Avant-Garde Quartermaster (Apath)

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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.

Starting Wealth: 1d6 x 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

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: Avant-Gardist

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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