Multiclass archetypes, part II


Homebrew and House Rules

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Gonna be testing Blooded Hunter tomorrow night. Anyone think any changes are needed before I do so?


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@raiderrpg: interested to know how it goes! EDIT:
What armor for blooded hunter; AND
are bloodline spells cast as divine or arcane( i.e asf?)
I like fast healing for 13th level.
If you aren't using fellhunter as a name i'll use it. :^}

@ all you folks: you might be interested in Open Design's Divine Favor line.
Specifically the Inquisitor:

http://www.koboldquarterly.com/k/front-page10771.php

There's a witch hunter and a ghost hunter and a hand of god. And the ghost hunter swaps out discern lies for see invisible! Bardess, are you psychic? :p
Still, their witch hunter doesn't hold a candle ( or should that be brand?) to my witchfinder mca...

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Sorry everyone, been having a rough few days, cat seems pretty ill...


Great minds think the same way :PPP
By the way, there's a witch hunter in UC too, and my own Hand of God's a magus/paladin. First scratch's ready when you want!^^


flak wrote:
Sorry everyone, been having a rough few days, cat seems pretty ill...

Oh no! That sux.... Hope everything's ok flak....Take care.


Uh, Flak, I hope all's OK... I know how it feels when a pet's ill, and I love cats... I had 3...

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THx guys, I hope everything passes, but for now I'm trying to spend a lot of time with him


So how/where is everybody?

@raiderrpg: any replies to my Blooded Hunter queries? How goes the playtest on that one? How did you like implemented changes to Witchfinder 3.0? Also the wiki still awaits links to orphaned pages...( just tried you on AIM, but no go)

@flak: Hope you and yours are ok.....
@CARTMANBECK?!?!?!?! Have you forsaken us?
@purplefixer: how goes the psychic?


I'M STILL ALIVE DON'T BURY ME YET

Sorry for massive delay. ^^;; Gonna be getting to things in the next couple of hours.

Blooded Hunter... only issue is there are multiple forms to test. So far Draconic and Demonic seem good, though. And we're using Light and Medium Armor, with Spell Failure- seems sad to have them lose one of their few spells per day to a 10% chance, but there are feats for that.

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Oceanshieldwolf wrote:

So how/where is everybody?

@raiderrpg: any replies to my Blooded Hunter queries? How goes the playtest on that one? How did you like implemented changes to Witchfinder 3.0? Also the wiki still awaits links to orphaned pages...( just tried you on AIM, but no go)

@flak: Hope you and yours are ok.....
@CARTMANBECK?!?!?!?! Have you forsaken us?
@purplefixer: how goes the psychic?

I'm alive. Sorry I've got a good bit going on at work for the next two weeks or so, then I'll finally be back on track. it's been a crazy couple months for me with getting married, then a conference in Montreal, and now trying to write a genetics paper to get it published ASAP.


@cartmanbeck: Yay! Good to hear. Take your time and come back when you are able. Thanks for letting us know. :)


Oceanshieldwolf wrote:


@purplefixer: how goes the psychic?

I've taken a short break from work to, well, look for work.

Also, I may have recently gotten into a game test for something I applied for "A long time ago..."


purplefixer wrote:

I've taken a short break from work to, well, look for work.

Also, I may have recently gotten into a game test for something I applied for "A long time ago..."

Filthy lucre, purp? How outre.

A game test? Is it "in a galaxy far, far away"? :p
So are you still up for mca'ing?


OCW wrote:


A game test? Is it "in a galaxy far, far away"?

I couldn't tell you if I was, now could I, since to get into such coveted positions requires signing an NDA. But said game testing is taking up a lot of my time, as I am highly enthused about the game's release and want to do whatever I can give good feedback while I remain ostensibly unemployed and having up to 18 hours a day to play with it.

MCAs will be getting a LOT more attention come the end of next month, but I AM still here to give targetted feedback and answer specific questions and I am checking this thread every other day or so.

It's just that a full breakdown like I usually pull takes, what, 5+ hours? Looking up every mechanical bit and balancing it against the rest, checking for proper replacement, gathering and writing down my own thoughts and then checking THOSE to make sure I haven't just been a complete arse...

To explain... no wait, there is too much. To sum up:
*Beta Test Good.
*Unemployment Bad.
*Free Time Good.
*MCAs Good.
*Still here.
*Carry on.

Hope the cat is feeling better!

RPG Superstar 2013 Top 8

Thanks. He had another seizure a couple days ago. My dad just got home from overseas, which means the cat and its health are out of my hands, but so's the apartment. I'm moving out today, and have some things to wrap up on the weekend—next week I should finally be able to get back to this stuff, hopefully starting Monday.


@purplefixer: Ok, come on back when you can. Hope you find some work if'n you want it... Wish i had 18 minutes a day to playtest! :)
@flak: Thanks for the heads up. Looking forward to picking up some momentum. ;)
@raiderrpg: Sent you a message on the wiki. And how goes blooded hunter?


Okay! Uninstalled the Beta! :D I have time to work for a while, at least until the next build is posted so I can go back to it.

Let's see a link for this wiki?


@purplefixer: Here's the link for the mca wiki:

mcarchetype wiki

Unfortunately I'm not au fait with what exactly needs editing or polishing or revising. Flak is in charge of organising, and as far as I'm aware we're still wanting to finish editing Core MCA list on the wiki. Some have been updated, some haven't. I'd wait for him to let us know. In the meantime, peruse the wiki!

@flak:
*When you can, can you relist where we are at with editing/polishing/revising of Core MCAs? And also a list of current new MCAs to work on - bardess is ready to go with hand of god (magus/paladin)
*Witchfinder - can you look over this MCA? Purplefixer and Bardess have passed it, mauril i haven't heard from, cartmanbeck is on hiatus and raiderrpg wants a slight addition ( include will save for witchfinder's brand hex) but otherwise seems to think it is ok.

@raiderrpg:
*Thanks for your AIM comment re: witchfinder's brand.
*Still no movement on the wiki raider! ;p
*Also - where are we at on battlecaster/spellmage and blooded hunter?

@bardess: Hi bardess! Thanx for being patient. As you can see, the witchfinder is almost ready to go and then hopefully you can post hand of god.


Txs OSW, how nice of you^^

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Yeah updating the list I will do Monday. Hopefully I can check out the Witchfinder too.

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Gah sorry guys, new digs are proving to afford 0 personal spacetime. Gonna try to find some on campus before/after classes in coming days.


No worries, flak. Thx for the heads up. Zero personal space can lead to 100% dysfunction... ( but then, as i like to say, fully 67% of statistics are misleading. ;p)
Thanks also for the effort of trying to find extra time for we poor undeserving souls...

RPG Superstar 2013 Top 8

Okay, guys, here's what's gonna need to happen, and I'm sorry about this because you've all been good and I've been absent, but:

Please post everything relevant to YOUR participation in the project since the last list update. Don't post content, just summaries (i.e. "MC Archetype X is now ready for polish"). If you've worked on multiple MCAs recently, recap the progress on all of those. Please limit yourself to the things YOU have done, so that once each of you has done this there will be a non-redundant "changelog" as it were. Also note, looking forward, what you would like to work on next (if you know; if you don't know, that's fine!).

I will take these changes, update the total list, and then hopefully get to work on my end of the bargain - editing stuff that needs editing. And I also have two more MCAs I committed to doing, I believe, so those should happen eventually.

Again, apologies for my absence. And I'll continue to be semi-absent. But I do really want to help move things along.


Cool, thanks flak. My Participation update:

*Witchfinder MCA is awaiting your ok and polish.
*Have formatted tables on wiki - all core and base MCAs now formatted, just waiting for Esoteric Chemist progression tables from raiderrpg.

As for "want to do nexts" I put my hand up for Divine Mage re-edit to update to new system... I think i'll concentrate on that after taking up a lot of time on witchfinder. :)

@raiderrpg: been trying to catch you on AIM and sent you a message on the wiki re: whether other polishing edits will mean re-doing progression tables?!? ( if so, REALLY not looking forward to that! :p)


I just reviewed (too little) others' archetypes. When someone's finished, I'm ready to post the Hand of God and the first scratch of the redone Radiant Herald.


@Flak - Battle Caster, ready for polish.
Working on Blooded Hunter, expect it ready soon.
Making plans for Sorcerer/Alchemist after this- had a funky idea on how to handle bombs.

@OSW - No need to edit the tables at this stage, don't worry. xP
Esoteric Chemist has 1/2 BAB, Good Ref and Good Will.

@Everyone - Sorry for being so off lately, just been dealing with massive issues and starting up a new campaign and- well, you get the idea.


Weeeh! Sorcerer/Alchemist? Want to see it! How about "Bloodstreamer" as a name?


Random notes for people to peruse, just to stir up some discussion-

Possible working for Living Refrain-
As bard with bloodline replacing all bardic music but Countersong and Inspire Competence?

Possible working for Eldritch Warlock-
Hexes at half rate, keep full casting + Bloodline spells, add in Arcane Blast and Arcane Shield feats?

Possible working for Kubudo Warrior-
Drop unarmed strike, speed, AC progressions by half; let flurry of blows be used with any weapon by spending 1 point of Ki a round? Drop Evasion/Improved Evasion/Slow Fall, too; adding in Weapon Training and Armored Monk to compensate. High AC Flurry Fighter with a focus on Str, Con, Wis... I'd say awesomesauce.

Possible working for Paladin/Wiz, the "Errant Arcane"
Drop the entire paladin spell list. Give them Wizard up to level 4 instead, same rate, reliant on spellbook and using Cantrips as level 1. Toss out Mercies, toss out the Holy Bond, give them one set of school powers (their choice) and give them, say, free Improved Familiar in place of the mount.

Possible working for War Chanter-
CALL IT SKALD. That is all for the moment, more latarz.

And finally (for now), possible working for Battle Knave-
Sneak Attack spread out to +5d6. Evasion. No Trapfinding. Feats at 1st, 2nd, 6th, 10th, 14th, 18th. Talents at 4th, 8th; Advanced Talents at 12th, 16th. Capstone is Master Strike, but with Maneuvers- you trip'em, you sunder'em, or you disarm'em.

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All/most/some of the above are things I came up with in the past few minutes. Take a crack at'em, just give opinions and stuff! Let's use this stuff just to get the juices flowing, y'know? :o


Bardess wrote:
Weeeh! Sorcerer/Alchemist? Want to see it! How about "Bloodstreamer" as a name?

Hee. Actually, he's not going to be blood-focused.

No, he's gonna be BOMB-focused >:E The blasting power of the Alchemist, the raw arcane might of the Sorcerer, the slim sanity of neither! :o

RPG Superstar 2013 Top 8

Okay, cool, I'll update the list and get back to ya'll soon. In the meantime, briefly: Raider, there's a bard archetype called skald already, and also I'm handling the battle knave. Good suggestions on it. :)

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So here's the list of stuff.

CORE MCAS, COMPLETE

Spirit Warrior (Bbn/Drd) = Done 

Holy Rager (Bbn/Pal) = Done 

Songfilch (Brd/Rog) = Done 

Warchanter (Bbn/Brd) = Done 

Battle Adept (Clr/Ftr) = Done

Divine Agent (Rog/Clr) = Done

Divine Exemplar (Clr/Pal) = Done 

Forest Partriarch (Clr/Rgr) = Done
Land Master (Drd/Rgr) = Done 

Divine Emissary (Pal/Clr) = Done
Divine Duelist (Pal/Rog) = Done

Stealth Mage (Wiz/Rog) = Done

CORE MCAS, CLAIMED

Divine Blade (Ftr/Clr) = cartmanbeck 

Silent Warrior (Ftr/Rog) = cartmanbeck

Blooded Hunter(?) (Rgr/Sor) = Raiderrpg
Battle Knave (Rog/Ftr) = Flak
Battle Caster (Sor/Ftr) = Raiderrpg (Needs Flak Polish)
Divine Mage (Wiz/Clr) = OSW
Absolute Arcanist (Wiz/Sor) = Flak (Ready to post for review)
Living Refrain (Sor/Brd) = Flak

Radiant Herald (Pal/Brd) = Bardess

CORE MCAS, UNCLAIMED
Remember, these were already made early on (refer to Elghinn's PDFs), and are in need of a facelift to remain competitive in coolness with the rest.

Spellrager (Bbn/Sor) = Free 

Spellarbor (Drd/Sor) = Free
Kubudo Warrior (Mnk/Ftr) = Free
Holy Fist (Mnk/Pal) = Free
Spellknight (Pal/Sor) = Free
Divine Warden (Rgr/Clr) = Free 

Beast Hunter (Rgr/Drd) = Free

Spellthief (Rog/Sor) = Free

NON-CORE MCAS, CLAIMED
If possible, we don't we don't want to add to this list until we finish updating the core.

White Witch (Witch/Pal) = Flak (Redo)
Esoteric Chemist (Wiz/Alch) = Flak & Raiderrpg (Ready to post for review)
Witchfinder (Inq/Witch) = OWS (Needs Flak Polish)
??? (Sorc/Alch) = Raiderrpg
Hand of God (???/???) = Bardess

Random other notes

As you might be able to tell from the above list, I'm coopting the Living Refrain. I think it'll stay much the same as it is -- I like it this way, and changing to Bard/Sorc seems like a big leap -- but it needs editing (lots of errors), and diminished casting, because some of its trades are one spell known for one ability, which is crazy.

@Raiderrpg: we should bust out Esoteric Chemist & Absolute Arcanist soonish just to get them off the table again. I think they're essentially done but they need to be approved by the others. "Soonish" I guess means after we've cleared the Witchfinder and Battle Caster from the table. I'd just like to get them out of the way and onto the "Done" list.

@Raiderrpg: Stealth Mage still isn't on the wiki?

- What's the deal with the Raider's Ranger/Magus?
- What's the deal with Mauril & Mauril's Ranger/Inquisitor?

NOT INCLUDED IN THE LIST ABOVE are non-core MCAs which don't need redos or are already completed.


What are the works at hand at the moment?

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I'd say the two things currently on the table for polishing - Witchfinder and Battle Caster - and Raider's working on the ranger/sorc? Also, as I said above, I'd like to push AA & EC through before we begin on other things in thread if that's o.k. with folks.


Random and rough preview of my Sorc/Alchemist-

Bomb Arcana:

At levels 1, 3, 9, and 15, the *BLANK* may select any alchemist discovery that would affect their bombs. Alternatively, they may select one of the following abilities-
Spellbomber- The *BLANK* may give up a spell slot of third level or higher to re-gain the use of one bomb, up to three times each day.
Siege Blast- The *BLANK* may give up a spell slot of at least third level to have their bombs ignore hardness for one round, up to three times each day.
Ranged Artillery- The *BLANK* may give up a spell slot to add 10ft per spell level to the range increments of their bombs, up to three times each day.
Maniac- Completely insane and loving it, the *BLANK* may give up a spell slot of second level or higher to ignore any damage from their own bombs for up to three rounds; thus allowing them to just drop the whole load of them right at her feet. KA-BOOM!

;3
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Anyway, Eldritch Hunter was done a few pages ago. I think page 3? Just needs reviews/polishing.


@raiderrpg: Raider, the orphaned pages *STILL* await linking up on the wiki. I know you were working there bcoz the esoteric chemist like totally told me about it! Can you puh-leeze link them?!?!?

As for your Arcana Bomber here's what i think:

*First, we totally shouldn't be looking at this until Bardess has put up her Hand of the God (which is a paladin/magus or magus/paladin). She's been next in line and patiently waiting for some weeks.

* I am nothing if not interested in feedback, so as i did with bardess i will anyway give my review of your rough draft.

*I think it's a zany MCA, and though not my cup of tea (i'd prefer to see more focus on mutagenics, but that may be overdone already, both by us and others) i think it is a cool concept and worthy of exploring.

*Although initially i felt "maniac" ( how about "incendiary imperviousness" or "soak maniac") didn't give up a high enough spell slot i now realise that these new powers are instead of bomb discoveries. So they probably even out in that respect. The only thing i wonder about now is how the spell slot sacrifice balances with the three times a day schtick.

* i loved "ranged artillery". The thought of adding 90ft to range of bombs rocks. How about renaming it "Magic Mortar". Or something with mortar in it.

Hope that helps!

P.S. "Pretty please, us poor wiki-orphan pages just want a home...."


@OSW
Orphaned Pages fixed up
Also, I'm just trying to get random discussion going, figured that'd be a good way to make people go 'ooooh' :P

As far as the bomber... We've got plenty of mutagenics. Heck, the Esoteric Chemist is nuts enough with Cognatogens. I figured having a totally crazy bombing Sorc/Alch would be fun just to mix it up. xP

@Flak
Post the Esoteric Chemist again for peoples! I mean, they already got one look at it, now it's about time we got it in this thread and people gave the Okay on it already. Seriously, though, that's literally just a fast vote away from being done- let's get it outa the way.
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Gonna have some Shroudsinger Playtesting soon! WOOO!


Raiderrpg wrote:


As far as the bomber... We've got plenty of mutagenics. Heck, the Esoteric Chemist is nuts enough with Cognatogens. I figured having a totally crazy bombing Sorc/Alch would be fun just to mix it up. xP

Weeh! True, but I loved the idea of a Sanguine Mutagens creator that extracts his own blood to make bloodline power elixirs... hmmm... maybe I should make THAT...

@OSW: Thanks for considerations, but let's Flak decide who's next on list.
After the Hand of God (Magus/Paladin) I have also the Redeemer (Paladin/Inquisitor) on schedule... and maybe now the Alchemist/Sorcerer called Bloodstreamer? ;D


@raiderrpg: Yay! Thx raider! Orphans thank you... ( I edited the contents pages to show secondary classes for each).

And, only coz I am also all about trying to maintain transparency, clarity and communication (and a little grumpy tonight!):

OSW wrote:
i'd prefer to see more focus on mutagenics, but that may be overdone already, both by us and others) i think it is a cool concept and worthy of exploring.

@bardess: still grumpy, one for you too:

flak wrote:
If possible, we don't we don't want to add to this list until we finish updating the core.

@flak: thanx for organisation update! I haven't heard from mauril on this thread since long time....

@everyone: remember this wolf's bark is worse than his bite... Really glad to see us pick up steam again....


Good wolf, good wolf, stay put, it's just an half idea for now!^^

RPG Superstar 2013 Top 8

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some idiot wrote:
If possible, we don't we don't want...

Ugh. /wrists over grammar

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Okay, here's the deal then, guys, based on your responses. I'm reposting an MCA Raider and I did together. It's already polished and sexy and we just need 2 more assenting voices on it to take it off the table. While you guys think about it, I'm going to begin polishing:

° Witchfinder
° Battle Caster
° Eldritch Fletcher

The next in-thread "workshop" on an MCA will be Bardess's Hand of God, I suppose, though I would still prefer we finish up those Core MCAs first.

Anyway, here's the Esoteric Chemist.
FYI Raider: this is slightly edited from last you looked at it, but the changes are already in the Gdoc. They're all polish changes, nothing in the rules.

Esoteric Chemist, courtesy Raider&Flak:

Primary Class: Wizard.

Secondary Class: Alchemist.

Hit Dice: d6.

Saves: good Reflex and Will, poor Fortitude.

Bonus Skills and Ranks: An esoteric chemist selects three alchemist skills to add to her class skills in addition to the normal wizard class skills. The esoteric chemist gains a number of ranks at each level equal to 2 + Int.

Weapon and Armor Proficiency: Esoteric chemists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with an esoteric chemist's movements, which can cause her spells with somatic components to fail.

The Esoteric Chemist
1. Arcane bond, Brew Potion, cantrips, chemistry school, potion for everything, Scribe Scroll
2.
3. Swift alchemy
4.
5. Bonus feat or discovery
6.
7.
8. Metamixture
9.
10. Bonus feat or discovery
11.
12. Metamixture
13.
14.
15. Bonus feat or discovery
16. Metamixture
17.
18. Instant alchemy
19.
20. Bonus feat or discovery, metamixture

Arcane Bond: At 1st level, an esoteric chemist may select an alchemist discovery from the following list in place of forming an arcane bond: cognatogen, infusion, mutagen, tumor familiar. An esoteric chemist may not bond with an object. This otherwise functions as and replaces arcane bond.

Formulae: At 1st level, the esoteric chemist may add one 1st-level alchemist formula to her spellbook. At each subsequent level, the esoteric chemist may add another formula to her spellbook. This formula must be of a level an alchemist of her level could learn, and can only be used to prepare extracts in the bonus spell slots provided by the chemistry school ability (see below). These formulae represent the specialized research of the esoteric chemist. She cannot add formulae to her spellbook in any other way. Alchemists, but not wizards, can learn formulae from an esoteric chemist's spellbook. These formulae are gained in addition to the spells a wizard normally receives in her spellbook from leveling up.

Brew Potion: At 1st level, the esoteric chemist receives Brew Potion as a bonus feat. She can use it to create potions of wizard spells as normal, but she can also brew potions of any formulae she knows (up to 3rd level), using her esoteric chemist level as her caster level. The formula must be of a spell that can be made into a potion.

Chemistry School (Su): When using Craft (alchemy) to create an alchemical item, an esoteric chemist gains a competence bonus equal to 1/2 her class level on the check. In addition, an esoteric chemist can use Craft (alchemy) to identify potions as if using detect magic. She must hold the potion for 1 round to make such a check. She also counts as an alchemist for the purpose of imbibing mutagenic and cognatogenic elixirs.

Additionally, she receives a bonus spell slot at each spell level she can cast, as from an arcane school, except that she must use it to prepare an extract (as an alchemist). An esoteric chemist may prepare an extract of any spell she knows if it could be made into a potion (regardless of spell level), or of any alchemist formulae she knows (see spellbook, above). An esoteric chemist may not cast formulae as spells, and may not prepare extracts using her normal spell slots.

The esoteric chemist's specialized research in alchemy detracts from her mastery of magic. At 1st level, the esoteric chemist forsakes four schools of magic, which cannot include transmutation. Once chosen, these opposition schools cannot be changed. An esoteric chemist who prepares spells from her opposition school must use two spell slots of that level to prepare the spell. In addition, the esoteric chemist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of her opposition schools. These penalties do not apply to extracts prepared using formulae from her opposition schools, nor potions brewed. This ability, along with potion for everything, metamixture, replaces arcane school.

Potion for Everything (Su): At 1st level, the esoteric chemist can produce any potion or alchemical item weighing up to 1 lb. from a pouch on her belt as a standard action. Items produced in this manner cannot have a total value of more than 25 gp per esoteric chemist level per day. They can be quaffed or otherwise used as part of the standard action it takes to produce hem; otherwise, they remain on hand for a number of rounds equal to the esoteric chemist's level. These potions and items are makeshift and improvisational in nature and cannot be sold. All potions created via this ability function at the esoteric chemist's caster level. An esoteric chemist can use this ability a number of times per day equal to 3 + her Intelligence bonus.

Swift Alchemy (Ex): At 3rd level, an esoteric chemist can create alchemical items with astounding speed. It takes an esoteric chemist half the normal amount of time to create alchemical items.

Bonus Feats: An esoteric chemist receives bonus feats as normal for a wizard, but she cannot select item creation feats or arcane discoveries. Instead, she may select alchemist discoveries as an alchemist of her level - 3. The effects and save DCs of all her discoveries are calculated as though her alchemist level were equal to her level. An esoteric chemist cannot select discoveries which modify bombs.

Metamixture: At 8th level, the esoteric chemist receives an extract- or potion-enhancing discovery from the following list: combine extracts, dilution, elixir of life, enhance potion, eternal potion, extend potion, infuse mutagen, infusion. At 12th level, and every four levels thereafter, the esoteric receives an additional discovery from the list. She must meet any prerequisites for these discoveries, using her esoteric chemist level − 3 as her alchemist level.

Instant Alchemy (Ex): At 18th level, an esoteric chemist can create alchemical items with almost supernatural speed. She can create any alchemical item as a full-round action if she succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation.

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While that's being looked over, again, I'm going to be trying to finally get in some polishing work. I continue to be sorry for my absence and limited involvement. I'll continue to have only sparse time & energy for a while.

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On the topic of the sorc/alch bomber, which yeah really shouldn't be on the table anytime soon IMHO -- just wanted to say ++ to it being a bomb-focused alch. The wizard alch (which you see here) is a very heavily non-bomb-y alchemist/arcanist, and doing the opposite with sorcerer alch is a good idea. But yeah. Enough on that for now. Raider you are such a devious little content producer :D


Flak wrote:
Raider you are such a devious little content producer :D

*Bows~* Thank you, thank you.

And yeah, I just wanted people to get a glimpse at my work and know I was still working on stuff, despite being somewhat quiet-ish and busy IRL.

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Anyway, I'll be focusing on playtesting and the wiki when I have time until stuff is polished. Once Flak's caught up, I'll be putting up the Blooded Hunter in full form, and the Sorc/Alch as well.

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Edit: Also, decided to make a quick note; Esoteric Chemist is THE BEST THING THIS THREAD HAS CREATED HANDS DOWN.

Not that I feel the need to shout it from rooftops or anything. No, no, your quiet and constant admiration from afar is enough for me.

*SHOT*

In all seriousness. I think it is a perfect example of what can happen when two of us come together, and I'm quite proud of the work Flak and I have put forth with it.

Problem cases like the chemist, witchfinder, etc.- this is how we should solve them. Partner up and just kick arse! Something to consider, people, something to consider next time you spend three+ weeks on a single class. No, no, I'm not looking at any people in particular... >:P

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Witchfinder, polished. I added something flavorful to feybane weapon (so it's not just 3 abilities with confusing names used to nerf bane), gave back medium armor as Purple demanded, etc. I also changed the progression of steel mind a bit to make the ability text simpler. I don't think it's by any means stronger. I also moved major hex to 14th level because that's when the inq gets the ability it's replacing. Of course, on top of that, I generally cleaned stuff up. Let's push this one on through the votes.

Witchfinder v. 4:
The witchfinder utilizes the very tricks of those he hunts to bring them to their judgment. To best combat dark practices one requires the aid of dark pacts, but woe betide the witchfinder who blurs the line between ardent execution of duty and fervent desire for power.

Primary Class: Inquisitor.

Secondary Class: Witch.

Hit Dice: d8.

Saves: good Fortitude and Will, poor Reflex.

Bonus Skills and Ranks: A witchfinder selects three witch skills to add to his class skills in addition to the normal inquisitor class skills. The witchfinder gains a number of ranks at each level equal to 4 + Int.

Weapon and Armor Proficiency: Witchfinders have the normal inquisitor weapon proficiencies: all simple weapons, the hand crossbow, the longbow, the repeating crossbow, the shortbow, and the favored weapon of his deity. Witchfinders are only proficient with light armor.

The Witchfinder
1st Inquisition, judgment, versatile casting, feybane weapon
2nd Essence trace, erudite incunabulist, steel mind, patron
3rd Hex
4th Judgment 2/day
5th Feybane, discern lies
6th Hex
7th Judgment 3/day
8th Second judgment
9th Hex
10th Judgment 4/day
11th Stalwart
12th Greater feybane, major hex
13th Judgment 5/day
14th
15th Hex
16th Judgment 6/day, third judgment
17th Slayer
18th Hex
19th Judgment 7/day
20th True judgment

Versatile Casting: Due to their dual nature, witchfinders have no qualms using any method to achieve their aims. A witchfinder may cast inquisitor spells of any alignment. This ability replaces detect alignment.

Inquisition: At 1st level, the witchfinder gains one of the following inquisitions: Spellkiller, Anger and Fate. This ability replaces domain.

Judgment (Su): A witchfinder's judgments function as normal for an inquisitor. Starting at 3rd level, however, the witchfinder gains a new use for his judgment. He may expend one of his daily judgments in order to use a hex on a creature who ordinarily could not be targeted by that hex due to daily hex usage restrictions. This requires no action in addition to the normal action required to use the hex. Beginning at 12th level, the witchfinder may expend two of his daily judgments to use a major hex in this manner.

Feybane Weapon (Su): At 1st level, the witchfinder selects one weapon, which must be either his deity's favored weapon or any single martial weapon, and designates that weapon as his feybane weapon. If he is not proficient with that weapon, he becomes proficient with it. At 3rd level, the witchfinder gains the benefits of Penetrating Strike when wielding his feybane weapon, bypassing up to 5 points of damage reduction. This only applies to the damage reduction of fey, outsiders, undead, and animated or summoned creatures.

Erudite Incunabulist (Ex): Witchfinders peruse ancient texts in order to better understand their foes. Beginning at 2nd level, the witchfinder adds his Wisdom bonus in addition to his Intelligence bonus on Knowledge skill checks made to identify the abilities and weaknesses of fey, outsiders, undead, and animated or summoned creatures, and on Spellcraft skill checks made to identify spells as they are being cast. This ability replaces monster lore.

Steel Mind (Ex): Witchfinders have trained their thinking to counteract the wiles of the fey. At 2nd level, a witchfinder gains a +1 morale bonus on all saves against mind-affecting effects. This bonus increases by +1 at 5th level, and every three levels thereafter, to a maximum of +7 at 20th level. This ability replaces stern gaze.

Trace Essence (Ex): The witchfinder is particularly adept at tracking his traditional enemies. When a witchfinder gains the benefits of his track ability against a creature identified via his erudite incunabulist ability, the bonus on Survival skills checks made to track that creature doubles (from +1/2 per witchfinder level to +1 per witchfinder level).

Patron: At 2nd level, a witchfinder chooses a witch patron and adds the patron's spells to his spell list. The inquisitor must still learn these spells before he can cast them, as normal for inquisitor spells. He casts his patron spells as divine spells. The following patrons complement the witchfinder: ancestors, endurance, occult, strength, wisdom, and vengeance. This ability replaces solo tactics and cunning initiative.

Hex: At 3rd level, and every three levels thereafter, a witchfinder gains one hex of his choice. The witchfinder may select the witchfinder's brand hex in addition to those normally available to witches. He cannot select an individual hex more than once, nor can he select the cauldron or coven hexes. This ability replaces the inquisitor's teamwork feats.

Feybane (Su): At 5th level, the witchfinder can imbue his feybane weapon with the bane weapon special ability as a swift action. This functions as and replaces the inquisitor's bane ability, except that it can only be used with the weapon the witchfinder has designated as his feybane weapon.

Greater Feybane (Su): At 12th level, the amount of bonus damage dealt when using feybane increases to 4d6. This ability otherwise functions as and replaces greater bane.

Major Hex: Starting at 14th level, the witchfinder can select a major hex anytime he could gain a hex. This ability replaces exploit weakness.

New Hex

Witchfinder's Brand (Su): This hex can only affect a creature the witchfinder has successfully tracked using trace essence. It has a range of 10 miles. The affected creature is visually marked in such a way as to alert all observers that it is being hunted. That creature receives a -4 penalty on all skill checks.

RPG Superstar 2013 Top 8

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And I'm going to be keeping a running tally of 'acceptance votes' on stuff that's on the table henceforth.

For now it looks like this:

===
MCA Endorsements
Esoteric Chemist Raiderrpg, Flak
Witchfinder Flak
===

As people post positive reactions, I'll add their names as endorsers. Remember that when we get to 4, an MCA is "okayed." Which doesn't mean we can't come back to it later, but DOES mean it's good enough for now.


Both GREAT. Yes, and yes.

RPG Superstar 2013 Top 8

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Your enthusiasm is appreciated ^^

===
MCA Endorsements
Esoteric Chemist Raiderrpg, Flak, Bardess
Witchfinder Flak, Bardess
===

I'm going to try to polish another one tonight (either Battle Caster or Eldritch was it Fletcher or Hunter I forget). But yeah. Moving forward! :D


(wags tail, accepts proffered biscuit. "woof. "woof")

Translation:
Nice work everyone... And nice edit/polish flak on witchfinder. (though you forgot medium armor...AND major hex at 14th level in the progression ;p) Also, from memory raiderrpg wanted a will save for witchfinder's brand, not sure why as it is already subject to Hex DC etc...

Vote yes and yes from me for both Esoteric Chemist and Witchfinder.

RPG Superstar 2013 Top 8

I should pay closer attention to myself. I didn't ACTUALLY add medium armor. Also, fixed the progression table. And added the save to the hex. For the record, OWS, hex DC only comes into play if the hex says a save is required. Ok here's the latest.

Witchfinder v. 4.1:
The witchfinder utilizes the very tricks of those he hunts to bring them to their judgment. To best combat dark practices one requires the aid of dark pacts, but woe betide the witchfinder who blurs the line between ardent execution of duty and fervent desire for power.

Primary Class: Inquisitor.

Secondary Class: Witch.

Hit Dice: d8.

Saves: good Fortitude and Will, poor Reflex.

Bonus Skills and Ranks: A witchfinder selects three witch skills to add to his class skills in addition to the normal inquisitor class skills. The witchfinder gains a number of ranks at each level equal to 4 + Int.

Weapon and Armor Proficiency: Witchfinders have the normal inquisitor weapon proficiencies: all simple weapons, the hand crossbow, the longbow, the repeating crossbow, the shortbow, and the favored weapon of his deity. Witchfinders are only proficient with light armor.

The Witchfinder
1st Inquisition, judgment, versatile casting, feybane weapon

2nd Essence trace, erudite incunabulist, steel mind, patron

3rd Hex

4th Judgment 2/day

5th Feybane, discern lies 

6th Hex

7th Judgment 3/day 

8th Second judgment

9th Hex

10th Judgment 4/day

11th Stalwart

12th Greater feybane

13th Judgment 5/day

14th Major hex

15th Hex 

16th Judgment 6/day, third judgment 

17th Slayer 

18th Hex

19th Judgment 7/day 

20th True judgment

Versatile Casting: Due to their dual nature, witchfinders have no qualms using any method to achieve their aims. A witchfinder may cast inquisitor spells of any alignment. This ability replaces detect alignment.

Inquisition: At 1st level, the witchfinder gains one of the following inquisitions: Spellkiller, Anger and Fate. This ability replaces domain.

Judgment (Su): A witchfinder's judgments function as normal for an inquisitor. Starting at 3rd level, however, the witchfinder gains a new use for his judgment. He may expend one of his daily judgments in order to use a hex on a creature who ordinarily could not be targeted by that hex due to daily hex usage restrictions. This requires no action in addition to the normal action required to use the hex. Beginning at 12th level, the witchfinder may expend two of his daily judgments to use a major hex in this manner.

Feybane Weapon (Su): At 1st level, the witchfinder selects one weapon, which must be either his deity's favored weapon or any single martial weapon, and designates that weapon as his feybane weapon. If he is not proficient with that weapon, he becomes proficient with it. At 3rd level, the witchfinder gains the benefits of Penetrating Strike when wielding his feybane weapon, bypassing up to 5 points of damage reduction. This only applies to the damage reduction of fey, outsiders, undead, and animated or summoned creatures.

Erudite Incunabulist (Ex): Witchfinders peruse ancient texts in order to better understand their foes. Beginning at 2nd level, the witchfinder adds his Wisdom bonus in addition to his Intelligence bonus on Knowledge skill checks made to identify the abilities and weaknesses of fey, outsiders, undead, and animated or summoned creatures, and on Spellcraft skill checks made to identify spells as they are being cast. This ability replaces monster lore.

Steel Mind (Ex): Witchfinders have trained their thinking to counteract the wiles of the fey. At 2nd level, a witchfinder gains a +1 morale bonus on all saves against mind-affecting effects. This bonus increases by +1 at 5th level, and every three levels thereafter, to a maximum of +7 at 20th level. This ability replaces stern gaze.

Trace Essence (Ex): The witchfinder is particularly adept at tracking his traditional enemies. When a witchfinder gains the benefits of his track ability against a creature identified via his erudite incunabulist ability, the bonus on Survival skills checks made to track that creature doubles (from +1/2 per witchfinder level to +1 per witchfinder level).

Patron: At 2nd level, a witchfinder chooses a witch patron and adds the patron's spells to his spell list. The inquisitor must still learn these spells before he can cast them, as normal for inquisitor spells. He casts his patron spells as divine spells. The following patrons complement the witchfinder: ancestors, endurance, occult, strength, wisdom, and vengeance. This ability replaces solo tactics and cunning initiative.

Hex: At 3rd level, and every three levels thereafter, a witchfinder gains one hex of his choice. The witchfinder may select the witchfinder's brand hex in addition to those normally available to witches. He cannot select an individual hex more than once, nor can he select the cauldron or coven hexes. This ability replaces the inquisitor's teamwork feats.

Feybane (Su): At 5th level, the witchfinder can imbue his feybane weapon with the bane weapon special ability as a swift action. This functions as and replaces the inquisitor's bane ability, except that it can only be used with the weapon the witchfinder has designated as his feybane weapon.

Greater Feybane (Su): At 12th level, the amount of bonus damage dealt when using feybane increases to 4d6. This ability otherwise functions as and replaces greater bane.

Major Hex: Starting at 14th level, the witchfinder can select a major hex anytime he could gain a hex. This ability replaces exploit weakness.

New Hex
Witchfinder's Brand (Su): This hex can only affect a creature the witchfinder has successfully tracked using trace essence. It has a range of 10 miles. If the target fails its Will save, the affected creature is visually marked in such a way as to alert all observers that it is being hunted. That creature receives a -4 penalty on all skill checks.

Should be good.

===
MCA Endorsements
Esoteric Chemist Raiderrpg, Flak, Bardess, OWS
Witchfinder Flak, Bardess, OWS
===

So Esoteric Chemist is a go =)


@flak:

flak wrote:
Witchfinder, polished. I added something flavorful to feybane weapon (so it's not just 3 abilities with confusing names used to nerf bane), gave back medium armor as Purple demanded

So medium armor or not? I don't care, just want to be clear. (And, although i should refrain from speaking for others, i'm pretty sure purplefixer did not demand it, it was just a suggestion...) ;p

Also, while I totally support the Occupy movement, I am OSW, not OWS! Purplefixer also used OCW above - I am so NOT obsessive-compulsive! (wipes everything down five times, checks msg boards thrice, wipes everything again including self for good measure)

@raiderrpg: I'll format Esoteric Chemist on the wiki over the next few days...

RPG Superstar 2013 Top 8

SORRY OSW :( :(
"OWS" rolls off my fingers so naturally these days what with the state of the nation.

And yes, no medium armor right now.


Light armor is good flavor for me. I confirm my thumbs up.

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