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{{3.5e Alternate Class Feature
|name=Gun InventorInspired Machinist|summary=A gun inventor is The inspired machinists were part of a mechanical genius who crafted a prototype firearmrevolutionary scientific society, combining machinery, alchemy and marksmanship. While not as skilled as a gunslingertheir secret society is defunct, many taught worthy pupils of their skills ways, allowing a new generation of inspired machinists. The inspired machinists are skilled combatant with mechanics their firearm, but eschew melee combat, shields and alchemy allows them are not as resistant to use their weapon with poison as most investigators.
|prereq=
|class=Investigator
|level=1st-18th
|replaces=Weapon Proficiencies (Altered), TrapfindingPoison Lore, Poison Resistance, Trap Sense, Studied Combat (Altered), Studied Strike (Altered), Poison Immunity, True Inspiration.|benefit=A gun inventor inspired machinist gains access to the following class features.
'''Limited Extracts:''' The inspired machinist prepares one fewer extract per day of each level of extract she knows. If this would reduce his extracts prepared to 0, she may only prepare bonus extracts that she received of that level due to a high Intelligence score. '''Armor & Weapon Proficiency:''' A gun inventor inspired machinist is proficient with simple weapons, plus the short sword, sword cane and all firearms. She is proficient with light armor, but not with shields.
This ability alters the investigator's proficiencies.
'''Gun Mechanist Engineer {{Ex}}:''' A gun inventor 2nd level inspired machinist gain half her level as a bonus on [[SRD:Knowledge Skill|Knowledge]] (Engineering) checks, [[SRD:Disable Device|Disable Device]] and on any [[SRD:Craft Skill|Craft]] checks made to craft, examine, modify or repair firearms. Additionally the gun inventor inspired machinist gain the [https://www.d20pfsrd.com/classes/Base-Classes/Gunslinger/#TOC-Gunsmith Gunsmith] class feature as a gunslinger, gaining a prototype firearm instead of battered firearm (otherwise they acts act the same). Finally the gun inventor inspired machinist can spend a point of inspiration to replicate the [https://www.d20pfsrd.com/classes/Base-Classes/Gunslinger/#TOC-Deeds Quick Clear] gunslinger deed.  At 3rd level, the inspired machinist gains [https://www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat/ Rapid Reload] as a bonus feat for any firearm she is proficient with. At 6th level and each 6 levels thereafter, she gain [https://www.d20pfsrd.com/feats/combat-feats/rapid-reload-combat/ Rapid Reload] for another firearm she is proficient with. This ability replaces poison lore and trap sense. '''Inspired Marksmanship {{Ex}}:''' A 2nd level machinist gain [https://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat/ Point-Blank Shot] as a bonus feat. At 5th level she gains the ability to add her [[Dexterity]] bonus to damage rolls with firearms, as long as she has 1 or more point of inspiration remaining in her inspiration pool.
At 3rd 7th level, the gun inventor gain [https://wwwa machinist is able to make a aimed shot as a standard action.d20pfsrdAn aimed shot must be a studied strike.com/feats/combat-feats/rapid-reload-combat/ Rapid Reload] as a bonus feat for any firearm she is proficient withWhen making an aimed strike, the inspired machinist chooses one special attack from the list below. At 6th A saving throw (DC 10 + ½ investigator level + the investigator’s [[Intelligence]] modifier) might be allowed to negate and or reduce the effect (see each 3 levels beyond, she applies the Rapid Reload feat to another firearmindividual entry).
This ability replaces trapfinding and trap sense: ''Arm Shot:'' On a successful hit, the opponent becomes unable to make an attack or cast spells with somatic components for 1 round. If the target were holding an item, they drop it, unless they succeed on a [[Reflex]] save. Items held in a locked gauntlet cannot be dropped this way.
: ''Head Shot:'' On a successful hit, the damage from the studied strike is rolled twice, adding both results together.  : ''Heart Shot:'' On a successful hit, the struck opponent is dealt 2 points of [[Constitution]] damage and 1d6 bleed damage + 1d6 bleed damage per three sudden strike dice. A successful [[Fortitude]] save negates the [[Constitution]] damage. : ''Leg Shot:'' On a successful hit, the struck opponent falls prone and their movement speed is reduced by half for 1 round per dice of studied strike. A successful [[Fortitude]] save negates the prone effect, and reduces the speed reduction to 1 round.  At 11th level the inspired machinist can make an aimed shot as part of a full-attack. This ability replaces poison resistance and poison immunity. '''Studied Shot Aim {{Ex}}:''' A 4th level gun inventor inspired machinist may use her studied combat bonus with ranged weapons and deal her studied strike damage with them, as long as the target of your studied strike is within 30 feet of her. However her studied combat and studied strike class features no longer apply to melee attacks.
This ability alters studied combat and studied strike.
''Polymath'Master Shot {{Ex}}: ''' A 20th level, when using firearms, the inspired machinist increases the bonus from studied combat by 4, and her studied strike damage increases by 3d6. This ability replaces true inspiration. ''Balance: This class was balanced with the assumption that firearm were not made as touch attack. Some balancing change might be required if using the base rules for firearms. In games were the [https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/martial-class-templates/polymath-template/ polymath investigatorPolymath] with this archetype gain [[Black Rain (3.5e Martial Discipline)|Black Rain]] as a discipline instead of Primal Furyis allowed, it is recommended to remove the Limited Extract class feature from the inspired machinist.''}}
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