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RPG Superstar 2015

MultiClass Archetypes III: The Return of the MCA


Suggestions/House Rules/Homebrew

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Sounds like you and I are quite a bit alike in that area. Whenever my mind has free time, it's either working out the next chapters or plotlines on my novels, trying to create new MCAs, or work out problems with ones I'm currently critiquing. I always tried to work in some type of fantasy stuff into my open-end art assignments too.

BTW, your Spirit Binder will eventually be going up on the block for a work over by the MCP so that it can get onto the Wiki. Its nice to have a few devoted fans who are working our their own MCAs, so we can use them to fill open slots in the list, and all we need to do is go over them and tweak them, instead of fully creating them.

I think, with some other additions, the same will go for your Elemental Savant. I think if we go Diminished Spellcasting, we can get a few more monk abilities added in, like Fast Movement (Barbarian version), Evasion, Wholeness of Body (1/day vs. ki points), and Tongue of the Sun and the Moon.


Pathfinder Adventure Path Subscriber

Diminished spellcasting would be okay, it might even be better. I think that the Revelation are really the most important part of the Oracle for this archetype, since they give the character a number of elemental abilities that aren't limited just to offensive spells and resistance.

Dedicated Voter 2013, Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

Just a link here to SKR's excellent advice to RPG Superstar entrants regarding creating archetypes. Note that we don't follow all of these so faithfully when creating MCAs, but they are an excellent breakdown of some do's and dont's.

SKR's archetype creation advice


@Raider:

Here's a slight change to the Bloodline ability for Mad Bomber.

Bloodline: This is exactly like the sorcerer ability of the same name, except that the mad bomber must select the Chemaniac bloodline. In addition, a mad bomber may select the Extra Bomb feat or Remote Bomb feat as one of his bloodline feats, or as a normal feat gained through level advancement. Like Bomb related discoveries, these feats can be applied to his eldritch ka-booms.

I think it allows for some added flexibility for different builds. Also, here's something els I think we could add in to the Discovery ability blurp. I pulled these from the thread a little while ago, and thought these might be a good addition, and are based on one of your preliminary posts for the Mad Bomber a few months back.

Discoveries: At 4th level and every four levels thereafter, a mad bomber may select the mutagen discovery (and any subsequent discoveries) or bomb discoveries. Any bomb discovery he chooses is applied to his eldritch bomb. Alternatively, a mad bomber may choose to gain a +2 bonus to his eldritch bomb damage. This bonus can be chosen multiple times and its effects stack up to a maximum of +10.

Alternatively, whenever the mad bomber could select a discovery, he can choose one of the following abilities instead.

Blood-Induced Insanity (Ex): As a swift action, a mad bomber can sacrifice a spell slot of 2nd–level or higher to grant an ally the benefits of his Fire at Your Feet bloodline ability for a number of rounds equal to 1/2 his mad bomber level. For every two spell levels of the spell sacrificed above 2nd, the mad bomber can affect one additional ally, up to 4 allies with an 8th level spell slot or higher. At 20th level, allies gain immunity to the mad bomber’s fire spells or eldritch ka-booms for the duration of this ability.

Ranged Artillery (Ex): As a swift action, whenever a mad bomber creates an eldritch ka-boom, he can sacrifice an additional spell slot of 1st–level or higher to increase the range of his next eldritch ka–boom by 5 feet per level of the spell.

Siege Blast (Ex): As a swift action, whenever a mad bomber creates an eldritch ka-boom, he can sacrifice an additional spell slot of 3rd–level or higher to allow his next eldritch ka–boom to ignore a target’s fire resistance of an amount equal to 5 + 1 per level of the spell above 3rd.

Dedicated Voter 2013, Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

Nice Elghinn. Love seeing you use eldritch ka-booms each time. Remarkably silly, but very thematic.
* I love Blood Induced Insanity as a name but I don't see how the name relates to the mechanic.

*Ranged Artillery is nice and simple.

*Perhaps Siege Blast could damage constructs or buildings also?


"Blood" refering to his bloodborn spell ability, and use of them to induce the insanity, but maybe I'll drop the Blood Part, maybe change it to Shared Insanity.

RE: Siege Blast - perhaps I'll do a new one that deals with construction/building damage and call it siege blast, then rename the current one something like Fire Penetration or something.


Here's my revamped alternate abilities to Discoveries. Decided to ditch the spell slot costs, since his spell compliment is already used to power ka-booms and his normal spells. Figured the cost of a discovery was good enough.

Fire Penetration (Ex): The mad bomber’s eldritch ka-booms can ignore up to 5 points of fire resistance. This ability can be taken up to three times and its effects stack. The mad bomber must be at least 6th level to select this ability.

Ranged Artillery (Ex): The mad bomber increases the range of his eldritch ka-booms to Medium (100 feet + 10 feet per caster level). The mad bomber must be at least 10th level to select this ability.

Shared Evasion (Ex): Once per day, as a swift action, the mad bomber can grant a single ally that is adjacent to him the benefits of his Fire at Your Feet bloodline ability for a number of rounds equal to his Charisma modifier. For every four levels above 5th, the mad bomber can affect one additional ally, up to a maximum of 4 allies at 17th level. At 20th level, allies gain immunity to the mad bomber’s fire spells or eldritch ka-booms for the duration of this ability. The mad bomber must be at least 3rd level to select this ability

Siege Blast (Ex): As a swift action, whenever a mad bomber creates an eldritch ka-boom, he deals an additional 2d6 damage to buildings and structures. For example, a mad bomber of 12th level that sacrifices a 6th–level spell to create his eldritch ka-boom deals 6d6 fire damage to his target. If the target is a building or structure, he deals 6d6 fire damage + 2d6 additional damage. The mad bomber must be at 8th least level to select this ability.


Why not simplify this; Fire Penetration turns half of it to Arcane Damage or something?

Not sure if I like Shared Evasion...

Siege Blast could work, Ranged Artillery... Thinking on.


Pathfinder Adventure Path Subscriber

I noticed something odd with some of the Monk MCA archetypes:

Some of these classes get flurry of blows at 4th level. Okay, delaying it is fine. It should, as per the rules, function as using two weapon fighting with a monk weapon, but in these cases it is strictly WORSE. A character with a BAB of +1 would, using either thee TWF feat or flurry of blows, have a total base attack of -1/-1, like the Monk does (because when a monk flurries, his BAB becomes equal to his level).

Some of these characters with BABs of +4 get that same -1/-1 when they flurry, when if they were simply using the TWF feat, they would only have +2/+2, since TWF adds a -2 penalty on both attacks. This version of flurry is strictly worse than the TWF feat and than using a normal, single attack.


You have to remember, that one of the balancing things with the MCAs is delay of certain abilities. When an MCA has monk as the secondary class, often we have the Flurry of blows delayed in some manner. Again, that is because it is the secondary class. this is similar to the diminished spellcasting. Yes, you can get a better flurry if you just did it with the TWF feat chain, BUT, you are getting the ability as a class feature, and is not a feat tax. If someone really wants to get better Flurry, they can by all means use feats.

Perhaps we may need to revisit the flurry of blows and how we have them "diminished". It all depends. The paladin essentially gets the druid's animal companion at full power, but at 5th, while a ranger gets it at 4th, but at level -3. That is the precedent we've drawn from to develop the diminished flurry. A ranger's companion is strictly worse than a druid, and so, he can take feats I believe to fix that. Just like the Monk secondary MCAs, they can take feats to fix it, or choose a Monk primary MCA.

Just remember, if you were to use true multiclassing, and only took 5 levels of monk, you'd max out on number of attacks and damage, while the MCAs continue through 20 levels, and eventually gain the six+ attacks with flurry, although they may no be as nasty as a true monk or monk primary MCA. Flurry is a difficult feature to swap/tweak since its such an iconic ability. It's essentially worth 3 feats for swapping purposes.


Pathfinder Adventure Path Subscriber

In the cases of full BAB classes like the Wushu Warrior it just strikes me as a strictly worse option in combat. In the case of animal companions, even though the ranger pet is strictly worse than a druids, he's still giving the ranger more options and abilities, able to use his pet to scout ahead unnoticed, and the ranger can still utlize all of his other combat abilities while his pet does so. For the delayed flurry, a wushu warrior would be choosing to make two attacks that will probably miss in favor of a single attack that probably will not; with a str mod of +4 at 4th level it would be sacrificing a single attack with +8 to hit versus +3/+3 to hit. In that case, I would always jsut take the +8 single attack.


Hmm, I'll have to see what everyone else thinks in the MCP. Good point.
Most of the monk secondary MCAs are 3/4 BAB, and with the effective monk level -3 essentially gives them 3/4 BAB with their flurry. Perhaps for the flurry in monk secondary MCAs, we chould simply drop the BAB of flurry to 3/4 BAB? But then there is a -2 to that. +13 at 20th, but multiple attacks.

Maybe that would work. Although the mechanic perhaps should depend on the BAB of the MCA too. If it's a Full BAB monk secondary MCA, then use its effective monk level -3, giving it a +15 max BAB with flurry. If it's a 3/4 BAB monk secondary MCA, gains flurry as a 3/4 BAB plus the -2 penalty, dropping it to +13 at 20th max. I don't think we have a 1/2 BAB monk secondary MCA, I'll look, but if so, the martial training should improve his attacks, not worsen it. Then probably go with 3/4 BABA flurry with the -2, putting it at +13 max at 20th again, which is +3 better than the MCA's BAB.


The thing is too, some of the Full BAB MCAs have flurry as a secondary feature, their main combat still relying on their normal BAB. ALso, while the Mnk primary MCAs should have Full BAB flurry, some are reduced depending on how much of the secondary class is incorporated.

Ascetic Entertainer (Brd/Mnk) = 3/4 BAB MCA, uses full BAB but delayed 1 level
Wushu Warrior (Cav/Mnk) = Full BAB MCA, uses monk level-3 flurry
Arcane Fist (Mag/Mnk) = Full BAB MCA, no flurry, but uses unarmed strike at 3/4 BAB
Furious Fist (Mnk/Bbn) = 3/4 BAB MCA, normal Full BAB flurry
Healing Palm (Mnk/Pal) = 3/4 BAB MCA, uses monk level-3 flurry (lots of domain spells and abilities)
Holy Fist (Mnk/Pal) = Full BAB MCA, uses full BAB flurry
Mystic Pistoleer (Mnk/Gun) = currently going through revisions, but has 3/4 BAB, uses Full BAB flurry
Vanishing Hand (Nnj/Mnk) = 3/4 BAB MCA, uses monk level-3 flurry
Aspect Warrior (Sum/Mnk) = 3/4 BAB MCA, only gains unarmed strike, but gains additional attacks using natural weapons
Mysterious Sage (Wiz/Mnk) = 3/4 BAB MCA, only unarmed strike but monk damage

All of them have either a flurry on par with their MCA BAB, or one step below, making it a secondary feature.


Pathfinder Adventure Path Subscriber

Well, let's look at another class:

The Runescarred Fury gets the Barbarian's rage as a secondary feature, strictly weaker than the normal rage at first. That's fine, because Runescarred Furies only get one way to rage, and even though it's just a small boost, it's still a boost that helps them do everything else. A Runescarred Fury, in combat, will always benefit from his rage.

On the other hand, think about the Wushu Warrior's use of flurry. His goal is to hit the enemy. He can choose to do it either the Cavalier Way or the Monk Way. The Monk Way, as it is, probably never going to hit the enemy. If the enemy has 14 AC, a Wushu Warrior at 4th level with no Str mod (so just it's BAB) has by my calculation a 30% chance of hitting the opponent with two attacks. With a normal, full BAB attack he has a 50% chance, TWF with normal BAB he has a 40% and gets two attacks. The 3rd attack of a 6th level Wushu Warrior against the same opponent would have a have to be a 19 MINIMUM to hit, mere 10% chance to hit.

If he does take TWF his Flurry becomes a useless class feature because it doesn't stack with TWF, it is replaced by it, and the effective extra feats he gains at 8th and 12th are either useless as he uses TWF instead, or the TFW feat becomes useless as he uses Flurry instead.


Hmm, maybe we need to just look at the flurry swap as an equivalent swap for the 3 feats worth of abilities, and depending upon the BAB of the MCA, gains the ability as a monk of equal level but at a later time (like paladin's mount)or gains a monk level -3 version. I can see an MCA like the Wushu warrior who already hads the Full BAB gain the the flurry of blows as an equivalent level monk, but at a later level perhaps, and other MCA with 3/4 BAB gaining flurry but using the 3/4 BAB base, resulting in the +13 max BAB with flurry at 20th. The hard part is, balancing the MCAs, but also trying not to obsolete the Monk class directly in regards to Flurry since it is its iconic ability. I'll bring it to the MCP and we'll have a look at it. I can see your points you raise.

Dedicated Voter 2013, Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

Good points both you guys. I am NOT touching this one (in a flurry or otherwise!)


Raiderrpg wrote:

Why not simplify this; Fire Penetration turns half of it to Arcane Damage or something?

Not sure if I like Shared Evasion...

Siege Blast could work, Ranged Artillery... Thinking on.

I've changed the Fire Penetration and Range Artillery.

Arcane Power (Ex): The mad bomber’s eldritch ka-booms are magically altered so that half the damage is fire damage, but the other half results directly from raw arcane energy and is therefore not subject to being reduced by resistance to fire-based attacks. The mad bomber must be at least 10th level to select this ability.

Ranged Artillery (Ex): The base range of a mad bomber’s eldritch ka-booms increases to 40 feet. The mad bomber must be at least 8th level to select this ability.

I still think the Shared Evasion (rename Fiery Escape) would be useful for the Mad Bomber to avoid damaging allies close by. And Siege Blast would be good too. Provides a boost option to structure and building damage.

Still need to finalize a Capstone.


I think one of the following would be a good capstone.

Immortal Madness (Ex): At 20th level, you become a near unstoppable force of destruction in the multi-verse. From this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. In addition, your insatiable lust for fire and destruction has taken you over. You now use your Charisma modifier on Will saves instead of your Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove this madness.

Master of the Inferno (Su): At 20th level, you gain immunity to fire, including all fire-based spells, abilities, and effects. In addition, you can, as a swift action, modify any area fire spell you cast by changing the area's shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The fire spell works normally in all respects except for its shape. For example, a fireball whose area is changed to a cone deals the same amount of damage, but affects anyone caught in a 40-foot cone.


Immortal Madness looks good to me.

As does the rest.


Good! I'll do it up and present a final version.


Would some of you experts mind looking at the folowing and seeing if it's balanced. Looking over it myself it seems good, but i don't have much experience in MCA.

Lawbringer:
Name: Lawbringer(Name WIP)
Primary Class: Paladin
Secondary Class: Inquisitor
HD: d10
Skill Ranks/Level: 4 + Int mod
Skills: Bluff(Cha), Craft(Int), Diplomacy(Cha), Handle Animal(Cha), Heal(Wis), Intimidate(Cha), Knowledge(dungeoneering)(Int), Knowledge (nobility)(Int), Knowledge(planes)(Int), Knowledge (religion)(int), Perception(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spellcraft(Int), and Survival(Wis).
Alignment: Any Lawful
Level BaB Fort Save Ref Save Will Save
1 + 1 +2 +0 +2
2 + 2 +3 +0 +3
3 +3 +3 +1 +3
4 +4 +4 +1 +4
5 +5 +4 +1 +4
6 +6 +5 +2 +5
7 +7 +5 +2 +5
8 +8 +6 +2 +6
9 +9 +6 +3 +6
10 +10 +7 +3 +7
11 +11 +7 +3 +7
12 +12 +8 +4 +8
13 +13 +8 +4 +8
14 +14 +9 +4 +9
15 +15 +9 +5 +9
16 +16 +10 +5 +10
17 +17 +10 +5 +10
18 +18 +11 +6 +11
19 +19 +11 +6 +11
20 +20 +12 +6 +12

Level Special
1 Judgment 1/Day, Stern Gaze, Aura
2 Divine Grace, Detect Alignment
3 Divine Health, Solo Tactics, Teamwork Feat
4 J 2/Day
5 Bane, Discern Lies
6 Teamwork Feat, Cunning Initiative
7 J 3/Day
8 2nd Judgment, Aura of Resolve
9 Teamwork Feat
10 J 4/Day
11 Stalwart
12 Teamwork Feat, Greater Bane
13 SE/J 5/Day
14 Exploit Weakness
15 Teamwork Feat
16 J 6/day
17 Aura of Righteousness
18 Teamwork Feat
19 J 7/Day
20 True Judgment

Class Features:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Spells: Inquisitor Spell-list


Pathfinder Adventure Path Subscriber
Ed Wiscombe wrote:

Would some of you experts mind looking at the folowing and seeing if it's balanced. Looking over it myself it seems good, but i don't have much experience in MCA.

** spoiler omitted **

It seems balanced to me, buIt could use something more unique, rather than just being a mix of paladin and inquisitor class features. For instance, the Runescarred Fury's version of a spellbook (carving runes into his flesh) fits with the Barbarian asthetic. Likewise, the Shadow Fade (Rogue/Summoner) summons a Shadow creature as a companion and gets stealth-related magical abilities instead of spells.

Things Paladins and (good aligned) Inquisitors have in common:
1. Pursuit of evil.
2. Powers coming from holy sources.
3. Resilient to magic effects

Differences:
1.Paladins can wear heavy armor and are proficient with all martial weapons
2. Inquisitors get proficiency with only light and medium armor and simple weapon, plus the exotic repeating crossbows.
3. Inquisitors have a full caster level (getting spells at 1st level).

Since Paladin is the primary class and the theme is Law, my suggestions are:

1. Grant domain powers as an Inquisitor, except he can only choose the Law domain and associated subdomains if allowed.
2. Remove Lay on Hands, healing is associated with Good.
3. Combined lesser versions of Judgement and Smite into one ability that focuses entirely on Chaotic or creatures that have broken laws that the Lawbringer upholds.
4. The Lawbringer's Code of Conduct states that he must obey the laws of his people/deity to the letter, with the exception that he has the right to punish those that break them (if an enemy's crime has the penalty of death, he may and should kill them and whatever way seems appropriate).
5. Detect Alignment only works on Chaos or Law.


Hey fellas! Happy New Year ^_^

You know the fighter/summoner hybrid I talked about a few pages back. yeah, I revamped the idea and made into a class, inspired by Witchblade (oddly enough).

Name: Exo-eidolon warrior (a play on “exoskeleton”)

Primary Class: Fighter
Secondary Class: Summoner

HD: d10
Skill Ranks/Level: 2 + Int mod
Skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str) and Use Magic Device (Cha).

Alignment: Any
BaB: Full
Fort: Good / Ref: Bad / Will: Bad

Weapon and Armor Proficiency: An exo-eidolon warrior is proficient with all natural, simple and martial weapons and with all light armor and shields (except tower shields).

Exo-eidolon Gauntlet (Su): At 1st level, the exo-eidolon warrior gains a special gauntlet containing the power of an eidolon. As a swift action, the gauntlet liquefies itself and covers the warrior’s body in what seems to be a suit of armor. The warrior gains the benefits of a summoner’s eidolon, with a few exceptions:
- the form is the same as the biped eidolon, with the +2 natural armor and the claws free evolution
- he doesn’t gain the limbs (arms) and limbs (legs) free evolutions.
- he doesn’t use the biped eidolon’s stats, but his own
- he uses his own base attack bonus and saves
- he doesn’t get any additional skill points or feats
- the base eidolon’s natural armor bonus is equal to 1 per 2 levels
- the stat increases can be applied any two stats between Strength, Dexterity and Constitution, chosen when formed
- his evolution pool is equal to 1 point per level
- the maximum number of natural attacks he can make is equal to 1 per 4 levels
- he doesn’t get any of the special qualities, like devotion or evasion
- upon forming, he can choose which evolutions to activate and deactivate as separate move-actions

The exo-eidolon warrior can shape his exo-eidolon the same way a summoner can. However, he is limited to evolutions available only to biped eidolons. Furthermore, he can maintain the exo-eidolon only for 1 minute per level, after which he must make a Constitution check every minute to keep it active. Failing one check causes the warrior to become fatigued, failing a second check causes him to become exhausted and failing a third check causes him to fall unconscious and deactivating the exo-eidolon. Upon activating, the exo-eidolon needs the same amount of time that it was active to recharge and become active again, but the warrior can use it as often as he wishes. Finally, the gauntlet takes the hand slot for the purpose of magic items.

At 7th level, the exo-eidolon warrior can select a second form to which he can now select exclusive evolutions. He ignores the shape requirement for those.

At 14th level, the exo-eidolon warrior can select a third form to which he can now select exclusive evolutions

This ability replaces the fighter’s 1st-level bonus feat, bravery and armor training.

Weapon training (Ex): At 5th level, the exo-eidolon warrior can select a group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls per 4 levels. However, these bonuses are only applied to the exo-eidolon’s natural attacks.

Tireless exo-eidolon (Ex): At 19th level, the exo-eidolon warrior becomes attuned to such a degree that he no longer has to deactivate it to avoid fatigue or exhaustion. He can maintain it for an unlimited duration as long as he is conscious. This ability replaces the fighter’s armor mastery.

Weapon Mastery (Ex): At 20th level, a exo-eidolon warrior automatically confirms all critical threats made with the exo-eidolon’s natural attacks and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding melee weapons.

Evolutions: The exo-eidolon may select evolutions of his allowed forms, depending on his level. Furthermore, he has access to new evolutions.

Melee weapon spurs (1 point): The eidolon can create and wield one melee weapon (light, one-handed or two-handed) made from its body. The weapon is chosen by the creator, according to his own weapon proficiencies. The weapon fizzles out of existence when released from the eidolon’s grasp or when disarmed. The eidolon must possess the limbs (arms) evolution and the proper weapon training evolution. This weapon is considered a natural attack for the purpose of other evolutions, like pull or push.

Ranged weapon appendage (2 points): One of the eidolon’s appendages (arm, tentacle or tail) develops protrusions and functions like a certain type of non-firearm ranged weapon. The weapon is chosen by the creator, according to his own weapon proficiencies. For instance, an arm might develop a bow and string at the wrist or a tail might develop a hollow cavity that can expel javelins. The eidolon can produce ammunitions from its body at a rate of 1 shot equal its Constitution modifier per round. The eidolon must possess the proper appendage and the proper weapon training evolution. This weapon is considered a natural attack for the purpose of other evolutions, like pull or push.

Shield spur (1 point): The eidolon’s arm can create a sturdy shield, granting the benefits of a buckler. If 1 additional point is spent, the shield acts like a light steel shield. If 2 additional points are spent, the shield acts like a heavy steel shield. If 4 additional points are spent, the shield acts like a tower shield. The light shield version, and above, is considered a natural attack for the purpose of other evolutions, like pull or push.

Special material weaponry (1 to 3 points): The eidolon’s natural attacks are treated as been made of a special material for the purpose of bypassing damage reduction. Spending 1 point treats them as silver, 2 points as cold iron and 3 points as adamantine.
Magical weaponry (2 points): The eidolon’s natural attacks are treated as magic for the purpose of bypassing damage reduction.

Spikes (2 points): The eidolon’s skin is spiked or thorny, acting and dealing damage as armor spikes.

So, what do you think?


Pathfinder Adventure Path Subscriber

It seems almost the same as the Synthesist, since it's an eidolon being converted into armor. What if instead the eidolon was an evolving weapon?

Here's my version of the Fighter/Summoner:

Arms Conjurer

Arms Conjurers are warriors that form strong bonds with a being from the outer planes that takes the form of a sentient weapon.

Primary Class: Fighter
Secondary Class: Summoner

Hit Die: d8
Class Skills: An Arms Conjurer adds 3 Summoner class skills to his list of class skills.
Skill Ranks: 2 + Int Modifier

Weapon Eidolon
: An arms conjurer begins play with the ability to summon to his side a powerful outsider that takes the form of weapon. Weapon eidolons have the same alignment as the arms conjurer and can speak all of his languages.

Though they take the form of an object, weapon eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to 0 hit points (gaining the broken condition). Because they are somewhere between creature and weapon, spells that normally affect weapons do not affect them, nor do spells that can target creatures (such as Bull's Strength).

An arms conjurer can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the weapon eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the weapon eidolon was broken, in which case it returns with full hit points. The weapon eidolon does not heal naturally. The weapon eidolon remains until dismissed by the arms conjurer (a standard action). If the weapon eidolon is sent back to its home plane due to breaking, it cannot be summoned again until the following day.

The weapon eidolon takes a form shaped by the arms conjurer's desires. Each weapon eidolon receives a number of evolution points, based on the arms conjurer's class level, that can be used to give the weapon eidolon different abilities and weapon qualities. Whenever the arms conjurer gains a level, he must decide how these points are spent, and they are set until he gains another level of arms conjurer. The weapon eidolon receives 1 fewer evolution point than the standard eidolon.

The weapon eidolon's physical appearance is up to the arms conjurer, but it always appears as some sort of masterwork weapon. This control is not fine enough to make the weapon eidolon appear like a specific weapon. The eidolon also bears a glowing rune that is identical to a rune that appears on the arms conjurer's forehead as long as the weapon eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

This replaces the Bonus Feat gained at 1st level, Weapon training 1, 2, 3, and 4.

Weapon Sense: At 2nd level, the arms conjurer can, as a standard action, share the sense of his weapon eidolon. He can see and hear everything his weapon eidolon can. He can use this ability a number of rounds per day equal to his arms conjurer level. There is no range to this effect, but the arms conjurer and weapon eidolon must be on the same plane. This replaces bravery.

Deflection: At 3rd level, the arms conjurer's reflexes improve while wielding his weapon eidolon, using it to deflect blows with ease. Whenever he is holding his weapon eidolon, the arms conjurer receives a +1 shield bonus to his Armor Class and a +1 circumstance bonus on Reflex saving throws. This bonus increases by +1 at 7th, 11th, and 15th level (max +4). This replaces armor training 1, 2, 3, and 4.

Wielder's Call: At 6th level, as a standard action, an arms conjurer can call his weapon eidolon to his side. This functions as dimension door, using the arms conjurer level as caster level. When used, the weapon eidolon appears in the arm's conjurer's hands. The arms conjurer cannot use this ability if he does not have at least one hand free. If the weapon eidolon is out of range, the ability is wasted. The arms conjurer can use this ability once per day at 6th level, plus one additional time per day every four levels beyond 6th. This replaces the bonus feat gained at 6th level.

Defend the Master: At 12th level, the weapon eidolon has become powerful enough that it can leaves its master's grasp and fight on its own for a short time. This functions as the dancing weapon special quality, except that may fight on its own for a number of rounds equal to the arms conjurer's class level. If the weapon eidolon is within 30ft when this effect ends, it returns to the hand that looses it, otherwise it falls on the ground. This replaces the bonus feat gained at 12th level.

[b[Weapon Aspect[/b]: At 18th level, the arms conjurer can divert a up to 2 points from his weapon eidolon's evolution pool to store within himself and apply to all weapons he wields aside from his weapon eidolon. The weapons must meet the prerequisites of the weapon quality in order to benefit from this ability (only piercing and slashing melee weapons can benefit from the keen quality, for example). This replaces the bonus feats granted at 18th level.

Deflection Mastery: At 19th level, the arms conjurer because a master at using his weapons to avoid harm and deflect blows. While wielding his weapon eidolon, enemies gain no bonus to attack rolls when flanking the arms conjurer, and gains the benefits of evasion.

Weapon Mastery: This functions as the fighter ability of the same name, except that it only applies to the arm's conjurers weapon eidolon.

Weapon Eidolon Base Forms
By default, all weapon eidolons are masterwork quality, crit on a natural 20 and deal x2 damage. They have a hardness of 10 and are considered magic for thep urposes of overcoming damage reduction.

-Light Weapon:
Hit points: 2; Damage: (S) 1d3, (M) 1d4; Range: 10 ft; Type: B, P, or S (choose one)
-One-handed Weapon:
Hit points: 5; Damage: (S) 1d6, (M) 1d8; Type: B, P, or S (choose one)
-Two-handed Weapon:
Hit points: 10; Damage: (S) 1d8, (M) 1d10; Type: B, P, or S (choose one)
-Ranged Weapon*:
Hit Points: 10; Damage: (S) 1d6, (M) 1d8; Type: P

1-Point Weapon Evolutions:

Enhancement Bonus: The weapon eidolon receives a +1 enhancement bonus on attack and damage rolls. This does not stack with the +1 bonus to attack the weapon eidolon receives from being masterwork quality. This evolution may be taken multiple times. Each time it does, it costs twice as many evolution points as it did previously (a second time would cost 2 points, a third time would cost 4, etc).

Improved Damage: The business end of the weapon eidolon is particularly deadly. Its damage die increases by one step.

Push: The weapon eidolon is heat enough to push enemies away on a successful attack. Whenever the arms conjurer makes a successful attack with the weapon eidolon, he may make a free bull rush combat maneuver check against that opponent that does not provoke an attack of opportunity. This evolution can only be taken by weapon eidolons that deal bludgeoning damage.

Reach: The weapon eidolon is long enough to reach foes from a distance. It gain the reach special quality. A weapon eidolon with the ranged weapon base form cannot select this evolution.

Disarm: When attempting to disarm an opponent with the weapon eidolon, the arms conjurer gets +2 on the combat maneuver check.

Brace: When readied against a charge, the weapon eidolon deals double damage on a successful hit against a charging character.

Trip: The weapon eidolon can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

Double Type: The weapon eidolon's shape allows it to deal more than one type of damage (slashing bludgeoning, or piercing). When gaining this evolution, the arms conjurer has two option: to have the weapon eidolon deal both types of damage at once (half damage is one type, half if the other) or two each attack be fully one or the other.

2-Point Weapon Evolutions:

Double Weapon: You can use the weapon eidolon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round. In either case, all evolutions affect both ends of the weapon fully.

Energy Attack The weapon eidolon becomes charged with energy. The weapon eidolon gains one of the following weapon special qualities: flaming, frost, shocking, or corrosive. If 1 additional evolution point is spent, the weapon eidolon instead gains one of the following: flaming burst, shocking burst, frost burst, or corrosive burst. The arms conjurer must be at least 5th level before selecting this evolution.

Grapple: On a successful critical hit with the weapon eidolon, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon's reach, you end the grapple with that action.

Just about every weapon quality could be an evolution.


Big Lemon wrote:
It seems almost the same as the Synthesist, since it's an eidolon being converted into armor. What if instead the eidolon was an evolving weapon?

Yours is actually pretty good, and yeah, it looks a lot like the synthesist. I had in mind something to compensate to the fact that the synthesist doesn't get any of teh eidolon's feats as bonus feats for himself. Good luck trying to make a potential fighter with an eidolon armor when you're short on resources.

Your version has some potential, but it needs a few clarifications:
- Does the Improved Damage evolution is a one-time only evolution? If so, may I suggest the same point costs as the enhancement to make it hit harder?

- Can I take the Double Weapon evolution to make a two-handed weapon hits 1d10 on each end?

- How about adding these?
1-point evolutions:
Blocking
Distracting
Performance

2-points evolutions:
Monk
Deadly
Scatter

Scalable 1-point evolution:
Special Abilities: The weapon eidolon receives a +1 Special Ability. This evolution may be taken multiple times. Each time it does, it costs the same amount of points as the special ability would as enhancement bonus. The weapon eidolon must possess the Enhancement Bonus (+1) evolution.


"Evolving Weapon" is actually something very similar to what I'm working on for a Magus/Summoner, funnily enough! :P


Pathfinder Adventure Path Subscriber
Raiderrpg wrote:
"Evolving Weapon" is actually something very similar to what I'm working on for a Magus/Summoner, funnily enough! :P

I look forward to seeing it. Frankly, the evolution point system seems a bit complicated to stick onto a weapon in retrospect. With Sorc and Magi abilities you could probably streamline it a lot better.

And @JiCi that was the intent, though it might be a bit strong now that I think of it. If it decreased the damage die by 1 step (so instead of d10/d10 it was d8/d8) it might be a better fit. The goal was to make them start out as powerful as normal martial weapons.

Though honestly, if Raiderrpg is running with the evolving weapon concept and it turns out to be simpler, I might just abandon the concept for the Fighter/Summoner and instead go with something else.

Perhaps rather than receiving (as many or any at all depending) evolutions, the the eidolon begins play with either Light Armor Proficiency or proficiency with one Martial Weapon and from there on gains every one of the fighter's bonus feats. Sort of like a spiritual sparring partner/trainer. That should tread on the toes of the Astral Captain unless the player chose to take lots of Teamwork Feats (do combat oriented Teamwork Feats count as Combat Feats for a fighter?)


Well, I'm doing it -very- simply.

Spend points from Arcane Pool on a 1-for-1 basis for the weapon to gain those abilities; treated as an Animated Object of the appropriate size where needed.

For example, if you give a Longsword Arms, it'd be treated as a small construct, with strength 12, your BAB, etc.


Here's the Mad Bomber updated version.

@Ed Wiscombe: I'll be posting my revamps in a bit.

MAD BOMBER:

Primary Class: Sorcerer.

Secondary Class: Alchemist.

Alignment: Any chaotic.

Hit Dice: d6.

Bonus Skills and Ranks: The mad bomber may select three alchemist skills to add to his class skills in addition to the normal sorcerer class skills. The mad bomber gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The mad bomber is proficient with all simple weapons. A mad bomber is not proficient with any type of armor or shield. Armor interferes with a mad bomber’s gestures, which can cause his spells with somatic components to fail.

Diminished Spellcasting: The mad bomber casts arcane spells drawn from the sorcerer/wizards spell list, and both gains and knows one fewer spell of each spell level. If this reduces the number to 0 (minimum 1 for spells known), he may cast spells of that level only if his Charisma allows bonus spells of that level. He otherwise casts spells as a sorcerer of equal level. A mad bomber casts no cantrips and adds detect magic and read magic to his list of 1st-level spell known.

Bloodline: This is exactly like the sorcerer ability of the same name, except that the mad bomber must select the Chemaniac bloodline. In addition, a mad bomber may select the Extra Bomb feat or Remote Bomb feat as one of his bloodline feats, or as a normal feat gained through level advancement. Like Bomb related discoveries, these feats can be applied to his eldritch ka-booms.

Eldritch Ka-Booms: A mad bomber is first foremost a pyromaniac at heart, and has studied every known method to create explosions–from small precise detonations to fiery blasts of mass destruction. Starting at 1st level, a mad bomber can create volatile balls of eldritch flame in his hand that he can hurl at his enemies. A mad bomber can create a number of eldritch ka-booms each day equal to his mad bomber level + his Charisma modifier. In order to create an eldritch ka-boom, the mad bomber must sacrifice a spell slot of any level he can cast.

Creating and throwing an eldritch ka-boom requires a standard action that provokes an attack of opportunity. An eldritch ka-boom has a spell range of close (25 feet +5 feet per 2 caster levels) and uses the Throw Splash Weapon special attack. However, unlike an alchemist’s bomb, eldritch ka-booms are not considered weapons and are unaffected by feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a mad bomber’s bomb inflicts 1d6 points of fire damage per level of the spell sacrificed + additional damage equal to the mad bomber’s Charisma modifier (this bonus damage is not multiplied on a critical hit). Splash damage from a mad bomber’s eldritch ka-boom is always equal to the ka-boom’s minimum damage (so if the eldritch ka-boom would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the mad bomber’s level + the mad bomber’s Charisma modifier. The splash radius of a mad bomber’s eldritch ka-boom increases by an additional 5 feet at 6th level and every six levels thereafter, to a maximum of 20 feet at 18th level.

Mad bombers can create new types of eldritch ka-booms as discoveries (see the Discovery ability) as they level up. This ability replaces cantrips and spells lost due to diminished spellcasting.

Mayhem: The mad bomber lives for wanton destruction. Starting at 2nd level, whenever a mad bomber deals sufficient damage to cause a section of wall to collapse, or to destroy an object worth 1,000 GP or more that he does not own, he gains a +1 morale bonus to all saving throws and the DC of any spells he casts for one minute. This bonus increases to +2 at 10th level, and +3 at 18th level. This ability and discoveries replace bloodline spells.

Discoveries: At 4th level and every four levels thereafter, a mad bomber may select the mutagen discovery (and any subsequent discoveries) or bomb discoveries. Any bomb discovery he chooses is applied to his eldritch bomb. Alternatively, a mad bomber may choose to gain a +2 bonus to his eldritch bomb damage. This bonus can be chosen multiple times and its effects stack up to a maximum of +10.

Alternatively, whenever the mad bomber could select a discovery, he can choose one of the following bomber abilities instead.

Arcane Power (Ex): The mad bomber’s eldritch ka-booms are magically altered so that half the damage is fire damage, but the other half results directly from raw arcane energy and is therefore not subject to being reduced by resistance to fire-based attacks. The mad bomber must be at least 10th level to select this ability.

Fiery Escape (Ex): Once per day as a swift action, the mad bomber can grant a single ally that is adjacent to him the benefits of his Fire at Your Feet bloodline ability for a number of rounds equal to his Charisma modifier. For every five levels above 3rd, the mad bomber can affect one additional ally, up to a maximum of 4 allies at 18th level. The mad bomber must be at least 3rd level to select this ability

Ranged Artillery (Ex): The base range of a mad bomber’s eldritch ka-booms increases to 40 feet. The mad bomber must be at least 8th level to select this ability.

Siege Blast (Ex): As a swift action, whenever a mad bomber creates an eldritch ka-boom, he deals an additional 2d6 damage to buildings and structures. For example, a mad bomber of 12th level that sacrifices a 6th–level spell to create his eldritch ka-boom deals 6d6 fire damage to his target. If the target is a building or structure, he deals 6d6 fire damage + 2d6 additional damage. The mad bomber must be at 8th least level to select this ability.

CHEMANIAC BLOODLINE:

You come from a long line of crazed master chemists, who over long hours found ways to create gold from lead, life from salty mucus, and even the great mystery of splitting what some have called the atom (whatever that is). All you really understand is that they inhaled a lot of noxious fumes, thereby granting their offspring strange eldritch powers.

Class Skill: Knowledge (Arcana).

Bonus Spells: grease (3rd), resist energy (5th), fireball (7th), stoneskin (9th), fluid form* (11th), monstrous physique IV** (13th), insanity (15th), polymorph any object (17th), meteor swarm (19th). (*Advanced Player’s Guide, **Ultimate Magic)

Bonus Feats: Bouncing Spell, Brew Potion, Empower Spell, Great Fortitude, Improved Sunder, Lightning Reflexes, Maximize Spell, Skill
Focus (Craft Alchemy).

Bloodline Arcana: You have a deep, instinctive understanding of chemistry which affords you a bonus on all Craft (alchemy) checks equal to 1/2 your sorcerer level.

Bloodline Powers: Although you aren’t well known for your wisdom or common sense when it comes to things with a high volatility, your mistakes have afforded you great power and turned many a failure into a success.

Pyromania (Sp): Starting at 1st level, you can create a small fire at a range of 25 feet + 5 feet per 2 caster levels. This fiery conflagration has a 5 ft-radius. Objects within this radius catch fire immediately, while creatures gain a Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) to avoid it. This fire burns out naturally over time, and you retain no control once it has commenced. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fire at Your Feet (Ex): At 3rd level, you have become an expert at avoiding explosions, especially your own. You gain improved evasion against all of your fire-based spells and abilities that require a Reflex save.

Impossible Chemistry (Sp): At 9th level, you've learned the ancient secret of transforming inanimate objects into something more desirable, such as turning potatoes into gold. Once per day, you can transform a single object into another object of similar weigh and size as the polymorph any object spell. The object to be transformed can weigh no more than 5 pounds, plus an additional 5 pounds every four levels after 9th. This transformation otherwise functions as the polymorph any object spell.

Completely Insane (Su): At 15th level, you can induce a form of euphoric insanity within yourself. Once per day as an immediate action, you can gain the benefits of mind blank (as the spell) for a number of rounds equal to 1/2 your sorcerer level, at which time you cannot be rendered unconscious. While in this state of euphoria, you are compelled to cast a spell each round you are under its effect. You can resist this compulsory spellcasting by making a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier). If you fail, the mind blank affect ends and you take 1d4 points of temporary Wisdom damage for a number of minutes equal to the number of rounds under the mind blank effect. At 18th level, you can use this ability twice per day.

Immortal Madness (Ex): At 20th level, you become a near unstoppable force of destruction in the multi-verse. From this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. In addition, your insatiable lust for fire and destruction has taken you over. You now use your Charisma modifier on Will saves instead of your Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove this madness.


The 'completely insane' ability might need 'rendered unconscious worded a different way... more like Ferocity, really.

And the wisdom damage is a little weird to calculate; let's just pop them under a 1d4 round confusion effect. It could end up painful for them, sure, but that's the idea right? :P


Like this?

Completely Insane (Su): At 15th level, you can induce a form of euphoric insanity within yourself. Once per day as an immediate action, you can gain the benefits of mind blank (as the spell) for a number of rounds equal to 1/2 your sorcerer level, during which time you are compelled to cast a spell for each round you are under its effect. You can resist this compulsory spellcasting by making a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier). If you fail, the mind blank affect ends and you become confused for 1d4 rounds. While in this state of euphoria, you can remain conscious and continue casting spells even if your hit points are below 0. At 18th level, you can use this ability twice per day.

Dedicated Voter 2013, Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

@All you folk working on "living weapon" stylee MCAs might want to check these two threads out - the Electus really rocks the concept, and comes with a PDF as well! The Living weapon thread is a good work up too:

Electus Base Class

Living Weapon summoner archetype

Of less immediate interest to this concept but slightly related is my own addition to the field -  somewhat less based on Witchblade, though with a name like Gauntlet Witch the archetype has attracted plenty of comments of "derivative". Which it isn't. ;)

You can find the Gauntlet Witch in 

Kobold Quarterly #23

You can also find links to my four articles over at Kobold Quarterly in the comments section for KQ23 expanding on the Gauntlet Witch with racial variants. Here's the most recent:

Full Sleeve Midgard, Part IV

This article details dragonkin and gnoll racial variants of the Gauntlet Witch archetype. A new article on the elven and dwarven variants should appear on Friday...
[end shameless plug]

Happy tinkering living weaponeers!!!


I think we all got it wrong about the fighter/summoner archetype. How about focusing on the summoning aspect, like giving the fighter the Summon Monster spells, but that he can summon 2 times, 4 times or even 10 times the creatures the spell usually allows? How about that with abilities related to morale status, fear resistance, teamwork feats and such?


Pathfinder Adventure Path Subscriber
JiCi wrote:
I think we all got it wrong about the fighter/summoner archetype. How about focusing on the summoning aspect, like giving the fighter the Summon Monster spells, but that he can summon 2 times, 4 times or even 10 times the creatures the spell usually allows? How about that with abilities related to morale status, fear resistance, teamwork feats and such?

That's starting to bleed into the Astral Captain Summoner/Fighter, which is all about summoning a group of creatures using the Summon Monster __ ability that all have teamwork feats.

A think the Fighter/Summoner class would need to focus purely one-on-one combat that fighters are typically about, with the addition of an eidolon sparring partner that gains fewer evolutions but gains the fighter's bonus feats.


Pathfinder Adventure Path Subscriber

The Bonus Feats are the most iconic and important part of the fighter (that is almost never removed for archetypes), so running with that is a good idea, I think.


Ed Wiscombe wrote:

Would some of you experts mind looking at the folowing and seeing if it's balanced. Looking over it myself it seems good, but i don't have much experience in MCA.

** spoiler omitted **

Here's what I'd do Ed. With so many abilities from the Inquisitor remaining, or just altered, you should use the Inquisitor as your primary and Paladin as secondary. Here's what I've got. Still working out the added spells from the paladin list, will likely only be a few pertinent ones, or maybe none at all once I get through the list.

LAWBRINGER V.2:

Primary Class: Inquisitor.

Secondary Class: Paladin.

Alignment: Any lawful.

Hit Die: d8.

Bonus Skills and Ranks: The lawbringer may select three paladin skills to add to her class skills in addition to the normal inquisitor class skills. The lawbringer gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The lawbringer is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (but not tower shields).

Spellcasting: A lawbringer casts divine spells drawn from the inquisitor spell list, and adds the following paladin spells to that list at the indicated spell levels: ****. She also receives bonus spells per day if she has a high Wisdom score. A lawbringer otherwise learns and casts spells as an inquisitor equal to her lawbringer level.

Code of Conduct: A lawbringer must be of lawful alignment and loses all class features except proficiencies if she ever willingly commits an evil act. Additionally, a lawbringer's code requires that she respect legitimate authority, act strictly within those laws, help and exonerate those who are innocent (provided they do not use the help for chaotic ends), and bring to justice those who are guilty of grievous crimes. A lawbringer is well within her rights to punish those who are guilty to the fullest extent of the law, even executing the guilty if the crime warrants it.

Associates: While she may adventure with nonlawful allies, a lawbringer avoids working with chaotic characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a lawbringer can ally with chaotic associates, but only to defeat what she believes to be a greater chaos. A lawbringer should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A lawbringer may accept only henchmen, followers, or cohorts who are lawful.

Aura of Law (Ex): The power of a lawbringer’s aura of law (see the detect law spell) is equal to her lawbringer level. This ability replaces orisons.

Domain: This is exactly like the inquisitor’s ability of the same name, except that the lawbringer must select the Law domain or one of its subdomains. Alternatively, when the lawbringer chooses a domain, she can exchange her domain powers for those of one of the following inquisitions: Imprisonment, Justice, or Order. The lawbringer retains her domain spells.

Judgment (Su): This is exactly like the inquisitor’s judgment ability, except that lawbringer can create one of the following effects in place of a judgment. Each effect must be placed upon a creature that is either under investigation by the lawbringer, has been placed into his custody, or has been found guilty of a crime. Using these abilities expends one use of the lawbringer’s judgement ability.

Brand: The lawbringer can mark a creature as the brand spell, as a standard action. If the target moves more than 30 feet from the lawbringer, the target takes 1 point of damage per two levels the lawbringer possesses for each round beyond this range.

Censor: The lawbringer can render a creature mute for 1 round per level of the lawbringer, unless it makes a successful Will save (DC 10 + 1/2 the lawbringer’s level + the lawbringer’s Wisdom modifier). If it fails, the creature cannot speak, nor can it cast spells that have verbal components or use language-dependent effects. The lawbringer must be at least 4th level to use this ability.

Fearsome: The lawbringer can use the Intimidate skill to cause a creature within 10 feet to become shaken, unless it makes a successful Will save (DC 10 + 1/2 the lawbringer’s level + the lawbringer’s Wisdom modifier). At 10th level, the lawbringer can cause a creature to become frightened. At 16th level, the lawbringer can cause a creature to become panicked. The lawbringer must be at least 4th level to use this ability.

Overbear: The lawbringer can increase his base speed by +10 feet, and gains a +4 bonus to his Strength for 1 round per level. If the lawbringer is mounted, these bonuses also apply to his mount. The lawbringer must be at least 7th level to use this ability.

Shackle: The lawbringer creates shackles of force that attach to the target’s limbs. These shackles remain for 1 hour per level of the lawbringer and reduces the target’s speed by 10 feet. In addition, the target must make a successful Will save (DC 10 + 1/2 the lawbringer’s level + the lawbringer’s Wisdom modifier) or be subject to a slow spell with a caster level equal to the lawbinger’s level. The lawbringer must be at least 8t level to use this ability.

Tracker: The lawbringer can summon a creature to aid him to track an enemy or guilty individual, as if using a summon monster spell, save that the summoned creature lingers for only 1 hour before vanishing. At 5th level, a lawbringer can summon either an eagle or a dog. At 9th level, a lawbringer can summon a wolf or a leopard. At 13th level, a lawbringer can instead opt to summon a dire wolf or a hell hound. A lawbringer must be at least 5th level to use this ability.

Unshakable Faith: This ability allows the lawbringer to exchange one power from his domain chosen at 1st level with that of one of the other domains or inquisitions listed above. This exchange lasts for 1 minute.

Vigilance: This ability allows the lawbringer to seek out the guilty no matter where they are. The inquisitor gains low-light vision and darkvision 30 feet for 1 hour per level of the lawbringer.

Detect Chaos and Law (Sp): At 2nd level, a lawbringer can use detect chaos or detect law at will. She can only use one of these at any given time. This ability otherwise functions as and replaces detect alignment.

Divine Grace (Su): At 2nd level, a lawbringer gains the paladin’s divine grace ability. This ability replaces cunning initiative.

Divine Health (Ex): At 3rd level, a lawbringer gains the paladin’s divine health ability. This ability replaces third judgment.

Verdict (Su): At 5th level, a lawbringer can imbue one of her weapons with the axiomatic weapon special ability as a swift action. This ability only functions while the lawbringer wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the lawbringer before the duration expires. This ability lasts for a number of rounds per day equal to the lawbringer’s level. These rounds do not need to be consecutive. This ability otherwise functions as and replaces bane.

Aura of Resolve (Su): At 8th level, a lawbringer gains the paladin’s aura of resolve ability. This ability replaces second judgment.

Greater Verdict (Su): At 12th level, whenever a lawbringer uses her verdict ability, the amount of bonus damage dealt by the weapon against chaotic aligned creatures or creatures with the chaotic subtype increases to 4d6. This ability otherwise functions as and replaces greater bane.

Aura of Indictment (Su): At 14th level, a lawbringer's weapons are treated as law-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as law-aligned for the purposes of overcoming Damage Reduction. This ability functions only while the paladin is conscious, not if she is unconscious or dead. This ability replaces exploit weaknesses.

Aura of the Lawgiver (Su): At 17th level, a lawbringer gains DR 5/chaos and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. This ability replaces slayer.

Lawful Judgment (Su): This is exactly like the inquisitor’s true judgment ability, except that if the target of lawful judgment is chaotic, the lawbringer adds her Wisdom bonus (if any) to her attack rolls and automatically bypass any DR the creature might possess.

Swap Table
Domain = Domain (law or a subdomain), can also replace the domain powers with those of an inquisition
Orisons = Aura of law
Detect alignment = detect chaos and law
Judgment = Verdict (Smite chaos + Judgment)
Cunning initiative = Divine grace
Third judgment = Divine health
Bane/greater bane = Verdict/greater verdict (vs. chaos)
Second judgment = Aura of resolve
Exploit weaknesses = Aura of the Lawgiver
Slayer = Aura of righteousness (but vs. chaos)
True Judgement = Lawful judgment

Table: Lawbringer
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Aura of law, domain (law), judgment 1/day, stern gaze 1 — — — — —
2nd +1 +3 +0 +3 Detect chaos and law, divine grace, track 2 — — — — —
3rd +2 +3 +1 +3 Divine health, solo tactics, teamwork feat 3 — — — — —
4th +3 +4 +1 +4 Judgment 2/day 3 1 — — — —
5th +3 +4 +1 +4 Discern lies, verdict 4 2 — — — —
6th +4 +5 +2 +5 Teamwork feat 4 3 — — — —
7th +5 +5 +2 +5 Judgment 3/day 4 3 1 — — —
8th +6/+1 +6 +2 +6 Aura of resolve 4 4 2 — — —
9th +6/+1 +6 +3 +6 Teamwork feat 5 4 3 — — —
10th +7/+2 +7 +3 +7 Judgment 4/day 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Stalwart 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Greater verdict, teamwork feat 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Judgment 5/day 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Aura of indictment 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Teamwork feat 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Judgment 6/day 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Aura of the lawgiver 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Teamwork feat 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Judgment 7/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Lawful judgment 5 5 5 5 5 5


Pathfinder Adventure Path Subscriber

I may very well play/use this class for an NPC.


Any thoughts on Lawbringer v.2? Ed, what do you think? It's yours after all.


Pathfinder Adventure Path Subscriber

Here's another idea I'm interested in using in my more technologically advanced games:

The Pistol Witch:
Pistol Witch

As the Combustion Age dawns, the world and its magic changes. Some witches, rather than being inspired by the mysterious spirits of the natural world, feel compelled by the mysteries of gunpowder. Wielding their strange magic and firearms together, they are Pistol Witches.

Weapon and Armor Proficiency: The Pistol Witch is proficient with all simple weapons, plus the pepperbox, pistol, coat pistol, dagger pistol, double-barreled pistol, dragon pistol, and pistol sword cane. She is not proficient with any armor or shields.

Diminished Spellcasting: The Pistol Witch casts one fewer spells of each level than normal. If this would reduce her to 0 spells, she may only cast spells of that level of she has an Intelligence score high enough for bonus spells of that level.

Hex Pistol (Su): At 1st level, the Pistol Witch has the ability attune her one-handed firearms to be able to carry the power of her hexes. The Pistol Witch may attune up to two one-handed firearms to her hexes. Anytime she strikes a target with bullet fired from her hex pistols, she may cast a hex on that target as a free action. The target receives a saving throw against the effect as normal, and if it succeeds it may not be subject to the same hex again for 24 hours, as normal.

The Pistol Witch can attune her Hex Pistols at the start of each day. The atonement lasts until the Pistol Witch attunes a new firearm or the firearm is destroyed.

Gunsmith: The Pistol Witch gains the Gunsmithing feat and a battered gun that is identical to the gun a gunslinger gains at 1st level, except that the battered gun must be a one-handed firearm.

Patron of Grit (Ex): At 2nd level, the Pistol Witch receives a higher calling from the spirits of combustion, metal, and industry. She gains a small amount of grit points and a single 1st level gunslinger deed. At the start of each day, she gains 1 grit point and follows the normal gunslinger rules for gaining grit. She may gain additional grit throughout the day following the normal gunslinger rules, up to a maximum number of grit points equal to her Intelligence modifier. At 4th level, and every 2 levels thereafter, she gains the use of another deed that she qualifies for. This replaces Patron and Cantrips, but the Pistol Witch gains the Detect Magic and Read Magic cantrips and adds them to her familiar. She may cast either of these as 1st level spells.


Interesting concept Lemon. It feels more lie a class archetype vs. an MCA, likely due to the minimal gunslinger additions. Might want to add a bit more from gunslinger, some new abilities, or gun-related hexes to make it an MCA. Don't forget the swaps too. Maybe a spellstrike-esque ability to deliver touch spells with the pistol?


Pathfinder Adventure Path Subscriber

My main concern was making it a carbon copy of the Spellslinger. Frankly, the witch doesn't get very many evocation spells to use with the bullets, but Hexes (or, additionally, spells with the curse descriptor) are more specific to the witch and are also in greater supply. Plus, with diminished spellcasting, she isn't getting very many spells per day to begin with.

New hexes would be a good next step, I had some ideas for a few but didn't throw it in. Here are some things:
1. Hex Pistol can deliver spells with the curse descriptor as well as hexes.

2. Added to her spell list:
1st- Abundant Ammunition, Damp Powder, Fabricate Bullets, Jury Rig, Weaken Powder
2nd-Bullet shield, Destabilize Powder, Reloading Hands, Recoil Fire, Ricochet Shot, Stabilize Powder
3rd-Flash Fire
4th- Named Bullet

3. Some new Hexes:
Familiar's Mark: At The Pistol Witch's command, her familiar can lay this hex on an opponent to make them easier to hit. The familiar to make a melee touch attack against the creature she designates. If successful, the target is marked, and the witch gains +1 on attack and damage rolls with her Hex Pistols against that target for a number of rounds equal to her Intelligence modifier. This bonus increases by +1 at 5th level and every six levels therafter (to a maximum of +4 at 17th level). A creature may only be subject to this effect once per day.

Hex Machine: The Pistol Witch can lay a subtle curse on any device with intricate moving parts (clocks, firearms, etc.) that makes them more prone to breaking. For a number of rounds equal the witch's Intelligence modifier, any time the hexed device is used, it has a 25% chance of gaining the broken condition. Non-magical items do not receive a saving throw against this effect. A device that is broken in this way cannot be subject to this effect again that day.

Gun Senses: The Pistol Witch's senses around firearms are heightened. She gains a +4 insight bonus on Perception checks to notice concealed firearms and gets a +1 insight bonus on Initiative rolls when at least one enemy is wielding a firearm.

Could use more hexes, specifically major and grand ones, I'll try and think of more tomorrow. Having the new abilities stick to being hexes would give players the option of being more or less "traditional" for a witch


Those are a good start! I like them. Added spells are good too. Not sure if there are higher level gunslinger-related spells or not. I assume you've checked. Yeah, the gun/hex schtick is a good idea, keeps away from the spellslinger. I like the ability to use "curse" spells too. A few new major hexes and ONE grand hex would be good too. Especialy gun-related ones. I'm really starting to warm up to this one.

Post up your MCA when you've got it figured and I'll help work on it more from there. Should get OSW in on this one, since he's our resident witch lover.


Pathfinder Adventure Path Subscriber

All the firearm-related spells of levels higher than that refer specifically to siege engines and cannons, unfortunately.


Ah, yes. A bit much for a witch...:D

Star Voter 2014

I'd like to see a witch with a gun for familiar XD

Dedicated Voter 2013, Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path, Roleplaying Game Subscriber

Good thinking Bardess!!! Kind of like a gun-tlet witch? ;p

Star Voter 2014

Something like that XD- by the way, your witches are more and more becoming an alternate class, I think- what a work! ;)


Pathfinder Adventure Path Subscriber

I'm reluctant to remove the familiar in favor of a more powerful bonded gun. The familiar and the hexes are really the only thing the Witch can call it's own that separates it from being a Wizard. It would be cool, but then it would be just like the Spellslinger, wouldn't it?

Maybe it could give the option of having a familiar-like bond with the gun versus being bonded with a familiar, but then the normal witch does not have that option (unless you look at the Bonded Witch racial archetype).

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