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theperfect25
2019-01-03, 03:27 PM
Biotech Marksman

Description: A Biotech Marksman Is a warrior and fighter that has spent their lives not in the brutes of battle, but on the side aiding their allies and marking their prey for a well timed shot. They study and experiment with the magic that they have grown to effect the ebb and flow of combat, to weaken or strengthen the living bodies around them.

Combat:Having constant sight of the battlefield a Biotech Marksman either chooses to stay the distance and give support fire from the shadows, or is in a constant motion of healing and wounding allies on the battlefield. Always staying a distance to give the best options for their versatility.

Attribute: A Biotech Marksman gains their best use when accurately firing their weapons with Dexterity, and also gains more uses of their tools with a high Charisma.

Starting gold: 3d6x10 (average: 105gp)

Starting age: Complex

Health: d6


level
BAB
Fort
Ref
Will
Special


1
0
0
2
0
Biotic magic: Tier 1, Biotic Degeneration


2
1
0
3
0
Biotic magic: Tier 2, Lethal Sniper


3
2
1
3
1
Biotic vaccine,Multi shot


4
3
1
4
1
Biotic magic: Tier 3


5
3
1
4
1
Biotic tools


6
4
2
5
2
Focused sniper


7
5
2
5
2
Biotic magic: Tier 4


8
6/1
2
6
2
Nano boost


9
6/1
3
6
3
Biotic tools, Improved multi shot


10
7/2
3
7
3
Biotic magic: Tier 5


11
8/3
3
7
3
Experienced medic


12
9/4
4
8
4
Rugged and Resourceful


13
9/4
4
8
4
Biotic tools,Biotic magic: Tier 6


14
10/5
4
9
4
Nano boost surge


15
11/6/1
5
9
5
Path chosen(Journeyman)


16
12/7/2
5
10
5
Biotic magic: Tier 7, Greater multi shot


17
12/7/2
5
10
5
Biotic tools


18
13/8/3
6
11
6
Path chosen(Expert)


19
14/9/4
6
11
6
Biotic magic: Tier 8


20
15/10/5
6
12
6
Path chosen(Master)



Class skills: (6+int, x4 first level.)
Acrobatics, Bluff, Climb, craft, diplomacy, Disable Device, Disguise, Heal, listen, knowledge nature, knowledge arcana, knowledge engineering, perception, Profession, Sense Motive, Stealth, Survival, and Use Magic Device.

Main class features

Weapon and Armor Proficiency
A Biotech Marksman is proficient with all simple weapons as well as all light and ranged martial weapons. They are also proficient in all light armor.

Biotic magic:
All Biotech Marksman create and use a specialized magic that interferes and reacts to living creatures. They hold this magic in their bodies and can exude it in different forms to create different effects to be used on others. Starting at level 1 a Biotech Marksman has a Biotic magic tier of 1. This Tier is used to determine the effectiveness of all Biotech Marksman abilities. This Tier increases by 1 at level 2, level 4, and every 3 levels after that., to a max of Tier 8 at level 19.

Biotic Degeneration:
A Biotech Marksman is a deadly soldier, able to use their magic to inflict deadly damage to their enemies at a constant rate. By focusing their magic into a small needle like projectile, they shoot it forth at a target to begin to slowly degenerate their life force, causing them to bleed and become weakened. As an attack action the Biotech Marksman may perform a ranged touch attack with a range of 30ft to shoot this projectile. The target then immediately begins to take bleed damage equal to their Biotic magic Tier for three rounds. Unlike normal bleed damage, the bleed damage caused from Biotic Degeneration can stack with itself, causing multiple hits to cause even more bleed to the hit creature. Because of this, when a target is struck again by Biotic Degeneration the duration of the bleed is reset back to three rounds. If anyone affected by this ability is magically healed by an amount greater then the total bleed that is currently on them, the bleed is then canceled and brought down to 0.
(Example:
round one - target is hit. They take 1 point of bleed damage that lasts for three rounds.
Round two - target is hit again. Now they take 2 points of damage for three rounds
Round three - Target is not hit. They take 2 points of bleed damage for two rounds)

Biotic vaccine:
Through constant experimentation a Biotech Marksman has learned how to manipulate the deadly properties of their Biotic Degeneration to heal their targets for a short time instead of damaging them. At level three by quickly introducing a magical vaccine onto a target within 30ft as a swift action, instead of taking bleed damage from Biotic Degeneration they gain a fast heal equal to the bleed damage they would have taken for a total of three rounds. If the target is still under the effects of Biotic vaccine and are struck again by Biotic Degeneration, the fast heal stacks with the current fast heal they have, and the duration of this fast healing is reset back to three rounds.
Because of the difficulty of constructing this vaccine through magic a Biotech Marksman can only use this ability their CHR mod + class level times a day. Each use of this ability only affects the person for a total of 10 minutes before wearing off.

Lethal Sniper:
Starting at level 2, when a Biotech Marksman uses the Snipe action, they double their critical threat range. If their weapons critical threat range is already doubled, they instead increase the range by 1.

Multi degeneration:
Starting at level three a Biotech Marksman can swiftly throw their biotic magic. As a standard action may use their Bio degeneration Ability twice with a -2 attack penalty to each attack.

Biotic tools
Starting at level 5 and every 4 levels afterwards a Biotech Marksman learns how to create and use special powerful Biotic tools to help them. Because of the power required by each one of these tools, a Biotech Marksman can only activate and use these tools a total of 1/2 Biotech Marksman level + CHR mod times a day. If the Biotech Marksman has two or more tools the total usages between all tools cannot exceed this number per day.


Tool
Effect


Sleep Dart
A sleep dart is a needle like magical missile that can be thrown as a range touch attack to any target within 30ft. If the target is hit, they must make a dc fortitude equal to 15 + Biotic magic Tier + CHR mod or immediately fall asleep for 1 minute / level. The target is woken up if they receive any damage. Activating this is a standard action.


Biotic Grenade
A biotic grenade is a volatile ball of biotic energy that is filled with explosive energy. When thrown with a range increment of 15ft, the ball explodes and deals a total of 5 x Biotic magic tier of magic damage to everyone with a 10ft radius. If a target hit is currently under the effect of Biotic Vaccine, they heal the damage amount instead. Activating this is a standard action.


Long sight
By infusing themselves and their weapons with Biotic magic, the Biotech Marksman greatly increases their perception and skill. When activated, for 1 round / Biotic magic Tier, all of their magical abilities and ranged attacks ranges are multiplied by 5. Activating this is a swift action.


Weapon augment
Surging biotic magic through themselves the Biotech Marksman increases their strength and power while wielding weapons. When activated, for 1 round / Biotic magic Tier, all attacks with melee weapons receive an attack and damage boost equal to their Biotic magic tier.


Biotic Release
Condensing and evaporating their Biotic magic they can produce a quick pulse of healing energies that invigorates their allies near them. As a move action the Class can produce this pulse, effecting everyone in a 10ft radius. Everyone in the area of effect acts as if the spell Lesser Restoration has been cast on them. If their Biotic magic tier is 4 or more, the are affected by the Restoration spell instead. At 7 Tier and above, this is upgraded to greater restoration.


Debilitating Dart
By Specializing the strike from Biotic degeneration, the Biotech Marksman may hinder the target that they hit. When activating this attack as a standard action, attack as if you were using the biotic degeneration ability. If the attack hits your opponent must make a dc 15 + Biotic magic tier + CHR mod or have their movement halved and receive a penalty to their attack and damage equal to the Biotic magic tier of the Biotech Marksman. This penalty continues for 1 round / level.


Biotic net
In creation of a thin flexible net, the Biotech Marksman can throw this net at a target to absorb and dispell any magical healing that may come to affect them. This net can be the throw as a ranged touch attack to anyone within 20ft with a standard action. Once the target is hit , they may no longer benefit from any magical healing for 1 round / biotic magic Tier.



Focused Sniper:
Starting at level Six a Biotech Marksman has learned how to use their weapons while hidden in the shadows. When using the snipe ability in a shadowy area or in cover, they no longer take a -20 penalty to their stealth, as long as they spend a full round action before to focus.

Nano boost:
Starting at level 8 a Biotech Marksman may imbue a portion of their Biotic magic into another target. As a move equivalent action the Biotech Marksman may choose a friendly target within 100ft to receive a Nano boost. When under the effect of Nano boost, the target receives a +30ft movement speed, a +2 to all attack and damage rolls, and their weapon critical ranges are doubled.(does not stack with keen or similar abilities.) As well as if the target is a caster, all spells they cast are considered as if they were one level higher.
Performing a nano boost take incredible strain on the Biotech Marksman, while Nano boost is activated their biotic magic tier is considered to lower then it normally would. If the target ever gets farther than 100ft from the Class, they lose all benefits of Nano boost immediately.
This ability may be used for a total time of 1 minute / level. All of this time may be spent at different times of the day, but each usage must be used minute time increment.


Improved multi shot:
Starting at level nine a Biotech Marksman can swiftly throw their biotic magic even faster then before. As a standard action they may use their Bio degeneration Ability three times with a -3 attack penalty to each attack.

Experienced medic:
Starting at level 11 When the Biotech Marksman performs a heal check, they gain a +5 misc bonus and may take 10 on any heal check. The Biotech Marksman may also choose to perform a Heal check as a swift action with a -5 penalty.

Rugged and Resourceful:
A Biotech Marksman has survived and adapted to many of the dangers of their life. At level 12, after every long rest they may choose one of these benefits to last them until their next long rest.
1. Gain a +2 fortitude save and +10ft movement
2. Gain a +2 will save and 1 free reroll of any failed will save until their next rest.
3. Gain a +2 reflex and gain the benefits of evasion.

Nano boost surge:
Starting at level 14, when activating their Nano Boost ability, the Biotech Marksman may choose to effect multiple targets. When they do this, for every target they choose, their Biotic magic Tier is reduced by 2. A Biotech Marksman may not bring their Biotic magic Tier reduced below 0.

Path Chosen: At level 15 a Biotech Marksman may choose to specialize down a specific path. Once a path has been chosen then they will receive all of the benefits of that path at the specified level. Once a path has been chosen they may not switch paths unless they undergo a magical ritual that requires 200gp/level in supplies, which is expended during the ritual. The ritual itself takes 24 hours, interruption of it will cause the ritual to fail. A Biotech Marksman gains additional abilities from the path that they have chosen at the levels of 15, 18, and 20. As they progress through their understanding and power of the path that they have chosen.

1. Soldier of the Wasteland:
Journeyman:A Soldier of the Wasteland cares and strives for survival no matter the difficulty or the challenge. As such they have lived through and adapted to some of the harshest environments and enemies. A Soldier of the Wasteland is considered to always be under the spell Endure elements, they ignore all difficult terrain for movement purposes, and they gain the tracking ability.
Expert: For many, survival depends on the tools that the individual has access to. As such the Soldier of the Wasteland always makes sure that they are equipped for the job. Starting at level 18 they gain access to another Biotic Tool of their choice and the total amount of times that they may use a Biotic Tool per day now equals their class Base Attack Bonus + their Chr modifier.
Master:The Biotech Marksman may once per day use all of their time for Nano Boost and all allies within 30ft gain a fast heal of 10, Dr 5, and all the benefits of Nano Boost. This effect lasts for 2 rounds for every minute left on their Nano Boost ability.


1. Practitioner of Medicine:
Journeyman: A Practitioner of Medicine knows that life is great gift to keep hold of. As such, they have learned how to create an additional Biotic tool called the Healing syringe, which is immediately added to their arsenal.
Healing syringe.
As a touch action the Biotech Marksman fills a concentrated form of Biotic magic that immediately begins to heal the target. When performed as a standard action, the target is healed their Biotic magic Tier /d6 damage.
Expert: The Practitioner of Medicine has become so intuned with the use of their Biotic magic, and itís uses on the body that their Biotic magic Tier permanently is increased by 1 and they may add their Tier to all heal checks that they performed as a misc bonus.
Master:By mastering the use of their biotic magic for healing they have learned how to manipulate it for long term effects. After every long rest the Practitioner of Medicine and one target chosen are considered under the effects of Biotic Vaccine until they take another Long rest.

1. Aged sniper
Journeyman: When an Aged Sniper takes a ranged weapon into their hands, they can make it a deadly tool. When Using the Snipe action, the critical range of any weapon they hold is increased by 1(after any other effects.) Any critical automatically confirm and their damage multiplier is increased by 1.
Expert: An Aged Sniper has learned how to be silent and unseen during long range warfare. By Spending a full round action, the Aged Sniper camouflage themselves with the surrounding terrain.As long as they do not move more than 5ft from the area they activated this effect, they gain a +20 stealth bonus. This bonus may even be used against abilities such as scent and tremor-sense
Master: With calm breath a razor focus, an Aged Sniper has mastered the ability to target and hit targets from extreme distances. When using the Snipe ability, the Aged sniper multiplies their range by 5 and no longer has a max distance with their weapon. The magic within themselves and their skill able to cross massive distances with such precision that they ignore anything less than 100% cover.

Greater multi shot:
Starting at level sixteen a Biotech Marksman can swiftly throw their Biotic magic even faster then before. As a standard action they may use their Bio degeneration Ability four times times with a -4 attack penalty to each attack.



Notes: This is a class based off of the video game character Ana from Blizzards: Overwatch. I have made a number of the characters into dnd 3.5 form as well as in Pathfinder form. Basing them mostly off of a team work and tactical use on a battlefield. If you would like to see more from the overwatch cast, comment or message me. -theperfect25