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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)
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
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 ;)
Elghinn Lightbringer wrote:
I'd also like to add statue and transformation to 4th level extracts and then i think you are right, good to go
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:
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.
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
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:
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 (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) 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)
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.
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 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?
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.
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:
Am on it like grommit
Expect to see something soon
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
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!
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.
Say i had a 4 Oracle/1 draconic sorcerer with the scaled disciple feat
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
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
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.
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)
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.)
A bit of a side issue here concerning the mammoth rider.
How would it work if you stated
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)
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.
It doesn't need official ruling as its pretty clear.
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
1. Lawful Evil
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)
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
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.