Fixer (Apath)

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Unofficial rules compendium

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 use 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. It never stacks with other discounts, and items withdrawn can never be sold for more than 50% of value on the market, other abilities notwithstanding. 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.

Table: Quartermaster

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +2 Deeds (hot goods, peak performance, rapid deployment), deep pockets, fixer
2nd +1 +0 +3 +3 Dangerous devices 1d6, equipment trick, hidden stash
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, mobility training
5th +3 +1 +4 +4 Connections, evasion, inspection, weapon practice
6th +4 +2 +5 +5 Dangerous devices 3d6, equipment trick, generic weapon training
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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