Smasher
Table of Contents
Bravos are always quick on their feet and always eager for a bit of banter; the smasher retains the heart of these qualities, but changes them enough to become a dangerous edge in the midst of combat (especially in a tavern). Smashers are quick to think and act when it comes to arming themselves, so much so that they are able to rapidly alter objects to serve most situations.
Natural Improviser
The smasher must choose the improvisation whim.
This alters whim.
Rapid Additions (Ex)
The smasher is a master of improvisation, and is capable of turning mundane objects into deadly weaponry. At 1st level, the smasher can spend a swift action to apply an addition from the below list to an improvised weapon he is wielding; alternatively he can spend a standard action to apply the complex version of the addition to the weapon.
Unless otherwise specified, these benefits last for a number of rounds equal to 1 + his practitioner modifier (minimum 1), and an improvised weapon can only benefit from a single addition at once.
The smasher gains the following additions at 1st level:
Sticky
The smasher applies a tough glue or rapid coagulant, making the weapon stick to a creature on a successful hit (Reflex negates). While a weapon is stuck on a creature, the weapon cannot be used to attack, but can be used for bull rush, drag, and reposition combat maneuvers with a +2 bonus. A stuck weapon can be removed with a Strength check against a DC equal to 10 + 1/2 the smasher’s base attack bonus; the smasher must also succeed at this check to remove his own stuck weapon.
Complex: This improvisation does not grant a saving throw, and the DC for removing the stuck weapon increases by an amount equal to the smasher’s practitioner modifier.
Versatile
The smasher alters the shape of the weapon, changing the damage type to one of bludgeoning, slashing, or piercing. This improvisation can be applied with other improvisations.
Complex: The smasher can allow the weapon to deal any combination of the listed damage types instead of just one.
The smasher gains the following improvisations at 7th level:
Enchanted (Su)
The smasher applies subtly magical curios to the weapon, granting it a +1 enhancement bonus. This increases by 1 for every 3 bravo levels beyond 7th he possesses (maximum +5).
Complex: The weapon’s enhancement bonus increases by +1. Additionally, the smasher can exchange the granted enhancement bonuses for the following special weapon abilities: corrosive, flaming, frost, ghost touch, keen, nullifying, shock, vorpal wounding. As always, the weapon must have a +1 enhancement bonus before other abilities can be added.
Powdered
The smasher powders the weapon. Whenever he would spend a standard action to locate an invisible creature with the weapon, he instead releases a cloud of powder within a 20-foot cone, revealing the creature’s location as long as they are touching a surface in the area (or until they spend a standard action removing the powder). The powder on the weapon lasts for 1 minute or until used.
Complex: The powder remains on the target for an additional number of rounds equal to his practitioner modifier (minimum 1), and it requires a full-round action to remove the powder.
The smasher gains the following improvisations at 13th level:
Brutal
The smasher carves brutal edges or applies caltrops within the weapon, increasing its critical multiplier by 1 (maximum x4).
Sponge
The smasher applies a porous substance to the weapon, allowing blanches and poisons applied to the weapon to last an additional number of hits equal to his practitioner modifier.
Complex: This improvisation lasts for 5 minutes.
The smasher gains the following improvisations at 17th level:
Lethal
The smasher can alter a weapon to be incredibly deadly. Whenever an attack roll is a natural 20 (and confirmed as a critical hit), the creature is killed and the weapon breaks. This is a death effect.
Complex: This improvisation lasts for 1 minute.
This replaces cunning celerity, dynamic dodge, capricious, unfettered alacrity, and skirt death.
Impulsivity Adept (Ex)
At 2nd level, the smasher gains Weapon Focus feat as a bonus feat applied to all improvised weapons other than alchemical weapons, even if he does not meet the prerequisites and even though Weapon Focus does not normally apply to improvised weapons.
The smasher counts his total bravo levels as both bravo levels and fighter levels for the purposes of qualifying for feats.
This replaces steadfast.
Impulsivity Focus (Su)
At 7th level, the smasher gains Greater Weapon Focus (improvised weapons) and can take other feats that require Weapon Focus and apply them to all improvised weapons.
Chaos Mastery (Ex)
At 20th level, the smasher’s outwit mastery ability only applies to improvised weapons. Additionally, the smasher’s industrious improviser stunt lasts for an additional 2 rounds.
This alters outwit mastery.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book
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