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Apraham Lincoln's page

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Apraham Lincoln wrote:
Want to throw me hat back in the ring with a druid/inquisitor, the savage avenger (name not set in stone and hard not to call her a savenger)

Put that one on the back burner as was another melee guy so when next up am considering a druid/oracle along the lines of elemental envoy (working name)

Arkellus wrote:



A formbender also deals more damage with his natural attacks than a normal person would, as shown above on Table: Formbender. The feral damage values listed on Table: Formbender is for Medium formbenders using a natural attack that normally deals 1d4 damage. For natural attacks that deal more than 1d4 damage, simply increase the damage dice by one category. A Small formbender deals less damage than the amount given there with his unarmed attacks, while a Large formbender deals more damage; see Table: Small or Large Formbender Unarmed Damage.

The formbender can make one natural attack at his normal base attack bonus like normal melee attacks, but does not take the normal attack –5 penalty for a secondary attack. The formbender does not make unarmed attacks. This ability replaces stunning fist and unarmed strike.

Table: Small or Large Formbender Feral Damage
Level Damage (Small Formbender) Damage (Large Formbender)
1s-5th 1d4 1d8
6th-10th 1d6 1d10
11th-15th 1d8 2d6
16th-20th 1d10 2d8

I think you meant 1D6 on Table: Formbender in the text above, the table above shows the 1D4 and 1D8 progression. Also, why not move the damage increases around to levels 4/8/12 or 2/10/18. Then the Formbender gets an increase to his natural attack prowess at almost every level?

Primal Flurry: At first I thought this was redundant. After closer reading I realized it allows to attack with the same natural attack up to 5 times. Here is an example: A 6th level Formbender with bite, slam and improved damage(slam) evolutions has a normal full attack of bite 1D8/slam 2D6. Using primal flurry he could have slam 2D6 x 3, correct?

Isant that just the adjusted size table such as the one in the standard monk entry.

I think that is the intent yes, the 1d10 slam probably being the best damage form

Starfox wrote:

#Body Mechanik

Flexible Anatomy seems to have some omissions in the text.

Every time I read "body mechanic" I want to make it "body mekanik". I think that's the Russian spelling of the word (converted from Cyrillic letters), and it also has the ring of Games Workshop Orks.

# Formbender

I can see two versions of this. One is that it is really monk unarmed damage and flurry of blows, you can just change the damage type by making it claws. The second used the natural weapons of an actual eidolon for its attacks. The end result is similar, it is mostly a style issue. Once we decide which of these ways to go, I believe final polish is easy, but now we're comparing final versions instead of talking about which way to go. Prsonally, I prefer the natural attack route, so Elghinn's and/or Arkellu's way, balanced to give a damage output similar to the monk's.

Yes, there should be a 5 in there so that it reads " At 8th level, a body mechanik’s natural reach increases by five(5)feet while under the effects of mutagen."

Certainly a little inspired by gw orkiness in the spelling ;)

Want to throw me hat back in the ring with a druid/inquisitor, the savage avenger (name not set in stone and hard not to call her a savenger)

Elghinn Lightbringer wrote:
Elghinn Lightbringer wrote:
Those look good! I think I would add mutagenic touch (4th) and polymorph (5th) to his 4th level extracts. Then I think we're good!
Maybe even Twin Form at 4th too? Echos Twin Eidolon.

I'd also like to add statue and transformation to 4th level extracts and then i think you are right, good to go

#Body Mechanik

1st pass formulae list

1st-Level Body Mechanik Formulae::
ant haul, blend, cure light wounds, disguise self, endure elements, enlarge person, expeditious retreat, jump, keen senses, linebreaker, magic fang, negate aroma, polypurpose panacea, recharge innate magic, reduce person, savage maw, shock shield, stone fist, touch of the sea, true strike, vocal alteration, youthful appearance.

2nd-Level Body Mechanik Formulae: :
acute senses, aid, alchemical allocation, alter self, animal aspect, barkskin, bear's endurance, blood scent, bull's strength, cat's grace, certain grip, cure moderate wounds, darkvision, defensive shock, delay disease, delay pain, delay poison, eagle's splendor, elemental touch, false life, fire breath, fox's cunning, invisibility, kinetic reverberation, owl's wisdom, perceive cues, protection from arrows, resist energy, restoration (lesser) spider climb, transmute potion to poison, vomit swarm.

3rd-Level Body Mechanik Formulae: :
absorb toxicity, age resistance (lesser), absorbing touch, amplify elixir, animal aspect (greater), beast shape 1, bloodhound, burrow, burst of speed, countless eyes, cure serious wounds, draconic reservoir, elemental aura, eruptive pustules, fire trials, fly, gaseous form, haste, heroism, magic fang (greater), monstrous physique 1, nondetection, protection from energy, rage, remove blindness/deafness, remove disease, resinous skin, thorn body, undead anatomy 1, water breathing.

4th-Level Body Mechanik Formulae: :
absorbing inhalation, age resistance, beast shape II, cure critical wounds, death ward, detonate, dragon's breath, echolocation, elemental body I, false life (greater), fire shield, fluid form, freedom of movement, invisibility (greater), miasmatic form, monstrous physique 2, neutralize poison, resurgent transformation, restoration, scorching ash form, stoneskin, telekinesis, touch of slime, universal formula, vermin shape 1, vitriolic mist.

Elghinn Lightbringer wrote:

#Body Mechanik

Did some streamlining, rewriting, and tweaking. So herea it is. Still need to come up with the Body Mechanik Formuale List.

** spoiler omitted **...

Looks good so far, just a couple of tiny proofreading (craft(?) in proficiencies and Cha mentioned in extracts instead on Int) It should be noted for evasion it functions as the rogue ability instead of the monk ability due to light armor proficiency.

Working on a list of formulae and will post soon.
Seeing as its based on Ranger spell progression my thinking is to choose from alchemist spell list, level for spell level. If its particularly thematically appropriate it may open up a level earlier (ie. Alc 5 = BM 4)
or if its not on alch spell list allow at +1 of spell level (ie. Wiz 3 = BM 4)or same spell level if thematically appropriate .

Arkellus wrote:


1. Let's go with Formbender.

2. I'd like to allow the large evolution. We could change the stat boni to work like enlarge person.

3. I agree that flurry of blows makes things more (too?) complicated. I suggest reducing the max number of natural attacks by one. 6 attacks at +15 is still better than 7 attacks at +18/18/13/13/8/8/3.

4. Perfect merge removes the ki cost from aspect manifestation, doesn't it? It is not clear in the write up.

5. Aspect manifestation should mention the extra evolution feat and allow it for the Formbender.

If its going to be as the enlarge person spell, it can be added to the unfettered magic list instead of modifying an entry that has to be looked up separately anyway, say at 8th level for 2 ki points

Oceanshieldwolf wrote:


I agree with Satrfox on the complexity, and I like complex classes.
I'm not understanding the interaction between the natural attacks gained by the aspect's evolutions and the flurry. Whether here on the thread, or in the writeup, there needs to be an example...

#Body Mechanik

* Disagree with Starfox on alignment. Nothing in the flavor writeup suggests an alignment restriction. Though like Starfox, I see little need for an alignment restriction for vanilla monks...

* Agree with Starfox, poison touch needs a rework.

* Dragon's blood should just keep the vanilla monk name seeig as it is he same as Diamond Soul.

* I actually like the Alchemy ability, funnily enough it strikes me as exactly like the ranger's 4th level casting schtick...If this is used it might make more sense:

Ranger on d20PFRD wrote:
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Ok, heres a Poison Touch rework

Poison Touch (Su):
As a swift action a Body Mechanik can manifest a poisonous touch as if under the effects of a poison spell. He can only poison (or attempt to poison) 1 person per day. Whether or not the target’s saving throw is successful, it cannot be the target of Poison Touch again for 1 day. He may hold the effects of the poison spell for his constitution modifier in rounds or until a successful touch attack, a normal unarmed strike or some other skin contact has been made before it fades. The save DC for this is 10 plus half his Body Mechanik level plus his Constitution modifier. This replaces Quivering Palm.

Bold is change and taken from witch hex wording.

Several abilites have just been renamed for flavour. Quite happy for them to change back to the same name if it reduces complexity

I was initially quite happy with his casting being just Alch = BM -3 but leaves 16th level as a dead level. I could go either way with it

christos gurd wrote:
Apraham Lincoln wrote:

Ok, so here is my Body Mechanik (Monk/Alchemist)

Body Mechanik

** spoiler omitted **...

the first thing that pops out at me is the double grand discoveries at 20th. yes its from a reduced list, but it does seem sort of off they get double the capstone of an alchemist.

edit: then again it is only 3...meh, conflicted.

At that point, whichever of the 2 grand discoveries you choose it will basically be an upgrade to an existing ability. Poison touch upgrade, surging metabolism upgrade or mutagen upgrade (which also needs 2 other discoveries chosen)

Ok, so here is my Body Mechanik (Monk/Alchemist)

Body Mechanik

Body Mechanik (by Apraham Lincoln):

Athleticism and prowess are noble pursuits but some refuse to accept the restraints imposed upon them by the frailty of the flesh. These Body Mechaniks treat their bodies as machines and as with all machines, theirs can be maintained and even improved through the proper application of some alchemical processes. These procedures don’t come without a price as alchemical reagents are expensive and some Body Mechaniks resort to underground fighting matches to both supply them with money for further alteration and to prove that their method is superior. Their path is taken through diligence and self-experimentation but none of them have been able to replicate the results on others, not for lack of trying and much to the annoyance of some tyrants, looking to build an army of alchemically altered soldiers.
If you make a foe of a Body Mechanik, make sure you kill him. If there is no body then he’s not dead and the relentless drive to perfect his body, despite the pain and constant self-mutilation, is the same relentless drive that will track you down and make you pay.
Primary Class: Monk
Secondary Class: Alchemist
Alignment: Body Mechaniks can be any Alignment and are not tied to Lawful like other Monks are.
Hit Dice: d8
Starting Wealth: 2d6 × 10 GP (average 70 GP.) In addition, each character begins play with an outfit worth 10 GP or less.
Bonus Skills and Ranks: The Body Mechanik adds Craft (Alchemy) and any 2 other Alchemist skills add to her class skills in addition to the normal monk class skills. The Body Mechanik gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armour Proficiency: The Body Mechanik is proficient with all simple weapons, plus light weapons from the light blades weapon group. The Body Mechanik is proficient with light armour only and not shields. When wearing medium or heavy armour, using a shield, or carrying a medium or heavy load, he loses his flurry of blows, evasion, fast movement and alchemical rage abilities. This replaces the normal monk proficiencies and the monk’s special AC bonus.
Discovery: At 1st, 2nd and every 4th level afterwards a Body Mechanik may select a discovery. He must choose from the following list: Enhance Potion, Extend Potion, Infusion, Lingering Spirit, Preserve Organs, Spontaneous Healing, Tentacle, and Tumour Familiar. At 6th level he adds the following discoveries and advanced mutagens to the list: Burly (Max bonus +5), Night Vision, Nimble (Max Bonus +5), Scent, Vestigial Arm, Wings. At 10th level he adds the following discoveries and advanced mutagens to the list: Combine Extracts, Elixir of Life, Eternal Potion, Extend Mutagen, Greater Mutagen, Grand Mutagen, Growth Mutagen, Mummification, and Nauseating Flesh. The Body Mechanik must meet all other pre-requisites for these discoveries using his Body Mechanik level in place of any Alchemist or Master Chymist level requirements. He is also able to choose the Extra Discovery feat to choose any feats from this list only. This replaces the normal monk bonus feats.
Flurry of Blows (Ex): This works as the Monk class feature excepting replacing monk weapons with light weapons from the light blades weapon group.
Mutagen (Su): The Body Mechanik gains this ability at 1st level and it functions as the Alchemist ability of the same name. It replaces the monks Stunning Fist, Manoeuvre Training, and modifies the Unarmed Strike feature below.
Unarmed Strike: This works as the monk class feature except the damage die is one step lower.
Evasion (Ex): As the monk ability of the same name except he may wear light armour.
Fast Movement (Ex): A Body Mechanik’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armour or light armour, and not carrying a medium or heavy load. Apply this bonus before modifying the Body Mechanik's speed because of any load carried or armour worn. This bonus stacks with any other bonuses to the Body Mechanik's land speed. This modifies the monk ability of the same name and replaces the improvement gained at 6th level.
Own Form (Ex): A Body Mechanik of 3rd level or higher gains a +2 bonus on saving throws against transmutation spells and effects. This replaces Still Mind.
Flexible Anatomy (Su): The Body Mechanik gains the Rag Doll Mutagen as a bonus discovery, even if he is not a Goblin. At 8th level this also increases his natural reach by 5’ whilst under the effects of a mutagen. This replaces Slow Fall up to 60’.
Alchemy (Su): At 4th level the Body Mechanik learns the art of alchemy. This is the same as the Alchemist Ability and functions like it in all regards. His extracts per day and Caster level are his Body Mechanik level minus 3 (So that a 4th level Body Mechanik has a 1st level Caster Level and can make 1 extract per day, plus any for high Intelligence). This improves by 1 at 7th level to minus 2, again at 10th level to minus 1 and finally to full caster level and extracts at 16th level. He still uses his Intelligence to determine saving throw DCs (if any) and bonus extracts. This replaces ki pool ability of the monk and any further improvements to it.
Endurance: At 5th level, the Body Mechanik gains Endurance as a bonus feat. This replaces High Jump.
Toxic Body (Ex): Because of the unique and toxic makeup of the Body Mechaniks blood, diseases find it hard to infect him. At 5th level he gains immunity to all diseases, including supernatural and magical diseases. At 11th level he gains immunity to poisons of all kinds. This replaces Purity of Body and Diamond Body.
Surging Metabolism (Su): The Body Mechanik gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing 5 ability. He can use this ability for a number of rounds equal to half his Body Mechanik level plus his constitution modifier. If he also has the Spontaneous Healing discovery his Surging Metabolism ability improves to his Body Mechanik Level plus his constitution modifier and the Spontaneous Healing discovery becomes obsolete. If the alchemist falls unconscious because of hit point damage and he still has rounds available from this ability, the ability activates automatically each round until he is conscious again or he runs out of rounds available. He can start or suppress any fast healing ability as a free action. Fast healing abilities do not stack with each other. Additionally, at 12th level, after 3 rounds of continual activation of this ability, it counts as if lesser restoration had successfully been cast on him. This replaces Wholeness of Body and Abundant Step.
Relentless: At 9th level, the body Mechanik gain Diehard as a bonus feat. At 12th level he gains Deathless Initiate as a bonus feat and at 15th level he gains Deathless Master as a bonus feat. He doesn’t have to meet the prerequisites for these feats. This replaces Fast Movement increments of +30’, +40’ and +50’.
Improved Evasion (Ex): As the monk ability of the same name.
Dragon’s Blood (Su): This functions as the Diamond Soul monk ability.
Persistent Mutagen (Su): At 14th level the Body Mechanik gains the Alchemist ability of the same name. This replaces Slow Fall (70’ and higher).
Poison Touch (Su): As a swift action a Body Mechanik can manifest a poisonous touch as if under the effects of a poison spell. He can only poison (or attempt to poison) 1 person per day. He may hold the effects of the poison spell for his constitution modifier in rounds or until a successful touch attack, a normal unarmed strike or some other skin contact has been made before it fades. The save DC for this is 10 plus half his Body Mechanik level plus his Constitution modifier. This replaces Quivering Palm.
Timeless Body (Ex): As the monk ability of the same name.
Alchemical Fury (Su): At 17th Level, once a day, a Body Mechanik can call upon deep reserves of churning alchemical power. This functions as the spell Frightful Aspect except the duration is only 1 minute. At 19th level he can call upon these reserves a 2nd time. This replaces Tongue of Sun and Moon and Empty Body.
Perfected Self: The Body Mechanik may choose 2 Grand Discoveries as available to Alchemists but only from Fast Healing, Poison Touch (as above but no limit to the number of creatures he can poison in a day) and True Mutagen. This replaces Perfect Self and the Improvement to Fast Movement +60’. His creature type becomes Aberration (although all extracts and abilities from this class continue to work on him).

Table: Body Mechanik:

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Flurry of Blows Attack Bonus Unarmed Damage
1st +0 +2 +2 +0 Discovery, Flurry of Blows, Mutagen, Unarmed Strike -1/-1 1D4
2nd +1 +3 +3 +0 Discovery, Evasion +0/+0 1D4
3rd +2 +3 +3 +1 Fast Movement, Own Form +1/+1 1D4
4th +3 +4 +4 +1 Alchemy (CL -3), Flexible Anatomy +2/+2 1D6
5th +3 +4 +4 +1 Endurance, Toxic Body (Diseases) +3/+3 1D6
6th +4 +5 +5 +2 Discovery +4/+4/-1 1D6
7th +5 +5 +5 +2 Alchemy (CL-2), Surging Metabolism +5/+5/+0 1D6
8th +6/+1 +6 +6 +2 Flexible Anatomy (+5’ Reach) +6/+6/+1/+1 1D8
9th +6/+1 +6 +6 +3 Improved Evasion, Relentless (Diehard) +7/+7/+2/+2 1D8
10th +7/+2 +7 +7 +3 Discovery, Alchemy (CL-1) +8/+8/+3/+3 1D8
11th +8/+3 +7 +7 +3 Toxic Body (Poisons) +9/+9/+4/+4/-1 1D8
12th +9/+4 +8 +8 +4 Relentless (Deathless Initiate), Surging Metabolism (Lesser Restoration) +10/+10+/+5/+5/+0 1D10
13th +9/+4 +8 +8 +4 Dragon’s Blood +11/+11/+6/+6/+1 1D10
14th +10/+5 +9 +9 +4 Discovery, Persistent Mutagen +12/+12/+7/+7/+2 1D10
15th +11/+6/+1 +9 +9 +5 Poison Touch, Relentless (Deathless Master) +13/+13/+8/+8/+3/+3 1D10
16th +12/+7/+2 +10 +10 +5 Alchemy (Full CL) +14/+14/+9/+9/+4/+4/-1 2D6
17th +12/+7/+2 +10 +10 +5 Alchemical Fury, Timeless Body +15/+15/+10/+10/+5/+5/+0 2D6
18th +13/+8/+3 +11 +11 +6 Discovery +16/+16/+11/+11/+6/+6/+1 2D6
19th +14/+9/+4 +11 +11 +6 Alchemical Fury (x2 a day) +17/+17/+12/+12/+7/+7/+2 2D6
20th +15/+10/+5 +12 +12 +6 Perfected Self +18/+18/+13/+13/+8/+8/+3 2D8

Please don't worry about some spelling, it my english(uk) spell check at work ;)

Elghinn Lightbringer wrote:


1) I like Warshaper better than Formbender, but that's me.

2)Transmogrify is usable while not manifesting. All the Freeform Magic spells will function while he is or is not manifesting. Obviously, while Aspect Manifestation isn't going, it only would affect evos brought on by his Aspect/Greater Aspect abilities.

3) AC Bonus: I think we're fine, as he gets no armor, and the Improved Nat AC evo would only function during manifestation, or one of his freeform magic spells. I realize we are increasing from 1 minute/level, to 10 min/level (14th), and 1 hour/level (20th), but that's helping to scale with levels too.

Perhaps we should add in a caveat that Natural Armor increases from evolutions do not stack with Amulet's of Natural Armor or similar magic, since by 20th, he'd essentially have those increases all day just about.

4/Apraham) Why don't we make natural attacks outside of Aspect Manifestation unaffected by the Improved Natural Attack evolution (or feat), and have them deal Unarmed Strike damage OR their own listed damage, which ever is better at the time. That way, eventually, all natural attacks and unarmed strikes will deal the same damage outside of Aspect Manifestation. That way they just simly get the natural attack forms, but deal damage according to unarmed strike damage or their own. There should be no capability to be affected by Large size outside of aspect manifestation, just for balance sake. When Aspect Manifestation is going, the Formbender is good to go with whatever attacks and ajustments due to evos.

1) Warshaper was the name of a prestige class in 3.5 (complete warrior p90) I dont know if this is an issue or not, especially if Formbender is the go foreward name.

2) is caster level same as formbender level?

3) If any increases to basic stats or ac, damage etc thru manifestation or aspect powers were made to count as enhancement bonuses then a lot of stacking issues could be resolved. Due to natural attacks i think the go to amulet will still be amulet of natural attacks

4) Using the idea similar to max number of natural attacks, the monk base unarmed attack value could be used as a cap or ceiling to natural attacks (modified by size as normal)

Arkellus wrote:


Looks great, I like it very much :)

Name: Some more ideas: Ascetic Formbender/Warshaper, Ascetic Metamorph, Metamorphic Warrior/Master, Master Morph ;) ...

@Elghinn: Here are my suggestions/questions:

Freeform Magic: Transmogrify should be usable while not manifesting.

AC Bonus: May be too much with improved natural armor evolutions

Feral Strike: Do all natural attacks do the Formbender's unarmed damage? What about Slam? 1D8 or 1D6 at 1st level? At 20th level a Formbender could have the following attacks with the large and improved natural attack evolutions: Bite/Gore/Clawsx4/Slam doing 4D8/4D8/4D6x4/4D10 with a +15 attack bonus (all primary attacks) or using the unarmed damage for all 4D8 x 7. I like the first option better, gives more interesting choices. Or is it supposed to be like this: Unarmed Strike/Bite/Clawsx4/Slam doing 4D8/2D6/1D8x4/2D8?

For easy of gaming wouldn't it be easier if all the different natural attacks did the same improved damage (ie. the 2nd option) It's less referencing and ties it to the monk a little closer. Still gets all its attacks at full (ie. 3/4) BAB so is an upgrade over flurry o' blows.

Arkellus wrote:
Oceanshieldwolf wrote:

# Monk/Summoner (Synthesist)

Name brainstorming: Warform/Battleform, Formbender/Warshaper, Imbued, Enhanced, Aspect Warrior, Coalescent Warrior, Warfused/Fused...

* As for this:

Arkellus wrote:

Feral Strike: Through the connection with the outsider the <class> learns to alter his body. He gains one of the attacks from the list of 1 point evolutions. At level 4 and every 4 levels thereafter he can increase the die size of all his natural attacks by one. This ability replaces Unarmed Strike and Flurry of Blows.

[Emphasis mine] - is this intended to give a new natural attack at each 4th level as well as an increased die, or does this stack with other natural attacks the MCA might already have due to race or other classes. I do like this base concept - the loss of Flurry is kinda made up for by Multiattack...

* That's all I have time for for now, be back later... ;)

It stacks with other natural attacks most likely gained through evolutions. E.g., The Monk/Summoner chooses the claws evolution for Feral Strike and uses Aspect Manifestation to gain the bite evolution. Now he has three natural attacks for 1D4/1D4/1D6 (claw/claw/bite). At fourth level this increases to 1D6/1D6/1D8.

This may be too powerful with the improved damage and Large evolutions.

Level Bite Damage
1st 1D6
4th 1D8
8th 1D10
12th 2D6
16th 2D8
20th 2D10
4D6 with improved damage or large
4D8 with both

What do you guys think?

Maybe need to also considering starting with a 1D8 slam attack along with your thinking. Maybe keep monk progression but that is all also his Natural attack damage every different type he has.


I agree settling on a single form is a good idea, I intended it to work like the summoner's eidolon: Choose a single form, change it with each level up. Aspect Manifestation then allows you to manifest evolutions of the chosen form.

At 14th level you can grow large as swift action for one hour for one ki point. After the hour you can spend another ki point for another hour, and so on.

I meant that at 8th level (missed the level req) when you could choose Large evolution, it is a swift action and at 4 evolution points would that cost 4 ki and last 40 mins (math was off but does that mean at 14th level it would last 4 hours)

Does it cost 1 ki per evol point of the manifested evolution, or 1 ki per evolution, no matter the evol point cost?

As a follow up, as i have been working on a monk/alc MCA up after you, i have been thinking about similar problems to you no doubt. I look foreward to hearing your thoughts :)

Arkellus wrote:

Here is my Monk/Summoner(Synthesist):

** spoiler omitted **...

Hi there, 1st of i like the idea that animal style monks are viable and begin to take on physical aspects of say the tiger or monkey or even dragon or phoenix. (also reminds me of Manimal for older folk ;))

The one thing i worry about at 1st glance is that with all options to customize on the fly thru evolution surge, aspect manifestaion and transmogrify can leave you with way too many options to consider for a martial character.
I think settling on a single form would free up a lot of tabletop time.

Does aspect manifestation allow the <class> to grow to large as a swift action for an hour? What happens after the hour, is the use of those evolutions reset or is this a once a day kind of thing?

More to come as i consider them

Elghinn Lightbringer wrote:
Apraham Lincoln wrote:

HI there, long time reader and thought it was about time i threw my hat in the ring and set myself up for a contribution.

Ive had a look at the existing MCAs and have an idea that i dont think has been done yet.

I humbly offer up

The Body Mechanik
1st Monk
2nd Alchemist

Tbh, i am kinda surprised that this hasn't been done before given the obvious synergy between mutagens, select discoveries and monk abilities. Think of him as a magical-steroid using warrior who will do anything to improve his prowess. To him, his body is nothing more than an organic machine that can be tuned and maximized.

I originally posted a similar idea as a monk archetype about 2 years but i think could really benefit from some MCA love.

Queue me up baby!

Welcome to the thead Apraham Lincoln. Been a lot of followers coming out of the woodwork lately and jumping in with their own builds. I'll add you to the queue for our Body Mechanik. You'll be up in the next 2 or so MCAs, as this is your first one. After Gypsy Rose and Arkellus.

Am on it like grommit

Expect to see something soon

1 person marked this as a favorite.

HI there, long time reader and thought it was about time i threw my hat in the ring and set myself up for a contribution.

Ive had a look at the existing MCAs and have an idea that i dont think has been done yet.

I humbly offer up

The Body Mechanik
1st Monk
2nd Alchemist

Tbh, i am kinda surprised that this hasn't been done before given the obvious synergy between mutagens, select discoveries and monk abilities. Think of him as a magical-steroid using warrior who will do anything to improve his prowess. To him, his body is nothing more than an organic machine that can be tuned and maximized.

I originally posted a similar idea as a monk archetype about 2 years but i think could really benefit from some MCA love.

Queue me up baby!

Not mine but a useful resource

The only place i've seen this is the summoner's eidolon's max number of attacks per round.

But i would approve such a measure.

Dont use them to make money but rather have them off-set some of your expenses.
Maybe they run a series of stables for mounts or animal companions in some major towns, or run some nice inns to stay in. They could sell all your loot for you (same price) but freeing you up for the day(s)

At 9th level will pick up another attack with its beak at -5 (from only having 1 Nat att from not haveing multi attack)
Mad dog archetype for barbarians with beast totem would give it claws too (claws on an axe beak would be talons no?)

Have you thought about am inquisitor archer concept? team work feats work well with an animal companion and he should be ok to seriously lay on the hurt.
If archer concept intrigues you and you are a dwarf then also consider inquisitor zen archer monk, you can still get an AC from animal domain and the wisdom synergies just line up

Say i had a 4 Oracle/1 draconic sorcerer with the scaled disciple feat

Scaled Disciple:
Scaled Disciple (Kobold)
Your draconic heritage manifests as divine power.

Prerequisite(s): Ability to spontaneously cast divine spells, kobold.

Benefit(s): You gain a +1 bonus to your caster level when casting spells included in the dragon domain* or subdomains. Your spontaneous divine spellcasting qualifies in place of arcane casting for the dragon disciple prestige class, and you may increase spellcasting in your spontaneous divine class as you progress in dragon disciple levels. Add the bonus spells gained from the blood of dragons ability to those you can cast as divine spells.

Level 6 i am good to take 1st level of dragon disciple yes?

Level 7 I get DD2 and increase either
a) Orcale spellcasting level
b) Sorcerer Level
c) Both?

Spells gained thru advancing draconic heritage thur blood of dragons (! sorc + DD) are added to both sorcerer and oracle spells known lists?

I think it would have been useful to know at what stage of development the playtest was in, for instance was it at the stage where ideas were being tossed about and seeing what was good/wasn't good or closer to the end stage where you were balancing numbers to see if the numbers were right but the concept wasnt going to change.

Arcanist and warpriest falls into the 1st category and bloodrager into the later category i think with skald somewhere in the middle.

I think too many forum posts were tied at cross purposes with some people discussing the braod strokes and some the details.

I dont think it would do anything as the ammount of dice of damage dealt is not scaled by level. Its a flat 1d8, 3d8 etc depending on the spell. The only thing that scales it the +1 per level to a cap of +5, +10 etc
A Cure Light Wounds is a level 1 doing 1d8 +1 to a max of 1d8+5
an Cure Moderate Wounds is a level 2 doing 2d8 +1 to a max of 2d8+10.
An intensified CLW would be a level 2 spell doing 1d8+1 to a max (if it even worked at all which im sure it doesn't) 1d8+10
Take the CMW over an intensified CLW anyday.

We had a need to resurrect a party member but only had a ring of wishes so decided to blow a wish on the rez. The GM was known to subvert wishes if possible so we spent a while wording this wish, but we still had to actually say the wish.
I cant remember the actual specifics but i know that one of the conditions was that it had to be the person who i was touching at the time with a specified hand.
1 mispronunciation of resurrection and a real life face palm left the gm with no option to to inflict my character with a Priapism and looking for another wish :/

A 2 edged sword indeed

I think the Bloodrager bonus spells should kick in when they 1st learn the level of spell thats appropriate (ie. 4th, 7th, 10th and 13th instead of 7, 10, 13 and 16)
It would help to add flavour to the bloodlines and encourage the spellcasting part of the bloodrager. As it is, if say you are an aberrant BR and wanted enlarge person, you probably already have it from your choice of 4 at 7th level. Or they cease to be useful at the level you get to play with them if they dont show up on the list. Getting bless at 7th isant that much fun

Add lunge and enlarge person (on the aberrant spell list) to stagger foes 40' away (i think)
I guess armour spikes are necessary for anything closer than 20' tho (15 and 30' if you choose not to use your lunge)
With a decent amount of AoO from combat reflexes and challenge anyone to hit you

There used to be a table in 3.5 (cant find it just now, my google-fu is weak)that listed at certain HD of natural creatues started to overcome some DR (this is when there was DR/+1 DR/+2 etc.)
I also believe that if you have some kind of DR yourself you can also overcome it (weres, having DR/silver, over come DR/silver with their natural attacks)

A bit of a side issue here concerning the mammoth rider.
At 7th level the steeds reach improves to 15', meaning it stops its charge 15' away to make its attack so you are now out of range yet the MamRid's 8th level ability mentions making an attack during a charge, something that it can no longer do (unless ride-by attack)
Surely the intent was for both the mount and rider to attack the same subject but is this ever possible? Is MamRide a trap prestige class at 7th level?

How would it work if you stated
"i ready my action to attack until my mount is 10' away from its charge target"
Would you attack at 10' away and receive charge benefits for you being atop your charging mount and then once that is resolved your mount continues on to complete its charge. Once adjacent to your charge target you would then no longer be able to attack with your lance as you are now 5 foot away

Generally speaking as a creature grows in size from one size category to the next its size doubles and its weight increases by 8 (2x2x2).Check out enlarge/reduce person and animal groweth. Working backwards 2 size categories i would say its weight is reduced by a factor of 64 (divide by 8 twice)
Thats a ballpark figure of a 300-350 pound medium animal, still pretty heavy, but thats a lot of muscle and bony armour.

Its pretty much the same as two handed weapon fighting and improved 2 handed weapon fighting but for bows but with an extra feat tax on top. Its the same BAB requirement.
Only real difference is that the extra attack is free at full +bab instead on -5 in exchange for less precision and critical damage.

It doesn't need official ruling as its pretty clear.

The only one i can think of is the beastmaster achetype for rangers that lets you split your effective level up between many ACs. You can take boon companion feat once for each pet so you could have 2 level 8 ACs at level 8

Dont have a rogue in the party? Get an adamantine dagger and never worry about locks again

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Acid, as it hurts regenerators, is often conjured so ignores some SR

A tengu's claw attacks should be more properly called talons as its hard to see wings having claws when you can see great honking claws on its feet. 1D3 is more in keeping with talon damage. But treating them as talons instead of claws open up a whole can of worms (yumm!) when considering combining iterative attacks and natural weapons

Awesome job. Finally character sheets that are gestalt friendly too :)

Compare the druid and cleric spell lists. I think the druid list is much better for blasting & battlefield control

Also this wizards site Consolidated Lists Archives should let you know which book you should look into for various prestige class, and more!

Nope, he needs a device that does splash damage that isan't a bomb i think...

You're right, my bad, just add the 1st number to the number again. Good catch

1. Lawful Evil
2. Rakshasa
3. Cannibalism, Genocide, Exquisite Taste.
4. Chikavanya the hungry
5. Depicted as a tiger headed Rakshasa prince, Chikavanya the hungry is also painfully gaunt, his ribs clearly showing beneath his finery and his claws almost as skeletal as the undead but this has not diminished his stregth at all. He has eschewed all mortal and divine food as being bland and common and now seeks only the finest and rarest meats and vitals for his palate. Sentient species especially are his favourite and his staff of specialist lieutenants/chefs scour the planes for untasted treats. He also counts refined vampires and vampire lords amongst his coterie and dinner guests. The rarer or more endangered the prey the tastier the meal. He thinks nothing of sending his armies to decimate an entire race of sentient creatures on a plane save 1 in order to eat the very last of that species, for which he will throw a lavish dinner party in order to serve this very special and limited feast.
The nature of these feasts plus his vampiric allies is enough to maintain his position of elevated status among the Rakshasa.

The BAB requirement for dimensional chain is 0/+6/+9/+9

So to edit your list a little...

Bard Level 11/13/15/17 (no change)
Cleric 7/9/11/13 With travel domain becomes 7/9/12/13
Druid 7/9/11/13 With wolf shaman taking the travel domain becomes 7/9/12/13
Magus 11/13/15/17 no change
Monk 13/15/17/19 needs to keep abundant step no change
Oracle Lore Keeper Level 11/13/15/17, Ancient Lorekeeper Level 11/13/15/17 no change
Paladin Level 15/17/19 with sacred servant and travel domain no changes
Sorcerer Level 9/11/13/19 becomes 9/12/18/18
Summoner Level 7/9/11/13 becomes 7/9/12/13
Witch Level 7/9/13/19 becomes 9/12/18/18
Wizard Level 7/9/13/19/ become 9/12/18/18

I did not take into account where feats are gained so in many cases they will have to wait until next odd numbered level to actually get the feat, also does not take into account multiclassing

Eidolons speak all languages the summoner can.

PRD wrote:
An eidolon has the same alignment as the summoner that calls it and can speak all of his languages.

It's in the bit that describes the eidolon class feature, not in the part about eidolons, if that makes sense

Scratch the tusked trait, its only 1d4 down to 1d3 for a small character, whereas you can start at 1d6 for a small character bite thru feral gnasher.
I dont see that totem warrior gives ANYTHING to anyone ever. Am i missing something there?

Can a witch who is also a barbarian use hexes whilst she rages as a barbarian. Sure some dont make sense such as cauldron, but what about cackle or misfortune? As (Su) abilities do they get round that require patience disclaimer from rage? They certainly seem in flavour (especially cackle)

How about a Scarred Witch Doctor that uses CON for all spell dcs and effects. Does this even mean that a SWD can cast during a rage? (I'm guessing not, just putting out there as devil's advocate)Pain and rage would seem to go well together.

Oops, should be in rules questions i s'pose.

Penumbra is a 0 level rare cantrip available to wiz/sorc. It only lasts 10 minutes/level at a time, but is a cantrip so make of that what you will.
Rare cantrips are not canon but were featured in a Paizo blog so should be at least balanced.
A magic item based on this cantrip should be fairly cheap (still cheap enough if you use the higher level Protective Penumbra

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