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Etherbombers may select from the following etherslinger talents:

Alteration backblast, as fleeting as ether, as motile as ether, bestowing bomb, bestowing backblast, bonus feat, cheat death, cushioning shot, doppler dodge, ether jam, ether influx, etherslinger's agility, etherslinger's dodge, extra grit, fire proof, grit-powered ether, leaping blast, leaping shot, PPPT expert, PPPT training, quicker draw, reputation precedes me, ricoshot, screaming ricoshot, sic semper oculus, speed of the bullet, too bright for comfort, too close for comfort, translational blast, and trapper's knack.

Alchemist Discoveries: Etherbombers may select alchemist discoveries that modify bombs as though they were etherbomber talents. For the purpose of these discoveries, an etherbomber has an effective alchemist level that is equal to her etherbomber level. Discoveries can only be used to modify regular bombs, not ethergrenades.

New and Modified Talents

Awash in Splash (Ex):So long as an etherbomber has at least 1 point of grit, she is immune to the splash damage of her own ethergrenades. Furthermore, she may expend 1 point of grit as an immediate action to ignore the splash damage of her bombs and ethergrenades for 1 round. An etherbomber must be at least 8th level to select this talent.

Ether­Kissed Ethergrenades (Su): When creating an ethergrenade, the etherbomber may expend 1 EP. If she does, the ethergrenade now deals her choice of fire or cold damage rather than bludgeoning damage. She may also choose to expend 1 point of grit to change the damage type of one of her regular bombs to cold damage. An etherbomber must be at least 4th level to select this talent.

This talent replaces ether-kissed dimensions.

Fizzlebang Cocktail (Sp): Named after the famous gnomish revolutionary, this talent allows an etherbomber to expend 1 point of grit as a swift action to infuse a potion she is presently holding with volatile ether. That potion becomes an ethergrenade with no applied lesser blast manifestations that deals damage as though it had a number of EP spent on it equal to the potion's spell level. Additionally, rather than add the etherbomber's Wisdom modifier to the damage of this ethergrenade, she adds the caster level of the transformed potion to its damage instead. If not thrown by the beginning of the etherbomber's next turn, the potion's magic fizzes away and it becomes a vial of dirty water. An etherbomber must be at least 10th level to select this talent.

Fusion Dabbler (Sp): Fusion sounds like it’s volatile!

Alas, it has very little to do with blowing things up;

however, she’s learned the basics, so why not use it?

Upon taking this talent, the etherbomber learns one etherfusion that can be taken by a 1st-level etherfuser (see the etherfuser archetype for the ethermancer base class). Unlike an etherfuser, the etherbomber receives no permanent fusion pool. Instead, whenever the etherfuser desires to use her etherfusion, she may expend grit equal to the FP cost of that etherfusion to power the ability. Further, she may only use her chosen etherfusion up to three times per day. An etherbomber treats her caster level as her effective etherfuser level for the purpose of etherfusions. An etherbomber must be at least 4th level to select this talent. This talent can taken twice. The second time, the etherbomber may apply up to two modifiers to her chosen etherfusion rather than just one, and the etherfusion may be used an additional time per day. As with an etherfuser, when adding two modifiers to a single etherfusion, the etherbomber treats modifiers with an FP cost of +0 as though they were +1.

Hitman (Ex):The Perception DC required to hear the etherbomber's explosions increases by an amount equal to half her etherbomber level. An etherbomber must know the in the void, you can hear no bombs talent to select this talent.

This talent modifies hitman.

In the Void, You Can Hear No Bombs (Ex):As long as the etherbomber has at least 1 point of grit, she may suppress most of the sound her bombs and ethergrenades make when exploding, increasing the DC of the Perception check required to hear an exploding bomb to 15 if detonating a conventional bomb or to 25 if using ethergrenades. The usual modifiers regarding distance and circumstances still apply.

Normal: Hearing the “sound of battle” is a Perception check with a DC of -10, before applying modifiers.

This talent replaces in the void, you can hear no bullets.

Tempestuous Ethergrenades (Su): When creating an ethergrenade, the etherbomber may expend 1 EP. If she does, the ethergrenade now deals her choice of acid or electricity damage rather than bludgeoning damage. She may also choose to expend 1 point of grit to change the damage type of one of her regular bombs to acid or electricity damage. An etherbomber must be at least 6th level to select this talent.

This talent replaces tempestuous dimensions.

Walk Away (Ex):Whenever the etherbomber performs a withdraw action, she may expend 1 point of grit to throw a bomb or ethergrenade at a foe that threatened her before she moved. She must pay for the chosen explosive as normal. An etherbomber must be at least 8th level to select this talent.

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Bradley Crouch, Thilo Graf, Jason Linker Etherslinger Archetypes

Sphereslinger (Archetype)

Though there is no denying that the various specialists lumped under the etherslinger gravitate toward explosions, (because they're cool) there are some very few traditionally­minded individuals whose gifts make them just as destructive with nothing but a thrown stone.

Author: Jason Linker.

Sphereslingers have the following class features:

Etherspheres (Su): At 1st level, a sphereslinger becomes adept at the manufacture of his namesake:

etherspheres. Drawing forth raw ether, shaping, and throwing an ethersphere requires a standard action that provokes attacks of opportunity. Alternatively, as a full-round action, a sphereslinger may draw forth a great deal of raw ether, shape it, and throw as many etherspheres as he would be able to make attacks in a full attack action. Each individual throw provokes attacks of opportunity. Etherspheres are considered thrown weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. "Ethersphere" is also considered to be a separate etherheart for the purpose of the Etherheart Focus and Greater Etherheart Focus feats. This bonus to Difficulty Class applies to all skip abilities, as well as to all etherslinger talents that require an ethersphere to execute (see etherslinger talents and skip abilities, below).

Thrown etherspheres have a range increment of 10 feet, increasing by +5 feet at 7th level and every three levels thereafter. On a successful hit, a sphereslinger's ethersphere inflicts 1d6 points of bludgeoning damage + additional damage equal to the sphereslinger's Charisma modifier. Starting at 4th level, a sphereslinger's etherspheres gain a +1 enhancement bonus. This enhancement bonus increases by +1 for every four levels beyond 4th, but an ethersphere may never overcome metal or alignment-based damage reduction by virtue of having a high enhancement bonus.

This ability replaces etherslinging, ethersmith, and gun obsession.

Grit (Ex): It takes guts to bring a rock to an ether-fight, and these guts ensure that all sphereslingers have grit. In game terms, grit is a fluctuating measure of a sphereslinger’s ability to perform amazing actions in combat. At the start of each day, a sphereslinger gains a number of grit points equal to his Wisdom modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. The sphereslinger's special blend of ethermagic and rock chucking proves to be incompatible with the tricks of their gun-toting cousins. Unlike gunslingers, a sphereslinger cannot take feats with the Grit-descriptor. A sphereslinger spends grit to accomplish etherslinger talents and skip abilities (see below), and regains grit in the following ways.

Critical Hit with an Ethersphere: Each time the sphereslinger confirms a critical hit with an ethersphere while in the heat of combat, he regains 1 grit point.

Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the sphereslinger’s character level does not restore grit.

Killing Blow with an Ethersphere: When the sphereslinger reduces a creature to 0 or fewer hit points with an ethersphere while in the heat of combat, he regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the sphereslinger’s character level to 0 or fewer hit points does not restore any grit. A sphereslinger may gain only 1 point of grit per attack this way. Each attack made by a skipping ethersphere is treated as a separate attack for the purpose of this limitation.

Optional Rule: Daring Act: Each time a sphereslinger performs a daring act, he can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the sphereslinger regains 1 grit point. Before attempting a daring act, the player should ask the DM whether the act qualifies. The DM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.

This ability modifies grit.

Rapid Shot (Su): At 1st level, a sphereslinger gains Rapid Shot as a bonus feat. He does not take a penalty to attack rolls when using Rapid Shot to throw additional etherspheres. He does not need to meet the prerequisites of this feat.

Skipping Spheres (Ex): At 1st level, a sphereslinger learns how to put incredible amounts of english on his thrown etherspheres. The first ethersphere to strike its target each round "skips" off of its target and continues to wreak havoc in a spiraling cavalcade of doom. When an ethersphere skips, the sphereslinger may choose to use a skip ability (see below) or to have his ethersphere ricochet off of its target and attack another creature within 10 feet. If a skipping ethersphere fails to hit its target, it loses all of its remaining skips.

A sphereslinger cannot use two skip abilities in a row.

For example, an 11th-level sphereslinger may use his first skip to perform a skip ability, use his second skip to strike a new target, and use his third skip to perform another skip ability. All skip attacks are made at the same attack bonus as the original attack that triggered skipping spheres, and skips may effectively take an ethersphere out of the sphereslinger’s maximum range.

There is no penalty for doing so.

A sphereslinger’s skipping etherspheres have one skip at 1st level and gain an additional skip every five levels thereafter, to a maximum of four skips at 16th level.

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Sphereslinger Talent: At 2nd level and every three sphereslinger levels thereafter, the sphereslinger gains an etherslinger talent from the following list.

Etherslinger talents taken in this manner use the sphereslinger’s class level as his effective etherslinger level and apply to ethersphere attacks rather than firearm attacks. If a given talent requires an etherbullet, it requires an ethersphere instead. Similarly, if a talent requires the active wielding of a firearm to grant benefit, the sphereslinger ignores that requirement.

Note: Talents marked with an asterisk (*) do not stack—only one such talent may be applied to a single ethersphere.

Alteration recoil, as fleeting as ether, as motile as ether, bestowing bullet, bestowing recoil, bonus feat, cheat death, doppler dodge, ether surge, etherslinger's agility, etherslinger's dodge, extra grit, fire at the speed of ether, leaping shot, reputation preceds me, sic semper oculus, too bright for comfort, too close for comfort, translational blast, or utility blasts.

Burning Spheres (Su)*:Whenever an ethersphere skips, the sphereslinger may expend 1 EP. If he does, all subsequent hits made by that ethersphere deal +1 point of fire damage. This bonus stacks.

Corrosive Spheres (Su)*: Whenever an ethersphere skips, the sphereslinger may expend 1 EP. If he does, all subsequent hits made by that ethersphere deal +1 point of acid damage. This bonus stacks. A sphereslinger must be at least 8th level to select this talent.

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Bradley Crouch, Thilo Graf, Jason Linker Etherslinger Archetypes

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