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Almarck
2015-01-20, 07:22 PM
So, this is a project I've been thinking of doing for a while. Smaller scope, but hardly limited.

I like Gunslingers from a thematic and design stand point as guns are their shtick, something that base 3.5 never offered. However, I have come to realize the class's one major draw back compared to many others.

It encourages too much focus on being a crit-fisher and little else, even when you bring methods to save Grit come up. You have to spend grit, and make it by scoring lucky hits in a sort of juggle.

So, I thought to myself, what if I had a class that focused mostly on standing and shooting.

I also wanted to see how a "ranged" class would fair when Dexterity was a little discouraged, especially since heavy armor was a little encouraged.

Enter the marine, a class that draws a few ideas from X-COM, including the progression mechanic for a majority of things. (If you look closely, note you don't get options to specialize until level 2 and marines are all mostly identical at level 1.

Either way, I'm wondering how this will turn out. The initial posting leaves at least half the levels "empty" and I lack a real capstone ability for the moment. I am sure there's some obvious abilities I can't think of on the top of my head.





Marine


Stand firm and keep shooting!
-Marine motto

Rapid technological growth often leads to strange developments in warfare. The world may have gotten used to mages turning themselves into dragons and ragers whose very torments drew them to accomplish superhuman feats, but few lines of thought would have ever let even the most seasoned of adventurers to consider marrying heavy plate armor with ranged combat.

Originally, marines were essentially sailors trained in perhaps one of the most unorthodox and experimental styles of warfare. The armor was for protection, its main drawback of limiting movement made trivial at best when confined to a small ship. Ranged weapons were preferred to take shots at the enemy before switching things into melee. Eventually though, imitators found their way on land, with mixed results.

It seemed counter intuitive at best as most rangers typically relied on their agility instead of brawn, yet the combination proved surprisingly effective. The armor itself made mobility difficult, and reliance on raw strength seemed almost bizarre when the primary weapons do not rely on up close combat.

Yet marines are no mere fools. Firearms do not require the same level of movement traditional ranged combat required and proved surprisingly useful as a club. Their armor might be heavy, but does more than simply protect the marine’s body.

Role: Marines are primarilyy an offensive damage dealing class that is both brawny and uses unorthodox methods of fighting. Though some Specializations and Training change things up a bit, there is more focus on being sustained and regular damage versus doing high burst damage.

Alignment: Any Non-Chaotic. There is a certain level of discipline required to be a marine, enough to stand still and hold ground. Chaotic individuals would be hard pressed to standing in one spot and continuing to shoot.

Hit Die: d10

Starting Gold: As Fighter

Class Skills
The marine's class skills are: Climb (Str), Craft (Int),Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: (4 + Int modifier)


Marine


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+2
Gunsmithing, Field Strip, Stalwart


2nd

+2

+3

+0

+3
Specialization, Specialization Ability


3rd

+3

+3

+1

+3
Firing Discipline, Extra Training


4th

+4

+4

+1

+4
Improved Weaponry I


5th

+5

+4

+1

+4
Mettle


6th

+6/+1

+5

+2

+5
Specialization Ability (Choice)


7th

+7/+2

+5

+2

+5
Overwatch, Extra Training


8th

+8/+3

+6

+2

+6
Improved Weaponry II


9th

+9/+4

+6

+3

+6
Impenetrable Armor


10th

+10/+5

+7

+3

+7
Specialization Ability (Choice)


11th

+11/+6/+1

+7

+3

+7
Extra Training


12th

+12/+7/+2

+8

+4

+8
Improved Weaponry III


13th

+13/+8/+3

+8

+4

+8
Unwavering


14th

+14/+9/+4

+9

+4

+9
Specialization Ability


15th

+15/+10/+5

+9

+5

+9
Extra Training


16th

+16/+11/+6/+1

+10

+5

+10
Impenetrable Armor (all rays)


17th

+17/+12/+7/+2

+10

+5

+10
Overwhelming Attacks


18th

+18/+13/+8/+3

+11

+6

+11
Specialization Ability (Choice)


19th

+19/+14/+9/+4

+11

+6

+11
Extra Training


20th

+20/+15/+10/+5

+12

+6

+12
Powering the Armor



Class Features
All of the following are class features of the Marine.

Weapon and Armor Proficiencies: Marines are proficient in simple, martial weapons, and firearms. If the setting has technological firearms, marines are also proficient in those too. Marines are also proficient in all armor and shields (except for tower shields)


Gunsmith: At 1st level, marines receive a gun of their choice from the same options provided to gunslinger and Gunsmithing as a bonus feat. This class feature is identical in all ways to the one provided to gunslingers, including in the fact that the firearms obtained from Gunsmith are treated as broken by other characters.

If guns are common in the setting, the marine instead receives a 10% discount for buying firearms and munitions.

Field Strip: Marines are trained to take care of their guns. As a standard action, the marine can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire.

Stalwart: At 1st level, a marine’s basic firearms discipline kicks in when the character stands firm and able. So long as the marine does not move more than 2/3rds of his base unencumbered move speed (20 feet for most medium characters) by his own choice in his turn, he is considered stalwart.

Being Stalwart provides a +2 bonus to CMD and enables certain actions to be performed.

If the marine takes an action that requires or was benefited due to the stalwart condition, he may only use his move speed to run at 2/3rds of his base unencumbered move speed. Using Deeds also takes the marine out of stalwart and prevents the marine from becoming stalwart for 3 turns, as such displays are not becoming of a well trained marine.

The maximum move speed to remain stalwart does not go below 20 feet, even if the marine has a base unencumbered move speed less than 30 feet, such as if he were a dwarf. Stalwart by default only applies to land based move speeds.

Specialization: At 2nd level, the marine begins to specialize in a specific methodology of using firearms, armor, or other weaponry, gaining unique bonuses and tricks to use in the field. This choice is permanent once made.

Upon selecting a Specialization, the marine gains his first ability from it.

If an ability related to a Specialization requires a saving throw, the DC is equal to 10 + ½ the marine’s level + an ability score modifier determined by the Specialization.

At his 6th, 10th, and 18th levels, a marine receives a choice between two abilities related to his choice of specializations, detailed in the description of the specialization. The marine must select between the choices presented for a specific level and may not select an option pertaining to a previous level’s choices. (For example, a 10th level marine may not use his 10th level Specialization Choice to receive the ability he did not select at 6th level)

At 14th level, the marine receives another ability tied to his Specialization, but does not receive a choice what that ability is.

Firing Discipline: At 3rd level, so long as the marine remains stalwart, he may replace his Strength modifier instead of his Dexterity modifier for attack rolls involving a firearm of any sort. Additionally, he may add his Strength modifier as a bonus to damage when shooting firearms related to her choice of Specialization.
Also, when qualifying for combat feats pertaining to shooting or ranged attacks, marines may substitute dexterity for the key ability score of their chosen Special Training. However, using any feats acquired in this way requires that the marine be stalwart to use them.

Extra Training: At 3rd level, and every 4 levels afterward (up to a maximum level of 19th for 5 extra trainings), the marine diversifies or selects its profile. The marine gains either a combat feats of his choice or gains a marine talent. Unlike Special Training Choices, there is no preset order for the marine to advance through his extra training and may select any choices he qualifies for.

Some talents are specific to a specific Special Training; these are listed in the options for a class.


Improved Weaponry At 4th level, the marine’s capabilities with weapons related to his specialization increases. Treat the weapons listed in his Specialization as one size category larger for determining base damage. (1d6 > 1d8 > 1d10 > 2d6, ect)

At 8th level, increase the damage by his Specialization’s weapons by two steps instead.

At 12th level, this becomes three steps larger instead.


Mettle (Ex):At 5nd level and higher, a marine is able to resist effects with great willpower of fortitude. While stalwart, if he succeeds on a Fortitude or Will save against an effect with a partial effect on a successful save, he instead suffers no effects from the attack.

Overwatch: At 7th level, so long as a marine remains stalwart, by spending a standard action, he may choose to designate a line, originating from any point of his square up to a maximum distance up to his firearm's first range increment. The marine threatens attacks of opportunity on any space this line touches instead of his normal threaten ranges.

The Combat Reflexes feat allows the marine to make multiple attacks of opportunity in one round using Overwatch. A marine may choose to make an additional attack of opportunity on a single creature for every 10 feet it move through the marine's threatened area.

Impenetrable Armor: At 9th level, a marine's training with his armor is great enough that he able to absorb the brunt of attacks that normal pierce it. So long as the marine is stalwart and wearing medium or heavy armor, non-energy based ranged attacks, including ballistic firearms and normally ranged touch attack ray spells, resolve against the marine's full AC instead of his touch AC.

For the purposes of this ability. "Non-energy" attacks include any effect with a physical damage component (slashing, piercing, puncture) and non-lethal damage (such as Admonishing ray).

At 16th level, this ability applies to energy based firearms and all other ranged touch attack attacks and spells.

Unwavering: At 13th level, a marine's training allows him to ignore some otherwise devastating effects. So long as the marine remains stalwart, he ignores dazzled, exhausted, fatigued, frightened, nauseated, shaken, sickened, and staggered.
This does not mean that the marine is immune to the conditions listed above. Rather, the marine is simply ignores the effects of these conditions so long as he maintains his stalwart condition. All other effects of the condition, such as it being there, its durations if any, and whether or not other abilities or effects can effect it, remain.

Overwhelming Attacks: At 17th level, the marine's firearms, both technological and ballistic, ignore all elemental resistances for the purposes of dealing damage. Immunity to a given element still negates the marine's weapons. Additionally, the marine's weapon treats all Damage Reduction, except for Damage Reduction that requires Epic weapons to pierce, and hardness as though it were 1/2 the marine's level less than normal (minimum 0) for the purposes of dealing damage to creatures and objects.

Powering the Armor: At 20th level, the marine may convert his armor into a suit of power armor (http://www.d20pfsrd.com/equipment---final/technological-equipment/technological-artifacts) as the artifact. It retains its enhancement bonuses, special materials, and other effects not part of the default armor, though its base Armor Bonus, Max Dexterity, and other traits specific to that type of armor change. This may only be done to medium or heavy armor and takes a week. The marine may only have one suit of powered armor at a time, making another one causes the previous suit to revert to its previous form.

Almarck
2015-01-20, 07:23 PM
Special Training Name

Lore

Associated Weapons:


Abilities: At the following levels a Marine of the (blank) Special Training may select abilities from below. If he is offered a choice, he must select one ability or the other from the listed choices for a given level.

2nd Level Ability:

Ability Name:


6th Level Choice:

1st Choice:
-or-
2nd Choice:


10th Level Choice:

1st Choice:
-or-
2nd Choice:


14th Level Ability:

Ability Name:



18th Level Choice:

1st Choice:
-or-
2nd Choice:





Brawler

Not all marines are required to stand far away from the enemy. Others are called to do their duty up close, even going so far as to empty an entire magazine while stabbing their foes with a combat knife. Brawlers are adept at both close corridors and ranged combat.

Associated Weapons: Light or One-handed melee weapon and one-handed firearm or energy weapon. Both must be equipped; or any rifle with bayonet attached.


Key Ability: Constitution

Abilities: At the following levels a Marine of the Brawler Special Training may select abilities from below. If he is offered a choice, he must select one ability or the other from the listed choices for a given level.

2nd Level Ability:

Close Corridors Shooting: Brawlers are trained to guard themselves while firing in melee. Brawlers do not provide attacks of opportunity with their ranged weapon as so long as he remains stalwart and has a melee weapon is equipped or they possess a bayonet. Also, the brawler gains Two Weapon Fighting as a bonus feat.


6th Level Choice:

Into the Fray: A brawler must be bold and willing to head into melee. Brawlers do not lose his stalwart condition if he successfully charges an enemy, even if he goes over his normal movement limitations.
-or-
Guarded Reload: A brawler needs to remain firm and have the munitions to fight back. So long as a brawler is stalwart, he may reload his firearm without provoking attacks of opportunity. He does not need to put down or sheath his melee weapon when reloading a pistol.


10th Level Choice:

Counter Charge: A brawler must be able to face down an advancing enemy, even going for far to retaliate with a charge of his own. A brawler, so long as he is stalwart and his opponent within the brawler’s charge range, may declare a charge on his opponent as an immediate action. Upon successfully hitting the opponent, the opponent must make a Reflex save or lose its attack. Using Counter Charge does not take the brawler out of stalwart.
-or-
Presence of Murder: A brawler must be fearless, all the while causing fear in his foes. Once a turn, while stalwart and landing a successful attack within 30 feet, the brawler may as a swift action attempt to induce fear in the foe. If the opponent fails a Will save, he is rendered shaken. If he is already shaken, he becomes frightened instead, even if this ability caused the foe to be shaken.
This is a mind-affecting fear effect.


14th Level Ability:
Resilience: A brawler learns to shrug off even the most grievous of wounds. Brawlers are immune to critical hits, sneak attacks, and other similar effects.



18th Level Choice:

Advancing Assault: Brawlers learn to use their guns even while running down a foe. While stalwart and while making a charge (but not a counter charge), the brawler may perform a full-attack action using only his firearm at a -4 penalty to attack rolls, but is otherwise the same. He may still use his melee weapon to land a hit as is normal for a charge.
-or-
Tough as Nails: Brawlers are required to be tougher than most others, relying on their armor to see them through. Brawler gain Damage Reduction 10/- while stalwart and wearing heavy armor.



Talents:
Furious Charge: The brawler may reroll a miss performed by his melee weapon on a charge.


Heavy

The heavies are a unique type of marine, prefering to carry the heavies

Associated Weapons: All Machine Guns and Heavy Weapons

Key Ability: Charisma

Abilities: At the following levels a Marine of the (blank) Special Training may select abilities from below. If he is offered a choice, he must select one ability or the other from the listed choices for a given level.

2nd Level Ability:

Heavy Lifting: Heavies are trained in hefting the largest guns around without breaking a sweat. A heavy does not count a machine gun or heavy weapon’s weight against his carrying capacity so long as he is wielding it while stalwart. Additionally, he gains proficiency with Heavy Weapons.
He may also make attacks of opportunity using machine guns, but not slow firing heavy weapons. This part of Heavy Lifting uses 10 bullets.
Additionally, the heavy receives a light machine gun that functions exactly like the other firearms received from Gunsmith.


6th Level Choice:

Suppressing Fire: Heavies can lock down areas with ease by pelting everything with lead. As a standard action while stalwart, the heavy may designate a cone up to his weapon’s range. Any creature in this area of effect automatically takes half of the damage the heavy’s weapon deals (plus any bonuses except for those that require attack rolls or penalties to be applied), with an additional half for every 5 feet the creature moves through the heavy’s area of effect.
Cover negates this damage, though moving through cover then moving out of it still causes the creature to take dalag
This action costs 40 bullets or all of the remaining ammo in the heavy’s weapon, with a minimum of 20.
-or-
Holo-Targeting: The heavy’s own stream of bullets can act as an aiming device for others.
Creatures the heavy directly attacks using his machine gun while stalwart take a penalty to AC equal to the heavy’s Charisma modifier until the heavy’s next turn/


10th Level Choice:

The Bigger They Are: Heavies are called in to face against the big threats.While stalwart, heavies cause staggering against creatures atleast one size category larger than themselves. The creature targeted by the heavy's attacks must succeed on a Fortitude saving throw or be staggered. A creature is only subject to this ability once per turn after all of the Heavy attacks are completed. Each successful attack after the first increases the saving throw dc by 1.
This staggering only lasts for until the heavy stops firing on the creature for one round.
-or-
Wide Arc: Heavies do not need to rely as much on accuracy as other marines, allowing them to cover larger areas.Overwatch uses a cone instead of a line to determine what enemies are struck by it.


14th Level Ability:

Will to Survive: A heavy knows how to take a beating and stay standing.
All physical damage taken is reduced by half so long as the heavy is stalwart and is not flanked.



18th Level Choice:

Return Fire: Heavies have more than enough munitions to allow them to gun down their enemies for even the least of slights. While stalwart, the heavy may make attack of opportunities against enemies that attack either yourself or your allies within 10 feet of you from range..
-or-
Ready for Action: The heavy is able to act where other men might not be able to from simple exhaustion. After using a full-attack action or attacking with a slow firing heav weapon, the heavy gains the use of a move, swift, or immediate action.




Talents:

Bracing Fire: Heavies no longer suffer penalties or risk big knocked prone from using machine guns or heavy weapons.





Marksman

One Shot, One Kill, the famous saying goes. The marksman’s focuses on pinpointing a target’s weak spots and delivering potentially lethal shots. Other times, marksman are called to follow an enemy force and casually pick off the enemy at far range.

Associated Weapons: Muskets, Rifles, all Energy Rifles except Heavy Weapons.


Key Ability: Wisdom

Abilities: At the following levels a Marine of the Marksman Special Training may select abilities from below. If he is offered a choice, he must select one ability or the other from the listed choices for a given level.

2nd Level Ability:

Snipe: As a full-round action while stalwart ever since the previous round, a marksman may opt to focus on the weak points of a creature to deliver a powerful attack. By taking a -4 pentalty to the attack roll, the marksman may multiply his weapon’s damage by 2. If the marksman possess the deadly aim feat or gains bonus damage from attributes, these bonus damage effects are not multiplied.
At 6th level, the damage is multiplied by 3 instead, but the penalty to attacking is at -6 At 11th level, this becomes 4 times at a -8 penalty. At 16th, the damage is treated as being 5 times greater at a -10 penalty.

A marksman may opt to spend a full-round action aiming on his target to remove the penalty to attack. A critical hit does not multiply the damage gained from snipe.


6th Level Choice:

High Ground: A marksman knows that it’s easier to challenge enemies from higher up. Snipe only requires a standard action to aim to remove its penalty to attack when used on foes that are at least 10 feet lower in elevation. Cover bonuses increase by +2 each against foes 10 feet below the marksman.
-or-
Track: A marksman often has to follow its mark. A marksman adds half his level (minimum 3) to Survival skill checks made to follow tracks.


10th Level Choice:

Long Range A marksman’s ability to shoot at long distances is hard to challenge. Marksman resolve ballistic firearm attacks as against touch AC from up to 2 range intervals away instead of just one. Additionally, Overwatch’s range is doubled to the first two range increments allowing for more area to be threatened.
-or-
Headshot: A marksman may attempt to finish off an opponent with a single stroke. When using snipe, a marksman may instead choose to deal half his attack’s usual damage. The target must succeed at a Fortitude save or be rendered instantly slain. This is a death attack and creatures immune to critical hits and sneak attacks are also immune to Headshot. Fortification and other means of negating critical hits and sneak attacks do not apply; only outright immunity defeats this ability. Despite this ability being called headshot, it does work on foes that lack heads.



14th Level Ability:

Low Profile: Due to special training in stealth and defense, while stalwart a marksman treats soft and partial cover as normal cover (+4 or AC) and otherwise normal cover is treated as improved cover (+8 to AC, +4 bonus to Reflex saves, +10 to stealth) improved evasion). This ability has no effect on other forms of cover.
See cover rules for more details.



18th Level Choice:

In the Zone: A good marksman thrives on the slaughter of foes, moving through the kills. If the marksman kills an opponent and remains stalwart, he may take another snipe immediately or a full-attack action on another opponent at a -4 penalty. In the Zone only activates once per round of combat.
-or-
Punch Through: A good marksman’s aim is without peer, allowing the marksman to shoot at foes beyond just the initial target. Upon successfully attacking one target through the use of snipe, the marksman may attempt to strike with snipe an opponent behind the first with a -5 penalty on the attack. The marksman may also attempt a third attack, at a -10 penalty, a fourth at -15, and so on and so forth, until he misses. If snipe is unable to completely bypass an opponent’s Damage reduction, the markman may not continue to make attacks with Punch Through if the opponent succeeds on a Fortitude Save.
The marksman may also ignore one source of cover other than improved cover.



Talents:

Disabling Shot: A marksman can pick apart his foes with finesse. When using snipe, the marksman may choose to reduce his damage by one half to perform either a disarm or knock the target prone. The target must succeed on a Fortitude saving throw.









Support

Not everyone is called to lay down heavy weapons or down foes from a distance with a single. Others are called to bring aid, often in the form of explosives or medical aid.

Associated Weapons: All Pistols


Key Ability

Abilities: At the following levels a Marine of the (blank) Special Training may select abilities from below. If he is offered a choice, he must select one ability or the other from the listed choices for a given level.

2nd Level Ability:

Utilities: Support class marines are trained not merely to shoot well, but also to prepare in advance of danger. Each day a Support prepares a number of Utilities equal to half his marine level plus 3. Utilities usually take a standard action to use and require the Support to be stalwart to use them. The list of utilities that a support prepares from each day is drawn from his choices in talents and Special Training Abilities. Preparation takes 1 hour and requires 8 hours of rest like a wizard needs it before hand. Leftover and unused Utilities break down when the support prepares his next batch.
He also gains the following Utility choices listed below:
Lob Grenade: The support can create a grenade combining explosive shrapnel and thermite to blast apart foes. The marine may throw a grenade onto a square as a ranged splash attack. When this grenade explodes at the support’s next turn, it deals 1d6 fire and 1d6 slash damage to all creatures within 20 of the grenade’s impact zone. At every odd level, the slashing damage increases by another 1d6; at every even level, the fire damage increases by 1d6. A successful reflex save halves this damage. At level 5, the slashing damage is considered magical for the purposes of overcoming damage reduction, and adamantine at level 11. Grenades are thrown weapons with an range interval of 30 feet.
Smoke Bomb: The support can brew up a grenade that releases obscuring smoke.
A smoke bomb replicates the effects of a fog cloud spell, but it lasts only 10 minutes and is centered around an area chosen from a ranged touch attack. A smoke bomb is thrown and acts like a grenade from “Lob Grenade”.
Healing Spray: The support can create a special spray canister full of medicinal drugs and to patch up wounds. The support may heal living creatures within a 20 ft cone, including herself, 1d8 hit points.At every 2nd level after 2nd, the healing increases by another 1d8, to a maximum of 10d8 at level 20.


6th Level Choice:

Remote Mine: The support becomes a little more versed in explosives, learning to create remotely triggered or trap activated explosives. The support may create mines which may placed and hidden as a full-round action on a space the support is standing on. Then, they may either be denoted remotely (as long as the marine is in within 100 feet of the mine) or it may self detonate itself once a creature other than the support comes within 5 feet of it. When the mine is being prepared, the creator determines what stimuli is required for the mine to explode and also determines the damage of the mine, based on what options for grenades the support possess.
-or-
Combat Drugs: Supports may create clouds of smoke that do more than simply conceal.
When preparing a smoke bomb, the support may also opt for the smoke bomb to provide beneficial effects to those who breathe in the gasses. Creatures inside the fog cloud gain a morale bonus to attack rolls and AC equal to 1/4th the support’s level, including hostile creatures. They also ignore the miss chances and downside of being in the fog cloud.
These bonuses last so long as the creature breathes in the fog cloud.
Alternatively, the cloud may be used to make those that inhale it worse. If prepared in this way, creatures in the cloud must succeed at a Fortitude saving throw or take morale penalties to attack rolls, AC, and saving throws equal to 1/4th the support’s level for a number of rounds equal to the support’s Intelligence modifier. Creatures that remain in the fog cloud are subject to another Fortitude save each round.
Creatures that do not breathe are not affected by combat drugs.



10th Level Choice:

Savior: The support is able to achieve minor medical miracles. He may expend a Healing Spray to focus restoring a recently slain creature, as if casting breath of life. If at any point the question of caster level comes up, treat the support’s marine level as his caster level.
-or-
Sprinter: Supports are trained to rapidly respond to anything. Running does does not break the stalwart condition.


14th Level Ability:

Deep Pockets: Supports are known their habit of preparing things so far in advance, that they often forget they about them. Up to 3 times per day, the support may spontaneously declare the use of a Utility that had not been prepared before hand. These bonus utilities are chosen from those that the support knows. Using Deep Pockets does not exhaust or consume uses of utilities that the support prepared before hand.



18th Level Choice:

Multi-Purpose Explosive: A support knows that the best way to defeat an enemy is to create a weapon that does more than one thing. Grenades may also act as smoke bombs.
-or-
Healing Fumes: Drugs do more than boost response times, sometimes they may mend and give the feeling of invincibility. A smoke bomb may be combined with a healing spray, dispersing the healing spray’s effects when the cloud is first formed. Additionally, living creatures inside the cloud gain 10 temporary hit points per round up to a maximum of ½ of the creature’s maximum hit points. These temporary hit points last 10 minutes after the creature leaves the fog cloud.


Talents:
Modified Grenades: The support may modify the damage type of his grenades when preparing them. He may exchange the fire damage for either cold, electric, or acid damage and exchange the slashing damage for bludgeoning or piercing damage. The damage types of modified grenades have to be prepared before hand and the support is able to support any number of different combinations.
For example a support able to support 3 grenades may choose to prepare them to be either 3 normal grenades, 3 cold and bludgeoning grenades, 1 normal grenade and 2 cold/bludgeoning grenades, or 1 normal, 1 cold/bludgeoning, and 1 acid/piercing, or any other conceivable combination there of, provided the support does not exceed 3 grenades.
The support must be 7th level before selecting this Talent.

Almarck
2015-01-20, 07:25 PM
From the Extra Training class feature, all marines may select the following talents:


Aquabat Training: The marine gains a swim speed equal to his land speed and his armor check penalty for swimming in armor is cut in half (not doubled). He is now able to maintain the stalwart condition while submerged, following the same move speed limitations as his land speed.

Aura of Command: The marine projects an aura around himself with a radius of 30 feet. Friendly creatures in this aura gain the passive benefits of the marine's Stalwart ability as well as Firing Discipline and Improved Weapons abilities, if he has them. These abilities function exactly the same way (even affecting the same weapon varieties chosen by the marine), as the marine's versions of this ability.
The marine must be 7th level to select this Talent.


Aura of Command, Superior: The marine's aura of unwavering authority grows even stronger. Now he may give allies with in his aura's range the benefits of his Impenetrable Armor and Unwavering Abilities, if he has them.

The marine must be 15th level and possesss Aura of Command to select this Talen.


Aviator Training: The marine ignores his armor check penalty for fly skills. He also gains Hover as a bonus feat, even if lacks the prerequisites.
If he gains a Fly speed by any means, such as magic or another class ability, the marine may also become stalwart by flying, by opting not to move past half his fly speed's maximum movement in a turn.
The marine must be atleast 7th level to select this Talent.

Stealth Training: The marine no longer suffers his armor class as a penalty to stealth checks.

Trapfinding: The marine gains 1/2 his marine level as a bonus to perception checks made to locate traps and to disable device checks made to disable traps. He may also disable magical and technological traps.


Wall Crawler: The marine no longer factors his armor check penalty against climb checks. Additional, he may be stalwart while climbing or benefiting from spider climb.


Weapon Cross Training: Select one heavy weapon firearm that is not a weapon the marine's Special Training favors. This firearm is now treated as benefiting from the marine's Firing Discipline and Improved Weapon abilities.

Almarck
2015-01-20, 07:26 PM
Alright, so, I think that's enough reserved posts.

I'm open to suggestions and critique, if anyone has any.

CoOkIisme
2015-01-20, 08:03 PM
Now, first off, I think this is all fantastic. All of the ideas are unique, (In my opinion at least.) and it seems like a interesting class to play. I think it would definitely differentiate from a normal Gunslinger in quite a few ways. For one, my current Gunslinger character is multi-classed into Wizard, and he takes the battlefield maneuvering up a notch. (E.g. Teleporting and such things.) What I'm badly translating here, is that from my point of view, a lot of the Gunslingers focus is on maneuverability and crit-based battlefield dancing.



The maximum move speed to remain stalwart does not go below 20 feet, even if the marine has a base unencumbered move speed less than 30 feet, such as if he were a dwarf.


I bring this up, because you state that,


It seemed counter intuitive at best as most rangers typically relied on their agility instead of brawn, yet the combination proved surprisingly effective.


If someone was to play this character, as say, a dwarf, they could always be Stalwart, and could possibly be rendered as a strong, grit-less Gunslinger.

I'm not saying that this is bad, I'm just saying that it's different.
Sorry if I rambled. I hope you like my feedback.:smallbiggrin:

Almarck
2015-01-20, 11:05 PM
If someone was to play this character, as say, a dwarf, they could always be Stalwart, and could possibly be rendered as a strong, grit-less Gunslinger.



Funny you should mention this. One of the inspirations was watching a vid featuring Warhammer dwarf musketmen.

Anyways, yeah the goal is to focus on a more stand and shoot style of gunplay without using Grit or Deeds.
The main problem I have right now is I lack ideas for what to fill the "blank spaces" in the ability list with. I got a couple ideas for talent choices. The goal is to make each choice be a crossroads.

Occidental
2015-01-21, 04:28 AM
Having played a bit of XCOM, I see where this class is coming from :smallamused:. I would very much like to see your ideas for categories of specializations. Are you following the Long War classes, or just basic XCOM? Going to go into MEC or Gene-mods? Keep in mind that you can turn research and built upgrades into class progressions in D&D.

Almarck
2015-01-21, 01:02 PM
It depends.

Never had the chance to go long war, so that stiff is out. However this class is not a direct port.

I currently have ideas for an assault and sniper spec.
I also have an idea for a brawler style one. It'd be real viable to go akimbo with a gun and pistol here since attack and damage rolls are ruled by strength.

Mecs and some body augmentation however would have to be considered separate items rather than class features.

Occidental
2015-01-21, 05:31 PM
I only mention Long War because you can find inspiration for all kinds of abilities (http://ufopaedia.org/index.php?title=Abilities_List_(Long_War)).

I think you're definitely on the right track with specializations. You could have Sniper for long-range (which is fairly straightforward), Assault for point-blank short range, (possibly with synergy for Marines using blunderbusses?) with melee applications for their gun, Heavy gets some kind of super-Stalwart when they stay completely still, that lets them attack more or something? Support gets multi-purpose Grenades like the Alchemist?

MEC could be items, yeah, but maybe Gene-mods and Psionics could both be class archetypes?

I'm just spitballing. I can't wait to see the class when it's finished.

CoOkIisme
2015-01-21, 05:38 PM
The main problem I have right now is I lack ideas for what to fill the "blank spaces" in the ability list with. I got a couple ideas for talent choices. The goal is to make each choice be a crossroads.

Talent crossroads, eh? I can see the X-COM inspiration. Would it work like this? http://http://cdn8.staztic.com/app/a/1226/1226674/xcom-enemy-unknown-helper-5-0-s-307x512.jpg

That would be interesting. Playing a sniper based character would be cool.

Almarck
2015-01-21, 05:55 PM
My current problem though is figuring out what to put into the blank spaces especially near the end. I do appreciate your suggestions though but as I said I am not using the exact xcom classes because some things only work that well in a video game.

I also need an idea for what to put onto marksmanship snipers signature ability. I'm debating between a full-round action to force crits on a single attack, a virtual strike like effect that scales with level, or a huge level based damage bonus (like studied combat but for a single attack) the point has to be for snipers, all or nothing. 1 attack is better than 4 more, always.

Occidental
2015-01-21, 06:26 PM
I think a Vital Strike-style ability could work. Maybe it could scale based on level, and how many attacks you give up, and you could allow the Sniper to "Aim" for more than one round, thereby increasing Risk/Reward, allowing the built-up damage bonus to be lost if they either miss that one attack, or the enemy in question leaves their range/gets behind something.

CoOkIisme
2015-01-21, 06:29 PM
My current problem though is figuring out what to put into the blank spaces especially near the end.

Overwatch maybe? Like an advanced ranged attack-of-opportunity. 7th level?

Almarck
2015-01-21, 08:11 PM
Well I can afford to give some bonus feats at some levels, obviously combat feats. Approximately 3 somewhere.

I've been thinking of doing over watch shouldn't be too hard to set up a basic over watch mode. Stalwart and a cone up to your first range incriment. Usable with Combat reflexes.


I may have to modify stalwart so that you're forced out of it when using deeds.

Almarck
2015-01-21, 11:13 PM
Update: I have added a Specialization Template above. If anyone is interested in submitting or theorycrafting, by all means, be my guest.

I have also added Overwatch as an ability marines receive at the suggested level. It is a cone based threaten zone and can be quite nasty

Almarck
2015-01-22, 12:28 PM
Alright, update. I got Marksmanship Special Training up. I did what I could to make it more like the XCom Sniper, but more of a solo act. No Squadsight for instance, but on the otherhand, Long Range is about as good for Pathfinder's mechanics.

I added Evasion as a class feature at level 5.

So, what's everyone think?

Almarck
2015-01-22, 11:25 PM
Added the "Brawler". Essentially, take the idea what Warhammer 40k thinks of Space Marines and apply it to the context of a supposedly ranged class. It's the extreme melee and close corridors variant of the marine.

What does everyone think?

Also, anyone got ideas for other categories of Training? I'm easily going to make a "Heavy" who's got machine guns and the like, but I have no idea of how I want to handle "Support" or how I intend to make a "shotgunner" assaulty class.

Occidental
2015-01-23, 05:19 PM
Blegh, I'm back!

Both of those specializations look good, and I like the idea that the first specialization bonuses are immediately applicable to what you want to do, instead of having to pick Sniper because it'll be good for Sniping 5 levels down the line.

Support can get a Lay-On-Hands style ability, Smoke Grenades with various effects, Rockets, basically anything from the game that doesn't fit with the others, unless you want an "Engineer/EOD"-style guy who does lots of explosives, in which case the support would focus on healing, buffing allies, and debuffing enemies.

I'm not sure if you need a shotgunny-assault class when you have the Brawler. I'm not sure what you could add that wouldn't be covered there.

Almarck
2015-01-23, 05:25 PM
Mid Range Scout? Faster take downs most likely. Extreme speed and hit and run tactics compared to the brawler's over eager charges.

Either way, I've got Heavy almost finished up.

I imagine when I do support tommorrow, it'll be "all around" stuff. medicine, combat drugs, and grenades via a utility belt.

CoOkIisme
2015-01-23, 05:29 PM
Support can get a Lay-On-Hands style ability,

I definitely agree with this. There was something I was forgetting: Support.

Maybe an ability like the Supports Covering Fire, activating attacks-of-opportunity when an enemy attacks your ally?

Or the Field Medic ability, giving more uses of the Lay-On-Hands?

I don't know, just throwing it out there.

PotatoGolem
2015-01-23, 09:12 PM
This class looks really cool. My one issue is that Evasion doesn't really fit thematically or mechanically. Fluff-wise, the class is about standing firm as opposed to agility, so a super-dodgy ability doesn't seem to fit. Mechanically, it makes you wear light armor and is incompatible with Impenetrable Armor, so it doesn't really add much. It seems like Mettle would be a better and more thematic save-booster than Evasion.

Almarck
2015-01-24, 02:55 AM
Well, alright. I removed Evasion for mettle as per your request.

I have also added the heavy and support variants of marines. Boy, I think these turned out quite powerful.


I think this class is mostly done at this point.

CoOkIisme
2015-01-24, 08:53 AM
Oooooooooooooooooo. One last thing for Support. Twentieth level ability: Sentinel. Two over-watch shots. That seems like it could work.

Almarck
2015-01-24, 01:59 PM
Hm. I am not too sure about it. While I have thought of making specialization specific capstones, I think something more unified needs to be in order.

I...m thinking of uusing the artifact powered armor as a gift for making that far....

Almarck
2015-01-24, 05:34 PM
The list is now filled up.

Added in a universal capstone and then an ability that makes energy weapons able to punch through creatures that decided they got energy resist 20 for everything. Well, that doesn't work any more.

Also, the ability to turn your armor into an Artifact, which I think is something any marine would love.