Times keep changing, laws grow more draconian, surveillance and control become more oppressive. What's an occult researcher to do but lament the dying of the ancient ways?
Path of the west is a funny cowboy themed heretic path, don't take it too seriously. Based on tg heretic.
Passive: Nice shootin, tex!
Recharge spells by hitting a non stunned/crit/sleeping heathen with your revolving blade 3 times in a row. Recover revolving blade rounds by hitting a heathen from long range without obstruction, with more charges recovered for each tile distance, up to a max of 7 tiles away
Level 1: masks obscure your voice and you can dual wield firearms accurately
level 2: all projectile attacks are more likely to cause wounds and bleeding
level 3: take more damage before entering damage slowdown, and damage slowdown is less intense
Max of 2 blades before point of no return
Nightwatcher's Secret: Transmute a knife and any non spent cartridge to summon a revolving blade
The revolving blade is a ranged weapon rather than a melee weapon, the revolving blade has 6 "rounds" that recharge over time, and it fires a sharp projectile on a chain. If the chain is obstructed by any large object or furniture, it deals less damage
Your mansus grasp isn't erased by hitting targets with your revolving blade, but it goes away after 10 or so seconds. Damage from firing the revolving blade isn't reduced by obstructions when a marked target is visible to you.
Dusty trails: become invisible for a few seconds, and leave a trail behind you on a few seconds delay, after 8 seconds, you are able to disguise as anyone who entered your trail, willingly or otherwise, and you inheriet their appearance, examine text, and hud icons for 30 seconds. Use the spell again the drop the disguise.
Dopplegang: A ranged spell that allows you to mark a target within close range. While the spell is active, being hit with a melee attack will cause you to swap positions with the target and they take the attack instead, unless they are the attacker. Can attack yourself to trigger the teleportation at will, but the attack will do no damage.
Armorer's ritual: Transmute a table or suit, mask, and 5 sheets of leather to the dark duster.
The dark duster gives you a passive chance to dodge all ranged attacks, provides more dodge chance, as well as major explosion resistance, while leaning against a wall or lying down (actually does tg have wall leaning? I'm not sure)
Eldritch Steed: Transmute two robotic limbs and an organic tongue to summon an eldritch steed. The steed can be ridden like a horse, is a horrific mangled creature resembling a horse with one front and one backleg, that can move at quick speeds and can take a few hits, but does very little damage. Pull the steed with a mansus grasp to offer or re offer it to ghosts, and it gains the ability to spit damaging projectiles at enemies when controlled by a player.
Caravan Blade: your revolving blade no longer reduces damage via obstructions, and can now hit marked targets through grills, windows, and airlocks, and gets its range doubled.
Quickdraw: When primed, left click on a target to fire 3 arcane lasers in rapid succession, dealing more damage in close range but with heavy damage falloff, and a damage bonus if all shots connect. Right click to fire them in a shotgun pattern, knocking back anyone hit but dealing less damage.
Ascension: Lawman's Bane
Gain x-ray vision and passive block chance for all melee weapons and you can no longer be disarmed of your revolving blade. Your revolving blades recharge their rounds very quickly and can fire through non reinforced walls. Heal some damage and stamina for every target killed by your revolving blade. Deal bonus damage to anyone wearing a security or command ID with your revolving blade.