Alacrity and Vitality

Hi all.  I’ve been tinkering with ways to port some of the fun bits from 4e into pathfinder.  Here are some of the feats I’m using to do that.  As always, suggestions on this are definitely welcome.

Feats

Alacrity Feats

Adventurer’s Alacrity (General)

Benefit: You get a certain thrill out of overcoming challenges and can draw on that to act with greater vigor. At the end of any encounter in which you come into conflict with a significant threat you gain a point of alacrity. Once per turn, you may spend a point of alacrity to take an additional swift or immediate action. Alternately, you may spend 2 points of alacrity to take a move or standard action. You lose a point of alacrity for each hour of rest you take.

 

Vitality Feats

Defiant Soul (General)

Prerequisites: Improved Vitality

Benefit: Your strong life force protects you from the clutches of death. When you are subject to an effect that would render you permanently unable to act, you may spend hit points equal to the effect’s save DC to ignore that effect. If no save is allowed, use 10 + ½ the source’s caster level or hit die instead. You can also use this at the start of your turn to shake off an effect that prevented you from acting during your last turn at half that cost.

 

Hidden Vitality (General)

Benefit: You are remarkably resilient. Gain a pool of vitality points equal to 6 + your constitution modifier. Once per minute of rest you can spend a point of vitality to recover 1 hit point, +1 for every 4 hit die you have. When in immediate danger, you can trigger this recovery as part of a total defense action. You can only use that option once per encounter. You recover all spent vitality after 6 hours of rest.

 

Improved Vitality (General)

Prerequisites: Hidden Vitality

Benefit: When spend vitality to recover hit points, increase the amount recovered to 1 + ½ the number of hit die you have. You can also count non-strenuous activity as rest for the purposes of recovering.

 

Unbound Vitality (General)

Prerequisites: Improved Vitality

Benefit: When spend vitality to recover hit points, increase the amount recovered to ¼ your total hit points.

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Published in: on August 23, 2017 at 3:00 am  Leave a Comment  
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Soldier of Fortune

Now that things are settling down a bit I’m digging back through some of my experiments to share with you folks.  This one’s meant to help martial types keeps pace through the personalized gifts.

Soldier of Fortune

Though most gain their start in military service, soldiers of fortune quickly distinguish themselves from the rank and file. Prizing adaptability, these warrior understand that much of the world is beyond their control and subject to the whims of fate. However, they also know that an quick mind and strong arm can tip the balance at just the right moment and that sometimes all it takes is the smallest of openings to topple even the mightiest opposition.

Role: Soldiers are combatants first and foremost, though they usually do have grounding in other areas. They’ve got the durability to face off against some of the most deadly things out there and survive and enough flexibly to counter many of their tricks. They are well acquainted with fighting in groups and can readily act to support or protect their allies or take advantage of openings provided by said allies.

Alignment: Any.

Hit Die: d10.

Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The soldier of fortune’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Table: Soldier of Fortune

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+0

+2

Adaptive Assault, Expanded Proficiency

2nd

+2

+3

+0

+3

Attack Style, Squad Training

3rd

+3

+3

+1

+3

Guarded Action, Student of Battle

4th

+4

+4

+1

+4

Fortune’s Favor

5th

+5

+4

+1

+4

Martial Surge

6th

+6/+1

+5

+2

+5

Attack Style, Surge of Mobility

7th

+7/+2

+5

+2

+5

Expanded Proficiency, Guarded Action

8th

+8/+3

+6

+2

+6

Fortune’s Favor

9th

+9/+4

+6

+3

+6

Surge of Defiance

10th

+10/+5

+7

+3

+7

Attack Style

11th

+11/+6/+1

+7

+3

+7

Guarded Action

12th

+12/+7/+2

+8

+4

+8

Fortune’s Favor

13th

+13/+8/+3

+8

+4

+8

Expanded Proficiency

14th

+14/+9/+4

+9

+4

+9

Attack Style

15th

+15/+10/+5

+9

+5

+9

Guarded Action

16th

+16/+11/+6/+1

+10

+5

+10

Fortune’s Favor

17th

+17/+12/+7/+2

+10

+5

+10

Surge of Grace

18th

+18/+13/+8/+3

+11

+6

+11

Attack Style

19th

+19/+14/+9/+4

+11

+6

+11

Expanded Proficiency, Guarded Action

20th

+20/+15/+10/+5

+12

+6

+12

Fortune’s Favor, Sage of Battle

Class Features

The following are class features of the soldier of fortune.

Weapon and Armor Proficiency

Soldiers of fortune are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Adaptive Assault

At 1st level, soldiers of fortune learn to take advantage of momentary openings in battle. Select 3 combat feats you don’t already have to add to your adaptive assault pool. You need not meet the feat, skill rank, or ability score requirements to add a feat to this pool. You can select feats with a required base attack bonus up to 5 points higher than your own. You must meet all other requirements unless stated otherwise to add a feat to this pool. Should you permanently gain a feat in this pool, you can immediately replace it with another feat. At each level beyond 1st, you may add another feat to your adaptive assault pool.

When you make an attack roll or combat maneuver check, on a natural 5 or higher you gain one feat of your choice from this pool for 1 round. For each feat prerequisite you’re missing, the triggering roll must be 2 points higher to select that feat. For every skill rank, ability score point, or point of base attack bonus the feat requires that you don’t have, the triggering roll must be 1 point higher. You can not select unless a feat you’ve already gained unless it can normally be taken multiple times.

Expanded Proficiency

At 1st level and every 6 levels after that, soldiers of fortune gain a feat that counters the penalties, drawbacks, or risks for combat uses of a particular type of item, such as Armor Trick, Catch Off-Guard, Equipment Trick, Exotic Weapon Proficiency, Improved Shield Bash, Rapid Reload, Throw Anything, Tower Shield Proficiency, or Weapon Trick. Alternately, you can apply this training to your mount or natural weapons, allowing for feats like Improved Unarmed Strike and Mounted Combat.

Attack Style

At 2nd level and every 4 levels after that, soldiers of fortune gain a feat that lets you trade bonuses for penalties while attacks, such as Bloody Assault, Combat Expertise, Dazing Assault, Deadly Aim, Lunge, Power Attack, Stunning Assault. You can also select feats that let you trade attacks for combat maneuvers, such as Quick Bull Rush, Quick Dirty Trick, Quick Drag, and Quick Reposition. You can ignore any ability score requirements for feats gained this way.

Squad Training

At 2nd level, soldiers of fortune gain a teamwork feat of your choice. Once per round as a free action, you can treat an ally of your choice as though they had one of your teamwork feats.

Guarded Action

At 3nd level and every 4 levels after that, the soldier of fortune gains a feat that prevents opportunity attacks for taking a certain action, such as the various improved combat maneuver feats.

Student of Battle

At 3rd level, the soldier of fortune has mastered the fundamental of their adaptive fighting style. By spending at least an hour training with someone who already has a given combat feat, the soldier may add feat to their adaptive assault pool. They must be able to select the feat for that feature normally to gain it this way. Should they be missing any of the feats prerequisites, increase the training time by 1 hour per requirement missed. This instruction and any needed training materials will normally add up to a gold piece cost of 5 times the instructor’s level squared.

This feature also lets the soldier count their levels in this class as fighter levels for the purpose of qualifying for feats.

Fortune’s Favor

Experienced soldiers of fortune are favored by lady luck. At 4th level and every 4 class levels after that, select one of the following options. You may select the same favor multiple times.

  • Animal Companion: You’ve developed an unusually strong bond with another creature. Choose an animal you own. That creature becomes your animal companion as if you had a druid level equal to your ranks in Handle Animal. If the creature is your mount, you may use your ranks in Ride instead. This conversion requires an hour of training per animal companion level the creature gains. Alternately, the DM may let an animal companion of the desired type be found in an appropriate location. Should you lose the animal companion granted by this favor, you can choose to replace this favor with another one. If you do so, the animal companion loses all levels in that class. Taking this favor multiple times increases the number of animal companions you have, but does not affect your druid level for this feature.
  • Bound Ally: You have learned the ritual need to summon an otherworldly ally. You gain an lesser version of the summoner’s Eidolon with no evolution pool. Should you select this favor a second time for the same eidolon, it gains an evolution pool with points equal to your class level.
  • Signature Item: Select an item you own. You gain a credit pool as per the Windfall favor that can only be used to improve that item. If the item is single use, you must spend credit improving it allow for multiple uses. If the item have charges, you can spend credit converting it to uses per day. Should the item be damaged, you need only spend time to repair it. If the item is lost or becomes permanently unusable, you may replace this favor with another one. Items that run out of ammunition or charges don’t count as those can be restocked with gold or credit. If you sell the item, you must spend that same amount on things with no real benefit to you before you can replace the favor. Donating or spending that money on entertainment, food, and drink are common ways of freeing up the favor. Should you pick this favor multiple times for the same item, you may turn the item into a unique magic item. Work with your DM to determine the cost of unique features. You can use specific magic items, intelligent items, and even artifacts as guidelines for copying features. Among other things, this lets you add spell effects to the selected item.
  • Windfall: You have a knack for finding or trading for what you need. Each time you choose this favor you gain credit equal to (character level + class level) squared * 100. When making a purchase, you can spend this credit in place of gold on 1 for 1 basis. You can also purchase things with credit even if they would be difficult to obtain or rare in your current location. Furthermore, you can spend credits to “discover” hidden properties on item you own or find. If you have the appropriate craft skill for that item, credit can also be spent to add features to existing items. Treat your character level as your caster level for the purpose of such improvements and discoveries.

Martial Surge

At 5th level, a soldier of fortune learns to draw more readily on their inner reserves. Once per round as a free action, you can expend a martial surge to gain an additional immediate action or attack of opportunity for that round. You can do this a number of times per day equal to your constitution modifier plus twice your class level.

Surge of Mobility

At 6th level, soldiers of fortune can expend a martial surge to make a full attack as standard action instead of a full round action.

Surge of Defiance

At 9th level, soldiers of fortune can expend a martial surge to reroll a failed saving throw against an effect that removes or reduces their ability to act freely. This includes effects that kill, incapacitate, transform, control, and immobilize the character, among others. Effects that simply damage the soldier don’t count. One such reroll is allowed per effect for every 5 points of base attack bonus the soldier has.

Surge of Grace

At 17th level, soldiers of fortune have mastered moving and attacking as a fluid whole. When using a surge of mobility, they may perform their attacks at any point in the movement and need not make all attacks at the point in the movement.

Sage of Battle

At 20th level, soldiers of fortune have established a strong understanding of practically every fighting style. By spending time recalling tales of past battles, doing training exercises, and reviewing their tactics, they can swap feats in their adaptive assault pool for other applicable feats. The soldier can swap up to their intelligence modifier in feats per day this way (minimum 1). This takes 1 hour for a full swap and proportionally less for a partial swap.

Published in: on August 2, 2017 at 6:52 pm  Leave a Comment  
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Wielding Wonders in Pathfinder

Now that I’ve got a better feel for the Wonder Wielder, I’ve bee tinkering with porting it over into Pathfinder.  It’s admittedly significantly slower going as there are a whole different set of assumption to balance against.  Here’s what I’ve got written up for the base feature.

Collector of Oddities

You have a knack for finding unusual items with strange powers.  Three of your starting items gain the ability to conjure or act as another piece of equipment.  For each of these item, roll 1d12 to determine what it creates or emulates:

  1. acts as alchemist fire
  2. conjures marker dye
  3. acts as 50’ of silk rope
  4. acts as bodybalm
  5. acts as a medium tent
  6. acts as a guard dog
  7. conjures up to 20 javelins.
  8. acts as a rapier
  9. acts as a smokestick
  10. acts as a heavy steel shield.
  11. acts as a potion of Resistance.
  12. acts as a potion of Guidance.

 

You can personalize this list at character creation to reflect the character’s tastes and interests.  However, once set, entries can only be changed during down time or from level progression.  For each entry, you can have it act as an item of up 25 gp or conjure up to 20 gp worth of items.  Past 1st level, this price cap improves to 5 * class level * (character level + 5) for emulating items and 4 * class level * (character level + 5) for conjuring items.

An item that “acts as” another either changes its form or creates an attachment that lets it mimic the emulated item’s function.  If the emulated item is consumed or destroyed on use, so is the item with this power.  While acting as another item, the item can not be used for it’s original purpose.

Conjured items are sustained by the item that created them and will fade in 1 round if taken more than 5’ from the item that created them.

In either case, you may keep a power on for up to 8 hours.  After that that time, power can not be used again for 1 hour, plus the amount of time you had it active.
Should an item empowered by this feature become lost, broken, or unusable, your fortunes will guide you toward a replacement item of the DM’s choice, usually within the hour.  Until the you gain a luck bonus to attempts to find and acquire possible replacements equal to the number of items to be replaced.  This bonus does not trigger if you can regain the item easily without conflict in a reasonable time frame, such as if it’s lent to an ally or being repaired or appraised.  Should you sell the item, you must buy the replacement.  The replacement need not be the same value as the lost item and its special power should be randomly rolled as per the original item.

Published in: on February 24, 2016 at 7:02 pm  Leave a Comment  
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