Difference between revisions of "Avant-Garde Quartermaster (Apath)"
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=== Canny Defense (Ex) === | === Canny Defense (Ex) === | ||
− | When wearing light encumbrance and wearing no armor and not using a shield, an avant-gardist adds his Intelligence bonus as a dodge bonus to CMD and Armor Class while wielding a melee weapon. If an avant-gardist is caught unarmed or is flat-footed or otherwise denied his Dexterity bonus to Armor Class, he also loses this bonus. An avant-gardist that knows the Improved Unarmed Strike feat still cannot use canny defense unarmed, he needs a proper melee weapon to do so. This replaces the pack rat and inspection abilities. | + | When wearing light encumbrance and wearing no armor and not using a shield, an avant-gardist adds his Intelligence bonus as a dodge bonus to CMD and Armor Class while wielding a melee weapon. If an avant-gardist is caught unarmed or is flat-footed or otherwise denied his Dexterity bonus to Armor Class, he also loses this bonus. An avant-gardist that knows the Improved Unarmed Strike feat still cannot use canny defense unarmed, he needs a proper melee weapon to do so. This replaces the pack rat and inspection abilities. |
+ | |||
+ | == Table: Quartermaster == | ||
+ | {|class="wikitable" | ||
+ | |valign="bottom"|'''Level'''||valign="bottom"|'''Base <br>Attack <br>Bonus'''||valign="bottom"|'''Fort <br>Save'''||valign="bottom"|'''Ref <br>Save'''||valign="bottom"|'''Will <br>Save'''||valign="bottom"|'''Special''' | ||
+ | |- | ||
+ | |v valign="top" | 1st || valign="top" | +0 || valign="top" | +0 || valign="top" | +2 || valign="top" | +2 || valign="top" | Asset mastery, canny defense, deeds ''(field instruction, makeshift crafting, peak performance)'', deep pockets | ||
+ | |- | ||
+ | | valign="top" | 2nd || valign="top" | +1 || valign="top" | +0 || valign="top" | +3 || valign="top" | +3 || valign="top" | Dangerous devices 1d6, equipment trick | ||
+ | |- | ||
+ | | valign="top" | 3rd || valign="top" | +2 || valign="top" | +1 || valign="top" | +3 || valign="top" | +3 || valign="top" | Deeds ''(rapid deployment, resourceful strike, trap master)'', demolition, jury rig | ||
+ | |- | ||
+ | | valign="top" | 4th || valign="top" | +3 || valign="top" | +1 || valign="top" | +4 || valign="top" | +4 || valign="top" | Dangerous devices 2d6, equipment trick, generic weapon training | ||
+ | |- | ||
+ | | valign="top" | 5th || valign="top" | +3 || valign="top" | +1 || valign="top" | +4 || valign="top" | +4 || valign="top" | Connections, evasion, weapon practice | ||
+ | |- | ||
+ | | valign="top" | 6th || valign="top" | +4 || valign="top" | +2 || valign="top" | +5 || valign="top" | +5 || valign="top" | Dangerous devices 3d6, equipment trick | ||
+ | |- | ||
+ | | valign="top" | 7th || valign="top" | +5 || valign="top" | +2 || valign="top" | +5 || valign="top" | +5 || valign="top" | Deeds ''(repurpose mechanism, thrift, weapon leverage)'' | ||
+ | |- | ||
+ | | valign="top" | 8th || valign="top" | +6/+1 || valign="top" | +2 || valign="top" | +6 || valign="top" | +6 || valign="top" | Dangerous devices 4d6, equipment trick | ||
+ | |- | ||
+ | | valign="top" | 9th || valign="top" | +6/+1 || valign="top" | +3 || valign="top" | +6 || valign="top" | +6 || valign="top" | Buy in bulk, connections ''(+2 sizes)'' | ||
+ | |- | ||
+ | | valign="top" | 10th || valign="top" | +7/+2 || valign="top" | +3 || valign="top" | +7 || valign="top" | +7 || valign="top" | Dangerous devices 5d6, equipment trick | ||
+ | |- | ||
+ | | valign="top" | 11th || valign="top" | +8/+3 || valign="top" | +3 || valign="top" | +7 || valign="top" | +7 || valign="top" | Deeds ''(assign equipment, equipment trick mastery, right stuff)'' | ||
+ | |- | ||
+ | | valign="top" | 12th || valign="top" | +9/+4 || valign="top" | +4 || valign="top" | +8 || valign="top" | +8 || valign="top" | Dangerous devices 6d6, equipment trick | ||
+ | |- | ||
+ | | valign="top" | 13th || valign="top" | +9/+4 || valign="top" | +4 || valign="top" | +8 || valign="top" | +8 || valign="top" | Connections ''(+3 sizes)'', improved evasion | ||
+ | |- | ||
+ | | valign="top" | 14th || valign="top" | +10/+5 || valign="top" | +4 || valign="top" | +9 || valign="top" | +9 || valign="top" | Dangerous devices 7d6, equipment trick | ||
+ | |- | ||
+ | | valign="top" | 15th || valign="top" | +11/+6/+1 || valign="top" | +5 || valign="top" | +9 || valign="top" | +9 || valign="top" | Deeds ''(cool under stress, release magic, repurpose construct)'' | ||
+ | |- | ||
+ | | valign="top" | 16th || valign="top" | +12/+7/+2 || valign="top" | +5 || valign="top" | +10 || valign="top" | +10 || valign="top" | Dangerous devices 8d6, equipment trick | ||
+ | |- | ||
+ | | valign="top" | 17th || valign="top" | +12/+7/+2 || valign="top" | +5 || valign="top" | +10 || valign="top" | +10 || valign="top" | Connections ''(+4 sizes)'', trap evasion | ||
+ | |- | ||
+ | | valign="top" | 18th || valign="top" | +13/+8/+3 || valign="top" | +6 || valign="top" | +11 || valign="top" | +11 || valign="top" | Dangerous devices 9d6, equipment trick | ||
+ | |- | ||
+ | | valign="top" | 19th || valign="top" | +14/+9/+4 || valign="top" | +6 || valign="top" | +11 || valign="top" | +11 || valign="top" | Deeds ''(animate objects, overcome reality, wonders of magic)'' | ||
+ | |- | ||
+ | | valign="top" | 20th || valign="top" | +15/+10/+5 || valign="top" | +6 || valign="top" | +12 || valign="top" | +12 || valign="top" | Dangerous devices 10d6, equipment trick | ||
+ | |} | ||
== Summary of Changed Class Abilities == | == Summary of Changed Class Abilities == |
Revision as of 10:00, 18 February 2016
Unofficial rules compendium | |
|
Avant-gardists are warrior scholars that apply their minds to combat in all it's mundane facets.
Class Information
This is a martial arts archetype, a fencing quartermaster.
Hit Die: d8.
Class Features
This avant-gardist has all normal quartermaster class features, except as noted.
Weapon and Armor Proficiency
An avant-gardist is proficient with all simple and martial weapons, but not with armor or shields. The avant-gardist gains additional proficiencies as he advances in level, see weapon practice, but cannot select proficiency in heavy armor from weapon practice.
Canny Defense (Ex)
When wearing light encumbrance and wearing no armor and not using a shield, an avant-gardist adds his Intelligence bonus as a dodge bonus to CMD and Armor Class while wielding a melee weapon. If an avant-gardist is caught unarmed or is flat-footed or otherwise denied his Dexterity bonus to Armor Class, he also loses this bonus. An avant-gardist that knows the Improved Unarmed Strike feat still cannot use canny defense unarmed, he needs a proper melee weapon to do so. This replaces the pack rat and inspection abilities.
Table: Quartermaster
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st | +0 | +0 | +2 | +2 | Asset mastery, canny defense, deeds (field instruction, makeshift crafting, peak performance), deep pockets |
2nd | +1 | +0 | +3 | +3 | Dangerous devices 1d6, equipment trick |
3rd | +2 | +1 | +3 | +3 | Deeds (rapid deployment, resourceful strike, trap master), demolition, jury rig |
4th | +3 | +1 | +4 | +4 | Dangerous devices 2d6, equipment trick, generic weapon training |
5th | +3 | +1 | +4 | +4 | Connections, evasion, weapon practice |
6th | +4 | +2 | +5 | +5 | Dangerous devices 3d6, equipment trick |
7th | +5 | +2 | +5 | +5 | Deeds (repurpose mechanism, thrift, weapon leverage) |
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 (assign equipment, equipment trick mastery, right stuff) |
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 (cool under stress, 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:
- Armor Proficiency
- Pack Rat
- Inspection
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