Fighter/Quartermaster

*While most fighters focus on martial prowess with a singular chosen weapon, a quartermaster instead brings the full power of their arsenal to bear on anyone foolish enough to stand in their way, and anyone who does will likely soon perish under a hail of weapons.*

Quartermaster is an archetype of the Fighter class, created by Floof.

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## **Weapon and Armor Proficiency**

A quartermaster is proficient with all simple and all martial weapons, but not bows or crossbows. He is additionally proficient with all armor, and all shields (except tower shields.)
This modifies a fighter’s normal starting proficiencies.

## **Limit Breaks**

At 1st level, the quartermaster receives the Limit Breaks (Infinite Weapon Factory and Lord Ghost).

*Infinite Weapon Factory (Ex):* This limit break allows the quartermaster to cover the battlefield in a hail of summoned weaponry. Enemies within 30 feet of the quartermaster take 1d6 points of piercing, bludgeoning, or slashing damage (chosen when the limit break is activated) per fighter level, and are allowed a reflex save (DC 10 + ½ fighter level + charisma modifier) for half damage.

*Aristocratic Ghost (Su):* For a duration of 1 round + 1 round per four fighter levels after 1st, the quartermaster may treat his class level as 5 higher for the purposes of the reinforcement class feature. This limit break only costs a swift action to activate.

These replace a fighter’s normal Limit Breaks.

## **Class Skills**

The fighter loses Handle Animal (Cha), Knowledge (dungeoneering) (Int), and Ride (Dex) as class skills, and gains Intimidate (Cha), Knowledge (History), and Knowledge (Religion) as class skills.

## **Infinite Arsenal (Su)**

At 1st level, a quartermaster gains access to their own personal arsenal: a library of weapons, and a focus to channel it with. If they lose this focus, they cannot access their arsenal abilities, and must sacrifice one masterwork martial weapon and spend 8 hours to re-attune to it. The focus takes the shape of a large golden key that weighs 4 lbs; it does not function in the hands of anyone else.

At 1st level and every four levels thereafter, he chooses a chosen weapon group from the following list. This counts as the chosen weapon class feature for the purposes of fighter and quartermaster talents, although his bonus is always considered 1 for the purposes of talents only; he does not gain this bonus to his attack and damage. He gains weapon focus with his first chosen weapon group (but not subsequent groups) as a bonus feat.

* Axes
* Heavy Blades
* Light Blades
* Close
* Hammers
* Polearms

At 2nd level, he gains an arsenal pool. This pool has a number of points equal to half his fighter level + charisma modifier (minimum 1). This pool refreshes once per day when the fighter rests for 8 hours. He may take the Extra Arcane Pool feat to increase this pool, but does not gain or count as having an arcane pool for any other purpose.

* As a swift action he may expend one point from his arsenal pool to do any of the following:
	+ Make one additional attack at his highest base attack bonus when making a full-attack action.
	+ Increase his speed by 10ft for one round.
	+ Gain a +4 insight bonus to Appraise or Knowledge (History) for one round.
* As long as he has one point in his arsenal pool, he treats his focus as a masterwork light mace for all purposes as well as his focus.

This ability replaces chosen weapon and retaliation.

## **Improved Archery (Ex)**

At 2nd lvl, a quartermaster learns to fire weapons from his arsenal to attack foes through his focus. He must have his focus held in hand to perform any of these actions, and can only fire the weapon(s) he has the appropriate weapon group for. He must be able to make the attack normally to fire weapons (ie he cannot TWF with 2-handed weapons unless he can wield them in one hand) He is also counted as having precise shot feat, but only for weapons fired as part of this feature.

Weapons fired have the following properties depending on the group:

**Axes:**

* Damage: 1d10 (small) / 1d12 (medium), Critical x3, Type: Slashing, Category: 2h

**Heavy Blades:**

* Damage: 1d6 (small) / 1d8 (medium), Critical: 19-20/x2, Type: Slashing, Category: 1h

**Light Blades:**

* Damage: 1d4 (small) / 1d6 (medium), Critical: 18-20/x2, Type: Piercing, Category: 1h, light
* Special: You can use your dexterity modifier to attack rolls with this weapon.

**Close:**

* Damage: 1d4 (small) / 1d6 (medium), Critical: x2, Type: Bludgeoning, Category: 1h, light
* Special: You only take a -1 penalty on attacks made with this group as part of this feature.

**Hammers:**

* Damage: 1d6 (small) / 1d8 (medium), Critical: x2, Type: Bludgeoning, Category: 1h
* Special: Hammers deal an additional +2 damage if used to perform nonlethal damage.

**Polearms:**

* Damage: 1d8 (small) / 1d10 (medium), Critical: x4, Type: Slashing or Piercing, Category: 2h
* Special: Attacks made with this group gain an additional 5ft of range.

Whenever the quartermaster would make a ranged or melee attack roll as part of an attack action or a full-attack action, he may instead choose to fire a weapon out of his arsenal. Any such attacks made this way take a -2 penalty to attack and resolve as melee attacks within a range of 30ft + 5ft/2lvls. This ability cannot function outside the listed range, and attacks made follow the rules for them as appropriate. He also cannot use combat maneuvers, combo finishers or techniques with this ability.

The quartermaster applies feats and his strength or dexterity modifiers to the attack and damage rolls of these attacks as normal. Feats that apply to one weapon (such as weapon specialization) can be applied to one weapon group that has been chosen; the quartermaster may never add special weapon properties, enhancements, or make summoned weapons out of special materials (except through the reinforcement ability). Any weapons summoned through this feature are sized appropriately for the quartermaster, masterwork, and disappear after the attack is made.

This replaces the fighter talent gained at 2nd level.

## **Ready for Anything (Ex)**

At third level, as a standard action costing one arsenal pool point, the quartermaster can summon useful items for the situation at hand. The item must be something you can easily carry, and cannot be a magical or specific item (for example, the key to a particular door). You must pay for these items normally, although items not expended or damaged (ie, tools but not food) can be returned to the treasury for half price return(round up, so a 1gil item costs 1gil to summon and returns for 0 gil back).

Clothing worth less than 10g can be summoned for free, although the quartermaster must still spend a pool point.

This ability replaces overhand chop.

## **Gate Talents (Ex or Su)**

As a quartermaster gains experience, he learns a number of talents that aid him and confound his foes. Starting at 4th level and every two fighter levels thereafter, a quarter gains one gate talent or one fighter talent from below. A quartermaster cannot select an individual talent more than once unless indicated otherwise. He can choose gate talents with the extra Fighter Talent feat.

* *Filthy Mongrel (Ex):* The first time in a round the quartermaster hits with his improved archery ability, as an immediate action he may make an intimidate check against the target of the attack. The target must be able to clearly hear and see the quartermaster.
	+ Requirement: Fighter level 6th.

* *Whiplash (Su):* As a standard action by expending two uses of his Chains of Heaven ability, a quartermaster may use the chains as a weapon. This functions as the spell *Shadow Barbs,* with a caster level equal to his fighter level and the chain radiates light (increasing the illumination by one step) instead of darkness.
	+ Requirement: Fighter level 8th.

* *Superior Aim (Su):* As a swift action, by expending one point from his arsenal pool, the quartermaster may add his charisma modifier as an insight bonus to his attack and damage rolls for one round. This bonus cannot exceed his class level.

* *Insolent Fool (Su):* The quartermaster may additionally use his improved archery attacks in order to perform attacks of opportunity and is considered to be threatening squares adjacent to him.

* *Treasures of the World (Su):* The quartermaster’s knowledge of items allows him to identify magic items more easily. Instead of detect magic, he may attempt to identify an object by spending a full-round action and a K(History) check against the original DC.

* *Forced Hand (Ex):* By expending one point from his arsenal pool, the quartermaster may forgo one attack made that round in order to wield the weapon it would’ve summoned for a number of rounds equal to his fighter level. It merges with his focus, allowing him to use abilities as normal.

* *Overwhelming Force (Su):* Once per round, the quartermaster may instead cause a weapon attack to function as a ranged touch attack. If this attack hits, instead of normal damage, deal that weapon’s normal damage die as non-elemental damage to the creature hit as well as to all squares adjacent to the original. Creatures adjacent are allowed a reflex save (DC 10 + ½ level + charisma modifier) to halve this damage.

* *Collector of all Things (Su):* The quartermaster can use his arsenal as extra storage for treasures he finds. This functions similarly to the secret chest spell, using the quartermaster’s class level as his caster level, except the chest never runs the risk of disappearing, and the quartermaster treats his focus as the chest replica. Only one replica may exist at a time, and forging a new one causes the previous replica to lose its power. Living creatures cannot be stored in a quartermaster’s hidden cache; the cache refuses to return to the Astral plane if this is attempted.
	+ Requirements: Fighter level 6th.

* *Peasants Beneath Me (Su):* Once per day, as a standard action, the quartermaster can gain the effect of the spell *Fly,* using his fighter level as his caster level.
	+ Requirements: Fighter level 8th.

* *High Point Buy (Ex):* When using weapon finesse (ie, light weapons) to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his fighter level on damage rolls. This bonus damage is not reduced or increased if the quartermaster is wielding a weapon two-handed or in an off-hand.

* *Random Shit* (Ex): When taking this talent, the quartermaster gains access to a new weapon group. He must still choose this group normally, though he made trade out one group upon taking this talent. This new weapon group has the following properties:
	+ Improvised Weapons:
		- Damage: 1d4 (small) /1d6 (medium), Critical x2, Type: S/B/P, Category: 1h.
		- Special: These weapons are treated as improvised weapons, although you may only apply Shikigami Style (and not other feats with it as a prerequisite) to attacks made with this group

This ability may replace fighter talents.

## **Reinforcement (Su)**

At 5th level, the quartermaster’s infinite arsenal improves in quality. All weapons summoned as part of the improved archery class feature gain a +1 enhancement bonus. This improves another +1 every 4 levels thereafter. These bonuses cannot be used to add special weapon qualities except the ones listed: *flaming, frost, earthen, jetstream, roaring, cunning, shock.* Adding these properties consumes an amount of bonus equal to the property’s base price modifier. The weapon must have at least a +1 enhancement bonus before any other properties can be added, and are decided before the attack roll is made per weapon.

This replaces reliable strike.

## **Chains of Heaven (Su)**

Starting at 7th level, as a full-round action, the quartermaster can summon chains to attempt to bind a target. He must have line of sight to the target and it must be within a range of 100ft + 5ft/lvl. The target may make a reflex save (DC: 10 + ½ fighter level + his charisma modifier) to avoid becoming immobilized for 1rd/fighter level. This DC increases by 1 for every HD the target has over the quartermaster, up to a maximum of ½ his fighter level. He may use this ability a number of times per day equal to his charisma modifier.

This replaces backswing.

## **Enuma Elish (Su)**

At 20th level, the quartermaster gains the pinnacle of all weapons. As a full-round action usable a number of times per day equal to his charisma modifier, he may fire the star of creation at any target within 60 feet. He deals 20d10 non-elemental damage to the target, who may make a reflex save (DC 20 + his charisma modifier) for half damage. This ability ignores evasion and improved evasion.

This replaces Weapon Mastery.