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.
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.