Avant-Garde Engineer (Apath)

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Unofficial rules compendium

This is a combination of the avant-gardist and engineer archetypes ofr the quartermaster class. An engineer is a quartermaster archetype focused on devices and construction, giving up much of the quartermaster's people skills. 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 focused on construction rather than connections..

Starting Wealth: 3d6 x 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die: d8

Class Skills

A quartermasters' class skills are: Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Int). Disable Device and Use Magic Device have Intelligence as their key ability when used by an engineer (see asset mastery).

Skill Ranks per Level: 6 + Int per level

Class Features

This avant-gardist has all normal quartermaster class features, except as noted. A header in green indicates a new ability for this archetype, while headers in black are abilities shared with the class.

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, but wearing armor prevents canny defense from fuctioning.

Resources, Grit, and Panache
Grit, resources, and panache represent different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, resources, panache, or any other ability equivalent to grit or panache, pool these resources together into a combined pool. For feats, magic items, and other effects, a resource user can spend and gain resource points in place of grit or panache points, and vice versa.

A resource user counts as both a grit and panache user to satisfy feat prerequisites.

When narrating the use of resources, you can describe them as merely great skill and resourcefulness, or as gimmickry. A resourceful strike can be a spring-powered weapon or a spearhead made to break off inside the target to cause extra harm.

Resources (Ex)

At 1st level, a quartermaster gains a fluctuating pool of resources, measuring his preparedness and reserves of resources and resourcefulness. At the start of each day, a quartermaster has resource points equal to his Intelligence modifier (minimum 1). His resource points go up and down throughout the day, but usually cannot go higher than his Intelligence modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points or pool size can also grant a quartermaster resource points equal to the amount of grit or panache they grant. A quartermaster spends resources to accomplish deeds (see below), and regains resources in the following ways.

Down by Device: A creature with hit dice exceeding half the quartermaster's level that is destroyed, prevented from moving, or made blinded, cowering, dazed, dead, disabled, dying, entangled, exhausted, frightened, helpless, nauseated, panicked, paralyzed, prone, sickened, staggered, stunned, or unconscious by the quartermaster or one of his devices restores one of the quartermaster's resource points. A particular creature can only restore one resource point per round to the quartermaster.

Deeds: A quartermaster can recover resources from some deeds, often ones that encourage cooperation or use up a lot of time or cost money. See the description of each deed.

Deeds

Quartermasters spend resource points to accomplish deeds. Most deeds grant the quartermaster some momentary bonus or effect, but some provide longer-lasting benefits in the form of gear. Deeds with a duration of one round take effect immediately and last until just before quartermasters' next turn begins.

A quartermaster can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple times in the same round, as long as the appropriate amount of resources are spent to perform the deed. When using deeds to place traps or create danger zones, any one particular square can only hold one danger or trigger one trap. Stacking dangers on top of each other is impossible.

The quartermaster needs equipment to perform certain deeds. If separated from all his gear, a quartermaster can't use the resourceful strike, thrift, right stuff, repurpose construct, and overcome reality deeds. In the GM may allow the use of these deeds with improvised tools, but the player should then describe what he does in some detail. Even one gp. value put into the deep pockets pool restores all these abilities.

Quartermaster's deeds are described in their own section below.

Asset Mastery (Ex)

The quartermaster is a master of creating, 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, Craft, Disable Device, and Use Magic Device checks, and all these skills have Intelligence as their key ability when used by a Quartermaster.

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.

Deep Pockets (Ex)

A quartermaster collects items, picking up small amounts of this or that throughout his travels. The quartermaster may carry unspecified equipment worth up to 50 gp times his class level squared. As a move action the quartermaster may dig through his pack to retrieve an item he specifies at that time, deducting its value from the available funds. This becomes a free action with the rapid deployment deed at level 3. The item can be one made with the makeshift crafting deed, but makeshift items are not free in this case, they cost 1/10 of their normal price. When the total remaining cost reaches 0, the quartermaster can retrieve no more items. He can refill his deep pockets by spending a few hours at a marketplace spending an amount of gold equal to the value of the equipment provided thus far.

The quartermaster is assumed to have been carrying around what he pulls out of his deep pockets, and can only take out what he could reasonably carry. This stuff can be carried on the quartermaster's person, in extra-dimensional containers, on pack animals, or in vehicles; sometimes the quartermaster will need to go back to his pack animal or vehicle to find a particularly large object. This is meant more as a role-playing opportunity than a book-keeping frustration, as long as withdrawals make sense they should pass.

A quartermaster can withdraw most mundane and magical items from his deep pockets. Retrieving an item specifically fitted to the quartermaster's current situation—such as keys fitting a lock just encountered, a list of passwords, or a letter with a vital clue, is not possible.

A quartermaster separated from his gear cannot use deep pockets until he refills his capacity with at least 1 gp. A quartermaster that loses all his gear still needs to replace only what he actually spent.

Dangerous Devices (Ex)

At 2nd level, any piece of equipment that is not a weapon the quartermaster uses to inflict harm and any trap the quartermaster deliberately triggers or has worked on within the last 24 hours gains an increased effect. This includes alchemical weapons but not magic items. Dangerous devices always apply when using the resourceful strike, trap master, and repurpose mechanism deeds. It also applies to any equipment trick that affects an enemy except those that work as weapons.

Dangerous devices gives a +1 bonus on any DC to spot or disable the device, on the DC of any saving throws, and on any skill checks called for to escape the device's effects. The item inflicts an additional 1d6 hit points of damage of the same kind it normally inflicts. If the device makes an attack with an attack bonus of its own (not using the quartermaster's base attack bonus), that attack gains a +1 bonus. These bonuses increase by one point or die at level 4 and every 2 levels thereafter, to a maximum of +10 and +10d6 at level 20.

This additional damage is not multiplied on a critical hit, but it applies to targets immune to sneak attack or critical hits. The additional damage is inflicted whenever the target takes damage, is hit, falls prone, or fails a saving throw, and is of the same type as the damage the device normally inflicts. With an item used to attack that doesn't normally inflict damage, such as a tanglefoot bag, the additional damage is non-lethal.

Any particular target can only take additional damage from dangerous devices once on each creature's turn. This applies separately to each creature, including the quartermaster himself. This limits a quartermaster to one resourceful strike per opponent on his own turn, and prevents dangerous devices damage from applying more than once to a creature that walks into a series of the quartermaster's traps during its own turn. A creature can still suffer a resourceful strike on the quartermaster's turn and a trap on it's own turn in the same round, and an area-effect trap that resets instantly can potentially get the damage bonus once on the turn of each creature that triggers it. Only damage is reduced this way; the other benefits of dangerous devices always apply.

Equipment Trick

A quartermaster gains Equipment Trick as a bonus feat at level 2 and again every 2 levels thereafter. A quartermaster and anyone he instructs using the field instruction or assign equipment deeds can use all tricks available to an item, ignoring prerequisites besides the feat itself. If an equipment trick has a magical prerequisite, or requires a specific subset of item, the quartermaster must fulfill that prerequisite but can use an item to do so. Equipment tricks are described in the appendix.

Pack Rat (Ex)

A 2nd level quartermaster carrying medium encumbrance or wearing medium armor counts as carrying light encumbrance and wearing light armor for purposes of movement. This does not affect his maximum carrying capacity. The efficient distribution of weight simply encumbers him less than the same amount of weight normally would.

Demolition (Ex)

A 3rd level quartermaster can very effectively demolish items and constructions. As a full-round action, the quartermaster can make a Use the Disable Device skill check instead of a Strength check to beak or burst an item, force a door, and similar tasks.

In addition, always add the dangerous devices bonus to damage when attacking an object, including sunder attacks and when striking a door, wall or other object.

This also increases the building speed of the quartermaster for field works, such as tunnels, palisades, ramps, and earthworks; each dice of dangerous devices damage the quartermaster has increases the digging speed by 50%. With 1d6 devices damage, the quartermaster digs at 150% speed, at 2d6 devices damage he digs at 200% speed, and so on.

Jury-Rig (Ex)

At 3rd level, the quartermaster becomes very skilled at quick fixes. He can substitute his Disable Device skill bonus and skill ranks for those of whatever Craft skill would normally apply to using or repairing an item. This does not apply to crafting a permanent item the normal way.

Evasion (Ex)

At 5th level, a quartermaster can avoid damage from many area-effect attacks. If a quartermaster succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a quartermaster is wearing light armor, medium armor, or no armor. A helpless quartermaster does not gain the benefit of evasion.

Inspection (Ex)

By spending a full-round action inspecting and adjusting the gear of a creature standing at attention, a 5th level quartermaster confers the pack rat ability to that creature for the rest of the day. This can also be applied to vehicles (one full-round action per square), increasing load capacity by 50%. The rapid deployment deed can access gear carried by any inspected creature or vehicle.

Weapon Practice

A quartermaster needs to be able to instruct others with all kinds of gear, and gains wide proficiencies. At 5th level, and every odd level thereafter: 7, 9, etc, the quartermaster can select one of the following things to become proficient in, until he runs out of options to select.

  • All armor
  • All exotic melee weapons
  • All exotic ranged weapons
  • All firearms
  • All shields (including tower shields)
  • All siege weapons

Structural Weakness (Ex)

At 5th level the engineer can spend a standard action preparing the use of the demolition ability, finding the structurally weakest point of an object or construction within 30 ft. After having done so, the engineer can add his skill modifier in Knowledge (engineering) to the result of his Disable Device roll if he uses the demolition ability at the indicated spot within the next ten minutes.

At 9th level when using structural weakness and demolition together to break down a wall or otherwise gain access to an area from an unexpected direction, the engineer can make an opposed Knowledge (engineering) check against the enemy with best skill bonus. On a success the engineer and his party achieves surprise.

At 13th level the engineer ignores hardness when inflicting damage.

At 17th level the engineer ignores the damage reduction of constructs.

Generic Weapon Training (Ex)

At 6th level the quartermaster sees the potential in all weapons. When a quartermaster learns a feat that applies to a single weapon of his choice, such as Weapon Focus or Improved Critical, he can use that feat with any weapon he is proficient with. This does not apply to feats gained from the weapon leverage deed.

Work Gang (Ex)

At 9th level, the engineer becomes able to coordinate large work crews. When using the demolition ability, a number of workers equal to the engineer's class level + intimidation modifier gains the benefits of the engineer's demolition ability, using his dangerous devices damage bonus. Instructing the work gang is a full-round action, and the benefits remains as long as each worker remains within 100 ft and does nothing else.

Improved Evasion (Ex)

At 13th level, a quartermaster's evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless quartermaster does not gain the benefit of improved evasion.

Trap Evasion (Ex)

At 17th level, a quartermaster's evasion ability improves again. When affected by a trap that allows a saving throw, the quartermaster can use his Reflex save bonus, regardless of what kind of save would normally apply. This allows the quartermaster to always use evasion and improved evasion against traps. Trap evasion only applies to the initial attack made by a trap, not to any continuous effects (such as the later rounds of a poison). Additionally, he automatically succeeds on any saving throw against a trap known to him, including traps he placed. A helpless quartermaster does not gain the benefit of trap evasion.

Table: Avant-Gardist

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +2 Asset mastery, canny defense, deeds (makeshift crafting, peak performance, rapid deployment), deep pockets
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, jury rig
4th +3 +1 +4 +4 Dangerous devices 2d6, equipment trick
5th +3 +1 +4 +4 Evasion, inspection, structural weakness, weapon practice
6th +4 +2 +5 +5 Dangerous devices 3d6, equipment trick, generic weapon training
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 Structural weakness (surprise), work gang
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 Improved evasion, structural weakness (hardness)
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 Structural weakness (DR), 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:

  • Class Skills
  • Armor Proficiency
  • Mobility Training
  • Connections
  • Bye in Bulk
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