Role: The etherslinger is a ranged specialist who uses ethermagic and enhanced firearms in a combined arms format to achieve total battleground saturation. The most terrifying place an etherslinger can be is in melee combat, and her relative dearth of useful abilities at close range reflects this.
Alignment: Any. The good, the evil, the by-the-book, and the impulsive can all find a way to love guns.
Hit Die: d8
Parent Classes: Ethermancer and gunslinger.
Starting Wealth: 5d6 x 10 gp (average 175gp). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The etherslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Perception (Wis), Ride (Dex), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex) and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Maximum Manifestation Level||Ether Point Regeneration Rate||Caster Level|
|1st||+0||+2||+0||+0||Ether charge, ether clear, ethermagic, ether surge, etherslinging, ethersmith, grit, gun obsession, stabilize||1||1||1|
|2nd||+1||+3||+0||+0||Alteration etherheart, etherslinger talent, gun obsession 1/day||1||1||1|
|3rd||+2||+3||+1||+1||Etherbullets, lesser blast etherheart||1||1||2|
|5th||+3||+4||+1||+1||Bestow etherheart, ether capacity +1||2||2||3|
|7th||+5||+5||+2||+2||Shape charge – physical||2||3||5|
|8th||+6/+1||+6||+2||+2||Etherslinger talent, ether sniper||3||3||6|
|10th||+7/+2||+7||+3||+3||Etherslinger talent, gun obsession 2/day||3||4||7|
|13th||+9/+4||+8||+4||+4||Shape charge – energy||4||5||9|
|15th||+11/+6/+1||+9||+5||+5||Ether capacity +2||4||5||11|
|17th||+12/+7/+2||+10||+5||+5||True ether sniper||5||6||12|
|20th||+15/+10/+5||+12||+6||+6||Etherslinger talent, gun obsession 3/day||5||7||15|
Etherslingers are proficient with simple weapons and firearms.
Etherslingers are proficient with light armor and bucklers, but not with other kinds of shield. An etherslinger can cast etherspells while wearing light armor or using a buckler without incurring a spell failure chance. Like an arcane spellcaster, an etherslinger wearing medium or heavy armor incurs a chance of arcane spell failure if the etherspell in question has a somatic component (they all do). A multiclass etherslinger still incurs the normal arcane spell failure chance for arcane spells and etherspells received from other classes.
An etherslinger’s unhealthy obsession with guns gets in the way of appreciating the wonders of pure ethermagic. All that time spent clearing guns and marveling at trigger mechanics and the like means less time for optimizing her ability to act as a conduit for the power that exists between between realities. An etherslinger’s access to the ether is measured in ether points, or EP. Her maximum EP is equal to her etherslinger level plus her Charisma modifier. At the beginning of the etherslinger’s turn, she gains EP equal to 1/3 her class level, rounded up. This represents energy from elsewhere in the ether diffusing back into the vicinity of her area of influence.
Ethermagic is made up of two components: the etherheart and its manifestations. Etherheart selection dictates how the etherslinger can shape an etherspell with manifestations. Etherslingers can manipulate most known varieties of etherheart, albeit at a lesser absolute power level than a purist ethermancer. Accordingly, most etherslingers are known to use their firearms for removing threats, while maintaining a battery of manifestations used to slow down or escape from threats that prove to be too much for a gun to handle.
Alteration: The alteration etherheart is the use of raw ether to produce shifts in the state of the universe directly around the etherslinger herself.
Lesser Blast: The easiest etherhearts to control, blast ethespells are simply the application of raw ether toward a destructive end.
Bestow: The bestow etherheart is, in effect, an alteration etherheart cast upon a creature other than the etherslinger. Given this target moves in relation to the etherslinger, constant application of power is required to maintain it.
Genesis: Easily the most difficult etherheart for an etherslinger to manage, genesis actually creates something. From swords and shields composed of the stuff of the void itself to platforms and ethereal staircases that hover in the air, the genesis etherheart can create it. Constant application of power is required.
Manifestations are the various ways an etherslinger can shape the raw energy of the ether. Though any aficionado of blast etherspells will attest to raw ether’s ability to melt faces particularly well on its own, there comes a need for a little finesse every now and then. Depending on the etherheart, anywhere from zero to three manifestations can be added to it. An etherslinger’s repertoire of manifestations is rather explicitly segregated among the various etherhearts she knows. For example, an etherslinger’s genesis-compatible manifestations are totally distinct from her alteration-compatible manifestations. Only manifestations that are compatible with a particular etherheart may be used in an etherspell built around that etherheart.
To use a manifestation, an etherslinger must have a Charisma score equal to at least 10 + the manifestation level. The Difficulty Class for a saving throw against an etherspell is 10 + the highest manifestation level used in the etherspell + the etherslinger’s Charisma modifier unless stated otherwise in a manifestation’s entry.
The etherslinger begins play with two alteration manifestations. Each time the etherslinger gains a level, she learns more manifestations in at least one etherheart as detailed by Table: Etherslinger Manifestations Known. This new manifestation must be of a level she is able to cast. Further, whenever the etherslinger gains a new manifestation in a particular etherheart, she may exchange an existing manifestation in that etherheart for another compatible manifestation of a level she is able to cast. Note that for each etherheart an etherslinger knows, she may never have more known manifestations in a particular manifestation level than in the previous manifestation level. In other words, if the etherslinger has two 1st-level alteration manifestations, she cannot have more than two 2nd-level alteration manifestations. This does not stop the etherslinger from having three 2ndlevel lesser blast manifestations or three 2nd-level bestow manifestations.
|Level||Number of Alteration Manifestations Known||Number of Lesser Blast Manifestations Known||Number of Bestow Manifestations Known||Number of Genesis Manifestations Known|
Etherhearts are the core of ethermagic, tangles of emotions and urges that shape raw ether as it is drawn out of the void. Without the power of an etherheart to stabilize the various manifestations woven by the ethermancer, ethermagic would be completely impossible. As stated earlier, specific manifestations are compatible with specific etherhearts, which are listed in the entry for each manifestation. The total ether point, or EP, cost of an etherspell is equal to the EP cost of the etherheart plus the EP cost of each manifestation added to the etherheart. The casting time of an etherspell is a standard action unless modified by a manifestation. All etherhearts have both somantic and verbal components.
If two or more manifestations alter the casting time of an etherspell, the manifestation with the longer casting time takes precedence. With the exception of genesis etherhearts, it is impossible to simply dismiss an etherspell. Once cast, they run out their durations unless dispelled or otherwise forced to stop.
Duration 1 minute/level
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1 + 1/4 level, rounded down
An etherspell with this etherheart affects the etherslinger directly. Exactly one manifestation must be added to this etherheart. Only one alteration etherspell can be active at a time.
An etherslinger learns the alteration etherheart at 2nd level.
Range close (25 ft. + 5 ft./2 levels)
Target creature touched
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1 + 1/4 level, rounded down
An etherspell with this etherheart is a ranged touch attack that deals 1d3 + the caster’s Charisma modifier points of bludgeoning damage, plus an additional 1d3 points of bludgeoning damage for every four caster levels beyond 1st. A maximum of three manifestations can be added to this etherheart. There is no minimum number of manifestations that can be added.
An etherslinger learns the lesser blast etherheart at 3rd level.
Target creature touched
Duration 1 round / level
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1/4 level, rounded down
An etherspell with the bestow etherheart is delivered as a melee touch. The etherslinger may not touch herself. If the etherslinger fails to touch a creature upon casting a bestow etherspell, the charge is not lost; however, the duration of the etherspell begins as soon as it is cast and will begin to count down accordingly. For the duration of the etherspell, the etherslinger’s maximum EP is reduced by an amount equal to the etherspell’s EP cost. Exactly one manifestation must be added to this etherheart.
An etherslinger learns the bestow etherheart at 5th level.
Range see individual manifestations
Target/Area see individual manifestations
Duration permanent until dismissed
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1/2 level, rounded down
An etherspell with this etherheart creates an object out of pure ether energy. The lifespan of such an object is permanent until dismissed by the etherslinger, until dispelled, or until the object itself is no longer within range of the caster. For as long as this object persists and for one minute thereafter, the caster’s maximum EP is reduced by an amount equal to the EP cost of the etherspell that created it. An object created with the genesis etherheart can be dismissed as a move action. Exactly one manifestation must be added to this etherheart.
An etherslinger learns the genesis etherheart at 9th level.
Etherslingers are not typical ethermagicians, and specialize in applying the power of the cosmos to their firearms. Though an etherslinger’s selection of talents will inevitably differentiate her from her peers, all etherslingers do have a number of tricks in common. These universal abilities are synonymous with the profession: etherslinging! At the indicated levels, an etherslinger gains the following abilities. Many etherslinging abilities have an ether point (EP) cost. The maximum amount of EP an etherslinger can spend on etherslinging abilities each round is equal to her Charisma modifier.
- Ether Charge (Su): At 1st level, an etherslinger may expend 2 EP as a swift action. If she does, she gets a +2 insight bonus to her next firearm attack roll. Starting at 7th level, this ability can be used as a free action.
- Ether Clear (Ex): Starting at 1st level, an etherslinger can funnel a tiny amount of ether energy into her weapon, clearing obstructions. As a standard action, an etherslinger with 1 or more grit may expend 1 EP to remove the broken condition from a single firearm she is wielding. The broken condition must have been caused by weapon misfire. If the etherslinger expends 1 grit in addition to the 1 EP, she may use this ability as a move action instead.
- Ether Surge (Su): At 1st level, an etherslinger may spend 2 EP as a free action. If she does, she gets a +2 competence bonus to a single etherslinger class skill of her choice for 1 round.
- Stabilize (Su): Starting at 1st level, an etherslinger has learned how to cushion her firearms with ether to prevent pesky misfiring. As a free action, the etherslinger may expend an amount of EP equal to the misfire rate of a firearm she is currently wielding. (For example, a firearm that misfires on a natural ‘1’ or ‘2’ requires 2 EP, while a firearm that misfires on a natural ‘1’ requires only 1 EP.) The next attack made with that firearm this round cannot misfire (though a natural 1 does still miss!).
- Etherbullets (Sp): Starting at 3rd level, an etherslinger can make firearm ammunition out of pure ether energy, thus getting around the horrible expense of habitually firing black powder weapons. As a standard action that provokes attacks of opportunity, an etherslinger may expend any amount of EP. For each ether point spent in this fashion, a sphere of pure void energy, or etherbullet, is loaded into a single nonsiege weapon firearm she is actively wielding, ready to fire. All etherbullets must be loaded into the same firearm, and etherbullets take up physical space like normal units of ammunition. As such, a firearm can only be loaded up to its capacity in this manner and any extra EP spent is wasted. Etherbullets count as both ammunition and propellant and persist for rounds equal to twice the etherslinger’s Charisma modifier. Given their unstable nature, an etherbullet simply winks out of existence if fired beyond the unmodified second range increment of the weapon. If the etherslinger expends 1 grit in addition to the EP, she may use this ability as a move action that provokes attacks of opportunity.
- Ether Capacity (Ex): At 5th level, an etherslinger treats a firearm’s capacity as +1 greater than normal when loading it with etherbullets. This increases to +2 at 15th level.
- Shape Charge (Su): At 7th level, an etherslinger learns to change the physics of her etherbullets in surprising ways. As a swift action, the etherslinger may select bludgeoning, piercing, or slashing. Her etherbullets deal damage of the chosen type until the beginning of her next turn. At 13th level, the etherslinger may expend 2 EP as a swift action. If she does, she selects acid, cold, electricity, or fire. Her etherbullets deal damage of the chosen type until the beginning of her next turn.
- Ether Sniper (Ex): At 9th level, the etherslinger’s etherbullets no longer wink out of existence if fired beyond the firearm’s unmodified second range increment and are instead treated as normal ammunition for the purpose of maximum range.
- Warp Reload: Starting at 11th level, an etherslinger may use the etherbullets etherslinging ability as a move action rather than as a standard action. Further, if the etherslinger expends 1 grit and an additional 2 EP on the etherbullets etherslinging ability, she may use the ability as a free action that does not provoke attacks of opportunity.
- True Ether Sniper (Ex): At 17th level, an etherslinger’s etherbullets become not only stable, but also incredibly aerodynamic. As a swift action, the etherslinger may expend 2 EP. If she does, the range increment of any firearm firing an etherbullet she created is increased by +20 feet until the beginning of her next turn.
- Startling Barrage (Su): At 19th level, whenever an etherslinger misses a creature with a firearm attack firing an etherbullet, she may pay 1 grit and 1 EP as a free action. If she does, the creature she missed is startled by a sudden loud snap and is considered flatfooted against the next firearm attack she makes against that creature this round. This is a fear effect.
At 1st level, an etherslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The etherslinger also gains Gunsmithing as a bonus feat, but does not gain the Restoring a Broken Firearm ability of the feat.
An etherslinger makes her mark upon the world with ether and gun, blending both in unique ways. Some etherslingers claim the ether guides them, but it’s more likely that the volatile nature of both firearms and the ether simply has the unlucky and careless implode early on. Whatever the reason, all etherlingers have grit. In game terms, grit is a fluctuating measure of an etherslinger’s ability to perform amazing actions in combat. At the start of each day, an etherslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum.
The etherslinger’s special blend of ethermagic and gunslinging proves to be incompatible with the tricks of their more worldly brethren. Unlike Gunslingers, an Etherslinger cannot take feats with the Grit descriptor. An etherslinger spends grit to accomplish etherslinger talents (see below), and regains grit in the following ways.
- Critical Hit with a Firearm or Blast Etherspell: Each time the etherslinger confirms a critical hit with a firearm or lesser blast etherspell while in the heat of combat, she 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 etherslinger’s character level does not restore grit.
- Killing Blow with a Firearm: When the etherslinger reduces a creature to 0 or fewer hit points with a firearm or blast etherspell while in the heat of combat, she 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 etherslinger’s character level to 0 or fewer hit points does not restore any grit.
Optional Rule: Daring Act: Each time an etherslinger performs a daring act, she 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 etherslinger 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.
Gun Obsession (Ex)
An etherslinger’s absolute conviction that her gun is a reality-warping instrument of awesome cosmic power does have its drawbacks.
Namely, ethermagic becomes particularly difficult without a gun around. In order to cast an etherspell, an etherslinger must either be holding a firearm in one hand or have one hand free, which can be used to touch a firearm on her person as though it were a material focus for her etherspells. If unable to touch or hold a firearm while casting an etherspell, she must succeed on a DC 20 + the highest manifestation level among manifestations used in the etherspell concentration check, else the etherspell fails to cast and the EP is wasted.
Starting at 2nd level, the etherslinger may gaze lovingly upon a firearm she is wielding as an immediate action, granting her 1 grit. This ability may be used once per day. At 10th and 20th level, the etherslinger may use this ability an additional time per day.
As an etherslinger gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, an etherslinger gains one etherslinger talent, listed below. She gains an additional etherslinger talent for every 2 levels of etherslinger attained after 2nd level. Unless stated otherwise in a talent’s entry, an etherslinger cannot select an individual talent more than once.
Alteration Recoil (Sp) As a full-round action that provokes attacks of opportunity, the etherslinger may cast an alteration etherspell and make a single attack with a firearm. Doing so expends 1 grit, as well as the EP cost of the alteration etherspell. If she uses this talent while already under the effects of an alteration etherspell, then she must cast an alteration etherspell with the same manifestation. This extends the remaining duration of the alteration etherspell by 1 minute, to a maximum of its starting duration. An etherslinger must be at least 8th level to select this talent.
Amphibious Ammo (Ex) Continuously channeling the raw stuff that keeps universes and planes separate has its benefits. As long as the etherslinger has at least 1 point of grit, all ammunition and propellants she keeps on her body are kept dry and functional by a thin, semipermeable veil of ether, preventing bullets and propellants from becoming wet, and even allowing for the operation of a loaded firearm underwater. A firearm that is loaded underwater does have its propellant remain dry, but does not have oxygen with which to ignite. Popping topside (or exposing the firearm to a giant air bubble) for even an instant will allow a firearm loaded underwater to be fired. If the etherslinger’s grit ever drops below 1, the protective sheet dissipates until she once again has at least 1 grit. She may activate or deactivate this ability at will as a move action. The ether film is too flimsy to keep damaging liquids, such as acid or alchemist’s fire, at bay.
As Fleeting as Ether (Ex) As long as the etherslinger has at least 1 grit and is wielding a firearm, she gains the benefit of the uncanny dodge and improved uncanny dodge class features as though she were a rogue whose level is equal to her etherslinger level. An etherslinger must be at least 14th level and have the doppler dodge talent to select this talent.
As Motile As Ether (Ex) So long as the etherslinger has at least 1 point of grit, she gains a +4 circumstance bonus equal to CMD against the trip, bull rush, overrun, reposition, and grapple combat maneuvers. She also gains a +2 circumstance bonus to saves against effects that result in the entangled, grappled or prone conditions. An etherslinger must be at least 7th level to select this talent.
Bestowing Bullet (Sp) As a full-round action that provokes attacks of opportunity, the etherslinger may cast a bestow etherspell and make a single attack with a firearm. Doing so expends 1 grit, as well as 2 EP + the EP cost of the bestow etherspell. Rather than be delivered with a melee touch attack, the bestow etherspell cast in this fashion is delivered as part of the firearm attack. As such, unlike a standard bestow etherspell, if the firearm attack misses, the etherspell effect ends and her maximum EP reduction is immediately refunded. The first creature struck by the firearm attack is treated as the subject of the etherspell. An etherslinger must be at least 14th level and know the bestowing recoil talent to select this talent.
Bestowing Recoil (Sp) As a full-round action that provokes attacks of opportunity, the etherslinger may cast a bestow etherspell and make a single attack with a firearm. Doing so expends 1 grit, as well as the EP cost of the bestow etherspell. The subject of the bestow etherspell must be a willing ally in a square the etherslinger would threaten with a nonreach weapon. An etherslinger must be at least 10th level to select this talent.
Bonus Feat An etherslinger may select a bonus combat or ethermagic feat instead of a talent. She has to fulfill all prerequisites of the feat. An etherslinger may take this talent multiple times. Each time, the required levels in the etherslinger base class increases by +4. An etherslinger must be at least 2nd level to take this talent.
Cheat Death (Ex) Whenever the etherslinger is reduced to 0 or fewer hit points, if she has at least 1 grit, she can spend all of her grit to instead be reduced to 1 hit point. An etherslinger cannot regain grit for 10 minutes after using this ability. An etherslinger must be at least 20th level to select this talent.
Cushioning Shot (Su) As an immediate action, the etherslinger may point a firearm at the surface she’s currently falling towards and expend 2 EP, producing a jet of ether that slows her fall. She gains slow fall (20 ft.). For every two levels beyond 1st, the effective falling distance reduced by cushioning shot increases by +10 ft, to a maximum of 90 ft. at 15th level.
Doppler Dodge (Sp) As an immediate action, the etherslinger may expend 1 grit and 6 EP. If she does, she gains the benefits of the greater doppler effect manifestation until the beginning of her next turn. This is an alteration etherspell. An etherslinger must be at least 12th level, know the greater doppler effect manifestation, and have the etherslinger’s dodge talent to select this talent.
Ether Jam (Sp) As an immediate action, an etherslinger generates filaments of ether that force a firearm wielded by another creature to which she has line of sight to misfire as though the creature possessing it had rolled a natural “1” on an attack roll. She cannot affect a creature with this ability whose current grit points exceed her own current grit points, failing automatically if the target’s grit exceeds yours. The etherslinger still expends the talent’s costs if the target cannot be affected. This talent costs 1 point of grit and 1 EP to activate.
Ether Prime (Su) As a swift action, the etherslinger may expend an amount of EP equal to the unmodified misfire rate of a firearm she is currently wielding. (For example, a firearm that misfires on a natural ‘1’ or ‘2’ requires 2 EP, while a firearm that misfires on a natural ‘1’ requires only 1 EP.) The next attack made with that firearm this round deals additional damage equal to her Charisma modifier on a successful hit. An etherslinger must be at least 4th level to select this talent.
Ether Surge (Ex) An improved connection to the ether grants the etherslinger a +3 bonus to her ether point regeneration rate. An etherslinger must be 20th level to select this talent.
Etherslinger’s Agility (Ex) As long as the etherslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single, unconcealed firearm as part of the initiative check.
Etherkissed Dimensions (Su) When creating a pocket dimension, choose cold or fire. Pocket dimensions produced by the potentiality etherbullets talent eject either exceptionally hot or exceptionally cold etherbullets, dealing an additional 1d6 points of damage of the chosen type on a successful hit. An etherslinger must know the potentiality etherbullets talent to select this talent.
Etherslinger’s Dodge (Ex) The etherslinger has an uncanny knack for getting out of the way of rays and firearms. When a ranged touch attack or ranged firearm attack is made against the etherslinger, she can spend 1 grit point to move 5 feet as an immediate action? doing so grants the etherslinger a +2 dodge bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the etherslinger can drop to the ground as an immediate action, gaining the prone condition, as well as a +2 circumstance bonus to AC against the triggering attack. If using this ability causes the target of a spell or ability to become an illegal target for any reason, then that spell or ability, as well as the resources normally consumed in its activation, are lost. This applies to both the etherslinger and individuals firing upon the etherslinger. The etherslinger can only perform this talent while wearing light or no armor, and while carrying no more than a light load. Arrows, bolts and other projectiles cannot be avoided via etherslinger’s dodge an etherslinger simply cannot get the timing right for it.
Extended Etherbullet Capacity (Ex) The etherslinger treats a firearm’s capacity as +1 greater than normal when loading it with etherbullets. This stacks with the ether capacity etherslinging ability. An etherslinger must be at least 6th level to select this talent.
Extra Grit (Ex) An etherslinger gains 2 extra grit points at the start of each day, and her maximum grit increases by 2. She may take this etherslinger talent up to three times. Its effects stack.
Extra Potential (Ex) An unoccupied square can now support an additional pocket dimension produced by the potentiality etherbullets talent, for a new maximum of two pocket dimensions per square. An etherslinger must be at least 10th level and know the potentiality etherbullets talent to select this talent.
Fire at the Speed of Ether (Ex) Whenever the etherslinger is at the top of initiative order in the first round of combat, she may spend 2 grit points. If she does, she gets an additional standard action in the first round of combat. This additional standard action must be used to cast a lesser blast etherspell. An etherslinger must be at least 12th level to select this talent.
Fire-Proof (Ex) Not all etherslingers are suicidal daredevils. In fact, many of the more successful etherslingers are a careful lot, as walking around with the ability to hurl flaming death tends to end the careers of the careless in short order. An etherslinger with this talent cannot be set on fire, and flammable objects on her person never burn or detonate. This talent does not grant any fire resistance to either the etherslinger or her belongings fire still hurts but it does guarantee that carrying around black powder weapons will never result in a secondary explosion.
Focused Blasts (Sp) As a full-round action, the etherslinger casts a lesser blast etherspell and channels the ejection of the blast through a firearm that she is wielding. Make a full attack action against a single target with the firearm. No ammunition is consumed and the weapon cannot misfire. If at least one attack hits, then the etherspell has hit its target. For each attack that hits beyond the first, the damage of the blast increases by +1d3 points, and the Difficulty Class of any saving throws called for by the blast increases by +1. Usage of this talent costs 1 grit point, in addition to the EP cost of the channeled lesser blast etherspell. An etherslinger must be at least 10th level to select this talent.
Grit-Powered Ether (Su) As a swift action, the etherslinger may expend any amount of grit in order to increase her EP regeneration rate by an amount equal to the amount of grit expended for 1 round. This does not stack with itself. An etherslinger must be at least 4th level to select this talent.
Hitman (Ex) The DC of the Perception check required to hear the etherslinger’s firearms discharge increases by an amount equal to half her etherslinger level. An etherslinger must have the in the void, you can hear no bullets talent to select this talent.
Improved Volatile Firearms (Ex) The volatile edging manifestation now applies to attacks made with firearms. An etherslinger must know the volatile edging manifestation to select this talent.
In the Void, You Can Hear No Bullets (Ex) As long as the etherslinger has at least 1 point of grit, she may suppress most of the sound her firearm makes when firing, increasing the DC of the Perception check to hear a discharging firearm to 15 if using conventional ammunition or to 25 if using etherbullets. 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.
I Was Made For Slaying You, Baby! (Ex) By expending 1 point of grit and 1 EP, an etherslinger may weave trace amounts of ether into mundane lead while performing a onehourlong ceremony. During this ceremony, she prepares a number of pieces of nonetherbullet ammunition equal to her Wisdom modifier (minimum 1) against a specific type or subtype of creature. When using this ammunition against creatures of the chosen type, the etherslinger gets a +2 circumstance bonus to attack rolls and deals an additional 2 points of damage on a successful hit. At 5th level and every five levels thereafter, the bonus to attack rolls and the additional damage increase by +2, to a maximum of +10 at 20th level. The etherslinger cannot have more than one set of these bullets at a given time. For as long as the bullets persist, the maximum EP of the etherslinger is reduced by 1. Performing the ceremony and paying the cost again immediately ends the effect of the first array of bullets. After successfully hitting a target, the benefits of the ceremony dissipate from that bullet. An etherslinger must be at least 4th level to select this talent. Leaping Shot (Ex): When selecting this talent, choose the alteration recoil, bestow bullet, bestow recoil, or translational blast talent. When performing the chosen talent, the etherslinger may also make a move action as part of the full-round action. An etherslinger must be 20th level to take this talent.
Potentiality Etherbullets (Su) An etherslinger with this talent can fire etherbullets at unoccupied squares rather than at creatures. If she hits the unoccupied square, the etherbullet vanishes, entering a pocket dimension only it inhabits. The next creature to walk through that square disturbs this pocket dimension, releasing the etherbullet. Make a ranged attack roll against that creature, using all modifiers presents at the original time of firing, as if the gunslinger shot at that creature. On a successful hit, the creature takes damage as though it were shot by the firearm that originally shot the then unoccupied square. Pocket dimensions exist for rounds equal to the etherslinger’s Wisdom modifier before winking out of existence, taking the etherbullet with it. An etherslinger can maintain any number of potentiality etherbullets, but her maximum EP is reduced by 1 for each pocket dimension she has created. An unoccupied square can only support a single pocket dimension at a time. Pocket dimensions can be detected and disarmed as though they were mundane traps with Perception and Disable Device DCs equal to 10 + 1/2 the etherslinger’s class level + the etherslinger’s Charisma modifier. Creatures that saw the etherslinger make the pocket dimension in the first place get a +5 bonus to their Perception check to detect it, while creatures that fail their Disable Device check by any amount collapse the pocket dimension immediately and are automatically hit. An etherslinger must be at least 4th level to take this talent.
PPPT Expert (Su) Whenever an etherslinger with this talent reduces a haunt to 0 HP with an etherbullet, she may expend 1 point of grit as a free action to attempt to destroy the haunt. She makes a etherslinger level check (1d20 + her etherslinger level) against a DC of 11 + the CR of the haunt. If she succeeds, the haunt is destroyed as though the condition of the haunt’s destruction line had been met. An etherslinger must have the PPPT training talent to select this talent.
PPPT Training (Ex) Some etherslingers devote their time to learning PPPT the art of Paranormal Phantasmic Poltergeist Termination. The etherslinger’s etherbullets (and only her etherbullets) can damage haunts as if they were an appropriate channel energy effect. Additionally, whenever the etherslinger depletes the HP of a haunt with etherbullets, she immediately knows how to put the haunt to rest once and for all and learns the information in the destructionline of the haunt’s statblock. An etherslinger must be at least 4th level to select this talent.
Quicker Draw (Ex) The etherslinger gains the ability to draw hidden weapons (as the Sleight of Hand skill) as a free action, as well as put away drawn weapons as a free action. An etherslinger must have the Quick Draw feat in order to select this talent.
Reputation Precedes Me (Sp) The etherslinger’s bond with the ether and the legendary reputation her gunslinging exploits have granted her have become one. Whenever the etherslinger’s name is willingly spoken by a creature with an Intelligence score of 3 or higher, as long as that creature actually means the etherslinger and is on the same plane of existence as her, she immediately becomes aware of the creature’s direction and distance from her current location. In addition, she may expend 1 point of grit per 100 miles distance to the target as a full-round action that provokes attacks of opportunity to greater teleport (CL 20) to the nearest unoccupied square to the creature who spoke her name. She does not need to have any prior knowledge of the target area to teleport there via this ability. An etherslinger can suppress this ability as a free action so long as she has at least one point of grit. If she rests with an empty pool of grit, the constant barrage of your legendary exploits may leave her fatigued after resting at the DM’s discretion. An etherslinger must be 20th level to select this talent.
Ricoshot (Ex) Whenever the etherslinger misses a creature with a firearm, she may pay 1 grit as an free action. If she does, the shot ricochets. Make an attack roll against a different creature within 10 feet of the original target. An etherslinger must be at least 8th level to select this talent.
Screaming Ricoshot (Su) Whenever the etherslinger uses the ricoshot talent, she applies the etherkissed dimensions, tempestuous dimensions, and volatile dimensions talents to the ricocheting bullet as though it were a pocket dimension. An etherslinger must know the ricoshot talent and at least one of the aforementioned “dimensions” talents to select this talent.
Sic Semper Oculus (Su) Whenever the etherslinger misses with a firearm attack, she may expend 4 EP as an immediate action. If she does, the bullet explodes in a riot of light, causing the creature missed to become blinded for 1 round with a DC 10 + 1/2 the etherslinger’s level + the etherslinger’s Charisma modifier Fortitude save to negate. An etherslinger must be at least 12th level to select this talent.
Smoking Guns (Su) Twice per day as a swift action, an etherslinger wielding two firearms can grant each firearm the weapon special abilities of the other firearm for 1 minute. For example, if she is wielding a +1 flaming frost pistol and a +2 shocking burst pistol, she treats them as a +1 flaming frost shocking burst pistol and a +2 flaming frost shocking burst pistol, respectively. An etherslinger must be 20th level to select this talent.
Speed of the Bullet (Ex) Whenever the etherslinger fires a firearm, she may cast an alteration etherspell with the light speed manifestation as an immediate action. An etherslinger must know the light speed manifestation to select this talent.
Stable Dimensions When creating a pocket dimension, the etherslinger may expend 1 grit. If she does, that pocket dimension is stable and has a duration of 1 hour per etherslinger level rather than a duration of Wisdom modifier rounds. An etherslinger cannot have more than three stable pocket dimensions at any one time. An etherslinger must know the potentiality etherbullets and trapper’s knack talents to select this talent.
Stablizing Ether The EP cost of the stabilize etherslinging ability is reduced by 1, to a minimum of 1. An etherslinger must be at least 8th level to select this talent.
Tempestuous Dimensions When creating a pocket dimension, choose acid or electricity. Pocket dimensions produced by the potentiality etherbullets talent eject either exceptionally corrosive or exceptionally charged etherbullets, dealing an additional 1d6 points of damage of the chosen type on a successful hit. An etherslinger must know the potentiality etherbullets talent to select this talent.
Too Bright for Comfort (Su) Whenever the etherslinger misses with a firearm attack, she may expend 1 EP as an immediate action. If she does, the bullet explodes in a riot of light, causing the creature missed to become dazzled for 1 round with a DC 10 + 1/2 the etherslinger’s level + the etherslinger’s Charisma modifier Fortitude save to negate.
Too Close for Comfort (Su) Whenever the etherslinger misses with a firearm attack, she may expend 3 EP as an immediate action. If she does, the bullet explodes in a riot of light and sound, causing the creature missed to become shaken for 1 round with a DC 10 + 1/2 the etherslinger’s level + the etherslinger’s Charisma modifier Will save to negate. An etherslinger must be at least 8th level to select this talent.
Translational Blast (Sp) As a full-round action that provokes attacks of opportunity, the etherslinger may cast a lesser blast etherspell and make a single attack with a firearm. Doing so expends 1 grit, as well as 2 EP + the EP cost of the lesser blast etherspell. The first creature struck by the firearm attack is treated as the subject of the etherspell, and any shape manifestations added to the etherspell treat the creature struck as the point of origination, but are angled such that they point away from the etherslinger. If no creature is struck, the etherspell dissipates harmlessly. An etherslinger must be at least 10th level to select this talent.
Trapper’s Knack (Ex) The etherslinger gains Disable Device as a class skill. She also adds half her class level to skill checks made to disarm traps.
Unseen Dimensions (Ex) The DC of the Perception check required to see and the DC of the Disable Device check required to disarm the etherslinger’s pocket dimensions are both increased by +10. An etherslinger must have the hitman and potentiality etherbullets talents to select this talent.
Unstable Gambit (Ex) As a swift action, the etherslinger may expend any amount of grit. If she does, the misfire rate and the critical threat range of all firearms she wields increase by +1 for each point of grit expended. While under the effects of this talent, critical hits with a firearm do not grant grit and the stabilize etherslinging ability cannot be used. This increase to critical threat range stacks with the Improved Critical feat and other similar effects, but is applied after such multiplication effects. This effect lasts until the end of the etherslinger’s turn. An etherslinger must be at least 14th level to select this talent.
Utility Blasts (Ex) Guns kill people. Ether kills people, and accomplishes much more besides! If the etherslinger has at least 1 grit point, she can apply one of the following utility tricks to a lesser blast etherspell when casting one without any manifestations applied.
- Blast Lock: The etherslinger makes an attack roll against a lock within range of her lesser blast etherspell. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock (or its psionic equivalent) grants a +10 bonus to the AC of a lock against this attack and enchanted locks may be subject to bonuses according to the DM. On a successful hit, the lock is destroyed, and the object can be opened as though it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this talent, by using the Disable Device skill, or with the break DC, though the target number for any of the aforementioned checks increases by +10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
- Blast Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range of her lesser blasts. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the ether blast, but can move it up to 15 feet farther away from the etherslinger’s origin.
- Stop Bleeding: The etherslinger manifests a lesser blast etherspell, then weaves the residual ether over herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the etherspell ends a single bleed condition affecting the target creature. The etherslinger does not have to make an attack roll when performing this talent? she can instead fire her blast harmlessly into the air. This still costs the regular amount of EP for the lesser blast etherspell.
Void Firearms (Sp) As a swift action, the etherslinger may expend 1 grit and 5 EP. If she does, a single firearm she is wielding gains the benefits of the arcing blows voidmeld manifestation for rounds equal to her Wisdom modifier. She treats the selected firearm as though it were an ethermagus’s void blade for the purpose of this talent. An etherslinger must be at least 12th level to select this talent.
Volatile Dimensions (Su) When creating a pocket dimension, choose force or sonic. Pocket dimensions produced by the potentiality etherbullets talent eject either exceptionally dense or screaming etherbullets, dealing an additional 1d6 points of damage of the chosen type on a successful hit. An etherslinger must be at least 16th level and know the potentiality etherbullets talent to select this talent.
Volatile Firearms (Ex) The volatile edging lesser manifestation now applies to attacks made with firearms. An etherslinger must know the volatile edging, lesser manifestation to select this talent.
Weapon from the Void (Su) The etherslinger, even when bereft of her weapon, just can’t let go. As a standard action that provokes attacks of opportunity, she may expend 1 grit and reduce her maximum EP by 3. If she does, she pulls forth a fully operational, yet gooey, facsimile of the firearm she chose at 1st level for the ethersmith class feature. This gun is permanent and can be dismissed as a move action? however, for as long as it persists, the etherslinger may not regain grit and her maximum EP remains reduced by 3. The gun made of ether qualifies as a firearm for the purpose of the gun obsession class feature.
Zero-sum Etherslinging (Ex) The etherslinger may retroactively apply the stabilize etherslinging ability to a firearm to prevent a misfire if it misfires while she is shooting it. In addition, the etherslinger may retroactively apply the ether charge etherslinging ability to a failed firearm attack. If this is enough to make the attack a success, it retroactively does so. An etherslinger must be 20th level to select this talent.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes.
The following options are available to the listed race who have etherslingers as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
- Aasimar Choose one etherheart? treat the aasimar’s caster level as +1/6 higher when determining the effects of etherspells with that etherheart.
- Drow Add +1 to the Perception DC to notice the drow’s gun firing.
- Dwarf Add +1 foot to base land speed. (+5 feet every five times this bonus is taken)
- Elf Reduce the miss chance due to dim light or darkness by 2%. Miss chances cannot be reduced below 0%.
- Gnome Every 6 times this favored class bonus is selected, choose a 1st-level alteration manifestation. When casting an alteration etherspell, the etherslinger may select one of the manifestations chosen for this favored class bonus. The selected manifestation is applied to the etherspell without paying its ether point cost and without counting against the maximum number of manifestations a single alteration etherspell can hold, but only if the etherslinger has at least 1 point of grit.
- Half-elf Add +1/3 to the number of ether points in the etherslinger’s ether pool.
- Halfling Add +1/2 to initiative rolls made while the etherslinger has at least 1 point of grit.
- Half-orc Add +1/2 to the etherslinger’s CMD when resisting a bull rush, overrun or drag/push maneuver.
- Hobgoblin Add +1/3 to critical confirmation rolls made with firearms and lesser blasts (maximum bonus of +5). This does not stack with Critical Focus. Human – Add +1/4 to the maximum amount of grit the etherslinger can store.
- Kitsune Add a +1/4 dodge bonus to AC against attacks of opportunity provoked by firing a firearm.
- Kobold Add a +1/2 bonus to the first attack roll made with a firearm in a surprise round.
- Orc Add a +1/2 bonus to the first weapon damage roll made with a firearm in a surprise round.
- Puddling Every 6 times this favored class bonus is selected, choose a 1st-level lesser blast manifestation. When casting a lesser blast etherspell, the etherslinger may select one of the manifestations chosen for this favored class bonus. The selected manifestation is applied to the etherspell without paying its ether point cost, but only if the etherslinger has at least 1 point of grit.
- Tengu Add +1/4 to the maximum amount of grit the etherslinger can store.
- Tiefling Add a +1/2 bonus to the first attack roll made with an etherspell in a surprise round.
- Vanara Add a +1/3 bonus to initiative rolls made after acting in a surprise round.
- Vishkanya Add +1 to the Perception DC to notice the vishkanya’s gun firing.
More from Interjection Games!The Assassin - The Sanguinity Hot Technique Tree
Vendor: Interjection Games
Learn to manipulate the very blood of your enemies with the sanguinity tree for the Assassin base class! Assassins spend one of their two "hot"- or aggressive - tree specialization slots to take sanguinity, which itself is focused on bleeding enemies out and repurposing their blood to generate temporary hit points and heal allies. This makes sanguinity the assassin's go-to choice when sneaking and skulking just won't do and a heavy battlefield presence with equally-heavy sustainability is the way to go.
Many of the sanguinity tree's nastier tricks- such as area-of-effect ability bleed- and all of its sustainability effects make use of the blood pool, which replenishes itself as the assassin deals bleed damage to various targets. This forces an assassin to play the long game of bleed damage while simultaneously awarding the assassin with the means to stay alive long enough for that bleed to end any encounter that isn't stuffed to the gills with opposing healers.
The sanguinity tree combines well with the following technique trees:
The fabrication cold tree grants the assassin tactical flexibility, and its ability to enhance sustainability with a plethora of tiny stimpacks segues nicely into the sanguinity tree's gameplan.
The execution hot tree contains several bleeds, and since bleeds already existed in the assassin's repertoire, the sanguinity tree was built to assume that you'll either specialize in the other tree that'll help fill the blood pool, or that you'll spend your very few flexible technique choices on out-of-tree bleed effects.
The magehunting hot tree helps you shut down enemy healers so your bleed effects stick, while the sustainability of sanguinity makes it so you're a persistent thorn in the side of anyone with any spells to their name.
The sanguinity hot tree for the assassin base class, detailing 15 new techniques and the blood pool autogrant ability
Three new feats for those who wish to specialize in this new tree
Vendor: Interjection Games
Expand your resident spirit speaker with a collection of brand new magic items!
Following Interjection Games' design traditions, Onmyodo Magic Items features heavily modular/tactical options, such as the following:
Blessed Chochin - Pick haiku, petitions, or talismans, and then increase the effective range of abilities from the chosen onmyodic magic system by placing this magical lantern in a choke point or other strategic position. If your target is within both double the ability's normal range and 15 feet of the chochin, then your target is in range of the ability. This also applies to areas of effect. Reach out and hurt somebody.
Thread of the Gods - Talismans act like spontaneous spellcasting for onmyodo classes. By sacrificing this flexibility and "preparing" a portion of your talismans like a wizard, you add one of ten bonus effects to each of your prepared talismans. These effects include talismans that move on their own, the ability to generate a single lightning bolt over the course of the talisman's duration, or the spontaneous generation of Jurojin's famous healing plums.
Trickster's Tail - Turn anyone into a spellcaster with this kitsune-tail belt that holds the knowledge and ability to cast a single 1st-level enchantment or illusion spell.
Ward Token - Combine up to three of the nine variants of this item into a single ring, and activate one variant's effects each time you do something particularly onmyodic.
Vendor: Interjection Games
What is Momentum?
Momentum is a system that hearkens back to the combo point engines that you find in various video games. In its simplest form, you execute various techniques to build focus, which can then be spent on other techniques. Unlike the rather binary nature of the- admittedly simplistic- video game combo point engines, momentum has techniques with variable points costs, a point cost of 0, alternate versions that cost more, and fixed cost techniques ranging from -1 to -4. This makes each of your actions a choice. Do you build up for another round, sacrifice power from a separate pool to build up faster this combat, or let loose with a big- but not huge- effect right now?
The end goal of momentum is to give the martial classes that use it a heaping dose of freedom, choice, and agency in their turn-to-turn minutiae. Who cares if a class is competitive if all it does is make a full attack each round? We are gamers, and being able to do cool stuff is half the draw of a class.
Momentum and Moxie: The Triggerman's Special Mechanic
All of Interjection Games' momentum classes take the core momentum engine and do something unique with it. For the triggerman, whenever you spend 2 or more focus on a single technique, you generate moxie points, which themselves are a currency that can let you weave small effects in between your momentum builders and finishers. Some moxie techniques grant a passive bonus based on the number of moxie points you're holding, while others simply add energy damage to an attack, increase the reach of that one shot that really matters, or assist with a skill check.
Moreover, the triggerman's guns build momentum, not the triggerman himself, allowing him to build up points for multiple finishers simply by swapping out guns frequently. Other class features allow for easily pumping a point of focus into a gun with no focus, thus making the triggerman more about cranking out -1s "mini-finishers" than any other momentum class in the series so far. As a result of the necessary waiting baked into the momentum engine this time around, the triggerman's -2 techniques are generally a heavy power spike over the -1s, and the moxie engine further pushes patience for more power.
The triggerman base class
4 technique trees with 20 techniques each: dragoon, gun fu, marksmanship, and munitions
Technique tree specialization bakes build variety right into the class; no archetypes!
2 feats for each technique tree, and a smattering of tree-agnostic feats
Favored class bonuses for over 20 races
Generic favored class bonuses! Not on the race list? Don't like your race's bonus? Take one of these instead.
Vendor: Interjection Games
Interjection Game's gadgeteer base class revels in modularity. A well-balanced gadgeteer spends her gadget slots to slap gizmos and thingamabobs onto a custom weapon or two, then spends the rest on fanciful gadgets with loads of options each! The latter of these- whale oil cannons, spy cigars, and more- have always been the sexier topic, for they are evocative where a toolbox of creation is more of a sandbox tool, and so it was that custom weapons never got an expansion until now.
Pile on brand new combat bonuses for your gadgeteer's custom weapons with options ranging from emergency combat drugs and means to protect yourself from ability damage to self-damaging swift action nonsense!
Vendor: Interjection Games
The Interjection Games Assassin base class makes use of the Momentum Engine, in which performing certain maneuvers builds up a counter that enables the use of point-consuming "hot" techniques at break points of 1, 2, 3, and 4. In addition to this combo counter mechanic, assassins have a pool of technique points that power "cold" techniques that are generally used out of combat, as well as a small selection of "lukewarm" techniques that can draw from either counter or pool for added flexibility.
An assassin chooses two "hot" technique trees and two "cold" technique trees upon character creation, thus giving the assassin inherent modularity that utterly eliminates the need for archetypes.
It is into this environment- one in which each new option multiplies the number of available builds- that Interjection Games presents the new Fabrication "cold" technique tree!
1. Each morning, gain a number of fabrication points.
2. Choose one of four gadgets for each of your gadget slots:
a. Hidden Blade - a wrist-mounted blade that gets past security
b. Smoke Bombs - consumable area effects with five variants available
c. Springknives - autotrigger attacks that are installed before use
d. Utility Belt - built with your choice of two of eight components
3. Apply up to two addons to each gadget by spending fabrication points.
4. Apply the effects of any techniques that spend fabrication points to modify construction.
5. Go make an enemy miserable.