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MultiClass Archetypes III: The Return of the MCA


Suggestions/House Rules/Homebrew

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Bardess wrote:
What if the MR can't heal herself? It's a little strained for the character to say that "The law doesn't apply to me, I am the law MYSELF".
Quote:
As for the "begging for mercy" ability, we could state that the damage or maluses inflicted by the judgment/verdict is canceled, or/and maybe that the smite evil damage is converted to nonlethal damage.
Quote:
Regarding the Verdict ability, I intended originally to make it function like the Inheritor's Crusader's sword against injustice ability. It should be clear to the GM if a NPC is gulity or not of a specific crime.

@Bardess: In regards to these three, I propose the following. I just wish I had have known in the first place that you had based the verdicts on the Inheritor's Crusader's sword against injustice ability. Would have made things easier. :D

Anyway, here's the changes I made to Hand of Judgment (now Sword of Judgment), Verdict, Improved Verdict, and Greater Verdict. I think this is what you're wanting. It's all based on Sword Against Injustice.

Merciful Redeemer:

Sword of Judgment (Su): Starting at 2nd level, a merciful redeemer may use her power to judge the guilty or absolve the innocent. As a standard action, a merciful redeemer may announce she is bringing her god’s judgment upon a target who is accused of an offense against society, a liege, an individual, or her deity. She then makes a melee attack with her weapon against the target as part of this judgment. The target must be accused of one of the following offenses, or anything like unto them: adultery/lust, assassination/murder, blasphemy/impiety, burglary/theft, deception/fraud, gluttony/greed, laziness/sloth, sedition/treason, or violence/wrath.

If the target is innocent of what he is accused, the attack stops just short of striking him, as if hitting an invisible wall, and is immediately healed for 1d6 hit points of damage for every two levels the merciful redeemer possesses. A merciful redeemer can choose to use this ability to heal herself as a swift action, leaving the judgment of her own guilt or innocence in the hands of her deity. If she is found guilty by her deity of any grave offense, the healing attempt fails and the use wasted.

Alternatively, if the target is guilty of what he is accused, the attack automatically hits with a flash of white light and immediately deals 1d6 hit points of damage to the target for every two levels the merciful redeemer possesses. Should a target guilty of an offense plead for mercy from the merciful redeemer, the damage dealt by this ability becomes nonlethal damage.

This attack requires no attack roll and cannot critically hit. If the target is protected by an effect that inhibits divinations (such as mind blank), the attack bounces off the target with an unpleasant metallic hiss, like quenching a red-hot blade in water. Sometimes people wrongly accused of great crimes beg for the intercession of a merciful redeemer, knowing this power will exonerate them. The merciful redeemer may use this ability a number of times per day equal to 1/2 her merciful redeemer level plus her Charisma modifier. This ability replaces lay on hands.

Verdict (Su): Starting at 3rd level, whenever a merciful redeemer uses her sword of judgment ability, a verdict is also pronounced upon the target. This only consumes one use of her sword of judgment ability. Each verdict adds an effect to the merciful redeemer’s sword of judgment ability. Whenever the merciful redeemer uses sword of judgment against one target, the target also receives either a verdict of condemnation or the verdict of absolution according to his guilt or innocence of the offense he is accused of.

If the target is innocent of the offense, he is granted a verdict of absolution and may freely accept or reject the benefits granted by that verdict. He is otherwise healed as described in the sword of judgment entry.

Alternatively, if the target is guilty of the offense, he receives a verdict of condemnation and must make a successful Will save to avoid the effect. If the save is successful, the target takes the sword of judgment damage as normal, but not the effects of the verdict of condemnation associated to the offense he is accused of. The DC of this save is equal to 10 + 1/2 the merciful redeemer’s level + the merciful redeemer’s Charisma modifier. A merciful redeemer can end any verdict (condemnation or absolution) as a free action. A verdict of condemnation or absolution remains in effect for 1 round per level of the merciful redeemer. This ability replaces the 3rd-level mercy.

A verdict announced through a merciful redeemer’s sword of judgment bestows the following benefits or penalties upon the target according to the guilt or innocence of the offense for which he was accused.

• Adultery/Lust: Verdict of Absolution...etc.

Improved Verdict (Su): At 9th level, any bonus granted by a verdict of absolution increases to +2, while any penalty bestowed by a verdict or condemnation increases to –2.

If a verdict of absolution against assassination/murder is pronounced, the target is automatically stabilized when reduced to 0 hit points and gains 1 additional hit point. If a verdict of condemnation against assassination/murder is pronounced, the target’s bleed damage increases to 2. This ability replaces 9th-level mercy.

Second Verdict (Ex): At 12th level, whenever a merciful redeemer uses her sword of judgment ability, up to two different verdicts can be pronounced upon the target instead of one. This only consumes one use of her sword of judgment ability. This ability replaces the 12th–level mercy.

Greater Verdict (Su): At 15th level, any bonus granted by a verdict of absolution increases to +3, while any penalty bestowed by a verdict or condemnation increases to –3.

If a verdict of absolution against assassination/murder is pronounced, the target is automatically stabilized when reduced to 0 hit points and gains 2 additional hit points. If a verdict of condemnation against assassination/murder is pronounced, the target’s bleed damage increases to 3. This ability replaces 15th-level mercy.

Third Verdict (Ex): At 18th level, whenever a merciful redeemer uses her sword of judgment ability, up to three different verdicts can be pronounced upon the target instead of two. This only consumes one use of her sword of judgment ability. This ability replaces the 18th–level mercy.

True Redemption (Su): At 20th level, a merciful redeemer can grant atonement (as the spell) to any target under the effects of her sword of judgment ability, as a swift action. The merciful redeemer must make a single melee attack (or a ranged attack if the target is within 30 feet) against the target, but she must declare she is using this ability prior to making the attack roll. If the attack hits, she deals damage normally, but the target must choose to accept or reject atonement. If the target accepts, the atonement takes immediate effect and requires no material components. If the target rejects, it must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the merciful redeemer’s level + the merciful redeemer’s Charisma modifier. Regardless of whether or not the save is made, that creature is immune to that merciful redeemer’s true redemption for 24 hours. True redemption may be used once every 1d4 rounds. This ability replaces holy champion.

Quote:
As for the divine bond, I'd replace again the defending and keen sword abilities with bane (evil humanoids) and bane (evil outsiders).

I think replacing defending with bane(evil humanoid and evil outsiders only) is good, but leave keen.


@MrShine: I'll get to your Divine Paragon tomorrow. :D I often need some time to ponder over things.

@mbuchholz: MrShine has given you some good direction. Go to our wiki website (at the beginning of this thread)and look over the guidelines. That should help you decide what class abilities you may want to keep/discard from each class. Often, when I create an MCA, depending on what I'm loking for, I may start with X as the primary and Y as the secondary, then find that it's easier to swap abilities fairly and properly with Y as primary and X as secondary instead. I did that with the Venom Blade (the new version still has to be passed by the MCP Crew).

So, come up with your general outline, what role and flavor you want the MCA to have, Primary/Secondary combination, what you are looking to swap in regards to abilities, etc. much like MrShine has done with his Divine Paragon post a bit up the thread. THEN we can start plugging away at things with you.


@Elghinn: No worries! Take your time, there aren't any deadlines here ;)


@Elghinn
This is PERRR-FECT! I LOVE you! Thanks, thanks, thanks!
And now I can work on the next archetype with all my fervor! ^-^


@Bardess: Just remember, if there is already an authorized class feature you are basing a new feature on, don't be afraid to use it as is, or with slightly different adjustments, like I did with the Merciful Redeemer. There are a number of MCA abilities that I have pirated from other Archetypes or Prestige Classes presented on the SRD and adjusted to make them work with my concept. Its always easier to borrow and adjust, than to try and create a new feature mechanic.


@MrShine: OK, here's the slightly adjusted, prettied up version of your Divine Paragon. I didn't include any ability that is the same as that of the Monk (primary class) in the write-up, which is in line with what PF does with their Archetype write-ups.

Mostly I streamlined language, and made some minor alterations to a few abilities. So, we'll start there for now. with everything now presented, including spells in a table, everyone can take a look at it as a whole.

I've looked a bit at balance yet, and moved some swaps around. Moved Purity of Body and Diamond Soul from Spellcasting and Domain to help swap for Channel Divine Aura. That one should be balanced now. We just need to focus on the swap balance for Spellcasting and Domain. There may not be enough there, so we may need to pare down or remove domain, or reduce flurry of blows, damage die, etc. In fact, damage die should be reduced by one damage die, now that I think about it, since he's now more focused on spells. May need to reduce or remove armor Bonus too for the same reason, maybe a max of +3? We'll see.

So, I'd like more than just me going over this one Crew, since swapping out Monk abilities for others can be complicated. In any case, I like the concept. :D

Divine Paragon:

The divine paragon is the ultimate warrior in service to his deity, honing his very body and soul into an instrument of the greater power he champions. Using his divine connection, the divine paragon bolsters his abilities and casts fearsome spells to better carryout the desires of his deity.

Primary: Monk.
Secondary: Cleric.
Alignment: Any lawful.
Hit Dice: d8.

Bonus Skills and Ranks: The divine paragon warder selects three cleric skills to add to his class skills in addition to the normal monk class skills. The divine paragon gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The divine paragon is proficient with the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, temple sword*, and his deity’s favored weapon. A divine paragon is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. (*Advanced Player’s Guide)

Flurry of Blows (Ex): This is exactly like the monk ability of the same name, except that the divine paragon can use his deity’s favored weapon with flurry of blows.

Spellcasting: A divine paragon casts divine spells which are drawn from the cleric spell list. He must choose and prepare his spells in advance, and in the same manner as a cleric. He also gains one domain spell slot per spell level per day that can only be used to cast his domain spell. A divine paragon can cast only a certain number of spells of each spell level per day according to his daily allotment, as shown on the Table: Divine Paragon. The divine paragon gains bonus spells for a high Wisdom score. A divine paragon otherwise prepares and casts spells as a cleric equal to his divine paragon level. This ability and domain replace evasion, ki pool, still mind, maneuver training, slow fall, high jump, wholeness of body, improved evasion, abundant step, diamond soul, timeless body, and tongue of the sun and the moon.

Domain: A divine paragon chooses one domain from among those belonging to his deity (see Domains at the end of the Cleric class entry in the Core Rulebook). A divine paragon can select the Law domain as his choice. The divine paragon gains the domain powers and spells that are each cast in his domain spell slot provided. He otherwise follows all other parameters pertaining to domains as described in the cleric class entry.

Bonus Feat: At 1st and 2nd level, a divine paragon may select a bonus feat, which must be taken from the following list: Combat Casting, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, and Weapon Focus. If he chooses the Weapon Focus feat, he ignores all prerequisites but must choose the favored weapon of his chosen deity.

Fast Movement (Ex): A divine paragon’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the divine paragon’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the divine paragon's land speed. This ability replaces the monk’s fast movement.

Channel Divine Aura (Su): Starting at 5th level, a divine paragon of an evil, good, or lawful deity gains a particularly powerful aura that corresponds to the alignment of his deity (lawful evil, lawful good, or lawful neutral) by channeling the power of his deity through his body. While this divine aura is in effect, a divine paragon gains a +2 sacred (or profane) bonus to Strength and Wisdom, and his unarmed attacks are treated to be lawful aligned for purpose of bypassing damage reduction. This divine aura lasts for a number of rounds equal to his divine paragon level + his Wisdom modifier. Drawing upon this ability uses up the same power as the divine paragon uses to cast spells. As a result, he cannot cast spells while this ability is in effect. As a divine paragon gains levels, his aura can create additional effects.

At 7th level, while his divine aura is in effect, a divine paragon is immune to mind-affecting spells and effects.

At 9th level, a divine paragon can spend one use of his channel divine aura to generate a sacred aura in a 10-foot radius. This sacred aura moves with the divine paragon. The divine paragon, and a number of allies equal to his Wisdom modifier that are within the radius gain fast healing 2 for the aura’s duration. Any undead who enter a sacred aura take 2d6 points of damage each round until they leave the sacred aura.

At 13th level, the radius of a divine paragon’s sacred aura increases to 20 feet, while his fast healing increases to 3, and damage against undead increases to 3d6. At 17th level, the radius of a divine paragon’s sacred aura increases to 30 feet, while his fast healing increases to 4, and damage against undead increases to 4d6.

At 11th level, the sacred (or profane) bonus to a divine paragon’s Strength and Wisdom scores increases to +4, and he gains a number of temporary hit points equal to his divine paragon level. In addition, a divine paragon can use his channel divine aura as a swift action.

At 13th level, once per day as a swift action, a divine paragon can spend one use of his channel divine aura to gain +2 bonus to confirm critical hits with his unarmed strikes or favored weapon for a number of rounds per day equal to his divine paragon level. A divine paragon can use this ability once per day.

At 15th level, once per day as a swift action, a divine paragon can spend one use of his channel divine aura to double the threat range of his unarmed strikes or favored weapon for a number of rounds per day equal to his divine paragon level. A divine paragon can use this ability once per day.

At 17th level, while his divine aura is in effect, a divine paragon gains spell resistance equal to 10 + his divine paragon level + his Wisdom modifier.

A divine paragon can channel divine aura a number of times per day equal to 3 + his Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A divine paragon can end this channeling effect as a free action. This ability replaces stunning strike, the bonus feats gained at 6th, 10th, 14th, and 18th level, purity of body, diamond soul, and quivering palm.

True Zealot (Sp): At 19th level, a divine paragon gains his 7th level domain spell and can cast it as a spell-like ability once per day. This ability replaces empty body.

True Paragon (20th): At 20th level, a divine paragon becomes one with the power of his deity. He gains DR 10/chaotic (lawful neutral), DR 10/evil (lawful good), or DR 10/good (lawful evil), and all domain spells are cast as if he had used the Maximized Spell metamagic feat, without any level penalties. In addition, the divine paragon gains the Native and Outsider types. This ability replaces perfect self.

Ex-Divine Paragons
A divine paragon who becomes non-lawful, or grossly violates the conduct of his god can no longer cast divine spells or use the channel divine aura ability. He cannot thereafter take levels in divine paragon until he has atoned for his deeds (see atonement spell).

Table: Divine Paragon
Base
Class Attack Fort Ref Will Unarm AC
Level Bonus Save Save Save Special Flurry of Blows Dmg* Bns

1st +0 +2 +2 +2 Bonus feat, domain, flurry of blows, –1/–1 1d6 +0
unarmed strike
2nd +1 +3 +3 +3 Bonus feat +0/+0 1d6 +0
3rd +2 +3 +3 +3 Fast movement +1/+1 1d6 +0
4th +3 +4 +4 +4 +2/+2 1d8 +1
5th +3 +4 +4 +4 Channel divine aura +3/+3 1d8 +1
6th +4 +5 +5 +5 +4/+4/–1 1d8 +1
7th +5 +5 +5 +5 +5/+5/+0 1d8 +1
8th +6/+1 +6 +6 +6 +6/+6/+1/+1 1d10 +2
9th +6/+1 +6 +6 +6 +7/+7/+2/+2 1d10 +2
10th +7/+2 +7 +7 +7 +8/+8/+3/+3 1d10 +2
11th +8/+3 +7 +7 +7 +9/+9/+4/+4/–1 1d10 +2
12th +9/+4 +8 +8 +8 +10/+10/+5/+5/+0 2d6 +3
13th +9/+4 +8 +8 +8 +11/+11/+6/+6/+1 2d6 +3
14th +10/+5 +9 +9 +9 +12/+12/+7/+7/+2 2d6 +3
15th +11/+6/+1 +9 +9 +9 +13/+13/+8/+8/+3/+3 2d6 +3
16th +12/+6/+2 +10 +10 +10 +14/+14/+9/+9/+4/+4/–1 2d8 +4
17th +12/+7/+2 +10 +10 +10 +15/+15/+10/+10/+5/+5/+0 2d8 +4
18th +13/+8/+3 +11 +11 +11 +16/+16/+11/+11/+6/+6/+1 2d8 +4
19th +14/+9/+4 +11 +11 +11 True zealot +17/+17/+12/+12/+7/+7/+2 2d8 +4
20th +15/+10/+5 +12 +12 +12 Perfect self +18/+18/+13/+13/+8/+8/+3 2d10 +5

Table: Divine Paragon Spells Per Day
Spells per Day
Level 1st 2nd 3rd 4th 5th 6th

1st 0+1 — — — — —
2nd 1+1 — — — — —
3rd 1+1 — — — — —
4th 1+1 0+1 — — — —
5th 1+1 1+1 — — — —
6th 2+1 1+1 — — — —
7th 2+1 1+1 0+1 — — —
8th 2+1 1+1 1+1 — — —
9th 2+1 2+1 1+1 — — —
10th 3+1 2+1 1+1 0+1 — —
11th 3+1 2+1 1+1 1+1 — —
12th 3+1 2+1 2+1 1+1 — —
13th 3+1 3+1 2+1 1+1 0+1 —
14th 4+1 3+1 2+1 1+1 1+1 —
15th 4+1 3+1 2+1 2+1 1+1 —
16th 4+1 3+1 3+1 2+1 1+1 0+1
17th 4+1 4+1 3+1 2+1 1+1 1+1
18th 4+1 4+1 3+1 2+1 2+1 1+1
19th 4+1 4+1 3+1 3+1 2+1 2+1
20th 4+1 4+1 4+1 3+1 3+1 3+1
Note: “+1” represents the domain spell slot


@MrShine: I will be going through Spellcasting, Domain, and Channel Divine Aura each individually and comparing the swaps for power today. Stay tuned.


@MrShine: OK, here's the overhauled version of the Divine Paragon. The spell use of the MCA is different, but based on another MCA's "spellcasting" type ability. Everything should be fairly balanced now that I've gone over them in depth. The key to MCAs is swapping similar powered abilities for others of similar power, so I went through every ability (and any power within the ability. It may not be quite as big a spellcaster as you hoped, but what he can do with spells is balanced (in my opinion) and swaps out abilities.

I've provided the breakdown of ability swaps, so you see how I arrived at the current version. Also, I moved some things around to ensure less dead levels.

Here is the breakdown.

Divine petition (1st-5th) = Evasion (avoid area-effects), High jump (1 ki +20 Acrobatics to jump), Imp evasion (no damage), Timeless body (ageless), and
Tongue of the sun and the moon (tongues)

Domain (5 spells + 3 powers ) = Stunning strike (feat + fatigue, sicken, stagger, blind/deaf), Still mind (+2 vs. enchantments), Ki pool (magic/lawful/adamantine, use 1 ki gain +1 atk, +20 speed, +4 AC), Slow fall (20 ft. to any distance), Wholeness of body (2 ki heal level in hp to self), Diamond body (immune to poison), Empty body (3 ki become ethereal)

Divine Aura
4 (lawful fists) = Maneuver training (full BAB to CMB)
6 (+2 Str/Wis) = Bonus feat (@ 6)
8 (immune to mind-affect spells/effects) = Purity of body (immune to disease)
10 (one use sacred aura FH 1/2/3, 1d6/2d6/3d6) = Quivering palm (vibrations, save of die)
12 (+4 Str/Wis) = Bonus feat (@ 10)
14 (one use +2 confirm crit) = Bonus feat (@ 14)
16 (one use double threat range) = Bonus feat (@ 18)
18 (SR 10 + level + Wis) = Diamond soul (SR 10 + level)

Perfect zealot = Perfect self (outsider, DR 10/chaotic, brought back to life)

Divine Paragon v.2:

The divine paragon is the ultimate warrior in service to his deity, honing his very body and soul into an instrument of the greater power he champions. Using his divine connection, the divine paragon bolsters his abilities and casts fearsome spells to better carryout the desires of his deity.

Primary: Monk.
Secondary: Cleric.
Alignment: Any lawful.
Hit Dice: d8.

Bonus Skills and Ranks: The divine paragon warder selects three cleric skills to add to his class skills in addition to the normal monk class skills. The divine paragon gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The divine paragon is proficient with the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, temple sword*, and his deity’s favored weapon. A divine paragon is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. (*Advanced Player’s Guide)

Flurry of Blows (Ex): This is exactly like the monk ability of the same name, except that the divine paragon can use his deity’s favored weapon with flurry of blows.

Divine Petition (Sp): Beginning at 1st level, a divine paragon can cast a small number of divine spells as a spell-like ability. A divine paragon’s selection of divine petition spells is limited to those from the cleric’s spells list. A divine paragon can cast detect magic, guidance, or stabilize a number of times per day equal to 3 + his Wisdom modifier. In addition, a divine paragon may select one 1st–level spell from the cleric spell list as his 1st–level petition.

At 5th level, a divine paragon may select one 2nd–level spell from the cleric spell list as his 2nd–level petition.

At 6th level, and at every even-numbered divine paragon level after that (8th, 10th, and so on), a divine paragon can choose to learn a new divine petition spell in place of one he already knows. In effect, the divine paragon loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and must be from the cleric spell list. A divine paragon may swap only a single spell at any given level.

At 9th level, a divine paragon may select one 3rd–level spell from the cleric spell list as his 3rd level petition.

At 13th level, a divine paragon may select one 4th–level spell from the cleric spell list as his 4th level petition.

At 17th level, a divine paragon may select one 5th–level spell from the cleric spell list as his 5th level petition.

When casting a 1st–, 2nd–, or 3rd–level petition spell, the divine paragon expends one daily use of his divine petition ability, while casting a 4th– or 5th–level petition spells expends two daily uses of his divine petition ability. A divine paragon can use his 1st–level or higher divine petition a number of times per day equal to 1/2 his divine paragon level. A divine paragon has a caster level equal to his divine paragon level. This ability replaces evasion, high jump, improved evasion, timeless body, and tongue of the sun and the moon.

Domain: A divine paragon chooses one domain from among those belonging to his deity (see Domains at the end of the Cleric class entry in the Core Rulebook). A divine paragon can select the Law domain as his choice. The divine paragon gains the domain powers and one domain spell slot of each spell level, as indicated on Table: Divine Paragon. He otherwise follows all other parameters pertaining to domains as described in the cleric class entry. This ability replaces stunning strike, still mind, ki pool, slow fall, wholeness of body, diamond body, and empty body.

Bonus Feat: At 1st and 2nd level, a divine paragon may select a bonus feat, which must be taken from the following list: Combat Casting, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, and Weapon Focus. If he chooses the Weapon Focus feat, he ignores all prerequisites but must choose the favored weapon of his chosen deity.

Fast Movement (Ex): A divine paragon’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the divine paragon’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the divine paragon's land speed. This ability replaces the monk’s fast movement.

Channel Divine Aura (Su): Starting at 4th level, a divine paragon of an evil, good, or lawful deity gains a particularly powerful aura that corresponds to the alignment of his deity (lawful evil, lawful good, or lawful neutral) by channeling the power of his deity through his body. While this divine aura is in effect, and his unarmed attacks are treated to be lawful aligned for purpose of bypassing damage reduction. This divine aura lasts for a number of rounds equal to his divine paragon level + his Wisdom modifier. Drawing upon this ability uses up the same power as the divine paragon uses to cast spells. As a result, he cannot cast spells while this ability is in effect. As a divine paragon gains levels, his aura can create additional effects.

At 6th level, while his divine aura is in effect, a divine paragon gains a +2 sacred (or profane) bonus to his Strength and Wisdom.

At 8th level, while his divine aura is in effect, a divine paragon is immune to mind-affecting spells and effects.

At 10th level, a divine paragon can spend one use of his channel divine aura to generate a sacred aura in a 10-foot radius. This sacred aura moves with the divine paragon. The divine paragon, and a number of allies equal to his Wisdom modifier that are within the radius gain fast healing 1 for the aura’s duration. Any undead who enter a sacred aura take 1d6 points of damage each round until they leave the sacred aura.

At 13th level, those within the aura gain fast healing 2, and damage against undead increases to 2d6 per round. At 17th level, those within the aura gain fast healing 3, and damage against undead increases to 3d6 per round.

At 12th level, the sacred (or profane) bonus to a divine paragon’s Strength and Wisdom scores increases to +4, and he gains a number of temporary hit points equal to his divine paragon level. In addition, a divine paragon can use his channel divine aura as a swift action.

At 14th level, once per day as a swift action, a divine paragon can spend one use of his channel divine aura to gain +2 bonus to confirm critical hits with his unarmed strikes or favored weapon for a number of rounds per day equal to his divine paragon level. A divine paragon can use this ability once per day.

At 16th level, once per day as a swift action, a divine paragon can spend one use of his channel divine aura to double the threat range of his unarmed strikes or favored weapon for a number of rounds per day equal to his divine paragon level. A divine paragon can use this ability once per day. At 18th level, while his divine aura is in effect, a divine paragon gains spell resistance equal to 10 + his divine paragon level + his Wisdom modifier.

A divine paragon can channel divine aura a number of times per day equal to 3 + his Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A divine paragon can end this channeling effect as a free action. This ability replaces maneuver training, the bonus feats gained at 6th, 10th, 14th, and 18th level, purity of body, diamond soul, and quivering palm.

Perfect Zealot (20th): At 20th level, a divine paragon becomes one with the power of his deity. He gains DR 10/chaotic (lawful neutral), DR 10/evil (lawful good), or DR 10/good (lawful evil), and all domain spells are cast as if under the effects of the Maximized Spell metamagic feat, without any level penalties. In addition, the divine paragon is forevermore treated as an outsider rather than as a humanoid (or whatever the divine paragon creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the divine paragon can still be brought back from the dead as if he were a member of his previous creature type. This ability replaces perfect self.

Ex-Divine Paragons
A divine paragon who becomes non-lawful, or grossly violates the conduct of his god can no longer cast divine spells or use the channel divine aura ability. He cannot thereafter take levels in divine paragon until he has atoned for his deeds (see atonement spell).

Table: Divine Paragon
Base
Class Attack Fort Ref Will Unarm AC
Level Bonus Save Save Save Special Flurry of Blows Dmg* Bns

1st +0 +2 +2 +2 Bonus feat, divine petition (1st), domain, –1/–1 1d4 +0
flurry of blows, unarmed strike
2nd +1 +3 +3 +3 Bonus feat +0/+0 1d4 +0
3rd +2 +3 +3 +3 Domain spell (1st), fast movement +1/+1 1d4 +0
4th +3 +4 +4 +4 Channel divine aura +2/+2 1d6 +1
5th +3 +4 +4 +4 Divine petition (2nd) +3/+3 1d6 +1
6th +4 +5 +5 +5 +4/+4/–1 1d6 +1
7th +5 +5 +5 +5 Domain spell (2nd) +5/+5/+0 1d6 +1
8th +6/+1 +6 +6 +6 +6/+6/+1/+1 1d8 +2
9th +6/+1 +6 +6 +6 Divine petition (3rd) +7/+7/+2/+2 1d8 +2
10th +7/+2 +7 +7 +7 +8/+8/+3/+3 1d8 +2
11th +8/+3 +7 +7 +7 Domain spell (3rd) +9/+9/+4/+4/–1 1d8 +2
12th +9/+4 +8 +8 +8 +10/+10/+5/+5/+0 1d10 +3
13th +9/+4 +8 +8 +8 Divine petition (4th) +11/+11/+6/+6/+1 1d10 +3
14th +10/+5 +9 +9 +9 +12/+12/+7/+7/+2 1d10 +3
15th +11/+6/+1 +9 +9 +9 Domain spell (4th) +13/+13/+8/+8/+3/+3 1d10 +3
16th +12/+6/+2 +10 +10 +10 +14/+14/+9/+9/+4/+4/–1 2d6 +4
17th +12/+7/+2 +10 +10 +10 Divine petition (5th) +15/+15/+10/+10/+5/+5/+0 2d6 +4
18th +13/+8/+3 +11 +11 +11 +16/+16/+11/+11/+6/+6/+1 2d6 +4
19th +14/+9/+4 +11 +11 +11 Domain spell (5th) +17/+17/+12/+12/+7/+7/+2 2d6 +4
20th +15/+10/+5 +12 +12 +12 Perfect zealot +18/+18/+13/+13/+8/+8/+3 2d8 +5


Actually, looking over everything, I think with the change of the spellcasting (from the original)to the Divine Petition ability, and the balance of Domain and Channel Divine Aura, we can make the unarmed damage the same as a monk, and add back in the normal fast movement of the monk too.

Thus:

Table: Divine Paragon
Base
Class Attack Fort Ref Will Unarm AC Fast
Level Bonus Save Save Save Special Flurry of Blows Dmg* Bns Move

1st +0 +2 +2 +2 Bonus feat, divine petition (1st), –1/–1 1d6 +0 +0 ft.
domain, flurry of blows, unarmed strike
2nd +1 +3 +3 +3 Bonus feat +0/+0 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Domain spell (1st), fast movement +1/+1 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Channel divine aura +2/+2 1d8 +1 +10 ft.
5th +3 +4 +4 +4 Divine petition (2nd) +3/+3 1d8 +1 +10 ft.
6th +4 +5 +5 +5 +4/+4/–1 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Domain spell (2nd) +5/+5/+0 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 +6/+6/+1/+1 1d10 +2 +20 ft.
9th +6/+1 +6 +6 +6 Divine petition (3rd) +7/+7/+2/+2 1d10 +2 +30 ft.
10th +7/+2 +7 +7 +7 +8/+8/+3/+3 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Domain spell (3rd) +9/+9/+4/+4/–1 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 +10/+10/+5/+5/+0 2d6 +3 +40 ft.
13th +9/+4 +8 +8 +8 Divine petition (4th) +11/+11/+6/+6/+1 2d6 +3 +40 ft.
14th +10/+5 +9 +9 +9 +12/+12/+7/+7/+2 2d6 +3 +40 ft.
15th +11/+6/+1 +9 +9 +9 Domain spell (4th) +13/+13/+8/+8/+3/+3 2d6 +3 +50 ft.
16th +12/+6/+2 +10 +10 +10 +14/+14/+9/+9/+4/+4/–1 2d8 +4 +50 ft.
17th +12/+7/+2 +10 +10 +10 Divine petition (5th) +15/+15/+10/+10/+5/+5/+0 2d8 +4 +50 ft.
18th +13/+8/+3 +11 +11 +11 +16/+16/+11/+11/+6/+6/+1 2d8 +4 +60 ft.
19th +14/+9/+4 +11 +11 +11 Domain spell (5th) +17/+17/+12/+12/+7/+7/+2 2d8 +4 +60 ft.
20th +15/+10/+5 +12 +12 +12 Perfect zealot +18/+18/+13/+13/+8/+8/+3 2d10 +5 +60 ft.

EDIT: Wow, I feel so alone on this thread. It seems like its only me and OSW from the MCP Crew on this thread right now.


@Quintin Belmont: Hey, if you're still around and interested, I'm still waiting to see your Runic Berserker...:D


@ Elghinn: Wow, lots of stuff to look over! I don't know if I have time just now to fully evaluate everything you've put down here; give me a day or two, and I'll get back to you with my complete response. Off the top:

- Ok, so it looks like you've really pared down the spellcasting aspect of the build... I guess access to a small number of spells plus domain spells is pretty strong already? I'm pretty OK with this, as long as we can conserve some power in the Channel feature.

- In terms of Domain, I think that he should be able to choose any domain of any Lawful aligned god; after all, not every divine paragon is going to be following the same deity. I feel that if he is going to have extremely limited spellcasting, this will be the area where the player will have the most flexibility in terms of what flavour and what spells they end up with in the end (because they can only really choose 1 spell / level outside of the domain in your build). This would of course restrict him to any Lawful/[blank] deity.

> EDIT: Ah, I misread this at first. (reading too fast!). Can choose any Domain of his Deity OR Law domain. Makes sense, I dig it.

- having been doing a fair bit of reading into the Monk class on these same forums, I get the feeling that the regular monk as-is is a bit underpowered in Combat when it comes to levels 15-20 (the main problem being lack of enhancement bonus). I think that the best way to remain relevant as a combat character in the later levels is to make sure that the bonuses from the Channel ability provide sufficient power to actually be able to hit the enemies with good AC and DR. I've actually got a pretty good idea already about what I want to do concerning this change so give me a day like I said and I'll get it all down on [electronic] paper.

-last thing: we definitely can't remove the AC bonus as a feature; one of the primary Monk characteristics is his high defensive setup and given that he definitely won't be wearing armour, we really do need this AC bonus around. I mean, it won't exceed AC 25 in the final levels without some really insane AC boosts from items... +5 from class, +~5 from WIS, + whatever Dex bonus is there...

anyway, like I said just some quick thoughts. I'll get back at you with some more detailed revisions soon.

MrShine


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Here's a rough early taste of the Beastbrewer- I'll post the first draft as soon as I'll complete it.

Beastbrewer

Primary Class: Alchemist
Secondary Class: Summoner
Skills: no bonus
BAB: 3/4
Saves: GGP
Alignment: Any
1) Alchemy, bottled monsters I, brew potion, experimental beast, mutagen
2) –
3) Bottled monsters II, discovery
4) –
5) Bottled monsters III
6) Discovery
7) Bottled monsters IV
8) –
9) Bottled monsters V, discovery
10) –
11) Bottled monsters VI
12) Discovery
13) Bottled monsters VII
14) Persistent mutagen
15) Bottled monsters VIII, discovery
16) –
17) Bottled monsters IX
18) Discovery
19) –
20) Grand discovery


So is the experimental beast going to be an eidolon on mutagens?

Because if so, that is AWESOME!!!!!


Bardess wrote:
Here's a rough early taste of the Beastbrewer...

So, Bottled Monsters, is that like "Genie in a Bottle"? :D

I assume that this functions like the summon monster spell, but summons the monsters when the bottle is opened or smashed on the ground?

I don't know what you have for your experimental beast, but what might be cool for your Beastbrewer, since you are already using the "bottled monsters" idea, is that your experimental beast functions like an eidolon, but doesn't come from another plane.

Instead, he/she's concocted/created it through alchemical means, and is kept in a special container, a bottle of sorts similar to the efreeti bottle magic item. When its supposed to be sent back to its "plane" it instead goes back into its bottle. And like the eidolon/summon monster abilities, he can only have his summon monster bottle or his experimental beast bottle open at any given time.

Since it's an experimental beast, perhaps it's got a chance of attacking its master and allies at early levels (see Efreeti Bottle item), then becomes "tame" by say 3rd or 4th level?

Or, the experimental beast becomes uncontrollable if it's free of its bottle and the Beastbrewer is unconscious. Then, the allies of the beastbrewer can use the special bottle to trap the beast within (see Bottle of the Bound magic item)

Just a thought that might be very flavorful for the concept od a brewing monster summoner. Shall await you post. :D


Oooo, Vero's idea is good too.


Some of this, and some of that. I took something from the Preservationist, and something from Dr. Moreau. The draft will be completed in a few days. ^^


And here it is. I took some ability from the Preservationist and Vivisectionist archetypes too.
This must be maybe my fourth or tenth attempt to make this archetype work. Flak made me sweat the previous times, and I must thank him for that, because this way I learned many things. Even this version could maybe be a little too similar to the Wild Herbalist, but I really hope it's balanced this time.
So without further delay...

The Beastbrewer:

Behind the appearance of every magical or unusual beast in the world there could be the hand of a beastbrewer. This alchemist is less interested in flashing explosions or in acquiring more strength and resilience himself with his mutagens, and much more interested in tampering with the laws of evolutions in order to discover the secrets of life- and actually improving life forms according to his own criteria, needs and desires. A beastbrewer modifies existing creatures with alchemical or surgical procedures for the sake of evolution, science, money or just sport, but is not necessarily a cruel or mad scientist like the reanimator or vivisectionist.

Primary Class: Alchemist
Secondary Class: Summoner
Skills: no bonus
BAB: 3/4
Saves: GGP
Alignment: Any
1) Alchemy, bottled monsters I, brew potion, experimental beast, mutagen
2) –
3) Bottled monsters II, discovery
4) –
5) Bottled monsters III
6) Discovery
7) Bottled monsters IV
8) –
9) Bottled monsters V, discovery
10) –
11) Bottled monsters VI
12) Discovery
13) Bottled monsters VII
14) Persistent mutagen
15) Bottled monsters VIII, discovery
16) –
17) Bottled monsters IX
18) Discovery
19) –
20) Grand discovery

Alchemy (Su): as alchemist, plus the beastbrewer gains access to the following spells from the summoner’s list as additional extracts:
1st level- corrosive touch, daze monster, feather fall, grease, lesser rejuvenate eidolon, life conduit, magic fang, mount, ray of sickening; 2nd level- lesser evolution surge, glide, lesser restore eidolon, phantom steed, summon swarm, web shelter; 3rd level- black tentacles, charm monster, control summoned creature, evolution surge, greater magic fang, improved life conduit, rejuvenate eidolon, restore eidolon; 4th level- baleful polymorph, greater evolution surge, insect plague, transmogrify; 5th level- conjure black pudding, creeping doom, greater heroism, greater life conduit, greater rejuvenate eidolon, hungry pit, tar pool; 6th level- dominate monster, eagle aerie, incendiary cloud, protection from spells.
All the spells that affect normally eidolons work on the beastbrewer’s experimental beast (see below), but can’t affect normal eidolons or experimental beasts belonging to other beastbrewers.
Bottled Monsters: At 1st level, a beastbrewer adds Handle Animal to his list of class skills. He adds summon nature’s ally I to his formula book as a 1st-level extract. When he prepares that extract, he actually prepares a tiny, preserved specimen in a bottle (as with a caster casting the spell, the beastbrewer doesn’t have to choose the creature until he uses the extract). When the alchemist opens the bottle, the specimen animates and grows to normal size, serving the beastbrewer as per the spell and otherwise being treated as a summoned creature. When the duration expires, the preserved creature vanishes. No other creature can use this extract, even if the beastbrewer has the infusion discovery. The Augment Summoning feat can be applied to these specimens. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing the beastbrewer to summon more powerful creatures (to a maximum of summon nature’s ally IX at 17th level).
At 3rd level, the beastbrewer can use summon nature’s ally II to instead prepare a specimen from the list of summon nature’s ally I giving it a simple template fit for his alignment (advanced, celestial, entropic, fiendish, or resolute). This ability increases by one spell level at 5th level and every 2 levels thereafter, until, at 19th level, the beastbrewer can use summon nature’s ally IX to call a normal specimen or a specimen with the chosen template, his choice.
The beastbrewer removes the following creatures from his list of possible specimens: 1st level- mite; 2nd level- elemental (small); 4th level- elemental (medium), mephit, satyr; 5th level- cyclops, elemental (large), ettin, saltwater merrow; 6th level- elemental (huge), hill giant, stone giant; 7th level- elemental (greater), fire giant, frost giant; 8th level- cloud giant, elemental (elder); 9th level- pixie, storm giant.
Instead, the beastbrewer adds the following creatures to his list of possible specimens: 1st level- grindylow; 2nd level- akata; 4th level- fungal crawler, mimic, rust monster; 5th level- brethedan, cloaker, gibbering mouther, seugathi; 6th level- destrachan, drider, intellect devourer; 7th level- delver, guardian naga, gug; 8th level- dark young of shub-niggurath, roper; 9th level- froghemoth, irlgaunt.
This ability replaces throw anything, poison resistance, poison use, swift alchemy, swift poisoning, poison immunity, and instant alchemy.
Brew Potion (Ex): as alchemist.
Experimental Beast (Ex): A beastbrewer is always accompanied by his experimental beast, chosen as the main subject of his experiments. The experimental beast starts as a normal animal, though it can often be somewhat strange or different from normal, but in time it becomes more and more mutated thanks to exposition to the alchemist’s reagents and mutagens (see the «Experimental Beasts» section below). An experimental beast counts as an animal companion for all prerequisites.
The experimental beast can be chosen from the full druid’s animal companions list, plus often it can be unusual in some way. For example, it could be an oversize domestic cat (use the Small or Large cat stats), a green-striped tiger, or a dwarf horse or elephant. The experimental beast qualifies for the Extra Evolution and Vigilant Eidolon feats.
If an experimental beast dies, the beastbrewer can replace it by performing a week-long mutation process on another animal in a proper laboratory, requiring 200 gp per alchemist level. The new experimental beast gains al the evolution points of the old one, but the beastbrewer can allocate those points on different evolutions.
This replaces bombs.
Mutagen (Su): As alchemist, except that a beastbrewer’s mutagen can’t effect the alchemist but only his experimental beast.
Discovery (Su): As alchemist, except that a beastbrewer only gains discoveries at the indicated levels. He doesn’t gain the two bonus discoveries at 20th level. The beastbrewer can’t select bomb discoveries, neither the tumor familiar discovery.
The following discoveries can’t work on the alchemist himself but only on the experimental beast: cognatogen, deadly excretions, feral mutagen, grand cognatogen, grand mutagen, greater cognatogen, greater mutagen, mummification, mutagen, nauseating flesh, parasitic twin, preserve organs, rag doll mutagen, tentacle, vestigial arms, wings.
Moreover, at 6th level or later, the beastbrewer can choose the Create Wonderful Creatures feat (from Open Design’s Secrets of the Alchemist; aberrations and magical beasts only) in place of a discovery.
Grand Discovery (Su): At 20th level, the beastbrewer can’t select the philosopher stone or poison touch grand discoveries. If he selects the true mutagen grand discovery, this works on his experimental beast only.
Discoveries: The following discoveries (other than the ones above) complement the beastbrewer archetype: bottled ooze, combine extracts, eternal potion, extend potion, infusion, lingering spirit.

Experimental Beasts:

The experimental beast functions as a druid’s animal companion, using the beastbrewer’s class level as his druid level, except as following:
Evolution Pool: The experimental beast begins the game with 2 evolution points. At 3rd, 4th,6th, 8th, 9th, 11th, 13th, 14th, 16th, 18th, and 19th level it gains one additional point, for a total of 13 evolution points at 20th level. Unlike a summoner, a beastbrewer can’t change his experimental beast’s evolutions when he gains a level (though he can do it with a transmogrify spell). The beastbrewer can «save» evolution points to spend at higher levels.
Share Extracts: The beastbrewer can subminister extracts to his experimental beast as if he had selected the infusion discovery, even if he doesn’t have this discovery normally. This replaces share spells.
Permanent Mutation: At 20th level, the experimental beast’s type changes to aberration or magical beast. Do not recalculate HD, BAB, or saves.

Discoveries:

The following new discoveries can be chosen only by a beastbrewer:

Aspect (Su): As per the summoner’s 10th-level ability. A beastbrewer must be at least 12th level before selecting this discovery.

Infuse Beast Mutagen: The beastbrewer can inject his mutagens in animals other than his experimental beast. He can’t inject them in creatures of other types. A beastbrewer must be at least 6th level and have the infuse mutagen discovery before selecting this one.

Bond Senses (Su): As per the summoner’s 2nd-level ability.

Life Bond (Su): As per the summoner’s 14th-level ability. A beastbrewer must be at least 15th level before selecting this discovery.

Greater Aspect (Su): As per the summoner’s 18th-level ability. A beastbrewer must be at least 18th level and have selected the aspect discovery before selecting this one.

The following new discoveries can be chosen by every alchemist:

Alchemical Man-Beast (Su): The alchemist can temporarily mutate beasts into humanoid forms injecting into them special reagents. This works like the anthropomorphic animal spell, except it requires a 2-hours chemical procedure. The alchemical man-beast is a creature, not a supernatural effect. An alchemist must be at least 8th level before selecting this discovery.

Extra Evolution: The alchemist’s animal companion gains 1 evolution point as if the alchemist selected the Extra Evolution feat, even if you don’t have the prerequisites. The animal companion can assign this point to any evolution available to a summoner’s eidolon. Once assigned, the choice is set. The companion must conform to any limitations of the evolution. For instance, only companions with wings can take the wing buffet evolution.
If the alchemist gains a new companion, his old companion loses all evolutions, and the new companion gains those evolution points and can expend them immediately in new evolutions.
This discovery can be taken more than once, but not more than once per 5 levels. Only alchemists with an animal companion may select this discovery.

Grand Discoveries:

A beastbrewer can select the following new grand discoveries:

Beast Shape (Su): As the summoner’s 20th-level twin eidolon ability. The beastbrewer must have selected the aspect and greater aspect discoveries to select this one.

Create Prodigy (Su): The beastbrewer can permanently apply any template to a creature with an year-long alchemical and surgical procedure and an expense of 100.000 gp for every CR point added by the desired template. For the procedure to succeed, the beastbrewer must have access to a full-equipped laboratory and refrain from adventures for all the required time. At the end of a year, the beastbrewer makes a Craft (alchemy) check and a Knowledge (nature) check. The DC for both these checks is equal to 30 + 5 per additional CR rating the template would add. If either check fails, the creature is unharmed but unchanged, and time and money are lost. The template can be a simple, acquired or even an inherited one.


Ooo, nice Bardess. I like it. I'll take a more extensive look later, but with my short perusal I like the flavor and the ability combinations.


mbuchholz wrote:

Hey all,

Let me start by saying, I'm a PF noob. However, I'm not a RPG noob. I love the work that has been done, and I kneel in humility before your greatness at navigating the ins and outs of this system. Personally, the traditional mutli-classing doesn't appeal to me, but I love the MCAs.I have a character concept in mind, and I would like to entreat you for some assistance...

Basically, my concept is a half-elf that ran away from home at a young age and was forced to learn to survive in the wilderness. She ends up learning to fight and cast spells to ward intruders from her turf and help people or animals that are in trouble. (Druid) When she's cornered she lashes out with an animalistic rage that can sometimes get out of control (i.e. Barbarian's Wild Rager).

Could someone help me combine a Druid and a Barbarian with the druid as the primary class and the Barbarian as secondary? I saw the Spirit Warrior, but I'd like more of the focus on the Druid side... i.e. casting and stuff. The Land Master piqued my interest, but I don't think it's "just right"...

Perhaps you could help me work this out? And, if it yields a cool concept to add to your site, well... that's great for everyone!

Thank you for considering!

-mb

Hey mbunchholz, I finally found some time to whip up an MCA based on your request. We usually prefer the one with the concept to post an MCA, then we can help balance it. But, he's what I came up with based on your background info. I think it's balanced as I see it, BUT that's often what the creator thinks, right. So, I'm hoping for some input from the MCP Crew to ensure balance here. So, take a look, see what you think.

Untamed Fury:

Primary: Druid.

Secondary: Barbarian.

Alignment: Any neutral and nonlawful.

Hit Dice: d10.

Usually, when you have an MCA with d10 for HD, they have full BAB, not 3/4. But with Wild Fighting, she essentially gains an additional attack, though in an unorthodox manner. I felt gaining the 10 HD here was within flaovr, and went with the Wild Fighting.

Bonus Skills and Ranks: The untamed fury selects three barbarian skills to add to her class skills in addition to the normal druid class skills. The untamed fury gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The untamed fury is proficient the club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, plus one martial weapon of her choice. She is also are proficient with light and medium armor but is prohibited from wearing metal armor; thus, she may wear only padded, leather, or hide armor. An untamed fury may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. An untamed fury is proficient with shields (except tower shields) but must use only wooden ones.

Diminished Spellcasting: The untamed fury casts divine spells drawn from the druid spell list, and casts one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Charisma allows bonus spells of that level. She otherwise learns, prepares, and casts spells as a druid of equal level.

Wild Fighting (Ex): At 1st level, an untamed fury often fights with reckless, savage abandon. An untamed fury using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC. This ability and rage powers replace wild shape.

Unlike a Wild Rager, I gave the Untamed Fury this ability before gaining the rage ability. Since she's first a druid, I gave her the flavorful Wild Fighting to hint the wild and ferocious side of her. Then, as she gains levels, she gains a reduced version of Uncontrollable Rage at 4th, showing that she's been able to harness this inner rage and use it to "hulk up" if you will. Then it's also not as powerful as the barbarian's rage, or at least, not as many round available to her.

Nature’s Rage (Ex): An untamed fury forms a bond with the savage, uncontrollable rage deep within her. Starting at 4th level, she gains the barbarian’s rage ability and can rage for a number of rounds per day equal to 4 + her Constitution modifier. At 6th level, and every 2 levels thereafter, she gains an additional 2 rounds of rage. These rounds do not need to be consecutive.

Due to the wild nature of an untamed fury’s rage, whenever she reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 10 + the untamed fury’s level + the untamed fury’s Charisma modifier) or become confused. For the remainder of her current turn, she attacks the nearest creature other than herself. On the following round, refer to the confusion spell to determine her actions. At the end of this round, and each round thereafter, she can attempt a new saving throw to end the confusion effect. The rounds during which she is confused do not count against the rounds she has spent raging that day, but she cannot end her rage voluntarily, nor can she use rage powers while confused. This ability and greater rage replace nature bond.

Rage Conversion (Ex): At 8th level, an untamed fury who fails a saving throw against any mind-affecting effect can attempt a new saving throw at the beginning of her next turn. If the save succeeds, that effect ends and she instead rages and becomes confused as noted above.

Greater Rage (Ex): At 12th level, an untamed fury gains the barbarian’s greater rage ability.

Controlled Rage (Ex): At 16th level, an untamed fury gains control over her rage. Whenever she fails her Will save when reduced to 0 hit points, she remains confused for only 1 round. This ability replaces a thousand faces.

I felt that the MCA should eventually gain some control over her confusion, like barbarian can gain control over her fatigue after raging. So, I added this ability in, restricting the confused condition to only 1 round if a failed save occurs.

Here's the swaps in small table.
Nature bond = Nature’s rage, greater rage
Diminished spells = d10, rage conversion
Wild shape = Rage powers, wild fighting
A thousand faces = Controlled rage

Table: Untamed Fury
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +2 +0 +2 Nature sense, orisons, wild empathy 2 0 — — — — — — — —
wild fighting
2nd +1 +3 +0 +3 woodland stride 3 1 — — — — — — — —
3rd +2 +3 +1 +3 Trackless step 3 1 0 — — — — — — —
4th +3 +4 +1 +4 Nature’s rage, resist nature’s lure 3 2 1 — — — — — — —
5th +3 +4 +1 +4 3 2 1 0 — — — — — —
6th +4 +5 +2 +5 Rage power 3 2 2 1 — — — — — —
7th +5 +5 +2 +5 3 3 2 1 0 — — — — —
8th +6/+1 +6 +2 +6 Rage conversion 3 3 2 2 1 — — — — —
9th +6/+1 +6 +3 +6 Venom immunity 3 3 3 2 1 0 — — — —
10th +7/+2 +7 +3 +7 Rage power 3 3 3 2 2 1 — — — —
11th +8/+3 +7 +3 +7 3 3 3 3 2 1 0 — — —
12th +9/+4 +8 +4 +8 Greater rage 3 3 3 3 2 2 1 — — —
13th +9/+4 +8 +4 +8 3 3 3 3 3 2 1 0 — —
14th +10/+5 +9 +4 +9 Rage power 3 3 3 3 3 2 2 1 — —
15th +11/+6/+1 +9 +5 +9 Timeless body 3 3 3 3 3 3 2 1 0 —
16th +12/+7/+2 +10 +5 +10 Controlled rage 3 3 3 3 3 3 2 2 1 —
17th +12/+7/+2 +10 +5 +10 3 3 3 3 3 3 3 2 1 0
18th +13/+8/+3 +11 +6 +11 Rage power 3 3 3 3 3 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 3 3 3 3 3 3 3 3 2 2
20th +15/+10/+5 +12 +6 +12 3 3 3 3 3 3 3 3 3 3

Silver Crusade RPG Superstar 2014 Top 16

Bardess wrote:

And here it is. I took some ability from the Preservationist and Vivisectionist archetypes too.

This must be maybe my fourth or tenth attempt to make this archetype work. Flak made me sweat the previous times, and I must thank him for that, because this way I learned many things. Even this version could maybe be a little too similar to the Wild Herbalist, but I really hope it's balanced this time.
So without further delay...

** spoiler omitted **...

Good job on this one, Bardess. I'm really loving it. You took the concept of the Preservationist archetype and made a full MCA out of it, and I love the way you treated the Eidolon. Here are a few little critiques:

-I feel like the mutagen could be adjusted a little bit for flavor, instead of being just the standard Alchemist's mutagen. Maybe have a possibility to gain a specific eidolon evolution instead of taking the +4 to a physical ability score? It would have to be a specific set of possible evolutions, because you wouldn't want to get things like the Skilled evolution, but maybe think about that one. I realize that Aspect sort of fills that role, but I think it would be cool to change them out. Maybe you could have specific evolutions as discoveries that you can then apply to a mutagen?

-Create prodigy is awesomely full of flavor, and perfect for a bad guy enemy trying to create a creature to fight those meddling adventurers... :-D

-As far as bottled monsters, it would be kind of cool if the Alchemist could actually use the bodies of fallen monsters that he fights, and add those to his list? Again, it might be tough to balance, but something to think about.

Seriously, GREAT JOB on this one!


cartmanbeck wrote:

Good job on this one, Bardess. I'm really loving it. You took the concept of the Preservationist archetype and made a full MCA out of it, and I love the way you treated the Eidolon. Here are a few little critiques:

-I feel like the mutagen could be adjusted a little bit for flavor, instead of being just the standard Alchemist's mutagen. Maybe have a possibility to gain a specific eidolon evolution instead of taking the +4 to a physical ability score? It would have to be a specific set of possible evolutions, because you wouldn't want to get things like the Skilled evolution, but maybe think about that one. I realize that Aspect sort of fills that role, but I think it would be cool to change them out. Maybe you could have specific evolutions as discoveries that you can then apply to a mutagen?

You could just make the following discoveries.

Evolutionary Mutagen: Tbe beastbrewer's mutagen grants one of the following 1 point evolutions to his experimental beast: ....(fill in the blanks).

Improved Evolutionary Mutagen: Tbe beastbrewer's mutagen grants one of the following 2 point evolutions to his experimental beast: ....(fill in the blanks).

Greater Evolutionary Mutagen: Tbe beastbrewer's mutagen grants one of the following 3 point evolutions to his experimental beast: ....(fill in the blanks).

Grand Evolutionary Mutagen: Tbe beastbrewer's mutagen grants one of the following 4 point evolutions to his experimental beast: ....(fill in the blanks).

cartmanbeck wrote:
-Create prodigy is awesomely full of flavor, and perfect for a bad guy enemy trying to create a creature to fight those meddling adventurers... :-D

Agreed!

cartmanbeck wrote:

-As far as bottled monsters, it would be kind of cool if the Alchemist could actually use the bodies of fallen monsters that he fights, and add those to his list? Again, it might be tough to balance, but something to think about.

Seriously, GREAT JOB on this one!

To do that, you'd just have to figure out the CR of the monsters used in each level of summon ally, and compare those to a particular creature you want to add to your list. For example, if summon nature's ally III are CR 5-6 creatures, then you could add any CR 5-6 creature you "capture" in a special bottle to that list. This is where that idea I mentioned up the thread about using the Efreeti bottle or Bottle of the Bound as examples, allowing you to suck a particular monster into the bottle, and add it to your list of creatures. Just a thought.

I agree with Tyler. Had a chance to go over it again. Looks pretty good. Still need to peruse the Discoveries, etc., but otherwise looks good.

EDIT: @Bardess

I noticed that some swaps are unaccounted for. You currently have the following mentioned:

Bombs = Experimental beast
Throw anything, poison resistance, poison use, swift alchemy, swift poisoning, poison immunity, and instant alchemy = Bottled monsters

However, there is no accounting for the loss of the 4 normal discoveries that have disappeared in favor of the new discovery progression, nor anything replacing the 2 normally discoveries gained in the grand discovery ability. I would propose the following, but would like to hear thoughts from Cartmanbeck, or other MCP crew members:

1) Keep the Alchemist's discovery progression
2) Swap bombs and discoveries gained at 20th level = Experimental beast
3) Swap throw anything, poison resistance, poison use, swift alchemy, swift poisoning, poison immunity, and instant alchemy = Bottled monsters

Thoughts? Or if the above still isn't enough for the experimental beast, the 4 lost discoveries could help swap for it also.


@Cartmanbeck
Glad that you like Create Prodigy. That was just the part that didn't work in the previous drafts!
As for using dead monsters bodies, I feel that it could be a little too "necromantic" for this archetype (it tampers with life, after all).

@Elghinn
-The lost discoveries account for the experimental beast's evolution pool. I felt that cutting in half both discoveries and evolution points would do.
-I compared the summoned monsters' CR when I swapped giants/elementals for aberrations in Bottled Monsters. This is the progression:
Level I: less than CR 1
Level II: CR 1
Level III: CR 2
Level IV: CR 3-4
Level V: CR 5-6
Level VI: CR 7-8
Level VII: CR 9-10
Level VIII: CR 11-12
Level IX: CR 13-14
-The evolutionary mutagen discoveries are good! Maybe I could make them available to every alchemist?!


Pathfinder Roleplaying Game Subscriber

Just wanted to say nice work Bardess! Looks like cartmanbeck and Elghinn have you covered for tweaks and edits! I love the flavor, and although I agree with cartmanbeck re: salvaging dead monsters, I can see why you'd want to avoid that...

@Elghinn: re: Untamed Fury.
*Weapon choice/proficiency. With the flavor as it is I'd like to see a larger pool of more vicious weapons - Wild Fighting with what's on offer seems like short-changing the concept... [EDIT: oops, just noticed the "one martial weapon of choice".]

*Nature's Rage - is the confusion effect due to the dilemma of having to work out what to do next while in a wild state? It seems a bit off to me - is this a flavor you're trying to mechanic or a conscious nerf for balance?


Hi there ladies and gents,

I Have been trying to work on a summoner/monk class conversion, so I thought I'd come to the experts. :)

The difficulty I am having is that I wanted to make the summoner have more of a melee flavour and remove the casting and summon monster/gate mojo. The trouble I'm having is quantifying the value of those specific abilities.

I really want to make this class feel like a warrior who has a powerful companion. Because of the nature of his bond, the warrior gains evolution points and extraordinary abilities. (slightly improved natural attack dice... half monk progression or something. Natural armor bonuses like the monk... Full base attack with natural weapons. surge bonuses to the warrior and eidolon that persist... or maybe times per day +cha? something like the above)

I was thinking that it could be called something like an Aspect warrior. Any help you can offer would be greatly appreciated.

P.S. the reason I chose the summoner as the base class is because I want to keep the eidolon.


Oceanshieldwolf wrote:

...

*Nature's Rage - is the confusion effect due to the dilemma of having to work out what to do next while in a wild state? It seems a bit off to me - is this a flavor you're trying to mechanic or a conscious nerf for balance?

It's actually the Uncontrollable Rage ability of the Wild Rager barbarian archetype (SRD). It was what the request was based on, and within flaovr pertaining to the request. I don't really like it personally. If we can come up with a more Druid-esque tweak to the rage, that would be cool.

WAIT!!! What about having the rage function as normal rage, but to give it a druid-esque tweak, why don't we have two options? You can either rage normally (+4 Str/Con, +4 Will saves, -2 AC), like an enraged bear, and a second type of "rage" more like a perceptive defensive/fleeing stag (+4 Dex/Wis, fast movement +10 feet, -2???[not sure what could be reduced for balance of this]). Essentially a combat rage and defensive rage.

Then Greater rage would just increase the bonuses/penalties as normal for which ever one he uses.


I realized that perhaps I should expand upon the fluff a bit to make it easier to conceptualize. The aspect warrior would gain an eidolon through unusual means. As opposed to conventional magic, the aspect warrior would use his own body as a conduit, through which the eidolon would be brought to the material plane. A consequence of this is that upon summoning the eidolon, the warrior undergoes a series of evolutions of his own.

I thought the monk capstone could work well with very little alteration. I would also say that the alignment should be restricted to any chaotic... character flavour doesn't lean towards the lawful side of things.

hmmm, anything else I should add? Maybe less defensive extra ordinaries in favour of a more offensive bent. Maybe a series of co-operative style feat choices instead of bonus feats from the monk list.

Anywho, dont want to highjack the thread. A raging druid and an alchemist summoner sound like pretty interesting options. way to go guys!(or ladies...interwebs, whatcha gonna do :))


Trogdar wrote:

I realized that perhaps I should expand upon the fluff a bit to make it easier to conceptualize. The aspect warrior would gain an eidolon through unusual means. As opposed to conventional magic, the aspect warrior would use his own body as a conduit, through which the eidolon would be brought to the material plane. A consequence of this is that upon summoning the eidolon, the warrior undergoes a series of evolutions of his own.

I thought the monk capstone could work well with very little alteration. I would also say that the alignment should be restricted to any chaotic... character flavour doesn't lean towards the lawful side of things.

hmmm, anything else I should add? Maybe less defensive extra ordinaries in favour of a more offensive bent. Maybe a series of co-operative style feat choices instead of bonus feats from the monk list.

Anywho, dont want to highjack the thread. A raging druid and an alchemist summoner sound like pretty interesting options. way to go guys!(or ladies...interwebs, whatcha gonna do :))

I made a few adjustments when I saw your second post. However, I disagree that the flavor assumes a chaotic alignment. I think any nonchaotic alignment would be fine. Allows for restriction of the monk, but nonrestriction of the summoner. Anyways, here's what I came up with. I think it's fairly balanced, but as I always say, the MCP Crew will need to weigh in to ensure that it is balanced.

ASPECT WARRIOR:

Primary Class: Summoner.
Secondary Class: Monk.
Alignment: Any nonchaotic.
Hit Dice: d8.

Bonus Skills and Ranks: The aspect warrior selects three monk skills to add to his class skills in addition to the normal summoner class skills. The aspect warrior gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The aspect warrior is proficient with all simple weapons, plus the handaxe, kama, nunchaku, sai, short sword, shuriken, siangham, and temple sword*. The aspect warrior is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the aspect warrior loses his AC bonus, as well as his fast movement and flurry of blows abilities. (*Advanced Player’s Guide)

Aspect (Su): Starting at 1s level, an aspect warrior can divert 1 point from his eidolon’s evolution pool to add evolutions to himself, and an additional point every two levels thereafter, up to 10 points at 19th level. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The aspect warrior can change the evolutions he receives from these points any time he can change the eidolon’s evolutions. This ability replaces summon monster and gate.

Mystic Eidolon (Su): This is exactly like the summoner’s eidolon ability, except that an aspect warrior’s eidolon is a mystic manifestation of his true self, as seen in his mind’s eye. Although an extension of the mind, an aspect warrior is in no way affected by attacks (magic or mundane) that target his eidolon. However, when a mystic eidolon is banished or unwillingly sent back to its home plane (the aspect warrior’s mind), the aspect warrior receives a –2 penalty to his Will saves and any Charisma-based skill checks until the eidolon is again summoned. If the aspect warrior personally dismisses the eidolon, he does not receive this penalty. This ability otherwise functions and replaces eidolon.

Unarmed Strike (Ex): At 1st level, an aspect warrior gains the monk’s unarmed strike ability. This ability replaces cantrips.

Evasion (Ex): At 2nd level, an aspect warrior gains the monk’s evasion ability. This ability, armor bonus, fast movement, and flurry of blows replace the summoner’s spellcasting ability.

Fast Movement (Ex): At 4th level, an aspect warrior’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, and not carrying a heavy load. Apply this bonus before modifying the aspect warrior’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the aspect warrior's land speed.

Flurry of Blows (Ex): Starting at 4th level, an aspect warrior gains flurry of blows as a monk equal to his aspect warrior level –3, as indicated on Table: Aspect Warrior.

Ki Pool (Su): At 6th level, an aspect warrior gains the monk’s ki pool ability, but gains a pool of ki points equal to 1/2 his aspect warrior level + his Charisma modifier. His ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 12th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 18th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. This ability replaces shield ally, greater shield ally, and greater aspect.

Improved Evasion (Ex): At 10th level, an aspect warrior gains the monk’s improved evasion ability. This ability replaces aspect.

Quivering Palm (Su): At 16th level, an aspect warrior gains the monk’s quivering palm ability. This ability replaces merge forms.

True Self (Su): At 20th level, an aspect warrior and his eidolon become one creature, allowing him to transform into his true self. He is forevermore treated as an outsider rather than as a humanoid (or whatever the aspect warrior’s creature type was) for the purpose of spells and magical effects. Additionally, the aspect warrior gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the aspect warrior can still be brought back from the dead as if he were a member of his previous creature type.

As a standard action, the aspect warrior can assume the shape of his mystic eidolon, with all its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match those of his eidolon, only if his are lower than his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The aspect warrior loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his mystic eidolon’s evolutions. The aspect warrior retains all of his class features (except his aspect ability, which is lost in favor of the true self ability). The aspect warrior can keep this form for a number of minutes per day equal to his aspect warrior level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The aspect warrior can end this effect as a free action. Unlike a summoner’s eidolon, an aspect warrior can spend his evolution points to change the abilities of his true self form once per day, and remain until the next time he rests for at least 8 hours. This ability replaces twin eidolon.

Swap Table
Summon monster I to IX/gate = Aspect 1 to 10 points
Cantrips = Unarmed strike
Spells = Flurry of blows (essentially 3 feats), AC bonus, Fast movement (+10 ft only), Evasion
Shield ally = ki pool (magic)
Aspect = Improved evasion
Greater shield ally = ki pool (lawful)
Merge forms = Quivering palm
Greater aspect = ki pool (adamantine)
Twin eidolon = True self

Table: Aspect Warrior
Base
Class Attack Fort Ref Will Unarm. AC
Level Bonus Save Save Save Special Flurry of Blows Dmg* Bns

1st +0 +0 +2 +2 Aspect (1 point), life link, — 1d4 +0
mystic eidolon, unarmed strike
2nd +1 +0 +3 +3 Bond sense, evasion — 1d4 +0
3rd +2 +1 +3 +3 Aspect (2 points) — 1d4 +0
4th +3 +1 +4 +4 Fast movement, flurry of blows –1/–1 1d6 +1
5th +3 +1 +4 +4 Aspect (3 points) +0/+0 1d6 +1
6th +4 +2 +5 +5 Maker’s call, ki pool (magic) +1/+1 1d6 +1
7th +5 +2 +5 +5 Aspect (4 points) +2/+2 1d6 +1
8th +6/+1 +2 +6 +6 Transposition +3/+3 1d8 +2
9th +6/+1 +3 +6 +6 Aspect (5 points) +4/+4/–1 1d8 +2
10th +7/+2 +3 +7 +7 Improved evasion +5/+5/+0 1d8 +2
11th +8/+3 +3 +7 +7 Aspect (6 points) +6/+6/+1/+1 1d8 +2
12th +9/+4 +4 +8 +8 Ki pool (lawful) +7/+7/+2/+2 1d10 +3
13th +9/+4 +4 +8 +8 Aspect (7 points) +8/+8/+3/+3 1d10 +3
14th +10/+5 +4 +9 +9 Life bond +9/+9/+4/+4/–1 1d10 +3
15th +11/+6/+1 +5 +9 +9 Aspect (8 points) +10/+10/+5/+5/+0 1d10 +3
16th +12/+7/+2 +5 +10 +10 Quivering palm +11/+11/+6/+6/+1 2d6 +4
17th +12/+7/+2 +5 +10 +10 Aspect (9 points) +12/+12/+7/+7/+2 2d6 +4
18th +13/+8/+3 +6 +11 +11 Ki pool (adamantine) +13/+13/+8/+8/+3/+3 2d6 +4
19th +14/+9/+4 +6 +11 +11 Aspect (10 points) +14/+14/+9/+9/+4/+4/–1 2d6 +4
20th +15/+10/+5 +6 +12 +12 True self +15/+15/+10/+10/+5/+5/+0 2d8 +5


Looks pretty awesome. The only thing that immediately becomes evident is that your trading out aspect and greater aspect which grant 8 evolution points at the cost of 5 to your summon... and then giving him aspect which costs twice as much for two more points and removing summon and gate. Why not just alter the way aspect and greater aspect apply there bonuses instead... something like 1 point for 2 at even levels?

Another thing, is it possible to make the armor come from charisma instead of wisdom? I just feel like that makes sense, more like his magical mojo is creating some kind of force effect.... unless that breaks something, I'm sure raider will know :)

can unarmed strike function on natural attacks instead? (for claws and whatnot) or is that game breaking?

Finally, I would love to see some kind of ki pool buff mechanic sharing... something to the effect that you can use ki to create a surge on yourself and it effects the eidolon as well... that would be cool.

I guess I was looking for more extra planar weirdness that acted like monkiness... if that makes sense


Heres a thought,

Alter how aspect and greater aspect function so that bonuses are applied at even levels.

summon monster and gate for ki pool.

take out quivering palm... dont know what to replace it with... something extra planar and weird. dimension door maybe?

greater shield ally for improved evasion.

Bobs your uncle?


wait.... wait, math doesnt make sense.

take out aspect greater aspect and quivering palm for 2/1 evolution points every 3 levels. ends up costing the pet 7 and the player gets 14.


Trogdar wrote:

everything previous too

wait.... wait, math doesnt make sense.

take out aspect greater aspect and quivering palm for 2/1 evolution points every 3 levels. ends up costing the pet 7 and the player gets 14.

Re: Cha for AC bonus, sounds like a good idea, but we've found a little MAD helps to keep things balanced. WE already have the Ki pool Cha instead of Wisdom.

Re Unarmed Strike and natural attacks:

Unarmed Strike (Ex): At 1st level, an aspect warrior gains the monk’s unarmed strike ability. Unarmed strike also functions with any natural attacks the aspect warrior gains through evolution points from his aspect ability. This ability replaces cantrips.

Re Aspect:

Aspect (Su): Starting at 1st level, an aspect warrior can divert 1 point from his eidolon’s evolution pool to add evolutions to himself. At 3rd level an aspect warrior can divert 2 points from his mystic eidolon’s evolution pool, and an addition 2 points every three levels thereafter to a maximum of 12 points at 18th level. The aspect warrior cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). At 9th level, for every 2 points (or fraction thereof) diverted to the aspect warrior, the mystic eidolon loses only 1 point (as the greater aspect ability). The aspect warrior can change the evolutions he receives from these points any time he can change the eidolon’s evolutions. This ability replaces shield ally, aspect, greater shield ally, and greater aspect.

I figure if Greater Aspect can provide 6 points for 3 at 18th, we can spread the other 6 points over the levels, swapping the other three abilities. But be warned, we created an MCA using the Evolution points to evolve the player character much like this, and Raider had me drop down from 12 to 8, but that may have been a balance issue, not a power issue.

RE Ki Pool:

Ki Pool (Su): At 6th level, an aspect warrior gains the monk’s ki pool ability, but gains a pool of ki points equal to 1/2 his aspect warrior level + his Charisma modifier. His ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 11th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 17th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. This ability and improved evasion replace summon monster and gate.

I have it replacing the summon monster and gate, along with improved evasion. I think we still have some wiggle room to add in some other Ki-weirdness that you're looking for, but YOU are going to need to come up with some concept or idea, because I'm not really sure what your're looking for. Take a look through the weirder monsters, or other archetypes, etc., and get back to me with some ideas.

Here's the new table.

Table: Aspect Warrior
Base
Class Attack Fort Ref Will Unarm. AC
Level Bonus Save Save Save Special Flurry of Blows Dmg* Bns

1st +0 +0 +2 +2 Aspect (1 point), life link, — 1d4 +0
mystic eidolon, unarmed strike
2nd +1 +0 +3 +3 Bond sense, evasion — 1d4 +0
3rd +2 +1 +3 +3 Aspect (2 point) — 1d4 +0
4th +3 +1 +4 +4 Fast movement, flurry of blows –1/–1 1d6 +1
5th +3 +1 +4 +4 Ki pool (magic) +0/+0 1d6 +1
6th +4 +2 +5 +5 Aspect (4 point), maker’s call +1/+1 1d6 +1
7th +5 +2 +5 +5 ? +2/+2 1d6 +1
8th +6/+1 +2 +6 +6 Transposition +3/+3 1d8 +2
9th +6/+1 +3 +6 +6 Aspect (6 point) +4/+4/–1 1d8 +2
10th +7/+2 +3 +7 +7 Improved evasion +5/+5/+0 1d8 +2
11th +8/+3 +3 +7 +7 Ki pool (lawful) +6/+6/+1/+1 1d8 +2
12th +9/+4 +4 +8 +8 Aspect (8 point) +7/+7/+2/+2 1d10 +3
13th +9/+4 +4 +8 +8 ? +8/+8/+3/+3 1d10 +3
14th +10/+5 +4 +9 +9 Life bond +9/+9/+4/+4/–1 1d10 +3
15th +11/+6/+1 +5 +9 +9 Aspect (10 point) +10/+10/+5/+5/+0 1d10 +3
16th +12/+7/+2 +5 +10 +10 +11/+11/+6/+6/+1 2d6 +4
17th +12/+7/+2 +5 +10 +10 Ki pool (adamantine) +12/+12/+7/+7/+2 2d6 +4
18th +13/+8/+3 +6 +11 +11 Aspect (12 point) +13/+13/+8/+8/+3/+3 2d6 +4
19th +14/+9/+4 +6 +11 +11 ? +14/+14/+9/+9/+4/+4/–1 2d6 +4
20th +15/+10/+5 +6 +12 +12 True self +15/+15/+10/+10/+5/+5/+0 2d8 +5


I totally get the evolution pool issue. some of the abilities break the game without trying hard. for example, I believe reach is a 1 point evolution, but it doesn't state how many times reach can be taken for one attack.... so having an attack of opportunity build with 6 reach on a size huge bastard sword... you get the idea.

that said, this stuff has to be hashed out with DM's.

As for ki weirdness, I was thinking lesser evolution surge for 1 point, evolution surge for 2, greater for 3 at different levels. makes sense for the character, and any character could UMD those abilities pretty easily.


Ok, here are the discoveries suggested by Elghinn. These discoveries will be available to every alchemist.

Evolutionary Mutagen (Su): When the alchemist selects this discovery, he chooses one evolution from the from the list of 1-point evolutions available to a summoner’s eidolon. His mutagen may grant this evolution instead of the normal effects. This discovery can be selected more than once; each time it provides a different 1-point evolution.

Improved Evolutionary Mutagen (Su): When the alchemist selects this discovery, he chooses one evolution from the from the list of 2-point evolutions available to a summoner’s eidolon. His mutagen may grant this evolution instead of the normal effects. This discovery can be selected more than once; each time it provides a different 1-point evolution. An alchemist must be at least 6th level and have the evolutionary mutagen discovery before selecting this one.

Greater Evolutionary Mutagen (Su): When the alchemist selects this discovery, he chooses one evolution from the from the list of 3-point evolutions available to a summoner’s eidolon. His mutagen may grant this evolution instead of the normal effects. This discovery can be selected more than once; each time it provides a different 3-point evolution. An alchemist must be at least 12th level and have the evolutionary mutagen and improved evolutionary mutagen discoveries before selecting this one.

Grand Evolutionary Mutagen (Su): When the alchemist selects this discovery, he chooses one evolution from the from the list of 4-point evolutions available to a summoner’s eidolon. His mutagen may grant this evolution instead of the normal effects. This discovery can be selected more than once; each time it provides a different 4-point evolution. An alchemist must be at least 16th level and have the evolutionary mutagen, improved evolutionary mutagen and greater evolutionary mutagen discoveries before selecting this one.

For my next archetype... I'm uncertain whether it should be the Covenant Champion (Paladin/Witch) or a new idea I had, the Barehand Warden (Monk/Ranger).

Silver Crusade RPG Superstar 2014 Top 16

Elghinn Lightbringer wrote:
cartmanbeck wrote:

Good job on this one, Bardess. I'm really loving it. You took the concept of the Preservationist archetype and made a full MCA out of it, and I love the way you treated the Eidolon. Here are a few little critiques:

-I feel like the mutagen could be adjusted a little bit for flavor, instead of being just the standard Alchemist's mutagen. Maybe have a possibility to gain a specific eidolon evolution instead of taking the +4 to a physical ability score? It would have to be a specific set of possible evolutions, because you wouldn't want to get things like the Skilled evolution, but maybe think about that one. I realize that Aspect sort of fills that role, but I think it would be cool to change them out. Maybe you could have specific evolutions as discoveries that you can then apply to a mutagen?

You could just make the following discoveries.

Evolutionary Mutagen: Tbe beastbrewer's mutagen grants one of the following 1 point evolutions to his experimental beast: ....(fill in the blanks).

Improved Evolutionary Mutagen: Tbe beastbrewer's mutagen grants one of the following 2 point evolutions to his experimental beast: ....(fill in the blanks).

Greater Evolutionary Mutagen: Tbe beastbrewer's mutagen grants one of the following 3 point evolutions to his experimental beast: ....(fill in the blanks).

Grand Evolutionary Mutagen: Tbe beastbrewer's mutagen grants one of the following 4 point evolutions to his experimental beast: ....(fill in the blanks).

cartmanbeck wrote:
-Create prodigy is awesomely full of flavor, and perfect for a bad guy enemy trying to create a creature to fight those meddling adventurers... :-D

Agreed!

cartmanbeck wrote:
-As far as bottled monsters, it would be kind of cool if the Alchemist could actually use the bodies of fallen monsters that he fights, and add those to his list? Again, it might be tough to balance, but something to think
...

Yeah, these changes are good. I agree after thinking about it that making bottled monsters from those you encounter is probably both difficult and OP.

The evolution mutagens will be great (make sure you say that they have to be injected into the eidolon, probably causing some discomfort, maybe 2 Con damage?)

EDIT: Just saw that you already posted the Evolutionary Mutagen, so let me suggest these changes to that:

Evolutionary Mutagen (Su): When the alchemist selects this discovery, he chooses one evolution from the from the list of 1-point evolutions available to a summoner’s eidolon. His mutagen may grant this evolution instead of the normal effects. The mutagen must be injected into his Eidolon as a standard action, and this causes discomfort, resulting in the eidolon being sickened for 1d4 rounds. This discovery can be selected more than once; each time it provides a different 1-point evolution.


Trogdar wrote:

I totally get the evolution pool issue. some of the abilities break the game without trying hard. for example, I believe reach is a 1 point evolution, but it doesn't state how many times reach can be taken for one attack.... so having an attack of opportunity build with 6 reach on a size huge bastard sword... you get the idea.

that said, this stuff has to be hashed out with DM's.

As for ki weirdness, I was thinking lesser evolution surge for 1 point, evolution surge for 2, greater for 3 at different levels. makes sense for the character, and any character could UMD those abilities pretty easily.

How's this Trogdar?

Ki Pool (Su): At 5th level, an aspect warrior gains the monk’s ki pool ability, but gains a pool of ki points equal to 1/2 his aspect warrior level + his Charisma modifier. His ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 11th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 17th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

In addition, an aspect warrior can use his ki pool to grant his eidolon extra evolutions. At 7th level, an aspect warrior can spend one point from his ki pool to grant it the effects of lesser evolution surge. At 13th level, he can spend two points from his ki pool to grant it the effects of evolution surge. At 19th level, he can spend three points from his ki pool to grant it the effects of greater evolution surge. This ability and improved evasion replace summon monster and gate.


Here's the "final" version of the Beastbrewer, according to all the tweaks and changes, and I made a few wording adjustments too.

BEASTBREWER:

Behind the appearance of every magical or unusual beast in the world there could be the hand of a beastbrewer. The beastbrewer is less interested in flashing explosions or in acquiring more strength and resilience himself through his mutagens, and much more interested in tampering with the laws of evolution in order to discover the secrets of life, in hopes of improving an individual form according to his own criteria, needs and desires. A beastbrewer modifies existing creatures with alchemical or surgical procedures for the sake of evolution, science, money or just sport, but is not necessarily cruel or sadistic like the reanimator or vivisectionist.

Primary Class: Alchemist.

Secondary Class: Summoner.

Hit Dice: d8.

Bonus Skills and Ranks: The beastbrewer selects three summoner skills to add to his class skills in addition to the normal alchemist class skills, one of which must be Handle Animal. The beastbrewer gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The bestbrewer is proficient with all simple weapons, with light armor, but not with shields.

Bottled Monsters: At 1st level, a beastbrewer adds summon nature’s ally I to his formula book as a 1st-level extract. When the beastbrewer prepares this extract, he prepares a tiny, preserved specimen in a bottle (as with a caster casting the spell, the beastbrewer doesn’t have to choose the creature until he uses the extract). When the alchemist opens the bottle, the specimen animates and grows to normal size, serving the beastbrewer as per the spell and otherwise being treated as a summoned creature. When the duration expires, the preserved creature vanishes. No other creature can use this extract, even if the beastbrewer has the infusion discovery. The Augment Summoning feat can be applied to these specimens. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing the beastbrewer to summon more powerful creatures (to a maximum of summon nature’s ally IX at 17th level).

At 3rd level, whenever a beastbrewer use a summon nature’s ally II extract to prepare a creature specimen from the list of summon nature’s ally I with one of the following simple templates that fit his alignment: advanced, celestial, entropic, fiendish, or resolute. This ability increases by one spell level at 5th level and every 2 levels thereafter up to 19th level, when the beastbrewer can use a summon nature’s ally IX extract to prepare a creature specimen of that spell level with a simple template of his choice.

The beastbrewer removes the following creatures from his list of possible specimens: 1st level–mite; 2nd level–elemental (small); 4th level–elemental (medium), mephit, satyr; 5th level–cyclops, elemental (large), ettin, saltwater merrow; 6th level–elemental (huge), hill giant, stone giant; 7th level–elemental (greater), fire giant, frost giant; 8th level–cloud giant, elemental (elder); 9th level–pixie, storm giant.

The beastbrewer adds the following creatures to his list of possible specimens in place of those above: 1st level–grindylow; 2nd level–akata; 4th level–fungal crawler, mimic, rust monster; 5th level–brethedan, cloaker, gibbering mouther, seugathi; 6th level–destrachan, drider, intellect devourer; 7th level– delver, guardian naga, gug; 8th level–dark young of shub-niggurath, roper; 9th level–froghemoth, irlgaunt. This ability replaces throw anything, poison resistance, poison use, swift alchemy, swift poisoning, poison immunity, and instant alchemy.

Experimental Beast (Ex): A beastbrewer is always accompanied by his experimental beast, chosen as the main subject of his experiments. The experimental beast starts as a creature of the Animal type, though it is often extraordinary from normal animals. In time it becomes more and more mutated due to exposure of the alchemist’s various reagents and mutagens (see the Experimental Beast section below). An experimental beast counts as both an animal companion prerequisites.

The experimental beast can be chosen from the complete druid’s animal companions list, and its appearance is often unusual in some way. For example, it could be an oversize domestic cat (use the Small or Large cat statistics), a green-striped tiger, or a dwarf horse or elephant. The experimental beast qualifies for the Extra Evolution and Vigilant Eidolon feats, and all discoveries with eidolon as a prerequisite.

If an experimental beast dies, the beastbrewer can replace it by performing a week-long mutation process on another animal in a proper laboratory, requiring 200 gp per alchemist level. The new experimental beast gains al the evolution points of the old one, but the beastbrewer can allocate those points on different evolutions. This replaces bombs.
Extracts: This is exactly like the alchemist ability of the same name, except that the beastbrewer adds the following summoner spells of the indicated spell level to her formulae list: 1st level- corrosive touch, daze monster, feather fall, grease, lesser rejuvenate eidolon, life conduit, magic fang, mount, ray of sickening; 2nd level- lesser evolution surge, glide, lesser restore eidolon, phantom steed, summon swarm, web shelter; 3rd level- black tentacles, charm monster, control summoned creature, evolution surge, greater magic fang, improved life conduit, rejuvenate eidolon, restore eidolon; 4th level- baleful polymorph, greater evolution surge, insect plague, transmogrify; 5th level- conjure black pudding, creeping doom, greater heroism, greater life conduit, greater rejuvenate eidolon, hungry pit, tar pool; 6th level-dominate monster, eagle aerie, incendiary cloud, protection from spells. Any extract (summoner spell) that would normally affect a summoner’s eidolon affects the beastbrewer’s experimental beast instead(see below), but he cannot use these extracts to affect another beastbrewer’s experimental beast or another summoner’s eidolon.

Mutagen (Su): This is exactly like the alchemist ability of the same name, except that a beastbrewer’s mutagen only affects his experimental beast.

Discovery (Su): This is exactly like the alchemist ability of the same name, except that a beastbrewer selects a discovery at 3rd level and every three levels thereafter. At 6th level or higher, the beastbrewer may select the Create Wonderful Creatures feat (from Open Design’s Secrets of the Alchemist; aberrations and magical beasts only) in place of a discovery.

The following discoveries only function on the beastbrewer’s experimental beast: cognatogen, deadly excretions, feral mutagen, grand cognatogen, grand mutagen, greater cognatogen, greater mutagen, mummification, mutagen, nauseating flesh, parasitic twin, preserve organs, rag doll mutagen, tentacle, vestigial arms, wings. The beastbrewer may not select tumor familiar or any bomb-related discoveries.

In addition, the following new discoveries can be chosen only by the beastbrewer.

Aspect (Su): The beastbrewer gains the summoner’s 10th-level aspect ability. The beastbrewer must be at least 12th level before selecting this discovery.

Bond Senses (Su): The beastbrewer gains the summoner’s 2nd-level bond senses ability.

Greater Aspect (Su): The beastbrewer gains the summoner’s 18th-level greater aspect ability. The beastbrewer must be at least 18th level and have selected the aspect discovery before selecting this one.
Infuse Beast Mutagen: The beastbrewer can inject his mutagens into creatures of the Animal type other than his experimental beast. He may not inject a mutagen into creatures of other types. The beastbrewer must be at least 6th level and have the infuse mutagen discovery before selecting this discovery.

Life Bond (Su): The beastbrewer gains the summoner’s 14th-level life bond ability. The beastbrewer must be at least 15th level before selecting this discovery.

Grand Discovery (Su): At 20th level, the beastbrewer may not select the philosopher stone or poison touch grand discoveries. If he selects the true mutagen grand discovery, this works on his experimental beast only. A beastbrewer does not gain the two bonus discoveries normally granted by the grand discovery ability.

In addition, a beastbrewer can select from the following new grand discoveries.

Beast Shape (Su): The beastbrewer gains the summoner’s 20th-level twin eidolon ability. The beastbrewer must have selected the aspect and greater aspect discoveries to select this discovery.

Create Prodigy (Su): The beastbrewer can permanently apply any template to a creature through a year-long alchemical and surgical procedure with a cost of 100,000 gp for every CR point the chosen template adds to the base creature. For the procedure to succeed, the beastbrewer must have access to a full-equipped laboratory and refrain from adventures for a full year. At the end of a year’s time, the beastbrewer makes a Craft (alchemy) check and a Knowledge (nature) check. The DC for both these checks is equal to 30 + 5 per additional CR point added to the base creature. If either check fails, the creature is unharmed and unchanged, but the time and monetary investments are lost. The template can be simple, acquired or inherited.

Discoveries: The following discoveries (other than the ones above) complement the beastbrewer multiclass archetype: bottled ooze, combine extracts, eternal potion, extend potion, infusion, lingering spirit.

EXPERIMENTAL BEAST
A beast brewer’s experimental beast functions as a druid’s animal companion, using the beastbrewer’s class level as his druid effective level, except as follows.

Evolution Pool: The experimental beast begins the game with 2 evolution points. At 3rd, 4th, 6th, 8th, 9th, 11th, 13th, 14th, 16th, 18th, and 19th level it gains one additional point, for a total of 13 evolution points at 19th level. Unlike a summoner, a beastbrewer can’t change his experimental beast’s evolutions when he gains a level (though he can do it with a transmogrify spell). The beastbrewer can accumulate his evolution points to spend at higher levels.

Share Extracts: The beastbrewer can administer extracts to his experimental beast as if he had selected the infusion discovery, even if he doesn’t have this discovery normally. This replaces share spells.
Permanent Mutation: At 20th level, the experimental beast’s type changes to aberration or magical beast, as chosen by the beastbrewer. The experimental beast’s Hit Dice, base attack bonus and saves are not recalculated.

NEW DISCOVERIES

The following new discoveries are available to any class with the Discovery feature. These discoveries may complement one or more Multiclass Archetypes.

Alchemical Man-Beast (Su): The alchemist can temporarily mutate beasts into humanoid forms injecting into them special reagents. This works like theanthropomorphic animal spell, except it requires a 2-hours chemical procedure. The alchemical man-beast is a creature, not a supernatural effect. An alchemist must be at least 8th level before selecting this discovery.

Evolutionary Mutagen (Su): When the alchemist selects this discovery, he chooses one evolution from the eidolon’s list of 1-point evolutions. His mutagen grants this evolution instead of the normal mutagen effects, if he chooses to do so. The evolutionary mutagen must be injected into his eidolon as a standard action, and this causes discomfort, resulting in the eidolon being sickened for 1d4 rounds. This discovery can be selected more than once, but each time it is selected it provides a different 1-point evolution. The alchemist must have the summoner’s eidolon class feature to select this discovery.

Extra Evolution: The alchemist’s animal companion gains 1 evolution point as if the alchemist selected the Extra Evolution feat, even if you don’t have the prerequisites. The animal companion can assign this point to any evolution available to a summoner’s eidolon. Once assigned, the choice is set. The companion must conform to any limitations of the evolution. For instance, only companions with wings can take the wing buffet evolution.

If the alchemist gains a new companion, his old companion loses all evolutions, and the new companion gains those evolution points and can expend them immediately in new evolutions. This discovery can be taken more than once, but no more than once for every 5 levels the alchemist possesses. The alchemist must have an animal companion before selecting this discovery.

Grand Evolutionary Mutagen (Su): Whenever the alchemist selects this discovery, he chooses one evolution from the eidolon’s list of 4-point evolutions. His mutagen grants this evolution instead of the normal mutagen effects, if he chooses to do so. This discovery can be selected more than once, but each time it is selected it provides a different 4-point evolution. An alchemist must be at least 16th level and have the greater evolutionary mutagen discovery before selecting this discovery.

Greater Evolutionary Mutagen (Su): When the alchemist selects this discovery, he chooses one evolution from the eidolon’s list of 3-point evolutions. His mutagen grants this evolution instead of the normal mutagen effects, if he chooses to do so. This discovery can be selected more than once, but each time it is selected it provides a different 3-point evolution. An alchemist must be at least 12th level and have the improved evolutionary mutagen discovery before selecting this discovery.

Improved Evolutionary Mutagen (Su): When the alchemist selects this discovery, he chooses one evolution from the eidolon’s list of 2-point evolutions. His mutagen grants this evolution instead of the normal mutagen effects, if he chooses to do so. This discovery can be selected more than once, but each time it is selected it provides a different 2-point evolution. An alchemist must be at least 6th level and have the evolutionary mutagen discovery before selecting this discovery.

Bombs and discoveries gained at 4th, 8th, 12th, 16th, and 20th level = Experimental beast
Bottled monsters = throw anything, poison resistance, poison use, swift alchemy, swift poisoning, poison immunity, and instant alchemy

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

1st +0 +2 +2 +0 Alchemy, bottled monsters I, brew potion, 1 — — — — —
experimental beast, extracts, mutagen
2nd +1 +3 +3 +0 2 — — — — —
3rd +2 +3 +3 +1 Bottled monsters II, discovery 3 — — — — —
4th +3 +4 +4 +1 3 1 — — — —
5th +3 +4 +4 +1 Bottled monsters III 4 2 — — — —
6th +4 +5 +5 +2 Discovery 4 3 — — — —
7th +5 +5 +5 +2 Bottled monsters IV 4 3 1 — — —
8th +6/+1 +6 +6 +2 4 4 2 — — —
9th +6/+1 +6 +6 +3 Bottled monsters V, discovery 5 4 3 — — —
10th +7/+2 +7 +7 +3 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Bottled monsters VI 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Discovery 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Bottled monsters VII 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Persistent mutagen 5 5 4 4 2 —
15th +11/+6/+1 +9 +9 +5 Bottled monsters VIII, discovery 5 5 5 4 3 —
16th +12/+7/+2 +10 +10 +5 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 Bottled monsters IX 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Discovery 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Grand discovery 5 5 5 5 5 5


Thanks Elghinn. It needs a bit of rewording here and there, but I see you haven't changed almost anything. Hey, I'm becoming better at this! ^-^
I leave it to you to put the least two archetypes on the site... i tried to do it myself, but I'm not so good at HTML.

@Cartmanbeck: I made the evolutionary mutagens available to every alchemist, so your tweak's not very viable IMHO. Sorry.

I'm taking some days for a holiday... I leave you with my very first idea of the Covenant Champion.

Covenant Champion
Primary Class: Paladin
Secondary Class: Witch
Alignment: LG
Hit Dice: d8
Skills: no bonus
BAB: full
Saves: GPG
Weapon/Armor: as paladin
Spells: as paladin plus some witch spells
1) Aura of good, coven, detect magic, smite evil 1/day
2) Detect evil, lay on hands
3) Aura of courage, hex
4) Eldritch bond, smite evil 2/day
5) Channel positive energy
6) Hex
7) Smite evil 3/day
8) Aura of Vengeful Curse
9) Hex
10) Smite evil 5/day
11) Aura of justice
12) Hex
13) Smite evil 5/day
14) Aura of witchcraft
15) Hex
16) Smite evil 6/day
17) Aura of virtue
18) Hex
19) Smite evil 7/day
20) Chosen of Holy Magic

I want to give her a familiar mount and an athame/sword... but I'll have to think about the auras and flavor if she has to be something more than "a paladin with hexes". Yu-hu, OSW... I know that's your terrain!


Hey Elghinn,

Just realized that the attack mechanic could be easily broken so that a character could have an enormous amount of attacks in one turn. I've made some changes to the wording of the previous posts to bring it back into balance and alter the flavour a touch.

Aspect Warrior:

Primary Class: Summoner.
Secondary Class: Monk.
Alignment: Any nonchaotic.
Hit Dice: d8.

Bonus Skills and Ranks: The aspect warrior selects three monk skills to add to his class skills in addition to the normal summoner class skills. The aspect warrior gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The aspect warrior is proficient with all simple weapons, plus the handaxe, kama, nunchaku, sai, short sword, shuriken, siangham, and temple sword*. The aspect warrior is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the aspect warrior loses his AC bonus, as well as his fast movement. (*Advanced Player’s Guide)

Aspect (Su): Starting at 1s level, an aspect warrior can divert 1 point from his eidolon’s evolution pool to add evolutions to himself, and an additional point every three levels thereafter, up to 7 points at 19th level. For each point taken from the Eidolon, the warrior gains 2 points to further his evolutions. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The aspect warrior can change the evolutions he receives from these points any time he can change the eidolon’s evolutions. This ability replaces summon monster and gate.

AC Bonus (Ex): When unarmored and unencumbered,
the aspect warrior adds his charisma bonus (if any) to his AC and his
CMD. This bonus to AC apply even against touch attacks
or when the aspect warrior is flat-footed. He loses this bonus
when he is immobilized or helpless, when he wears any
armor, when he carries a shield, or when he carries a
medium or heavy load

Mystic Eidolon (Su): The mystic eidolon is the culmination of tremendous discipline. The Aspect warrior is trained to focus extraplanar energies through the Ajna (the chakra of duality) and call forth a being whose alignment matches his own. As a consequence of this incredible feat, some of the eidolons properties merge with the aspect warrior. This is exactly like the summoner’s eidolon ability. However, All extraordinary abilities tied to the eidolon only function when the eidolon is summoned. when a mystic eidolon is not summoned, banished, or unwillingly sent back to its home plane, the aspect warrior looses all evolutions he currently has until the eidolon is again summoned. This ability otherwise functions and replaces eidolon.

Feral Strike (Ex): At 1st level, an aspect warrior gains Feral strike. This extraordinary ability functions like the unarmed strike ability of the monk, with the exception that it only applies to natural attacks. This ability replaces cantrips. Attack maximums are based on level and does not function without a summoned eidolon. (progression shown on table)

Evasion (Ex): At 2nd level, an aspect warrior gains the monk’s evasion ability. This ability, armor bonus, fast movement, and multi-attack replace the summoner’s spellcasting ability.

Fast Movement (Ex): At 4th level, an aspect warrior’s land speed is faster than the norm for his race by +10 feet. At 12th level, this bonus increases to +20. This benefit applies only when he is wearing no armor, and not carrying a heavy load. Apply this bonus before modifying the aspect warrior’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the aspect warrior's land speed.

Multi-attack(Ex): Starting at 4th level, an aspect warrior gains multi-attack. This ability functions just like the monster feat of the same name. This ability only functions when the eidolon is summoned

Aspect reserve (Su): At 5th level, an aspect warrior gains an aspect reserve. This ability functions like the monk’s ki pool ability, but gains a pool of aspect points equal to 1/2 his aspect warrior level + his Charisma modifier. His aspect strike allows his natural attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 11th level, his natural attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 17th level, his natural attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

In addition, an aspect warrior can use his aspect pool to grant himself or his eidolon extra evolutions. At 7th level, an aspect warrior can spend one point from his aspect pool to grant the effects of lesser evolution surge. At 13th level, he can spend two points from his aspect pool to grant the effects of evolution surge. At 19th level, he can spend three points from his aspect pool to grant the effects of greater evolution surge. This ability and improved evasion replace summon monster and gate.. This ability only functions when the eidolon is summoned

Improved Evasion (Ex): At 10th level, an aspect warrior gains the monk’s improved evasion ability.

Extraplanar Enlightenment (Su): At 20th level, an aspect warrior masters his Ajna chakra. The enormous energies channeled through his body forever transform his material flesh to that of an outsider(native), rather than as a humanoid (or whatever the aspect warrior’s creature type was) for the purpose of spells and magical effects. Additionally, the aspect warrior gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the aspect warrior can still be brought back from the dead as if he were a member of his previous creature type. Finally, the aspect warriors control over his chakra prevents his extraplanar ally from being subject to any form of involuntary dismissal(except, of course, death).

Swap Table
Summon monster I to IX/gate = ki pool (magic),(lawful),(adamantine, +improved evasion
Cantrips = Unarmed strike
Spells = AC from charisma(no bonus), Fast movement (+10,20 ft only), Evasion
Shield ally =
Aspect,Greater aspect,Merge forms = Aspect progression
Greater shield ally =
Twin eidolon = Extraplanar Enlightenment

Table: Aspect Warrior
Base
Class
Level BaB F R W Special Unarm.Dmg* Max Attacks
1st +0 +0 +2 +2 Aspect (1 point), life link, +1 2
mystic eidolon, feral strike
2nd +1 +0 +3 +3 Bond sense, evasion +1 2
3rd +2 +1 +3 +3 Fast movement +1 2
4th +3 +1 +4 +4 Aspect (2 points), +2 3
Multi-Attack
5th +3 +1 +4 +4 +2 3
6th +4 +2 +5 +5 Aspect Reserve(magic) +2 3 7th +5 +2 +5 +5 Aspect (3 points) +2 3
8th +6 +2 +6 +6 +3 3
9th +6 +3 +6 +6 +3 4
10th +7 +3 +7 +7 Improved evasion, +3 4
Aspect (4 points)
11th +8 +3 +7 +7 +3 4
12th +9 +4 +8 +8 Aspect Reserve(lawful), +4 4
13th +9 +4 +8 +8 Aspect(5 points) +4 4
14th +10 +4 +9 +9 Life bond +4 5
15th +11 +5 +9 +9 +4 5
16th +12 +5 +10 +10 Aspect (6 points) +5 5
17th +12 +5 +10 +10 +5 5
18th +13 +6 +11 +11 Aspect reserve(adamantine) +5 5
19th +14 +6 +11 +11 Aspect (7 points) +5 6
20th +15 +6 +12 +12 True self +6 6

Some of the changes were for fluff reasons. But the most glaring error that I should have noted was that natural attacks don't function inside the same base attack system. So I added some max attack numbers to the table and changed flurry into multi-attack.

I also removed the ac bonus from levels and made the ac statistic charisma. Mostly because the evolution pool allows for natural armour and I really think a monk has enough MAD to cover it.

... What else? Oh, I nerfed true self a bit and called it something else.

I improved the fast movement progression a bit. (+10)

Finally, I think I may have enough juju to put shield ally and greater shield ally back in... not sure though. It was a fairly heavy dose of gutting and I'm tired <Zzzzzz>


The spell progression's a little strange. It starts at 1st level but stops at 2nd-level spells, if I understood well? Why not to give the class a paladin-like spell progression instead?


Bardess wrote:
The spell progression's a little strange. It starts at 1st level but stops at 2nd-level spells, if I understood well? Why not to give the class a paladin-like spell progression instead?

Which MCA are you referring to Bardess? The ASpect Warrior? It has no spellcasting ability.


Trogdar wrote:

Hey Elghinn,

Just realized that the attack mechanic could be easily broken so that a character could have an enormous amount of attacks in one turn. I've made some changes to the wording of the previous posts to bring it back into balance and alter the flavour a touch.

** spoiler omitted **...

You have two abilities replacing summon monster and gate. I assume you wanted Aspect Reserve to replace aspect, merge form and greater aspect? That should be balanced, since the Aspect Reserve only functions when the eidolon is summoned, just like aspect, merge form, and greater aspect.

I'm still wondering about the 14 points the aspect warrior gains, may be too many. That was why I had 10, which is not the number diverted, but the number gained over all by the aspect warrior. When we did a similar ability in another MCA, I originally had it capped at 12 points (gained, not diverted), by Raider dropped it to 8. So, we'll have to see. I still think the progression is a bit wonky, and leaves a lot of dead levels. What about using the Aspect progression I used in the previous incarnation? 1 point at 1st, 2 at 3rd, and then increasing by +2 every 3 levels, capping at 12 at 18th level? Only leaves a dead level at 16th.

Also, in the table, I wouldn't show the number of points diverted, but the number of points gained. For someone to look at a glance, they'll want to see the amount they gain outright, not what they divert, then they have to mentally double it in their head. Minor thing, but I would annoy me to have to do that.

I like the changes, and I think it's pretty still balanced. You should be able to reinsert shield ally and greater shield ally into the MCA. I like your tie into chakras with the eidolon. much more flavorful. That was what I was attempting to do, but yours is much more mystical and monk-esque

For Feral Strike, what damage does it deal? Is it 1d4 and increases with level,or damage according to natural attack type and size? On your chart you have +1 etc. under unarmed strike. It this just a flat bonus to damage feral strike damage? From what I understand, Feral Strike does damage according to the natural attack type (and size of the Aspect Warrior), plus the bonus damage listed on the table. Is that correct? If so, that needs to be specified under Feral Strike.

This is what my understanding was:

Feral Strike (Ex): At 1st level, an aspect warrior gains feral strike. This ability functions like the monk’s unarmed strike ability, except that it only applies to natural attacks. An aspect warrior’s damage is based on the type of natural attack he has, while the number of natural attacks and bonus damage is determined by his level, as shown on Table: Aspect Warrior. Feral strike does not function without his mystic eidolon being summoned. This ability replaces cantrips.

Multi-Attack should follow the same progression as the the eidolon, but 1 less attack than what is listed.

This is what the table would look like with my suggestions. I think lowering the Aspect points to 12 would make it a bit more balanced, and and spreading out the progression like this would solve the dead level issue.

Table: Aspect Warrior
Base
Class Attack Fort Ref Will Multi– Feral
Level Bonus Save Save Save Special Attack Dmg*

1st +0 +0 +2 +2 Aspect (1 point), feral strike, life link, mystic eidolon, 2 +1
2nd +1 +0 +3 +3 Bond sense, evasion 2 +1
3rd +2 +1 +3 +3 Aspect (2 points) 2 +1
4th +3 +1 +4 +4 Fast movement (+10 ft.), shield ally 3 +2
5th +3 +1 +4 +4 Aspect reserve (magic) 3 +2
6th +4 +2 +5 +5 Aspect (4 points), maker’s call 3 +2
7th +5 +2 +5 +5 Aspect reserve (lesser evolution surge) 3 +2
8th +6/+1 +2 +6 +6 Transposition 3 +3
9th +6/+1 +3 +6 +6 Aspect (6 points) 4 +3
10th +7/+2 +3 +7 +7 Improved evasion 4 +3
11th +8/+3 +3 +7 +7 Aspect reserve (lawful) 4 +3
12th +9/+4 +4 +8 +8 Aspect (8 points), fast movement (+20 ft.), greater shield ally 4 +4
13th +9/+4 +4 +8 +8 Aspect reserve (evolution surge) 4 +4
14th +10/+5 +4 +9 +9 Life bond 5 +4
15th +11/+6/+1 +5 +9 +9 Aspect (10 points) 5 +4
16th +12/+7/+2 +5 +10 +10 5 +5
17th +12/+7/+2 +5 +10 +10 Aspect reserve (adamantine) 5 +5
18th +13/+8/+3 +6 +11 +11 Aspect (12 points) 5 +5
19th +14/+9/+4 +6 +11 +11 Aspect reserve (greater evolution surge) 6 +5
20th +15/+10/+5 +6 +12 +12 Extraplanar enlightenment 6 +6

Now we just need one of the other MCP Crew members to give some feedback. Anyways, thoughts on my suggestions?

EDIT: Also wrote up a quick flavor blurp.

It is not surprising that most summoners possess an affinity for conjuration magic. However, there are a select few who direct their passion in a completely new direction. By training in the ascetic arts, a summoner retrains his mind in such a way as to allow him to tap an alternate source of power, a reservoir of mystic energy that allows him to employ the evolutions of his eidolon to alter or increase his skills in battle. Through strict mental discipline, the aspect warrior can bring his eidolons into existence by sheer force of will, forming it from the very energies that that fuel his mystic abilities. While aspect warriors are often misidentified as common summoners, those who do so quickly realize their mistake as the claws or teeth of these well disciplined warriors find their mark.


because natural attacks have more than one kind of dice category, I had thought to put something like "the dice category of natural attacks increases by one at.... etc"

regarding the aspect warrior pool of evolution points. Its hard to say which straw is the one that will break the camels back. I just felt that the progression looked a little weird and the eidolon seemed to get quite a bit more gibbled than the summoner counterpart.

Aspect reserve is ki pool, I think I just renamed it. I copied your older chart.... and it looks like I buggered it up when I posted it<sigh>

As a side note, I wanted to take out transposition and makers call because they don't seem conducive to a melee fighter. I'll take a look at the monk list and see what seems like a good swap.

I guess a lot of the gaps and whatnot could be summed up by saying I collapsed at 5am :P


we could potentially do a 2/1 progression at 1,3,6,9,12 and 15. basically splits the difference.... but then you run into the whole gap thing again...

I'll think about it. I am not certain that I will understand the balance without working with summoner and an aspect warrior through a few levels. It's hard for me to define how that casting progression weighs on the aspect warrior.


Trogdar wrote:

because natural attacks have more than one kind of dice category, I had thought to put something like "the dice category of natural attacks increases by one at.... etc"

regarding the aspect warrior pool of evolution points. Its hard to say which straw is the one that will break the camels back. I just felt that the progression looked a little weird and the eidolon seemed to get quite a bit more gibbled than the summoner counterpart.

Aspect reserve is ki pool, I think I just renamed it. I copied your older chart.... and it looks like I buggered it up when I posted it<sigh>

As a side note, I wanted to take out transposition and makers call because they don't seem conducive to a melee fighter. I'll take a look at the monk list and see what seems like a good swap.

I guess a lot of the gaps and whatnot could be summed up by saying I collapsed at 5am :P

I didn't even notice you had removed transposition, and maker's call. With that, and looking over everything, if those two are gone, and shield ally and greater shield ally are back in, you could go with the 2points at 1st, and +2 points at 3rd and every 3 levels thereafter to 14 at 18th. I think that balances things out.

So, then you want the Feral Strike/multi-attack/natural attack damage to increase by 1 die type at 4th level, and every 4 levels thereafter? DAnd the +1 et.c must be left over from the AC Bonus.

Feral Strike (Ex): At 1st level, an aspect warrior gains feral strike. This ability functions like the monk’s unarmed strike ability, except that it only applies to natural attacks. An aspect warrior’s initial damage is based on the type of natural attack he has, while the number of natural attacks is determined by his level, as shown on Table: Aspect Warrior. At 4th level and every four levels thereafter, the damage from an aspect warrior’s natural attacks increase by one damage die. Feral strike does not function without his mystic eidolon being summoned. This ability replaces cantrips.

The table would look like this with the above changes. Only 8th and 16th with dead levels.

Table: Aspect Warrior
Base
Class Attack Fort Ref Will Max
Level Bonus Save Save Save Special Attacks

1st +0 +0 +2 +2 Aspect (2 point), feral strike, life link, mystic eidolon, 2
2nd +1 +0 +3 +3 Bond sense, evasion 2
3rd +2 +1 +3 +3 Aspect (4 points) 2
4th +3 +1 +4 +4 Fast movement (+10 ft.), multiattack, shield ally 3
5th +3 +1 +4 +4 Aspect reserve (magic) 3
6th +4 +2 +5 +5 Aspect (6 points) 3
7th +5 +2 +5 +5 Aspect reserve (lesser evolution surge) 3
8th +6/+1 +2 +6 +6 3
9th +6/+1 +3 +6 +6 Aspect (8 points) 4
10th +7/+2 +3 +7 +7 Improved evasion 4
11th +8/+3 +3 +7 +7 Aspect reserve (lawful) 4
12th +9/+4 +4 +8 +8 Aspect (10 points), fast movement (+20 ft.), greater shield ally 4
13th +9/+4 +4 +8 +8 Aspect reserve (evolution surge) 4
14th +10/+5 +4 +9 +9 Life bond 5
15th +11/+6/+1 +5 +9 +9 Aspect (12 points) 5
16th +12/+7/+2 +5 +10 +10 5
17th +12/+7/+2 +5 +10 +10 Aspect reserve (adamantine) 5
18th +13/+8/+3 +6 +11 +11 Aspect (14 points) 5
19th +14/+9/+4 +6 +11 +11 Aspect reserve (greater evolution surge) 6
20th +15/+10/+5 +6 +12 +12 Extraplanar enlightenment 6


That looks good to me. I'll wait and see what others think.

Thumbs up from me though, for sure.


Pathfinder Roleplaying Game Subscriber

@Elghinn/Trogdar So the last number on the Aspect Warrior's table is Max. Attacks?

@Bardess: I'd go with Coven (rather than Covenant) Champion (although I've developed a Paladin/Druid called the Feral Champion, (formerly the Feral Enforcer) so if you want to change Champion to something else Coven Guardian, Witch Warden, Coven Sentinel....but really, Champion is one of the few words we can use for Paladin-y stuff!). Really it doesn't matter. Coven Champion probably sounds best right now.... ;)

I think it looks great so far, and the familiar mount and athame ideas are superb concepts.

P.S. Been very busy so haven't had time to get onto the edits you sent yet.... :)


Yes, the last number is max attacks.

Off for the weekend, back Monday!


@Elghinn
Ops, I misunderstood the numbers...

@OSW
Don't worry about the similar names, that's not the only case... And don't worry about the other thing too ;)


Allow me to begin my first post on these forums with: I LOVE what you guys have been doing! My group and I use this stuff a lot, and my DM is usually pretty stern about not using 3rd-party material. Please, keep up the amazing work!

And now, it begins. I came up with an idea for a MCA a couple days ago, and figured I'd toss it into the ring. I don't have a whole lot done, mostly just some ideas and potential trades, so I'd be eternally grateful if I could get the experts' help. =)

The Shadow Jumper (working title), a Magus/Ninja, would be a skirmisher-type of combatant, combining sneak attack and teleportation to deal damage to foes across the battlefield (like Nightcrawler, or Corvo from the upcoming game, Dishonored). Here's what I've got so far...

Spoiler:

Weapon and Armor Proficiencies: All simple and martial weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Diminished Spellcasting: A shadow jumper may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Chakra Pool: This ability works exactly like the magus Arcane Pool and the ninja's Ki Pool, allowing the shadow jumper to use their Chakra to acquire the same bonuses as described in the two aforementioned abilities. This Chakra pool has a number of points equal to 1/2 the shadow jumper's level + Intelligence modifier + Charisma mod. (They have more abilities to utilize, so I felt they needed a bigger pool.)

Sneak Attack: This ability is the same as the ninja ability, except that the shadow jumper gains another damage die every 4 levels after 1st. This ability replaces the three increments of Spell Combat.

Trailing Shadows: A shadow jumper's training in using both magic and darkness to their advantage has caused them to develop a closer connection to shadow than most; barely noticeable whiffs of darkness constantly weep from the shadow jumper, helping to distract their foes. The shadow jumper gains their Charisma modifier to their AC, but only while they're wearing light or no armor, and not using a shield. A shadow jumper wearing medium or heavy armor, or carrying a medium or heavy load loses this bonus. They also lose this bonus if caught flat-footed. This ability replaces Medium and Heavy Armor.

Dark Technique: Starting at 3rd level, and every three levels thereafter, and shadow jumper may choose a single magus arcana or ninja trick that they qualify for.

And here's where I come up short on non-ridiculous ideas. =P As was stated earlier, I really want it to be based around teleportaion. I want Spellstrike to stay (it wouldn't be much of a Magus if it didn't have at least that). Other than that, I'm completely open to ideas, critiques, and all that other stuff you guys are great at.

Thanks for anything you can give me on this! =)


If you look at the monks ki abilities, I believe he has a dimension door spell. you may also be able to do something like spontaneous spell conversion for teleport spells. You would just have to convert a spell of at least the level that the spell comes into effect.... something like that?

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