Archetype: Darkslinger
To you, the dark is less a mystery and more just a means to an end. You employ it as you would any other tool. You may lack the discipline of others, and by consequence, the proficiency in the dark arts, but that doesn’t equate ignorance. It’s less lack of interest and a desire to focus within a specific path—the integration of magic with everyday items, often weapons. In many circles, you are the one most feared, the one believed to have made a deal with supernatural forces to gain an edge in combat. You can be a member of a secret order or skilled vagabond wandering the land with the world often oblivious to what you can do.
Proficiencies
You have proficiency with one-handed and two-handed small arms. You also gain proficiency with Vigor (Induce).
Dark Precision
Beginning when you choose this archetype at 3rd level, you can invest energy from your vessel into your ranged weapons. As a free action, before making a ranged non-auto attack, you can spend 2 points from your vessel to have advantage on your next attack roll. You can also spend up to 3 points before making an attack to add that much bonus damage. If you spend any quantity of dark on an attack, the attack is also counted as being magical. If you have not selected the magus class, you also gain a +2 bonus to your vessel.
Ways of the Shadow
Starting at 7th level, if you spend any dark on a ranged attack via your Dark Precision feature, that attack gains the AP property and is counted as silver and adamantine; you also no longer suffer disadvantage when firing beyond normal range. The amount of points you can spend to add damage with Dark Precision is increased to 5. If you have not selected the magus class, you also gain a +2 bonus to your vessel.
Mutualistic Spell
Starting at 11th level, you can channel a spell employing a ranged spell attack through your traditional weapon-based ranged attack. The selected spell must come from your river and attaches to your weapon as a free action. You can then make a traditional non-auto ranged attack with a one or two-handed firearm. If you hit with the weapon, you inflict the weapon’s damage plus the effect of the spell. You can combine a mutualistic spell with your Dark Precision feature. Vocal and somatic spell components are ignored. If you have not selected the magus class, you also gain a +2 bonus to your vessel.
Weapon Hex
Starting at 15th level, each point you spend to add damage with Dark Precision adds 2 damage instead of 1. You can also spend 4 points before making the attack to turn a hit into a critical hit. This critical hit only applies to the weapon’s damage, not any damage as a result of Mutualistic Spell. If you have not selected the magus class, you also gain a +2 bonus to your vessel.
Grim Shot
Starting at 18th level, instead of spending 2 points from your vessel to gain advantage on your next attack, you can spend 3 points to make your next ranged non-auto weapon attack an automatic hit. You can ignore cover as well. You can still spend points to add damage and to turn the attack into a critical hit. If you have not selected the magus class, you also gain a +2 bonus to your vessel.
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