites of style feats. This replaces weapon proficiencies and the oracle's curse.
|1st||+0||+0||+2||+2||Asset mastery, deeds (makeshift crafting, peak performance, rapid deployment), deep pockets, enlightened defense, mystic fist|
|2nd||+1||+0||+3||+3||Dangerous devices 1d6, equipment trick, pack rat|
|3rd||+2||+1||+3||+3||Deeds (field instruction, resourceful strike, trap master), demolition|
|4th||+3||+1||+4||+4||Dangerous devices 2d6, equipment trick, mobility training|
|5th||+3||+1||+4||+4||Connections, evasion, inspection, weapon practice|
|6th||+4||+2||+5||+5||Dangerous devices 3d6, equipment trick, generic weapon training|
|7th||+5||+2||+5||+5||Deeds (repurpose mechanism, right stuff, thrift)|
|8th||+6/+1||+2||+6||+6||Dangerous devices 4d6, equipment trick|
|9th||+6/+1||+3||+6||+6||Buy in bulk, connections (+2 sizes)|
|10th||+7/+2||+3||+7||+7||Dangerous devices 5d6, equipment trick|
|11th||+8/+3||+3||+7||+7||Deeds (cool under stress, equipment trick mastery, weapon leverage)|
|12th||+9/+4||+4||+8||+8||Dangerous devices 6d6, equipment trick|
|13th||+9/+4||+4||+8||+8||Connections (+3 sizes), improved evasion|
|14th||+10/+5||+4||+9||+9||Dangerous devices 7d6, equipment trick|
|15th||+11/+6/+1||+5||+9||+9||Deeds (assign equipment, release magic, repurpose construct)|
|16th||+12/+7/+2||+5||+10||+10||Dangerous devices 8d6, equipment trick|
|17th||+12/+7/+2||+5||+10||+10||Connections (+4 sizes), trap evasion|
|18th||+13/+8/+3||+6||+11||+11||Dangerous devices 9d6, equipment trick|
|19th||+14/+9/+4||+6||+11||+11||Deeds (animate objects, overcome reality, wonders of magic)|
|20th||+15/+10/+5||+6||+12||+12||Dangerous devices 10d6, equipment trick|
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Deeds (level 7, 11, and 15)
- Asset mastery
- Jury Rig
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