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Siege Technologist v.12

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Mar 8th, 2016
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  1. Siege Technologist Alchemist Archetype
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  3. No stranger to the battlefield where they have carved a name for themselves, Siege Technologists are masters of siege warfare. Aiding in their task is a marvel of their own creation - the Animation Engine, a device capable of controlling these Siege Engines remotely by the power of their own thoughts.
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  5. Class Features:
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  7. Calculated Ballistics
  8. A Siege Technologist applies any relevant feats as well as his intelligence modifier to the ranged attack rolls of all objects controlled under the effects of his Animation Engine class feature. Weapons that are currently wielded by others or by the Siege Technologist do not benefit from Calculated Ballistics.
  9. This replaces the Throw Anything class feature.
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  11. Animation Engine
  12. As a standard action, a Siege Technologist can reconfigure his bombs into an animation engine and install it upon an unattended siege engine or ranged weapon to form a telekinetic bond with it. He can utilize the power of this bond to move, aim, reload and fire the animated object remotely for 1 minute per class level within 100 feet. He must be proficient with the object he attempts to operate and must still take the required amount of time and actions to control a siege engine or ranged weapon in this manner.
  13. The Siege Technologist can animate multiple objects equal to his daily allotment of bombs, but he must take a standard action to make an attack with the animated object using his highest base attack bonus. He can still order the remaining animated objects to do non-aggressive actions such as reloading, moving and taking aim. This consumes one of his daily allotment of bombs per animation engine.
  14. The Animation Engine can be removed with a successful dispel or disable device check (DC 20 + Siege Technologist level)
  15. This replaces the Mutagen class feature.
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  17. New Discoveries available to the Technologist:
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  19. Hibernation Sequence - As a standard action, A Siege Technologist can put his Animation Engine in a powered-down state, pausing the duration of the animated object indefinitely for a number of days equal to the Siege Technologists' level before becoming permanently inert. As long as the object is within 100 feet of the Technologist, he can mentally reanimate his Animation Engine as a standard action to power it up again.
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  21. Self-Destruct Sequence - As a swift action, a Siege Technologist can mentally command one animated object under the effects of his Animation Engine to explode, damaging adjacent targets equal to the Siege Technologists' bomb damage. Regardless if the object is still intact, it becomes inanimate unless installed with a new Animation Engine.
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  23. Overload Sequence - As a swift action, a Siege Technologist can mentally command one animated object to use the Explosive Ammunition or Siege Bomb Discovery on its next attack. Regardless if the attack hits, the object becomes inanimate unless installed with a new Animation Engine. Requires the Self-Destruct Sequence Discovery and the Explosive Ammunition or Siege Bomb Discoveries.
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  25. Improved Ballistics - A Siege Technologist with this discovery can fire multiple Animation Engines as a full-round action if his total base attack bonus may grant him additional attacks. This functions just like a full-attack with a weapon. An alchemist must be at least 8th level before selecting this discovery.
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  27. Bonus Feats
  28. The Siege Technologists may select Rapid Reload, Point Blank Shot, Siege Engineer, Master Siege Engineer, Siege Gunner, Cannon Master, and Field Repair in place of a discovery.
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  30. Perfected Animation Engine
  31. The duration of the Animation Engine is now increased to an hour per level.
  32. This replaces the Persistent Mutagen class feature.
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