Percussion Reaper (Pathfinder Class)

From D&D Wiki

Jump to: navigation, search

Percussion Reaper[edit]

A Percussion Reaper revolves around the hand crafted creation of a specialized weapon and ammo system. Using the massive recoil from the weapon, a Percussion Reaper uses the knock-back and force to dance around the field.

DISCLAIMER: This class is based on the work of Monty Oum in the form of his character Ruby Rose. I take no credit for any ideas, abilities motifs, or anything else, as this is a class made by a fan for his character.

Making a Percussion Reaper[edit]

The Percussion Reaper is highly effective at close range combat, and can hold it's own if drawn into a firefight. However, the ammo system and weapon itself are very heavy and can weigh down the Percussion Reaper

Abilities: Strength is the major score, as the Percussion Reaper is a melee based class. Dexterity and Constitution are next for AC and Health.

Races: Any race that has access to a higher form of technological advancements.

Alignment: Any.

Starting Gold: Due to the weapon, a Percussion Reaper starts with 2d8x10 gold.

Starting Age: Moderate

Table: The Percussion Reaper

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Percussion Weapon, Percussion Ammo, Dancer's Blade, Dancer's Art/1
2nd +2 +0 +3 +0 Dancer's Art/2
3rd +3 +1 +3 +1 Evasion
4th +4 +1 +4 +1 Dancer's Art/3
5th +5 +1 +4 +1 Target/1
6th +6/+1 +2 +5 +2 Dancer's Art/4
7th +7/+2 +2 +5 +2 Dancer's Cunning
8th +8/+3 +2 +6 +2 Dancer's Art/5
9th +9/+4 +3 + 6 +3 Crafter
10th +10/+5 +3 +7 +3 Dancer's Art/6, Target/2
11th +11/+6/+1 +3 +7 +3 Dancer's Fury
12th +12/+7/+2 +4 +8 +4 Dancer's Art/7
13th +13/+8/+3 +4 +8 +4 Deep Impact
14th +14/+9/+4 +4 +9 +4 Dancer's Art/8
15th +15/+10/+5 +5 +9 +5 Target/3
16th +16/+11/+6/+1 +5 +10 +5 Dancer's Art/9
17th +17/+12/+7/+2 +5 +10 +5 Dancer's Wrath
18th +18/+13/+8/+3 +6 +11 +6 Dancer's Art/10
19th +19/+14/+9/+4 +6 +11 +6 Dancer's Dedication
20th +20/+15/+10/+5 +6 +12 +6 Dancer's Art/11, Target/4

Class Skills 4 + Int modifier per level
Acrobatics (Dex), Appraise (Int), Craft (Ammo) (Int) Craft, (Casing) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Engineering) (Int), Perception (Wis) Perform (Dance) (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex).

Class Features[edit]

All of the following are class features of the Percussion Reaper.

Weapon and Armor Proficiency: The Percussion Reaper is proficient with Simple and Martial weapons, Light Armor, and all Shields (Except Tower Shields) They are also Proficient with their Percussion Weapon, both melee and ranged.

Percussion Weapon: 1st Level: The Percussion Weapon is the Percussion Reaper's weapon. A dual form weapon, it mixes melee and ranged weapons. The weapon can be whatever the user wants, however it functions best with weapons with long grips, such as pole arms, scythes, and some axes. Feats, such as Weapon Focus and Weapon Specialization, can be applied for both the Melee and Ranged part of a Percussion Weapon, but must take the feat multiple times to effect both parts of the weapon (Weapon Focus can apply to either the Percussion Blade or Percussion Bullet, but two feats must be used to get the affects for both). The Ranged Part can benefit from bow feats, such as Point Blank Shot. The Percussion Reaper CANNOT use her Melee and ranged attack in the same Standard Action, unless a Dancer's Art says otherwise. The Percussion Weapon is treated as both an Exotic Weapon and Firearm for those not using it, so a -8 hit is applied, requiring Exotic Weapon Proficiency, Percussion Blade and Exotic Weapon Proficiency, Percussion Bullet to use properly.

The stats of the Percussion Weapon follows the stats of the weapon chosen. The ammo, when fired from the weapon via the trigger, follows the damage of a heavy crossbow. However, the Percussion Weapon follows the same rules as a Firearm in terms of loading, ammo, Misfire, ect. The Percussion Weapon follows the same rules for Broken as any firearm/melee weapon, such as a Musket Axe, if a Bullet misfires.

The Percussion Weapon may be of any melee weapon make that is single, solid, and most importantly, metal. The barrel of the Percussion Weapon is aligned with the head of any lance, pole arm or curved bladed weapon, or the center of the blade for all sword and other straight edged weapons. This rule holds true for Double weapons, however in that case, the Percussion Reaper must feed both ends ammo, and keep track of two Heat gauges. Despite the mechanisms inside the Percussion Weapon, they still keep the same type of weapon they were, I.E. A One Handed Simple, Light Martial, ect.

Also, while the weapon itself is multi-functional, it does have limits. For every bullet fired, the barrel(s) of the Percussion Weapon gain heat. Every bullet adds 3% heat to the total heat gauge. Once the gauge hits 15%, every bullet has a 5% chance of jamming the barrel. Once hitting 30%, the chances increase to 15% per bullet. At 60%, every bullet has a 30% to jam the barrels. Anything above 75% makes it a 50% chance to jam the barrel, and a 15% chance after the Jam check to destroy the barrel. If the barrel somehow reaches 100% heat, the next bullet breaks the weapon completely. To clean a jam from the gun, it takes one full-round action to take the bullet out, this can be lessened to a Standard Action with the Rapid Reload feat. If the Percussion Weapon breaks, to make a new one requires the same amount of days to make as a basic weapon, plus an additional 1 day, and costs 2,000 Gold in various materials. The gun cools by 5% every round the barrel is not used, and if the Percussion Weapon is placed in water, the barrel cools down in 1 turn.

Percussion Ammo: 1st Level: Percussion Ammo is specially crafted ammo made for your Percussion Weapon. The ammo can be bought, but the needed materials are often more easily available than the ammo. If the materials cannot be bought, they can be crafted. Black powder, flint, magnesium, and any form of metal are needed to create the ammo, which takes 5 minutes per bullet, and a pound of each material can create a clips worth of ammo. The clips for the Percussion Weapon hold 10 rounds. The bullet travels with extreme force, and due to it, targets their Touch AC. Additional damage can be added if the target is sent into a solid wall, or hazard. Reloading the weapon takes a full round action to unload the clip, grab another, and reload the clip, however this does provoke an attack of opportunity. This REQUIRES the ammo count system. Rapid Reload can be applied to the Cartridge, lessening the reloading process down to a Standard Action. If the Ammo is easily reached, such as on a belt, or through items like a Bag of Holding, it is a Standard Action to reload, and with Rapid reload, a Move Action.

Crafting Ammo and it's casing are a must for the Percussion Reaper. She relies on them to use her combat skills. Each bullet takes 1 minute to make, and a DC 10 Craft (Ammo) check to create it, and the casing takes 3 minutes with a DC 15 Craft (Casing) check.

Elemental and special bullets may be made if proper items (Such as a Percussion Reaper buying and applying Holy Water to bullets to make Holy bullets, or coating them in Alchemist's Fire to make incendiary rounds). If DM allows, a Percussion Reaper may allow a magic casting class to store a spell into their bullet, effectively making the bullet deal it's damage and activate the spell on a successful hit. The spell storing sacrifices the spell for classes that choose spells ahead of time (Like Wizards), or gives up one spell for the day for spontaneous casters (Like Sorcerer).

Dancer's Blade: 1st Level. The Percussion Reaper may use her levels as levels in Fighter when qualifying for feats.

Dancer's Art: 1st Level: Starting a 1st level, then second level, and every 2 levels after that, a Percussion Reaper can learn to use her weapon and ammo in tandem. She can pick from the following list of skills every even number of levels, provided she meets the requirements. The Dancer's Arts may be used in conjunction with each other as different Base Attack Bonuses. The bullets used in these Arts increase the heat gauge of the weapon.

Ride the Recoil: When attacking, whether successful or not, the Percussion Reaper may fire a bullet from the barrel. This attack hits touch, and whether or not this attack is successful, the Percussion Reaper is allowed to take a 5 foot step away from the target, even if she has already taken one this turn.

Bite the Recoil: After the Percussion Reaper attacks without using a bullet or using a Dancer's Art, whether or not the attack was successful, she may attempt a additional attack at the same modifiers as the previous one, however at a -5 to hit. The attack follows the follow through motion of the Percussion Reaper's previous attack, meaning she spins/maneuvers around to make this attack successful, and using this Art uses a Bullet.

Kiss of Death: After an attack in which the Percussion Reaper did not fire a bullet or use a Dancer's Art, the Percussion Reaper may attempt an Acrobatics check to pass through the space of a creature of her size or smaller, beating it's CMD. If successful, the Percussion Reaper may take an Attack of Opportunity against the target, and may use a Dancer's Art for the attack as well. Kiss of Death itself requires the use of a bullet to use.

Preload: The Percussion Reaper installs a special mechanism inside the loading chamber of the Percussion Weapon. When making a ranged attack, she may instead store the bullet in a special compartment. This bullet may stay inside the Percussion weapon for as long as the Percussion Reaper needs. This bullet may be used in any basic attack or Dancer's Art.

Quick Vent: As a Standard Action, the Percussion Reaper may breech the firing chamber of her weapon. Doing so adds an additional 5% to the cooling rate of the Percussion Weapon. This Dancer's Art installs a longer breeching chamber onto the weapon, and allows the Percussion Reaper an easier time to removed a jammed or broken round, or to perform routine maintenance on her weapon.

Quick Fix: The Percussion Reaper may, as a Standard Action, can remove the Broken Condition from her Percussion Weapon, but only if it was caused by a misfire.

Bloom: As a Standard Action, the Percussion Reaper may fire a bullet behind her, moving her an additional 5ft forward and allowing her to make a single attack against an opponent she can reach, At 10th level, she may use Bloom as part of a Move Action, or after a 5ft step.

Windmill: Level 4 or Higher. After attacking without a bullet or Dancer's Art, the Percussion Reaper may expend a bullet from a successful hit to increase the damage of the following hit by 2d8 damage. The bullet from this attack does not hit the opponent.

Momentum Strike: Level 4 or Higher. After attacking without a bullet or Dancer's Art, the Percussion Reaper expend a bullet after a successful Pierce or Slash attack, dealing the bullet damage against the target. In addition, the Percussion Reaper's next attack increases it's damage by 1d8.

Preventive Fire: Level 6 or Higher. When an enemy is attempting an Attack of Opportunity on an ally outside the Percussion Reaper's melee reach, she may attempt an Attack of Opportunity of her own against the enemy. Her attack triggers before the enemy's, and it is a ranged attack. If the attack hits, the target takes a penalty to hit their Attack of Opportunity equal to the damage they have taken. The Percussion Reaper can only do this if she doesn't have an enemy within her melee reach.

Sundering Shot: Level 6 or Higher. The Percussion Reaper may attempted a ranged Sunder attempt with her bullets. This attack follows all the same rules as a Sunder check, albeit at a -4 to the Sunder Check.

Breech and Load: Level 8 or Higher, Quick Vent, Preload. After firing a bullet, and if the Percussion Reaper does not have a bullet in Preload, the Percussion Reaper may trigger both Preload and Quick Vent as a Free Action after her ranged attack. Quick Vent lowers the Heat Gauge only by it's base 5% cool down.

Hairpin Trigger: Level 8 or Higher. The Percussion Reaper may fire a bullet during a standard melee attack. Doing so may trigger into other Dancer's Art.

Fell Recoil: Level 8 or Higher. When attacking with a Bullet or using any Dancer's Art involving bullets, the Percussion Reaper may attack the target directly behind her, in a line with the initial target of the Percussion Reaper's attack and the Percussion Reaper herself. This attack suffers a -5 to hit, but uses the same modifiers to the attack and damage roll.

Reflexive Escape: Level 10 or Higher. When attacked, once per round, the Percussion Reaper may make a Reflex Check to avoid a non-reach melee attack from an enemy. The Percussion Reaper expends a bullet in this maneuver, and adds the damage into her Reflex Check. Beating the attack means the Percussion Reaper may move 5ft in any direction away from the target without provoking an Attack of Opportunity from moving. If the Reflex check rolls a natural 20, the Percussion Reaper may use any single targeting Dancer's Art as part of this Dancer's Art.

Blooming Reach: Level 10 or Higher, Bloom. The Percussion Reaper may fire a bullet behind her, and in doing so, replicates the feat Spring Attack, adding 5ft to her Base Land Speed due to Bloom.

Petal Storm: Level 12 or Higher, Bloom, Blooming Reach. The Percussion Reaper may expend a single bullet per target within her reach, and in doing so replicates the feat Whirlwind Attack. She deals her bullet damage and melee damage to each target, rolling a single attack roll for each (Assume that the Touch attack of the Bullet will hit if the target's Touch AC is low enough to allow so).

Feinting Shot: Level 12 or Higher, Preventive Fire. The Percussion reaper may attempt a Feint check with her Percussion Weapon. If successful, she can forgo the regular Feint bonus to immediately perform a ranged attack from her Percussion weapon, dealing an additional 2d6 Precision damage. Targets immune to critical hits are immune to this extra damage.

Hasty Retreat: Level 14 or Higher. If the Percussion Reaper attempts a CMB that involves her Percussion Weapon, and fails the check, the Percussion Reaper may expend a bullet to move back 5ft.

Double Tap: Level 14 or Higher. The Percussion Reaper may now spend two bullets in Dancer's Arts that involve using bullets to enable movement for damage, such as Momentum Strike. Doing so increase the damage by an additional die if it involves damage, the movement by an additional 5ft if it involves movement, or both if both apply. Thematically and mechanically, this adds a double trigger to the Percussion Weapon.

Turn Charge: Level 16 or Higher. While attempting a Charge or Bull Rush, the Percussion Reaper may expend a bullet to her left or right to move 5 feet in the opposite direction, causing her to suddenly change her course. If she does this within 10ft of her intended target, she may attack the target, if she can still reach, at their Flatfoot AC, and continue moving the rest of her speed, should she so choose. This movement, after her attack, provokes an Attack of Opportunity.

Counter Charge: Level 16 or Higher. If the Percussion Reaper is the target of a movement based CMB attempt, such as a Charge, Bull Rush, or Overrun, the Percussion Reaper may fire a bullet from her Percussion Weapon if she is able to after the maneuver, and if the target is successful. When she fires her bullet, the target must make another CMB attempt with the same modifiers against the Percussion Reaper's CMD with a +10 bonus. If the CMB fails to beat the new CMD, the maneuver instantly stops.

Blood Blossom: Level 18 or Higher. When the Percussion Reaper performs an attack, she may fire a bullet towards or away from her target. She gains an additional attack with the same modifiers as the attack, suffering a -4 to the attack roll. If this attack hits, the Percussion Reaper may fire another bullet again to perform another attack. The Percussion Reaper may constantly use Blood Blossom every time she successfully hits an enemy in her reach, with each successive attack adding -2 to each additional hit. A Percussion Reaper may not use a Dancer's Art with this Art.

(A new skill can be added with proper DM and player agreement)

Evasion: At 3rd level, the Percussion Reaper gains Evasion as the Monk ability, except it functions in Light Armor.

Target: 5th Level. The Percussion Reaper learns to fight specific creates better in combat. This skill acts the same and follows the limits of the Ranger's 'Favorite Enemy'. The Percussion Reaper gets a few Target every 5 levels.

Dancer's Cunning: 7th level. When the Percussion Reaper is attacking, she may ignore one Dancer's Art limit of 'After attacking without a bullet or Dancer's Art'. This allows the Percussion Reaper to chain together her Dancer's Arts in combat to a much more effective use.

Crafter: 9th level. The Percussion Reaper can increase the capacity of her ammo casing by 10 bullets. In addition, she no longer has to make Craft checks while making her new casings.

Dancer's Fury: 11th level. The Percussion Reaper may now ignore two Dancer's Art limit of 'After attacking without a bullet or Dancer's Art'.

Deep Impact: 13th level. The Percussion Reaper's bullets now deal 2d6 damage, instead of 1d10.

Dancer's Wrath: 17th level. The Percussion Reaper may now chain as many Dancer's Arts she can as long as she has the Base Attack Bonus to do so.

Dancer's Dedication: 19th level. The Percussion Reaper may use any Dancer's Art she chooses as an Attack of Opportunity, following the limits each one has it place for it.

Epic Percussion Reaper[edit]

NOTE: Please Remember Pathfinder doesn't have official rules for Epic level characters at the moment, use this ONLY if your DM allows your group to use "Epic Level Handbook" from D&D 3.5 if not feel free to dismiss this part of the article.

Table: The Epic Percussion Reaper

Hit Die: d8

Level Special
22nd Dancer's Art/11
24th Dancer's Art/12
25th Target/5
26th Dancer's Art/13
28th Dancer's Art/14
29th Master's Casing
30th Dancer's Art/15, Target/6

4 + Int modifier skill points per level.

Dancer's Art: The Percussion Reaper continues to gain more and more Arts.

Target: The Percussion Reaper continues to find more and more targets she finds easier to kill.

Master's Casing: The Master's Casing allows the ammo casing to hold an additional 10 bullets.

Back to Main PagePathfinder HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!