Fixer (Apath)
Unofficial rules compendium | |
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Fixers are quartermasters focusing on aquiring ceaply by any means possible—they think noting of trading in stolen or smuggled items.
Class Information
This is a martial arts archetype, a quartermaster using martial arts.
Alignment: Any. Most fixers are chaotic individuals disdaining law and order.
Hit Die: d8.
Class Features
This fixer has all normal quartermaster class features, except as noted.
Deeds
The following deeds replace some quartermaster deeds, as stated in each description.
Hot Goods
At 1st level a fixer has connections that enables him to purchase hot goods. This is items that are stolen and being looked for, cursed, made to be temporary, or otherwise too hot to handle. Such items are safe to handle for a short while, but are not safe to keep. Hot items can be purchased at 10% of normal cost, but are only safe for eight hours. After that, the item's legacy makes it very risky to handle. If PCs keep such an item past the time limit, the GM is free to have the item simply disappear, have cops and other agents come looking for them, have fences stop trading with the fixer (effectively removing this ability for a time), have a magic item suddenly manifest a curse, or otherwise severely inconvenience the characters. After one week, these problems become intolerable and the item is simply lost. Hot goods never have a resale value. A fixer can pull hot goods out of his deep pockets as long as he has at least one point of resources. Pulling a one-use or charged hot magic item (such as a potion, wand, or scroll) out of deep pockets costs one point of resources. This replaces makeshift crafting.
Black Market
At 7th level, a fixer can purchase items at half price from the black market. Such items are usually smuggled or stolen, but they are not hot and dangerous like those procured with the hot goods deed. This never applies to commodities or valuables; anything that is normally sold at full price must be bought at full price. The fixer can pull black market items out of his deep pockets as long as he has at least one point of resources. Pulling a black market magic item out of deep pockets costs two points of resources. This replaces weapon leverage.
Fixer (Ex)
The fixer is a master of hiding, repairing, manipulating, and evaluating objects. He can use the Disable Device skill to disarm magic traps (as the rogue's trapfinding ability) and does not destroy a trap he disarms; he can re-arm a trap he has disarmed as a move action. He can use Appraise as if it was Perception to find hidden valuables and to identify magic items as if using Spellcraft combined with detect magic. He adds half his class level to Appraise, Disable Device, Sleight of Hand and Use Magic Device checks, and all these skills have Intelligence as their key ability when used by a fixer.
Hidden Stash (Ex)
A 2nd level fixer, and anyone who benefits from the 5th level inspection ability, has their valuables hidden. This protection also extends to items the fixer has secreted away. The DC of any Perception check to find contraband or hidden weapons on their person is equal to the fixer's Sleight of Hand skill bonus +10. Any spell used to detect items in the character's possessions must succeed at a caster level check against the same difficulty. This replaces pack rat and alters the inspection ability.
Table: Quartermaster
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st | +0 | +0 | +2 | +2 | Fixer, deeds (field instruction, hot goods, peak performance), deep pockets |
2nd | +1 | +0 | +3 | +3 | Dangerous devices 1d6, equipment trick, hidden stash |
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, inspection, weapon practice |
6th | +4 | +2 | +5 | +5 | Dangerous devices 3d6, equipment trick |
7th | +5 | +2 | +5 | +5 | Deeds (black market, repurpose mechanism, 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 (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:
- Deeds (level 1, 3, and 7)
- Asset mastery
- Pack Rat
- Inspection
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