Pandit (Apath)
Unofficial rules compendium | |
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Pandits are quartermasters with a mystic flair and training in the martial arts. Also known as superior men or wise elders (even young pandits often earn this epithet). Pandits make excellent administrators, officials, and expedition leaders.
Class Information
This is a martial arts archetype, a quartermaster using martial arts.
Hit Die: d8.
Class Features
This fated quartermaster 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.
Deeds
Pandits gain deeds in a somewhat different progression. At seventh level, the pandit gains the right stuff deed. This replaces the thrift deed. At 11th level, the pandit gains the cool under stress and thrift 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.
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 medium or heavy load. 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.
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.
Table: Pandit
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st | +0 | +0 | +2 | +2 | Asset mastery, deeds (field instruction, makeshift crafting, peak performance), deep pockets, enlightened defense, mystic fist |
2nd | +1 | +0 | +3 | +3 | Dangerous devices 1d6, equipment trick, pack rat |
3rd | +2 | +1 | +3 | +3 | Deeds (rapid deployment, resourceful strike, trap master), demolition |
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 (repurpose mechanism, right stuff, 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 (cool under stress, equipment trick mastery, thrift) |
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:
- Resources
- Deeds (level 7, 11, and 15)
- Asset mastery
- Jury Rig
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